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Jeremy Bernhardt (order #2415176) 65.166.54.

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Jeremy Bernhardt (order #2415176) 65.166.54.45
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game creation and design
Matthew Hope
Robert Kingery
creative director
Robert Kingery
lead game designer
Matthew Hope
contributors
Kevin Cowdrey
J ohn Helmer
Davis Kingsley
David Sininger
J oe Tuzzolino
Dan Weber
design & layout
Crystal Kingery
cover art
Brian Samms
lead concept artist
Peter J ohnston
contributing artists
Chris Damask
Matthew Ellinger
Aaron Gillespie
Mark J aworski
Kirill Kanaev
Mark Kay
Aleksandr Kursov
Michael Linke
Anna Ana Machowska
J C McDaniel
Robert Palfrey
J oep Peters
Steven Skidmore
J ason Weibe
Maciej Zylewicz
writers
Matthew Hope
Clint Werner
chief editor
Dr. Richard Flynn
terrain
ESLO Terrain
Pegasus Hobbies
photography
Robert Kingery
casting
Cipher Studios
playtesters
Chris Abratte
Kevin Cowdery
Rhett Cumming
Guy Dampier
Max Dampier
J ean Marie Dehlinger
Richard Dixon
Kenneth Ford
Dominic Goh
J aroslaw Grabowski
Burkhard Hannig
David Hay
J ohn Helmer
Daniel Hope
Christian Hundahl
Peter J enisch
Kevin J ones
Michael Karns
Tom Kiley
Davis Kingsley
Fernando Lopez
Carl Olsen
Paul Pietsch
Steve Reiber
Pascal Saradjian
David Sininger
Eric Solie
Christian Steimel
Carl Stoelzel
Aaron Vines
Dan Weber
Clint Werner
Maciej Zylewicz
The Darkson Designs team would like to extend our most greatful and
sincerest thanks to Matthew Hope for all his effort and hard work in making
AE-WWII a reality, without you this project would still be just a thought. We
would also like to thank Clint Werner for his incredible stories that helped to
bring life into AE-WWII. Also, we cant forget our great group of playtesters,
thank you for all your testing, critiques, feedback, and comments.
Jeremy Bernhardt (order #2415176) 65.166.54.45
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publisher:
Darkson Designs
7201 Garden Grove Blvd. Ste. A
Garden Grove, CA 92841 USA
www.darksondesigns.com | info@darksondesigns.com
Copyright 2007 Darkson Designs
All Rights Reserved
ISBN: 978-0-9766410-4-9
First Printing, December 2007. Printed in the USA.
Without limiting the rights under copyright reserve above, no part of this publication may be reproduced, stored in or introduced into a retrieval system, or
transmitted, in any form, or by any means (electronic, mechanical, photocopying, recording, or otherwise), without the prior written permission of the publisher
of this book. The scanning, uploading, and distribution of this book via the internet or via any other means without the permission of the publisher is illegal and
punishable by law.
Introduction..............................................................................4
City of Twilight..........................................................................5
Background & Setting.............................................................13
Timeline..................................................................................30
core rules
Characteristics...................................................................40
Attributes..............................................................................40
Special Abilities....................................................................40
Troop Type/Training Level...................................................42
Action Points........................................................................42
Unit Type..............................................................................42
Game Play................................................................................48
The Turn................................................................................48
Actions.................................................................................48
Action Type...........................................................................48
Movement...............................................................................49
Combat....................................................................................50
Ranged Combat....................................................................50
The Weapons of War.............................................................52
Weapon List..........................................................................55
Weapon Descriptions............................................................56
Close Combat.......................................................................59
Morale.....................................................................................60
Vehicles....................................................................................62
Vehicle Characteristics.........................................................62
Vehicle Crews.......................................................................63
Vehicle Actions.....................................................................64
Vehicle List..............................................................................66
Force Organization...................................................................70
Detachment Types................................................................70
Special Orders ......................................................................74
Scenarios & Objectives............................................................76
Scenarios..............................................................................76
Scenario Descriptions...........................................................77
Scenario Special Rules.........................................................82
Secondary Objective Descriptions........................................82
Campaigns..............................................................................84
Campaign Types...................................................................84
Campaign Structure..............................................................84
Following A Campaign.........................................................85
Sample Campaign - A Fools Errand....................................87
Sample Campaign - The Rockets Of St. Michele.................96
Bloody Winter........................................................................105
german geneticists
Sonderbuero 13.......................................................................110
German List............................................................................117
Sample List.............................................................................124
Painting Guide........................................................................125
american sci-tech
Captain Wolf...........................................................................127
ARPA.....................................................................................129
American List.........................................................................135
Sample List.............................................................................143
Painting Guide........................................................................144
soviet psi
Khaymovich Interviews.........................................................146
4
th
Special Department..........................................................148
Soviet List..............................................................................155
Sample List.............................................................................162
Painting Guide........................................................................163
Subhuman.............................................................................164
Lexicon..............................................................................168
References.........................................................................170
Index.................................................................................171
Quick Reference Tables.........................................................172
Jeremy Bernhardt (order #2415176) 65.166.54.45
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Alternate Events: World War II is a skirmish-based
miniatures game set in the retro sci- setting of an alternate
World War II. The game is intended for use with the
Darkson Designs line of AE-WWII true 28mm models
but is compatible with any 1/48 scale models or miniatures.
AE-WWII presents players with a war quite different from the
one found in the history books. Here, the war has dragged on and
neither the Axis nor the Allies have been able to secure a victory.
By spring of 1946 the conict has devolved into a bloody war of
attrition and all sides turn to new advances in science, technology
and even the occult to try and achieve victory. As you will
see from the alternate history presented here, the war continues
along much the same lines it had in our past, but different forks
in the timeline have led the world to a different place; a place
of frightening weapons of war, a place of faltering alliances,
a place of death and heroism, a place of never-ending war.
AE-WWII combines war-gaming and historical ction into
a game that has much to offer fans of both. With a exible,
points-free detachment design system
players can create purely historical forces
or units comprised entirely of the terrifying
new wonder weapons available to each
side of the conict. In AE-WWII its up
to the players to decide how historical
or how ctional the game will be.
The rules presented here make for exciting,
fast-paced games that can be played
in anywhere from 30 minutes to two
hours. Games of AE-WWII can often be
decided quickly with one side achieving
victory over the other in a few short turns.
Alternatively, battles can drag on, with
neither side able to break the other as
each player desperately tries to eliminate
their opponent. With our three-pronged
victory condition system, each scenario
of AE-WWII forces players to attempt to
achieve primary and secondary objectives
as well as keep in mind their casualty
rates; games of AE-WWII can often end
in ties, such are the harsh realities of war.
Each player of AE-WWII controls a
detachment, which is roughly a single squad
of soldiers. This smaller model count makes
it easy to collect enough miniatures to get
into the game quickly, without the need
for a large investment of time and money.
In addition, it keeps games fast and fun.
The rules allow for multiple detachment
games, giving players the option to expand
the game to the platoon level with little
need for adjustment to the rules. Weve
also included rules for light vehicles, which let players put into
use any of the various 1/43, 1/48 and 1/50 scale WWII model
vehicle kits available on the market.
AE-WWII has been designed by gamers and history nuts who
have a passion for gaming and for our past. We feel that the
attention to detail placed in the game and into its setting creates
a game that is both easy to learn and fun to play. Each skirmish
takes place in a setting rich in historical accuracy blended with
exciting ction. We hope we have captured the feel of an alternate
World War II setting mixed with our unique retro sci- avor.
sidebars
Throughout this book we will present tips, hints, strategies
and interesting facts in the form of sidebars. In House will
provide readers with strategies and tips used by the game
designers for our own games, while the Fact vs. Fiction
sidebars will show the differences between the facts of
World War II and the ctional material created for this game.
Jeremy Bernhardt (order #2415176) 65.166.54.45
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Sergeant Frank Miller chewed on the mushy stump of an old
cigar, his Thompson sub-machine gun resting casually against
his hip. The sounds of a city gone mad bellowed in his ears,
the sound of thousands of voices lifted in celebration, laughing,
shouting and cheering as the dark shroud that had hovered over
them for four years was nally pulled away. Everywhere Sgt
Miller turned, all he could see was a sea of smiles, jubilant
faces glowing in the vibrant light of a new dawn. The French
tricolor ag was waving above the crowds that thronged the
streets, homemade signs praising everyone from De Gaulle to
MacArthur and Roosevelt sprouted like weeds among the mob.
Flowers littered the street as French women and children threw
them to the marching Americans.
The mad joy had infected Millers men. Hitching a ride on one
of the T14 assault tanks from 3
rd
Armys armoured division, the
squad was entering the city in style. Every inch of the tanks
thick hull was covered in grimy GIs, their boots caked in mud,
their fatigues powdered with the dust of their long march up from
the Riviera. He saw Herwig, the mop-headed little lawyers kid
from Toledo grinning like an idiot, letting the cheers of the crowd
saturate him from nose to toes. He had one arm wrapped around
a bottle of wine some shrivelled old man had darted into the road
to give him, narrowly missing being ground under the tanks
tracks. His other arm was buried in a loaf of bread big enough to
gag a moose and he was trying to gure out how to make room
for a basket of apples a doe-eyed French girl was struggling to
lift up to him from the street. Simpson, the podgy welder from
El Paso made it easy for him. Holding onto the cannon with one
hand, he swung out over the street like the prodigal missing link
and grabbed the basket. The dark-haired corporal swung back,
revelling in the laughter of his squad. He beat a sunburnt hand
against his breast and hooted at his comrades.
Cut the malarkey, Tubby, Miller growled, you aint King
Kong. Simpson stared at him, eyes downcast like a scolded
school boy. Miller shook his head. Were these really the same
men hed come through Sicily and Avignon with? The men
who had fought their way through Mussolinis Black Brigade
and the 14
th
German Panzer Corps, the men who had stood their
ground and blasted away at the drooling, degenerate horrors the
Italians had set loose when they realized they couldnt hold the
island? Were these the same men who had fought through the
Vichy Milice and the Waffen SS after landing in France? Hed
seen Simpson knock out a German halftrack and mow down
the survivors as they crawled out of the wreckage. Hed seen
Herwig take out a German pillbox outside Nimes with only a
few grenades and his trench knife. Hed seen Pollock standing
in the middle of a eld emptying his BAR into a diving Stuka. It
didnt seem possible that these were the same men, laughing and
joking like a bunch of kids. It wasnt right.
Whats eatin ya Sarge? The question came from Charlie
Benton, a freckle-faced rieman from the San Gabriel Valley.
Hed joined up with the squad after 44, when a lot of guys were
being reassigned. After D-Day, there were a lot of outts that
simply werent around any more. Its a big day! Were heroes,
driving the krauts out of Paris without even rin a shot! Youve
got to be hardern a sledgehammer not to be feelin giddy just
now yerself!
Miller scowled back at Benton, but the Californian was right it
Jeremy Bernhardt (order #2415176) 65.166.54.45
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was a big day and by all rights he should be grinning just as big
as all them Parisians lining the streets. But somehow he couldnt
relax, couldnt let himself give in to the situation. Tiny alarm
bells were going off in the back of his brain, telling him to keep
his eyes open and a steady grip on his Thompson.
It aint right, Miller conded to Benton. You ever been on the
beach and fell asleep and had them little black ants start crawlin
on you? Thats how I feel right now, like my skins just itchin
and squirmin. The sergeant looked away from the rieman,
glancing at the joyous crowd in the street. Dont this feel wrong
to you? How long you been ghtin Fritz? Two years? Three?
I signed up right after Pearl, been in every damn engagement
from Morocco to Avignon and if theres one thing Ive learned is
that Fritz doesnt give nothin away for free! He looked up into
the sky, watching the puffy white clouds roll across the pristine
summer sky. I cant get into all this celebratin Benton, cause
Im too busy waitin for the other shoe to fall.
Benton left his sergeant to his thoughts, turning to nd more
pleasant company among the other grunts crowded on top of
the tank. Miller didnt even notice him, too busy watching the
crowd, watching the buildings, watching the sky. If thered
ever been a safe bet, a sure thing, Miller would have placed his
money on the Germans ghting tooth and nail for every street
corner and back alley before they let the French have Paris back.
The scene around him was surreal, almost dreamlike. He kept
waiting for saboteurs or snipers or a squadron of Heinkels to
pop up. Every minute that passed, Millers tension grew. No way
was it going to be this easy.
A sudden disturbance in the street ahead caused the tank in front
of them to stop, bringing the entire column to a halt. Cursing
from behind him told Miller that OConnor hadnt been ready
for the sudden stop, jostling forward and chipping a tooth on
one of the T14s hatches. Without turning, Miller snarled for
his man to keep quiet. Something was happening forward, and
he wanted to know what it was. Faintly, above the rumble of
the tank engines and the roar of the crowd, Miller could hear
somebody yelling. He spun around, grabbing a stful of fatigues
and pulling the GI in them with him as he dropped down from
the tank and ambled to the front of the line.
What the hell, Sarge? complained Private Ned Banks, the
barrel-chested youth from Ohio hed encouraged to join him for
a walk.
Somethins up and Im gonna see what, Miller told him without
breaking stride. Might need you to parley some francais for
me. The sergeant and his soldier came to the front of the idling
T14. There was a French ofcer standing in front of the tank,
shouting and posturing up to the tank commander, trying to
make himself understood. The perplexed tank man kept shaking
his head, responding to everything the ofcer shouted at him
with a frustrated Hey, Mack, I dont speak French.
Thats okay, buddy, I got a fella from my squad can do the
translatin, Miller said, intruding on the scene. The exasperated
French colonel was visibly relieved when Banks came forward
and started to translate his needs for the tank crew. Miller followed
the exchange closely, eyes narrowing as his mind turned over
the details. It seemed that not all the Germans had bugged out
the minute De Gaulle and Bradley started rolling into Paris. A
handful of them were left behind, ofcers and administrators for
Field Marshal von Choltitzs military government. They were
holed up inside the Kommandantur, the headquarters from which
von Choltitz had controlled the city, refusing to surrender until
they had General de Gaulles personal assurance that they would
be treated as prisoners of war rather than shot out of hand by
some of the fanatics in the Maquis. The French colonel wasnt
about to bother the leader of the Free French with such a triing
matter and felt that a display of force would get the Germans to
surrender every bit as quickly as the famous general.
Sgt Miller considered everything the French colonel said, going
over it with all the suspicion that had kept him alive since 42.
At length he spat his cigar out and ground it under his boot. Tell
the colonel to keep his drawers on, Banks. If the tank boys aint
up to it, I know some grunts thatd jump at the chance to give
him a hand.
You do, Sarge? Banks asked, a worried gloom pulling at his
face.
Yeah, Miller replied. Us.
The Kommandantur was situated on the rue de Rivoli in the
building that had been the opulent Hotel Meurice. The Germans
had appropriated the hotel in 1940, using the massive structure as
their headquarters in the city. Miller could feel the change in the
air as their T14 rumbled toward the infamous Kommandantur,
where the German Gestapo had transformed the expansive cellars
into cells and interrogation rooms. Sandbags and barbed wire
lined the lower windows, hasty defenses erected by von Choltitz
against an uprising among the supposedly docile population.
Here there were no cheering crowds, no jubilant throngs, only
hard-faced ghters in grubby civilian clothes ngering captured
Schmeissers and British Sten guns, glaring hate at the crimson
ags ying from the balconies of the hotel, at the massive iron
eagle bolted above the main entrance. From his perch on the
tank, Miller could see that there must be hundreds of armed
Maquis surrounding the Kommandantur and only a few dozen
soldiers in the green fatigues of the Free French army. Maybe
the krauts pinned down inside werent so batty trying to stay
holed up inside. One look at that mob and any German would
start to feel a noose drawing tight around his neck.
Beyond the ring of Maquis and the handful of French soldiers,
there was a perimeter of several hundred civilians, drawn to
the spectacle unfolding at the Kommandantur with the same
morbid curiosity that makes motorists slow down as they pass an
accident. There were none of the cheers and shouts that marked
the crowd lining the Champs Elysees, only a tense, expectant
quiet. That crawling feeling was getting so bad that Miller
started to scratch his arm.
The French colonel dropped down from the lead tank, every
eye in the crowd on him as he swaggered past his men and
the partisans. The T14 he had climbed aboard swung around,
rumbling into a position on the left ank of the entrance while
Jeremy Bernhardt (order #2415176) 65.166.54.45
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the second T14 turned to the right. As it settled into its spot,
Miller and his men dropped down from their seats on the hull,
circling the tank and using its bulk for cover. If anybody in the
Kommandantur started getting trigger happy, Miller would feel
better with a couple feet of steel and armour plate between him
and the hotel. A pair of ofcers joined the colonel and approached
the building.
Hello to hotel! a French captain shouted, cupping a hand to his
face. I ask you again to lay down you weepons an surrender!
He looked aside at the two immense tanks now anking the
building. As you can see, you are in no position for negotiate!
Come out now an you weel not be harm!
The little alarm bells were now positively thundering in Millers
brain. He glanced over at Private Banks. Why the hell are they
yelling at them in English? he wondered. Pollack shrugged his
shoulders.
Maybe none of em speak German, he suggested.
Yeah, but youd expect krauts stationed at the Paris headquarters
to speak some French, Benton replied. That little worried itch
that had been plaguing Miller seemed to have passed itself on
to the rieman. Benton slid back the action on his weapon,
checking the round in the chamber. The rest of the squad turned
worried looks toward the hotel.
We speak mit der General! an angry voice snarled from behind
one of the cage-faced windows on the lower oor of the hotel.
You fellows we are not trusting! Bring der General. We will mit
him speak!
The Germans tone seemed to infuriate the captain. He translated
the exchange for the colonel beside him and Miller could see the
Frenchmans face grow red with anger. He snapped something
to the captain, and even without understanding what was being
said, Miller could feel the venom in his words. The captain
turned back to the hotel.
You weel surrender to us! The general is not coming! He has
important things than waste time with some stubborn bosch!
Come out now, or face consequence!
The reply to the captains demands was as sudden as it was
brutal. There was a bright ash at one of the windows, then a
loud boom as a ball of ame enveloped the captain, hurling his
twisted carcass a dozen yards into the park across the street.
The ofcer beside him was thrown by the explosion, smacking
into the hull of the T14 with an impact that caved his chest like
an old eggshell. The colonel was knocked down, rolling across
the cobblestones like a battered tumbleweed, his tunic stained
crimson where shrapnel had ripped into it.
Panzerfaust! Pollack screamed. The cry had Millers men
scattering from the backside of the T14 like rats. Most of the
French soldiers were still stunned by the horric death of their
captain, but a few of the partisans were peppering the walls and
windows of the Kommandantur with automatic re. Whoever
had red the anti-tank rocket into the captains chest had either
been caught in the re or else was keeping his head down. Soon
the .50 calibres mounted on the turrets of the T14s were adding
to the shower of lead slamming into the faade of the hotel. Even
Miller was impressed by the amount of re being directed into
the Kommandantur. Nothing alive could stick its neck out under
that kind of re.
Unfortunately, Miller had seen for himself that some of the
things ghting for the Reich werent exactly alive.
The rst one emerged from the main entrance, its anti-septic
reek of chemicals and lubricants overwhelming even the stink of
gunpowder in the air. In shape, it wasnt so dissimilar to a man,
after all, it had been human once. But the devil doctors of
the Reichs Sonderbuero 13 had changed whoever it had been,
discarding its humanity and replacing it with steel and wire, with
drugs and chemicals that deadened the brain until only one thing
remained the need to kill! The things withered frame was like
that of some scarecrow wandered out of its eld, but the scrawny
body was deceptive. There might not be any meat clinging to
the things bones, but there was plenty of muscle. About the
things waist was a metal belt, its surface covered in little steel
bottles. Big rubber tubes stretched from the bottles to grotesque
sockets in the things chest, pumping their hideous chemicals
straight into its heart. Veins black with poison oozed beneath the
things drawn, sickly skin. The head was withered and hairless,
wasted into a living skull. The face was hidden behind a rubber
gasmask-type covering, recycling the drug-ridden air the thing
was spitting up from its body and forcing it back down into its
lungs. The dark goggles of the mask stared blankly from above
the insect-like snout, but there was no mistaking the ferocity
smouldering behind the blackened lenses.
Miller had seen them before, in Sicily, later on the Gustav Line
in Italy. HQ called them Emaciated Troopers, deriding them
as some sick attempt by the Germans to recycle their wounded
by turning them into doped-up bullet-stoppers. They werent a
serious threat, HQ said, so long as the boys in the eld kept
their wits about them and didnt panic. Miller wondered if HQ
believed half of the swill they told their boys.
The Emaciated Trooper stood in the doorway for a few seconds,
it took that long for the guys ring on the hotel to get over the
shock of its ghastly appearance. Then somebody opened up on
the thing, bullets slamming into it like a prize ghter throwing
jabs at a slab of beef. The thing paid about as much attention
to the bullets as a slab of beef, its wasted husk tearing and
ripping as the rounds shredded into it. Its head swung around,
the insect face glaring at the partisan who had opened up on
it. From behind the mask came a gurgling, liquid snarl and the
thing leapt forward, sprinting across the street with a speed J esse
Owens only dreamed about. As it ran, it lifted the huge, over-
sized nightmares some psychopath had decided would make
nice replacements for its arms.
The partisan shrieked as the Emaciated Trooper brought its left
arm scything down across his chest, ripping him open from
shoulder to spleen. Miller saw the arm gleaming wetly in the
summer sun, a thin length of steel jointed at its midsection
before stabbing into the big ball socket that had replaced the
Jeremy Bernhardt (order #2415176) 65.166.54.45
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things own shoulder. At the end of the steel rod, where a
mans hand would be, was a set of jagged triangular blades,
like a madmans interpretation of a bear claw. The mangled
Frenchman dropped, so overwhelmed with pain and shock that
no sound came from his writhing lips. Now others were ring at
the creature, partisans, French soldiers, even one of the tankers
had swung his turret around so he could cut the thing down with
the Ma Deuce mounted over the hatch. The Emaciated Troopers
body jerked and danced as the bullets slammed into it, tearing it
apart. The chemical stink intensied as the cylinders on its belt
ruptured. Even so, with its desiccated body being torn asunder,
the creature had enough strength to bring its other arm snapping
down at the mortally wounded maquisard. Instead of the rake-
like tting of its other hand, the Emaciated Troopers left arm
ended in a pair of massive industrial sheers. The huge blades
ashed shut across the Frenchmans neck, cutting through it as
cleanly as the stem of a dandelion. Then the abomination was
down, its inhuman vitality at last overcome by the .50 calibre
rounds sawing into it from the turret of the T14. Its spine severed,
the monstrosity crumpled into the street, stagnant
blood and pungent chemicals draining out of its
tortured husk.
Even as the Emaciated Trooper grew still and the
horror of its sudden appearance was beginning
to lift, a terric series of explosions rocked the
street, throwing men to the dirt. A cloud of chalky
white dust billowed from the Kommandantur,
sweeping over the tanks and the partisans. Miller
cursed at himself. The abomination the Germans
had sent through the doorway had been a diversion,
something to keep everybodys attention while they
got down to the real work. Charges had exploded
across the sides of the hotel, gouging gaping holes
in the faade. Through the smoke and dust, Miller
could see shapes sprinting through the rubble lean
gangly gures with limbs of steel fused to their
shoulders. Before Miller could react, the Emaciated
Troopers were in among the staggering partisans, their
murderous claws scything through the Frenchmen.
Tubby! Miller roared to Private Simpson. The chubby GI
looked over at his leader. Already the heavy BAR was in his
hands, Miller had caught him as Simpson started to crane his
body around the T14s exhaust to spray the enemies spilling from
the ruptured hotel. More Scrawnies, Tubby! Switch to HE!
Simpson nodded his understanding, ripping the magazine from
the underside of the automatic rie. He fumbled in the leather
ammo bag slung over his shoulder for a moment, then slammed a
fresh magazine into the weapon. Miller could see the distinctive
red dot on the side of the magazine, denoting the high-explosive
T99 bullets contained within. By the time Simpson swung
back around to nd a target, several of the French soldiers had
recovered and were ring everything they had into the German
abominations. Even some of Millers men were getting in on the
action, ring their carbines at the oncoming horrors. But American
or Frenchman, the re was only slowing the monstrosities down,
it took a lot more force than a 9mm or even a thirty aught six
could deliver to drop an Emaciated Trooper for good. It was one
of the reasons the Army had started issuing 40 round magazines
for the Browning Automatic Rie, and giving the men equipped
with the weapons a healthy supply of HE ammo.
Tubby sprang from behind the T14 and delivered a one-man
fusillade that had the Emaciated Troopers on his side of the
tank reeling. Wherever his slugs hit, a chunk of meat the size
of a watermelon was blown away. Miller didnt care what
kind of drugs the Germans had their monsters doped up with,
nothing shrugged off that kind of damage. The blasted, mangled
Scrawnies were littered among their dismembered victims like
so many crushed insects, their broken limbs ailing uselessly
at the uncaring sky. Simpson gave a whoop of satisfaction and
dropped back into cover to slap a fresh magazine into the BAR.
On the other side of the street, the second T14 was raking the
Emaciated Troopers with machine gun re, cutting them down
at the waist. The tankers werent taking any chances, however,
and soon the big 75mm main gun was craning downward. There
was a bestial roar and the muzzle of the cannon exploded with
ame. The shell smashed into the debris now surrounding the
Kommandantur, instantly bursting and scattering a burning
paste against the side of the building and all around the mangled
Emaciated Troopers. The white phosphorous from the shell
sizzled and burned as it chewed its way through the twisted esh
it landed upon.
The ground rumbled again as still another explosion shook
the street. Millers ears were ringing as he threw himself to
the ground, pressing his face against the cobblestones. Shreds
of steel ew through the air above him, decapitating the tank
commander leaning from the hatch of their T14. The other T14
was billowing smoke from the mangled ruin of its turret. A
second explosion shook the heavy tank and tongues of ame
erupted from every hatch on the T14s hull. A screaming tanker
tried to claw his way from the wreckage, his body enveloped in
re. He only got as far as getting his head and shoulders clear
before he slumped against the hatch and cooked with the rest of
his crew.
Jeremy Bernhardt (order #2415176) 65.166.54.45
9
The culprits for the destruction of the T14 strode through the
smoke and rubble, towering above the destruction like ancient
pagan gods. They stood nine feet tall if they were an inch,
their bodies swollen with muscle, their cruel faces twisted
and distorted with an inhuman, malignant power. Veins stood
clear and bold against their esh, pulsing green as they pumped
chemical strength through the immense bodies. Black fatigues
struggled to contain their enormity, the little gold badges of
the German Waffen SD standing out upon the collars of their
fatigues. One of the juggernauts wore a black steel helmet one
his head, the other sported a narrow-brimmed fatigue cap, the
SD skull insignia grinning from its brow. All this Miller saw in
the span of a heartbeat, then his eyes were locked on the weapons
lling the paws of the two giants. The one with the helmet was
carrying an over-sized panzerfaust in his hands, a thick leather
bandolier crossing his enormous chest held three more of the
anti-tank rockets, two of the loops empty after hed sent their
contents slamming into the T14. The other giant held an MG42
in each of his sts. The huge German roared like the very devil
and opened re on the largest cluster of partisans he could nd,
the automatic re slashing through the maquisardes as they
scrambled for cover. Miller had heard rumours of these brutes,
but had never seen them before. Rohlingsoldaten was what the
Germans called them, but the Brits had nicknamed them ogres
and the British slang had passed on into use by their American
allies. Whatever the name, Miller would have preferred if the
monsters had remained just a rumour.
Simpson! Banks! Herwig! Miller shouted, picking himself
from the cobbles and tightening his grip on his Thompson. He
stabbed a nger in the direction of the Ogres. Already the one
with the panzerfaust was swinging around for a shot at the other
tank. Considering that they were still using the T14 for cover,
Miller didnt want to give the monster the chance to take that
shot. However, when he started pouring lead at the giant, he
found that he was alone. The rest of the squad were busy with
their own problems. A second wave of Germans had burst out
of the Kommandantur. Miller should have expected as much,
the Germans often used their Emaciated Troopers as a covering
force for their regular soldiers, letting the abominations soak up
re while the real krauts got into position. He risked a quick
look, seeing the debris eld beside the hotel alive with German
soldiers in black fatigues and camouage smocks, their faces
hidden behind rubber breathing masks. Simpson, the partisans
and the crew of the T14 were too occupied trying to keep the
SD regulars from overrunning them to notice the menace that
had appeared on the other side of the hotel. That meant it was
all up to him.
Millers re raked across the ground and sprayed over the Ogre
as he crouched to re his shot. Spurts of green-colored blood
exploded from the injured giant and the German dove for cover.
With his comrade keeping the French down and the Waffen SD
regulars converging on the other T14, the Ogre was surprised
by the sudden attack. He rolled behind the burning tank he had
destroyed as Miller shifted his aim and chased him with automatic
re. The brute was far from agile, but with his ears still ringing
from the explosion, Millers aim was anything but steady. He
lost sight of the giant as the monster gained the shelter of its
smouldering victim. Then Miller himself was diving for cover,
a half-articulate warning bellowing from his lungs. The sergeant
found himself scrambling across the blood-slick cobbles, only
looking back once hed reached the park. He felt a hot, hateful
pain rip through his gut as he saw the crumpled bodies splashed
across the side of the T14. Simpson, Herwig, Pollack, Banks, all
of them were lying there in the gutter, their bodies torn apart by
the burst of re Miller had so narrowly evaded. He hadnt seen
Jeremy Bernhardt (order #2415176) 65.166.54.45
10
the regular German soldiers who had followed the two giants out
of the Kommandantur, but they had taken notice of him as soon
as he opened re on their chemically-infused godling. Theyd
closed in while he was trying to pin down the Ogre, then let
loose with their StG45s. The assault ries sent a shower of high-
velocity death cascading along the hull of the T14, knocking
down the men from Millers squad like tenpins.
Miller glared at the SD regulars as they sprinted toward the
embattled tank. The commander had already abandoned the
turret, retreating down into the interior of the T14. Unlike its
counterpart, the remaining T14 didnt have a hull-mounted
machine gun and the Germans were much too close to use the
main gun. Miller tried to work the action of his Thompson,
intending to relieve the beleaguered tank, but found that his
weapon had jammed during his violent scramble to save
himself. It turned out he didnt need to. The Waffen SD regulars
were old hands at knocking out tanks, as they sprinted toward it,
they shouldered their ries and tore hafthohlladung from their
belts. The shaped mines possessed strong magnets that would
x them rmly to an armoured hull. Even the heaviest armour
plate wasnt able to stand up to the punch these insidious little
bombs packed. There were entire scrapyards in the Ukraine that
gave ugly testament to just how procient the Germans were at
slapping these nasties on even a mobile victim.
The T14, however, wasnt quite the sitting duck the Germans had
been expecting. The absence of a machine gun on the hull was
because the extra space the gunner would occupy was taken up
by a much different sort of equipment. The T14 Millers squad
had hitched a ride on had been outtted as an assault support
tank, expected to do its part in any close-in, house-to-house
ghting. As the Germans scrambled near the hull, the crew inside
activated that special equipment, a bit of experimental science
from San Diablo called a Tesla-skin. The bulky generator
inside the tank sent a crackling current of electricity rippling
about the vehicle, sending 2,000 volts shooting through anything
touching the exterior of the hull. The Germans assaulting the
tank didnt know what hit them, two of them being thrown back
as the electricity shot into them, leaving them smoking husks on
the street. The others turned to run, their morale shaken by the
gruesome display. Miller drew his pistol, determined that none
of them would reach cover, not after slaughtering his men.
Let me grease em, Sarge. Miller turned his head to nd Private
Benton beside him. At least one man from his squad had acted
quick enough to take advantage of his warning. Benton had
the dark plexiglass visor of his helmet down. Unlike the rest
of Millers men, there was no armoured steel plate covering
Bentons chest, instead he wore a thickly insulated rubber smock
and immense padded gauntlets. Bentons weapon was tted
to his arm with plastic cuffs, held against his body to prevent
it from jumping when he red it. The gun was an oversized
tube of non-conductive metal with a set of forked, copper
tongues protruding from the end. Miller nodded to Benton,
reaching up and wrenching the crank to ignite the electrical
powerplant Benton wore on his back and which was connected
to his weapon by a series of cables. After the third rotation, the
generator crackled into life. The Germans had already reached
cover, but Benton resolutely stood up and directed his re at
the pile of rubble they had converged on. The bucking beam
of electricity that surged from the copper tongues sent a stink
of ozone into the air as it crackled across the street. The beam
struck the rubble with the impact of a lightning bolt, melting the
bricks into slag and scattering the Germans with the force of its
explosive impact. Two of the Germans stayed still when they
crashed against the ground, but the third rose and tried to aim his
StG45 at Benton. The American shifted the course of the beam,
sending the electrical discharge slamming into the German and
burning a hole clean through his chest.
They called men like Benton, Zappers in the slang of the
overseas GI, and for all the awfulness of the bulky directed-
energy projector they carried, Miller wouldnt trade them for
a platoon of Shermans. The electrocution guns did wonders
for spooking the Germans, giving them a taste of their own
medicine. The krauts could keep their monsters, Miller had
President MacArthur and Nikola Tesla behind him.
Automatic re caused Benton to kill the energy shooting from
his weapon and drop back into the dirt. Miller dropped with him,
trying to atten himself as bullets whistled over their heads. He
lifted his head just enough to see the German Ogre with the
machine guns come circling around the burning tank, his face
contorted with rage, like some pagan god that had clawed its
way out of its own grave. The butchery the Ogre had wrecked
on the partisans had been hideous enough that there was nobody
left to re on him either lying mangled in the street or else
having ed into the park. The remaining T14 noticed the brutes
advance and swung its turret around to target him with the main
cannon. The gun barked, but the shell crashed a dozen yards past
its intended target. Big as he was, the Ogre was a much smaller
victim than the enemy armour and xed emplacements that the
tankers were more used to aiming at. Before they could re again,
the Ogre Miller had chased with his Thompson came back into
view, ring a panzerfaust at the T14. The rocket cracked against
the turret, blackening the hull and twisting the metal. The T14s
turret refused to rotate as the tankers recognized their immediate
threat, the ring bent in such a way that it had become locked in
position. The driver pivoted the tank sharply, causing it to slide
forward as the left track lunged into life.
Before the tank could maneuver further, a gigantic shape
emerged from the Kommandantur, pushing its way through
the rubble, dwarng even the Ogres. Miller felt an icy chill run
down his back. Hed seen one of these before, in Toulon, but
that one had been dead. Hed been horried by it then, even his
unimaginative mind easily capable of conjuring a picture of how
terrifying the thing had been when alive. Now that he saw one
roaring in the jagged ssure that gaped in the side of the hotel,
Miller realised that mental picture had been woefully short of
the reality.
It was at least twelve feet from the tip of its domed skull to
the soles of its wide-toed feet. Its immense chest was ve feet
across at the shoulders if it was an inch, its arms as thick around
as a telephone pole. Most of the beast was covered in stringy
black hair, but Miller could see patches where the hair had worn
away, exposing dark grey skin. The head was the heavy-jawed,
low browed visage of an ape, more kindred to some monstrous
Jeremy Bernhardt (order #2415176) 65.166.54.45
11
gorilla than anything else. Upon its brow, a serial number had
been branded and the brutes massive body was covered in welts
and scars. It made sense that the SD had been less than gentle
breaking such a beast to their will. Compassion was one of the
weaknesses the German Fhrer was trying to purge from the
human race.
The apes arms were gone, long since cut away by Sonderbuero
surgeons and replaced with mechanical limbs of steel and wire.
The monster brought its metal paws smashing against its own
chest, producing a deep, rumbling roar like the growl of thunder.
Miller supposed the sound might be one of the reasons the
Germans had designated these monsters Sturmaffen.
The tank crew noted the appearance of the Sturmaffe and hastily
tried to maneuver the T14 around, to bring the main gun to bear
against the monstrosity. Even as they did, the giant ape was in
motion, galloping across the ground like a charging bull. The
sight was fearsome, Miller could imagine it was even more so
for the men inside the tank. Certainly it was blind terror that
made the T14s commander throw back the hatch and rise from
the crippled turret to seize the .50 mounted there. He hadnt even
worked the action of the machine gun before a Waffen SD regular
took his head off with a burst from his assault rie. Framed in
the jagged opening beside the Sturmaffe were several Germans,
their faces hidden behind the expressionless breathing masks.
Only their leader went with his features exposed, a hard, cruel
countenance that was pulled to one side by a ragged scar that
ran from temple to jaw. The ofcer wore a soft peaked cap, its
brim polished to a gleaming shine, matching the riot of medals
and decorations that covered the breast of his black tunic. The
SD ofcers face contorted into a wicked grin as he lowered his
smoking StG45.
Then the Sturmaffe was at the tank. The monsters paws sank
into the armour plate as though it were grabbing a block of butter.
Metal groaned and shrieked as the apes steel ngers tore into
the tank. The Sturmaffes fanged maw fell open in a bellow of
fury, veins sticking out on its sloped forehead. With an inhuman,
Herculean effort, the ape held the tank in place, matching its
brawn against the frantically churning treads. Slowly, by inches
and degrees, it began to lift the T14, the tracks on its left side
grinding desperately in the empty air. Electricity from the Tesla-
skin crackled up and down the monstrous ape, yet it seemed
oblivious to the pain, simply intensifying its efforts.
Suddenly a stream of orange, dripping brilliance washed over
the Sturmaffe, a stream of re that doused the monster in liquid
ame. Hair curled into cinder and esh blackened under the re,
the ape tore its claws free from the side of the tank and dropped
to the ground, ripping at its burning body. Another stream
of ame spurted down into the Sturmaffes writhing gure,
igniting its body like some gruesome candle. The crack of ries
and machine guns accompanied the streams of napalm, bullets
riddling the Sturmaffe and the Germans scattered outside the
Kommandantur. The Axis soldiers scrambled back into cover,
the punishing re forcing them to keep their heads low.
Miller turned his head to see a sight that brought a broad smile to
his grimy face. Soldiers were charging down the avenue, spilling
down the side street from the direction of the famed Avenue de
lOprea, American and Free French. At the forefront was a trio of
Jeremy Bernhardt (order #2415176) 65.166.54.45
12
clanking, lumbering gures, encased from head to foot in thick
armour plate. A black face-plate of plexiglass surrounded what
approximated the head of the lumbering machines, standing out
in stark contrast to the olive drab of the armour. Miller knew that
behind each of those faceless glass bubbles, a GI was staring out
at the battleeld, navigating his path through the carnage like
a one-man warship. Upon the left arm of each suit of armour
was fastened an exotic weapon, the specialty of ARPA and their
advanced weapons division. Two of these were still ring at
the German Sturmaffe, spraying jets of napalm from the ame
throwers on their arms, trying to burn the awful monstrosity like
a pair of exterminators cleaning out a rat infestation.
The attentions of the two Buffalos did not go unnoticed. Several
of the Waffen SD troopers redirected their re, spraying high-
velocity bullets at the walking tanks. The round pinged harmlessly
from the hulls, depriving the power-armoured GIs of their
surrounding entourage of unarmoured comrades, who fell back
for fear that some of the ricochets might hit them. The Buffalos
themselves kept on coming, shifting their aim and hosing down
the rubble to force the Germans back. Miller saw several of the
masked SD troopers leap up, their bodies wreathed in ame.
Living torches, they capered across the battleeld, their screams
mufed by the heavy masks they wore. It was a revolting sight,
Miller found himself ring his pistol at the burning men, not out
of rage, but out of mercy.
Growling, spitting mad and with a machine-gun in each massive
paw, the helmeted Ogre rushed at the Buffalos, his twin weapons
roaring. One round struck a Buffalos ame thrower, punching
through its fuel line and causing the entire side of the armour to
become engulfed in re. The Buffalo beat futilely at the ames,
trying to wipe the liquid off. The re might not be able to reach
the operator deep inside the armour, but it could heat the steel
plate to such a degree that he would be cooked. Bright sparks
erupted from the sides of the suit and the Buffalos left leg and
arm ceased to work as the electronics were fried by the re. The
Ogre gave a roar of triumph, then started concentrating his re
on the other Buffalo.
Even as the machine-gun rounds bounced off the hull of the
armour, the Ogres brutal leer of savagery turned into an
expression of disbelief. The third Buffalo had lingered behind
his squad, to better assist his comrades. Now that third Buffalo
opened re. A big, tube-like device was xed to the Buffalos
weapon arm and now this erupted into life, sending a brilliant
blue stream of light searing into the German abomination. The
giant howled in deance just before the particle beam smashed
into his face. The chemically mutated esh dripped off the Ogres
howling skull as the beam burnt its way through its target. In an
instant, a steaming crater had been bored through the front of the
Ogres skull and out the back of its helmet. The hulking brute
crashed against the street like felled timber.
The sight was enough to knock that sneer of triumph off the
face of the SD ofcer back in the Kommandantur. He roared
an order, then vanished into the hotel. The remaining Germans
broke cover, scurrying back into their headquarters. Miller saw
the Ogre with the eld cap rise from behind the husk of the rst
T14 and scramble into the hole the Germans had blasted into the
side of the hotel. Benton sent a crackling stream of electricity
chasing after the monster, but the monsters luck was still
holding strong. Miller cursed as he saw the end vanish into the
smoky gloom of the Kommandantur.
A weird quiet settled on the Kommandantur, disrupted only by
the moaning of wounded and dying men. And something else,
something off in the distance. It took Miller a moment for his
mind to get around what he was hearing. Gunre, and lots of it.
Explosions too! It was coming from every direction.
A grizzled-looking American wearing captains bars on a
decidedly non-issue brown vest strode toward Miller and Benton
as they emerged from their cover in the park. A cluster of GIs
and French soldiers had taken up covering positions outside the
Kommandantur while mechanics sprayed foam onto the crippled
Buffalo. There was a hard, granite-like quality about the set of
the mans features, his iron-colored hair and his darkly tanned
body. Yet there was an almost exultant twinkle in the mans
frosty blue eyes, the mischievous mirth of a naughty child.
Sorry you boys got here rst, the captain was saying. Soon
as I got word that the Kommandantur was making requests
to surrender to De Gaulle, I knew something was wrong. The
Resistance has been feeding OSS intel that the SDs been
moving stuff in quicker than von Choltitz was pulling stuff out.
Unfortunately, Alexander decided the best way to meet whatever
the Germans had in mind was to dive right in.
Millers mouth opened in disbelief. You you mean this whole
thing its a trap?
With Paris as the bait! the captain agreed. You hear that
gunre? Theyre all over the city, crawling up from the sewers
and the catacombs. Right in the middle of the liberation parade!
Damn near got General Bradley, from what I hear! Synchronized
too, like a well-oiled machine. Give them Germans some credit,
they might be murdering, looting, conniving huns, but nobodys
got their talent for precision!
Then then we didnt win? Now that it was staring himself in
the face, despite his own misgivings and inability to accept the
ease of their victory, Miller was having a hard time accepting
that hed been right.
Not by a long shot, the captain grinned back. Im gonna miss
this war when its over, sergeant. Fortunately Fritz has some
ideas to get us into extra innings. I think theyve got some notion
to turn this place into another Stalingrad only this time they get
to play the Russians!
A loud boom rumbled from somewhere on the Champs Elysees,
causing even the buildings around the Kommandantur to vibrate.
Miller and Benton ducked in reaction to the violent boom, but
the captain just kept on grinning. He saw their reaction and
laughed.
Look at the bright side, boys. Theres nothing better in this
world than job security.

Jeremy Bernhardt (order #2415176) 65.166.54.45
13
before the war - From the shambles of a Germany
devastated by rampant ination and unemployment, terrorized
by social and political unrest, crippled by draconian war
reparations imposed upon her by the victorious Allies, a dark
saviour emerges. A small Bavarian political party founded by
the arcane Thule Society becomes the power base for a beer-
hall demagogue named Adolf Hitler. He reinvents the German
Workers Party, the DAP, as the National Socialist German
Workers Party, the NSDAP. An armed mob of paramilitary
thugs called the SA, the Stormtroopers, provides the Party with
brute force to protect Party meetings and to attack the Partys
hated adversaries the Communists. Hitler and the Party are
catapulted onto the national scene when they stage an abortive
coup in Munich, the Bavarian capital. Despite his attempt to
seize control of the Bavarian government, many in Germany
sympathize with Hitlers position that the government of
Germany is a weak, incompetent parasite that is doing nothing
to reverse the downward spiral of Germanys economy. He
serves only nine months of a four-year jail sentence for his part
in the insurrection. Now with followers all across Germany,
Hitler expands his ambitions. He forms an elite from the SA,
black-uniformed guardsmen charged with acting as his personal
bodyguard the SS. Under the leadership of Heinrich Himmler,
the SS will expand drastically beyond its original purpose and
soon eclipse its parent organization.
In 1933, the NSDAP controls 33% of the German Reichstag,
making them the largest party represented in the parliament. This
leads to Nationalist president Field Marshal Hidenburg forming
a coalition government with Hitler, who is made chancellor.
Sixteen months later, when von Hindenburg dies, Hitlers power
base has grown to such a degree that he proclaims himself
Fhrer, supreme and sole leader of the German Reich. Under
Hitlers control, Germany begins to expand her military, train a
new air-force and explore every avenue of scientic and strategic
innovation that can be bent toward the purpose of making the
German military the nest and best equipped in the world. It is
not only the Fhrers power that expands, however. Heinrich
Himmler increasingly nds new areas for the SS to sink its
talons into. Scientic studies, archaeological expeditions, even
youth programs and charity drives all come under control of the
many departments within the new SS. Nowhere does Himmlers
reach extend more completely than in the arena of security and
intelligence. He creates a spy community within the SS, the SD,
and places Reinhard Heydrich at its head. Heydrich soon creates
a command structure above the SD, the RSHA, which controls
not only the SD but also the Gestapo and civilian police forces
within Germany. As head of the RSHA, Heydrich becomes the
third most powerful man in the Reich, behind only Himmler
and the Fhrer himself. The SD will stage a major coup when
they sell forged documents to Soviet agents in Prague which
implicate Russian ofcers in collusion with the Germans
directly leading into Stalins brutal and bloody purge of 35,000
Red Army ofcers.
Elsewhere, the western world reels from the 1929 collapse of
the New York Stock Exchange. Unemployment reaches record
numbers in the United States, forcing millions into bread lines
and soup kitchens. It will take most of a decade for the US to
claw her way out of what will be called the Great Depression.
Jeremy Bernhardt (order #2415176) 65.166.54.45
14
Unable to contend with the crisis, the Republican party is voted
out of the White House and Democrat Franklin Delano Roosevelt
is elected president. He institutes a series of work programs
and government assistance that gradually begins to recover the
situation. As tensions increase in Europe, the US passes into law
a Neutrality Act which prohibits American nancial aid to any
country engaged in war and offers no protection to American
citizens who enter a war zone.
Britain and France watch the growing militarization of Germany
and fascist Italy with great anxiety. The French seek to make
alliances with nations in Eastern Europe, even going so far as to
embrace Stalins USSR. The British try to maintain an ofcial
policy of fair play trying to prevent an increase in
tension and hostility in the region. Neither Frances
politicking nor Britains attempts to maintain the
peace prevent the war drums from sounding. Italian
forces invade Albania and Abyssinia. Germany re-
occupies the Saar and remilitarize the Rhineland. After
a successful coup by the Austrian Nazi party, German
forces move into Austria and the Alpine nation is
absorbed into the greater German Reich. Spain erupts
into civil war, a conict that will see Generalissimo
Francos Nationalist forces backed by Italy and Germany
against the Soviet-supported Republicans. Leery of
encouraging the conict to spread, France and Britain
stay out of the Spanish Civil War, a position which sours
their relations with Stalin. In the end, Francos fascists
will take control of the country.
Across the globe, a terrible portent of things to come grips
China. Chiang Kai-sheks Kuomintang consolidates its hold
over central China, ousting Communist and traditionalist forces.
Exploiting Chinas inner turmoil and without the consent of
J apans civilian government, the Imperial J apanese Army stages
rst an invasion of Manchuria and later presses on to occupy
Chinese cities like Shanghai and Nanking. The IJ A establishes
puppet governments in Manchuria and Nanking as a pretence
for their continued occupation of the region. General Zhukhov
and the Red Army successfully prevent the IJ A from expanding
their inuence northward into Mongolia, forcing the J apanese to
agree to an armistice.
In a last desperate attempt to preserve the peace, Prime Minister
Chamberlain of Britain and Prime Minister Daladier of France
agree to German demands for the Sudetenland, a German-
speaking territory in Czechoslovakia. Representatives of the
Czechoslovakian government arent even allowed into the
meeting that will decide the fate of their nation. With German
troops occupying the Sudetenland, Czechoslovakia begins to
disintegrate as condence in the government collapses. When
the province of Slovakia succeeds, German troops move in
and add Bohemia-Moravia to the Reichs possessions. Poland
and Hungary also exploit the disintegration of the country,
expanding their borders to engulf formerly
Czech territories.
In August of 1938, a strange object crashes
outside Czernica, Poland. The remains of the
extraterrestrial craft and its occupants are seized
by the Polish army and removed to a facility
outside Warsaw for study. For nine months,
the Poles maintain their secret, but eventually
Heydrichs SD learns about the exotic, advanced
technology Polish scientists are investigating. Already privy
to the Fhrers ambitions in Poland, Heydrich pushes for an
advance in the timetable for the invasion. October is agreed
upon as the launch date for a full scale invasion of Poland,
allowing the German ambassador to the USSR time to conclude
a non-aggression pact with Stalin. Alliances with Italy and the
USSR fall into faster than the Fhrer anticipates, by the end of
August both countries have agreed to not interfere with German
ambitions in western Poland. Heydrich pushes for an advance
in the timetable. On August 31
st
, SD operatives in Polish army
uniforms attack a German radio station near the Polish border.
The next day, war will engulf Europe.
1939 - German forces invade western Poland, plowing through
the numerically and technologically inferior Poles. This action
Jeremy Bernhardt (order #2415176) 65.166.54.45
15
causes Britain and France to declare war on Germany. Three
weeks into the German invasion, Stalins Red Army invades
Poland from the east, determined to claim the territories promised
by the Germans as part of the non-aggression pact. Racing behind
the advancing German forces, Heydrichs SD seizes the facility
where Polish scientists have been examining the Czernica craft.
The materials are quickly shipped back to Germany and Heydrich
sets the best minds in the Reich to unlocking the secrets that have
eluded the Poles. A massive underground facility, part laboratory
and part fortress, is constructed in Thuringia near Ohrdruf to
house the new SD science and technology branch, S-III.
Following the conquest of Poland, Germany makes preparations
for the coming battle with Britain and France. Meanwhile, the
Soviets continue to expand their inuence, forcing treaties on
the Baltic nations of Latvia, Estonia and Lithuania that allow
the Soviets military bases in these countries. In November they
launch a ve month war against Finland, claiming several Baltic
ports when the Finns are nally compelled to sign an armistice
with the aggressors.
Although maintaining strict neutrality in the face of another
great war in Europe, FDR steps up American military production
and development. He establishes the Advisory Committee on
Uranium to explore Albert Einsteins theory regarding military
applications of the atom. He also establishes the Department of
Experimental Weaponry under the auspices of the NDRC and
ARPA. Exploring the wildly speculative scientic theories of
Serbian electrical genius Nikola Tesla, DEW would explore
such outr technologies as electrically powered automatons,
protective energy elds, death rays and comparatively mundane
devices such as rocket packs and miniaturized radios.
1940 The strange, tense period of peace that follows the
conquest of Poland is broken in April when German forces
conquer Denmark and invade Norway. British and French troops
help the Norwegians defend their country, but most of their
resources are devoted to France, where it is obvious the major
conict will be fought. On the 10
th
of May, Germany launches
a massive attack on France and the Low Countries. Better
organized and co-ordinated than the British Expeditionary Force
and the French army, the Germans quickly conquer Holland,
Luxembourg and Belgium. The heavily mechanized German
panzer divisions punch through French defences, racing past the
battleelds of the rst World War on an unstoppable push to the
coast. The German advance isolates the BEF and elements of the
French army in the north of France and what little of Belgium
remains unconquered. A hasty and desperate withdrawal is
implemented at Dunkirk to evacuate as many troops as possible
before the Germans close in and seal off all possibility of retreat.
Only the miracle of Dunkirk prevents the German victory from
being complete.
Demoralized by their losses in the north, hampered by a command
structure that has all but collapsed and a government slipping
into chaos, the rest of France is swiftly conquered by the German
army. A new fascist government is formed by Marshal Petain
and signs an armistice with Germany, allowing an independent
French state based out of Vichy in the south of France while
the Germans occupy Paris and the north. As a nal insult, Italy
declares war on battered France two weeks before the armistice.
Fleeing to England, General Charles de Gaulle forms a Free
French government to oppose Petains Vichy regime.
With France defeated, Allied forces evacuate Norway,
abandoning the country to the Germans. Meanwhile, the USSR
expands its own operations, formally annexing Latvia, Estonia
and Lithuania. Soviet demands for the territories of Bessarabia
and Bukovina are granted by the intimidated Rumanians. Soviet
aggression causes Hungary, Rumania and Slovakia to ally
themselves with the German-Italian Axis.
In Africa, Mussolinis armies stage attacks from the Italian
colonies, invading British possessions in Kenya, the Sudan,
British Somaliland, and Egypt. They also invade Greece from
Italian-occupied Albania. Early Italian gains in Africa are quickly
negated by General OConnors devastating counteroffensive.
The J apanese government undergoes a drastic change when
Prince Konoye becomes the new prime minister, appointing
General Hideki Tojo as Minister of War. The J apanese soon sign
the Tripartite Pact with Germany and Italy, a formal alliance of
mutual assistance. J apanese forces occupy French Indochina in
an effort to cut off foreign aid to Chiang Kai-Sheks Chinese.
The Battle of Britain encompasses a massive effort by the
Luftwaffe to destroy the British RAF in anticipation for a German
invasion of the British Isles. U-boats prowl the North Atlantic,
trying to cut off the steady stream of supply ships bringing much
needed food and material to Britain. By September, however,
in an ill-considered change of policy, Goering shifts Luftwaffe
bombing raids from RAF airelds to London and other civilian
Jeremy Bernhardt (order #2415176) 65.166.54.45
16
targets in an effort to break the will of the British people.
Although civilian casualties are hideous and much of London
is pounded into rubble, the change in strategy allows the RAF a
much needed respite to rebuild and gather its strength.
In the United States, FDR announces his Lend-Lease policy
which would allow the British government to purchase materials
on credit in a strategy to circumvent US neutrality laws.
1941 The Italian offensives crumble as Greek and British
forces launch their own incursions into Italian-occupied
territories. The Greeks press into Albania and the British and
their Commonwealth allies stage attacks against Italian colonies
throughout Africa, making tremendous gains against the poorly
equipped and led Italian army. In order to bolster the failing
Italian army and keep Mussolini in the war, German troops are
sent to Libya and Field Marshal Erwin Rommel takes effective
command of Axis operations in North Africa. His counter attack
against Field Marshal Wavell will push the British back to the
Egyptian frontier.
Meanwhile, the Germans consolidate their gains and inuence in
Eastern Europe. German forces put down a rebellion by the fascist
Iron Guard in Rumania, helping to stabilize General Antonescus
government, unleashing for the rst time some of the horric
weapons being developed by S-III. Yugoslavia is pressured
into joining the Axis and the SD assassinates Hungarian Prime
Minister Teleki in order to coerce the Hungarian government
into a more enthusiastic role regarding their alliance with the
Reich. To counteract the growing Axis domination of Eastern
Europe, the British back a rebellion in Yugoslavia that forces the
Germans to commit valuable resources to stabilizing the region
and delays the more ambitious military campaign they have
planned. To remove the British presence in southern Europe,
German forces invade Greece, initiating a brutal campaign
that will see the ancient nation subjugated by the invaders. The
SS plays a pivotal role in this invasion, employing their own
unnatural weapons as they spearhead the assault. A erce battle
is fought on the slopes of Mt. Olympus, the legendary seat of
Greeces ancient gods. After the SS captures the mountain,
the Greek spirit is broken and the campaign degenerates into a
ghting withdrawal. The dark, arcane secrets the SS plunders
from the eldritch ruins atop Olympus they keep to themselves.
Pursuing the escaping British and Greek forces, General Student
launches a massive invasion of Crete, depending heavily on a
bold and extensive para-drop of elite Fallschirmjaeger and the use
of terrible SD monstrosities, cyborg beasts the British derisively
term Scarecrows and Emaciated Troops. At this stage, the
uncontrolled ferocity of the Emaciated Troopers is more of a
liability than an asset and the advantage the SD has promised
General Student is far less than expected. Already outnumbered,
the berserk rampages of several Emaciated Troopers further
swells German losses in the operation. Heydrich successfully
shifts blame for the appalling decimation of the elite paratroops
to poor planning and tactics on Students part rather than the
untried and untested nature of the SD weaponry. The Fhrer
places a moratorium on large-scale paratroop operations and
removes Student from active command of combat units.
In Iraq, Rashid Ali stages an uprising, deposing King Faisal II.
With the support of the Grand Mufti of J erusalem, Haj Amin
el-Husseini, he whips large portions of the Iraqi military into
open rebellion against the British. Overtures to Germany and
Italy lead Iraq to alliance with the Axis and both the Luftwaffe
and Italys Regio Aeronautica send bombers to support the Iraqi
cause. The SD, seeing a perfect theatre to eld-test their hideous
weapons without endangering German soldiers, also makes
a contribution to the rebellion. However, the Iraqis are poorly
equipped and poorly trained. Despite their erce determination,
they are quickly overwhelmed by the British and Indian forces
pouring into their country. Rashid Ali and the Grand Mufti ee
to Turkey only a few days before Baghdad falls and the country
is subjugated by the British. Victory in Iraq does not end the
campaign in the Middle East however, Commonwealth forces
press on into the French colony of Syria, vying with Vichy forces
for control of the ancient country. Vichy claims of neutrality ring
hollow it is from Syrian airelds that both German and Italian
planes staged their attacks during the Iraq campaign. Within a
month, the colony falls to the British and Free French.
Desperate to salvage the situation in North Africa, Field Marshal
Wavell appoints General Neame commander of British forces
in Egypt. The new commander heads to the front lines to assess
the tactical situation, accompanied by the Western Desert Force
commander General OConnor. Through their arcane methods,
the reconnaissance mission is discovered by the mystics of the
SS and the information brought to Rommel. With the prospect of
capturing two such prominent British commanders too promising
to pass up, Rommel agrees to the plan the SS proposes to him,
sending a small unit of specialists to track and subdue the enemy
ofcers. The specialists are a pack of werewolves, savage
creatures maintained by the sorcerers of the Schwarze Sonne
organization within the SS. The monsters successfully track down
the generals, but in their feral fury they do not capture the men,
they slaughter them. Appalled, Rommel orders the SS out of his
theatre of operations. Rommels disgust at the unconscionable
tactics of the SS spreads to other generals in the Wehrmacht,
further souring the already tense and suspicious relationship
between the SS and the regular German armed forces.
The Fhrer assembles the largest invasion force seen in history
for Operation Barbarossa, the attack on Soviet Russia. The
Germans send 110 infantry divisions, 17 armor divisions and
13 motorized divisions and are supported by 14 Rumanian and
2 Hungarian divisions. Soviet military strength is an imposing
32 armored divisions and 138 infantry divisions and outnumbers
the airpower of the Luftwaffe by a factor of nearly three to
one. However, much of the Soviet equipment is obsolete and
in poor repair. The ofcer corps of the Red Army has suffered
disastrously from Stalins purges, resulting in a critical shortage
of experienced and skilled commanders. Communist control over
the Soviet military further reduces their efciency, effectively
placing political ofcers in command of the military. Combined
with insane orders dispatched from Moscow forbidding the
Red Army from provoking an incident with the Germans, the
invading fascists make tremendous gains in the opening days
of Operation Barbarossa. When the restricting orders imposed
by Stalin are revoked a week into the invasion and a policy of
total resistance and scorched earth becomes the law of the
Jeremy Bernhardt (order #2415176) 65.166.54.45
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land, the Germans are already deep inside Russia and striking
for their objectives at Leningrad and Moscow while the Finns
have launched their own invasion in the north. The brutal
policies imposed by the Soviets and the ruthless implementation
of scorched earth tactics in the face of the advancing fascists
cause many Russian peasants to welcome the invaders as
liberators. Entire Soviet divisions surrender to German forces
rather than die in the suicidal human wave assaults demanded
of them by Communist commissars. The initial good will of the
Russians quickly fades, however. Emboldened by the ease with
which fascist forces have conquered Soviet territory, the Fhrer
issues orders that see SS units roving behind the front lines
ruthlessly stalking Russian communities for communists and
other undesirables while Wehrmacht troops are forbidden to
take commissars prisoner, commanded to execute any suspected
communist on sight. The SD has free reign to use injured Soviet
soldiers in their abominable experiments, but the operatives of S-
III make little distinction between Russian citizens and Russian
soldiers. Such draconian policies result in several atrocities and
cause the Russian people to wonder if they have traded their
communist overlords for something even worse.
The German invasion of Russia causes formerly antagonistic
nations to make overtures of alliance to Stalins brutal regime.
FDR extends the US Lend-Lease policy to the USSR. The
British stage a joint invasion of Iran with Soviet forces, deposing
the pro-Axis Shah and removing the serious
threat that the rich Iranian oil elds might fall
into German hands. The Soviets in particular
display a ruthless campaign, bombing the cities
of Tehran and Tabriz.
Trying to break Rommels dominance of North
Africa, Churchill replaces Field Marshal Wavell
with General Auchinleck as commander in Egypt.
The campaign he launches against Rommel
pushes the Desert Fox back across the frontier
all the way to El Agheila and relieves the long
siege of the city of Tobruk. However, Auchinlek
is unable to break the Afrika Korps and while
Rommel has lost territory, he has preserved much
of his valuable resources. The campaign elsewhere
in Africa continues to favour the British. Italian
forces, long on the defensive, surrender in Eritrea
and other Italian colonies.
With German forces laying siege to Leningrad and within artillery
range of Moscows suburbs, Stalin places his most capable
military commander in charge of the defence of the Soviet capital.
Marshal Zhukov waits until the cold Russian winter sets in, and
then launches a massive and erce counterattack that catches
the Germans by complete surprise. The over-extended German
lines quickly break and the myth of German invincibility is
shattered as fascist forces are forced back by the Soviet assault.
The Fhrer, in a t of fury, relieves Field Marshal von Rundstedt
of command for abandoning Rostov in the face of Soviet attack.
His rage at the reversal in Germanys fortunes in Russia also
causes him to seize direct command of the German military,
placing himself as Commander in Chief of the Wehrmacht.
In the Pacc, Prince Konoye is replaced by General Tojo as
Prime Minister of J apan. Less than two months later, a J apanese
eet under the command of Admiral Nagumo launches a surprise
attack against the American naval base at Pearl Harbor in Hawaii.
The J apanese assault on Pear Harbor sinks ve battleships and
damages three others, but the aircraft carriers that had been the
objective of their attack are not present. Almost simultaneous
with the attack on Pearl Harbor, the J apanese launch invasions
of the Philippines, Malaya, Thailand, Hong Kong, the Gilbert
Islands, Guam, Borneo and Wake Island. General MacArthur
mobilizes the Filipino army and the US forces stationed in the
Philippines in an effort to delay the J apanese as long as possible
before withdrawing to the Bataan Peninsula and the island
fortress of Corregidor.
1942 - MacArthurs defense of the Philippines is shattered
when J apanese pilots knock out the Calumpit Bridge, preventing
his troops from withdrawing from Manila to Bataan. Although
the few defenders on Corregidor continue to resist, the troops
trapped in Manila and the small force that has already reached
Bataan are subdued within the rst weeks of J anuary. MacArthur
is ordered to abandon the Philippines and withdraws to Australia
to organize Allied forces there. In the aftermath of their successes
in the Philippines, the J apanese invade the Dutch East Indies,
New Britain, Burma and Sumatra.
In Russia, the Germans nally manage to stop the Soviet
counterattack, but before they can make any gains against the
broken communists, the spring thaw sets in, turning the ground
into a morass of mud and mire. Both sides of the conict are
unable to move large numbers of troops until conditions become
more favourable. In an effort to break the deadlock, the Fhrer
agrees to an alliance with a Russian nationalist group that has
been staging attacks against both German and Soviet forces
from their bases deep in the Princept Marshes. The ROA, the
Russian Liberation Army, is commanded by a renegade Red
Army general, Andrei Vlasov, who sees himself as the champion
of the tsarist cause. The real power in his organization, however,
is the sinister creature known as the Prophet, a loathsome
echo of Russias tsarist past, Gregori Yemovitch Rasputin, the
Jeremy Bernhardt (order #2415176) 65.166.54.45
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mad monk who advised the real tsars and who displays eerie
and abominable powers of mysticism and hypnosis. Rasputin
and his mystics instill a terrible fanaticism in the soldiers of the
ROA, making them formidable foes and deadly allies for the
Germans. The ROA soon proves its worth, annihilating Soviet
forces at Kerch and helping the fascist campaign in the Crimea.
A joint German-Russian force is created, called Army Group
Romanoff, detaching elements from the German Army Group
South. The weakened Army Group South is tasked with capturing
Stalingrad, unaware that the city has been reinforced by the
Soviets to become what Stalin has termed his fascist beartrap.
Meanwhile Army Group Romanoff re-captures Rostov. Rasputin
offers the Soviet soldiers captured with the city the choice of
joining the ROA. In what will become a common scene in ROA
operations, those who refuse are impaled and left surrounding
the city in a grotesque forest of death. In retaliation, Stalin
begins deploying NKVD psi operatives to military units, hoping
to use their mental abilities to increase loyalty and morale in
Soviet troops, as well as offsetting the reputed hypnotic powers
of Rasputin and his disciples. Commissars are given broader
powers in terms of taking direct command away from army
ofcers who display a lack of wilfulness.
The Battle of Stalingrad sees both sides employing ghastly,
inhuman extremes in the effort to butcher the enemy. The
Soviets deploy chumans, hideous half-human apes that Soviet
scientists have been breeding since the 1920s. The Germans,
in an effort to counteract the Soviet monsters, unleash a large
number of experimental S-III abominations, many of which
escape German control and infest the sewers beneath the city.
The SD sends supplies of experimental combat drugs to enhance
the strength and endurance of German soldiers ghting in
Stalingrad. These are rened versions of the chemicals injected
into early Emaciated Troopers, and their use increases not only
strength and endurance, but also aggression. The combat drugs
manage to offset the initial threat posed by the chumans and the
battle of Stalingrad sinks into a stalemate.
In the winter, the Soviets again launch a massive counter-
attack against the invaders. Mustering million soldiers
and a thousand of their new T34 tanks, the Soviets strike all
across the front, pushing the fascists back. Stalingrad becomes
a pocket of resistance deep behind the front, General Pauluss
army effectively cut off from the rest of the Axis forces. Red
Guard units make their rst appearance, better equipped and
trained soldiers deployed by the Soviets as an answer for Waffen
SS and other elite German ghting units. Red Guardsmen
undergo mental conditioning by Soviet psi agents, increasing
their courage and loyalty to almost unbelievable levels, while
Soviet attempts to recreate German combat drugs increase their
physical capabilities. The sudden unleashing of these enhanced
soldiers catches many fascist commanders by complete surprise.
In desperation, many Wehrmacht generals turn to the SD for a
countermeasure to Soviet chumans and Red Guard divisions.
The bio-mechanical horrors being created in the laboratories of
Ohrdruf become commonplace on the Eastern front as reluctance
to employ the abominations gives way to necessity.
Rommels Afrika Korps stages a major breakout from El
Agheila, initiating another season of attack and counterattack
in the North African desert. German gains are continual
throughout the rst half of the year, pushing the British out of
Libya, capturing Tobruk and forcing Auchinlek to withdraw
to the defensive line at El Alamein. General Gott is appointed
by Churchill to take command of the 8
th
Army in Egypt from
Auchinlek, but Gott is assassinated by a German vampire in
Cairo soon after his arrival. In the wake of Gotts death, General
Bernard Montgomery is appointed commander of British forces
in Egypt. General Alexander takes command of British forces in
the Middle East. While Rommel is undergoing treatment for a
sudden illness back in Germany, Montgomery launches a major
attack against the Afrika Korps at El Alamein. General Stumme,
who commands in Rommels absence, is killed by the sorcery of
a British druid during the battle, resulting in a terminal failing
in the Axis command. By the time Rommel returns, the Afrika
Korps has been routed and it is all he can do to salvage the
situation and organize a withdrawl back into Libya, ignoring
the Fhrers suicidal orders to not give up an inch of ground.
Montgomery pursues his foe all the way back to the El Agheila
line on the Tunisian frontier.
General Dwight D. Eisenhower is given command of American
forces for the European theatre. The rst American operation
is a joint campaign with the British to occupy Madagascar
and prevent the Vichy colony from becoming a base for Axis
submarines and merchant raiders. In November, American
forces invade French West Africa, engaging Vichy troops.
General George S Patton J r. captures Casablanca while General
Anderson captures Oran in Algeria. In the face of American
forces in Morocco and Algeria, Petain requests German forces
to augment the Vichy army in Tunisia. However, the Vichy
representatives in Morocco and Algeria sign an armistice with
the Allies, heightening German suspicion of Petain. German
forces in Tunisia disarm Vichy troops while other German units
move in to occupy Vichy France. Rather than turn over the
Vichy eet to the Germans, Admiral Laborde scuttles the eet
while docked in the port of Toulon. The Allies launch a major
incursion into Tunisia, British and American forces staging from
Algeria while Free French forces drive northward from Chad.
The Germans and Italians move troops to thwart the advance
and maintain the Axis presence in North Africa.
A US task force commanded by Admiral Halsey successfully
attacks J apanese-held Wake Island. The 1
st
Marine Division,
supported by the rocket-pack equipped soldiers of the US Rocket
Corps, storms the island and overwhelms the J apanese garrison.
This is the rst major reversal in the onslaught of the J apanese
juggernaut. A second J apanese invasion eet is deployed to
Wake, landing some 5000 men on the island. However, the
attack is being staged as a diversion, hoping to draw American
attention away from Midway and Admiral Yamamotos carrier
eet. In the end, unable to overcome the reinforced defences the
Americans have constructed, the J apanese bombard the island
with biological weapons, leaving Wake an abandoned, plague-
infested rock in the middle of the Pacic.
J apanese naval operations in the Pacic continue to increase.
Invasion forces land in both Australia and New Guinea. A battle
with the Americans in the Coral Sea results in damage to one
J apanese carrier, but the Americans lose the Lexington and the
Jeremy Bernhardt (order #2415176) 65.166.54.45
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Yorktown is seriously damaged. The Imperial J apanese Navy also
stages a daring naval assault that results in the fall of Rangoon.
J apanese dominance of the Pacic suffers a setback at the Battle
of Midway, however, when Yamamoto loses two carriers and
suffers extensive damage to three others. Rather than risk further
damage, Yamamoto withdraws. The J apanese believe they have
sunk only a single American carrier, USS Saratoga, unaware
that their attack has also resulted in the sinking of the Yorktown.
This mistake leads Yamamoto to believe there are still three
undamaged American carriers in the area and causes him to
abandon the plans to invade Midway.
After successfully defeating the defenders of Corregidor and
Singapore, the J apanese launch their invasion of Australia.
Imperial J apanese Army forces land in northern Australia
and occupy Darwin. Rallying the Australian army and what
American forces are on the continent, MacArthur leads the
defence of Australia. Allied air supremacy is the deciding
factor, continually harassing J apanese attempts to break out
from the city and to land additional forces on the continent. In
recognition of his stalwart defence, MacArthur is appointed
Supreme Commander of Allied Forces in the Southwest Pacic.
His forces augmented by additional American troops fresh
from the US, MacArthur clears Darwin of IJ A forces, driving
the J apanese into a hasty withdrawal. However, in August, the
J apanese return. With Allied efforts concentrated on a possible
repeat attack on Darwin and the northwestern coast of Australia,
the IJ A stages a massive invasion of Queensland under General
Hyakute. MacArthur will spend the better part of the year
trying to drive the J apanese from Queensland. ARPA provides
Allied forces with new lightning cannons developed from
the application of Teslas designs for wireless transmission of
electricity. As the J apanese move to the defensive, they begin to
deploy biological weapons created by Unit 731 in China. An air
strike on the J apanese stockpile of these ghastly bio-weapons in
Cairns leaves the city a lifeless husk, but also removes General
Hyakutes deadly arsenal. In retaliation for the J apanese use of
germ warfare, American rangers strike deep behind the front
lines and eliminate General Hyakute. He is replaced by General
Kawaguchi who lands with much needed reinforcements.
Kawaguchi is a much less tactically versatile commander than
his predecessor and his reckless counterattacks against Allied
forces severely deplete the strength of his army. Driven from
J apanese strongholds in Cairns and Cookstown, Kawaguchis
army is almost devoid of armor and has no air support. In a
nal gesture of deance and patriotism, Kawaguchi launches
his Christmas Offensive against the numerically superior forces
of MacArthur and General Blamey. Although Allied losses are
in the tens of thousands, General Kawaguchis suicidal assault
results in 90% of his troops being slaughtered in fanatical banzai
charges. Kawaguchi himself is among the rst J apanese killed in
the attack. After the Christmas Offensive, the J apanese presence
in Queensland is less than 5,000 men. General Blamey is given
the duty of hunting down the survivors.
In New Guinea, J apanese forces occupy much of the island.
To bolster their expert jungle ghters, the IJ A forms alliances
with several indigenous tribes, unleashing once more the awful
terror of the Amok against British and Australian soldiers.
Following the Battle of the Coral Sea, J apanese troops occupy
Port Moresby, gaining a strong foothold in the south of the
island. They use this stronghold as a staging ground for their
operations in Queensland. In an effort to cut off Hyakutes
supplies, the Australians and Americans launch an attack on Port
Morseby, successfully recapturing the city in October. After a
November offensive by the J apanese to retake Port Morseby,
the IJ A settles into defensive positions in the north, determined
to keep the Allies penned in the southern part of the island. In
trying to push north through the jungles and swamps, the Allies
run a gauntlet of horrors as the J apanese throw everything they
have at them. Biological weapons, native magic, primitive head-
hunters and the rst appearance of the grotesque jungle ghters
the Americans dub bonsai boys are but a few of the nightmares
the entrenched IJ A calls upon to stymie the Allied offensive.
The campaign on the Asian mainland is characterised by the
ruthlessness of the IJ A, who freely employ the biological and
chemical weapons developed by Unit 731. The entire Chinese
5
th
and 6
th
armies are virtually annihilated by J apanese biological
weapons and the British abandon Mandalay rather than see their
own forces decimated by the same inhuman weapons. The
British pull back into India, trying to form a defensive perimeter
along the Burma frontier. The land route for supplies for China
has now been cut off by the IJ A, leaving Chiang Kai-Shek in a
vulnerable position. However, J apanese losses in Australia and
elsewhere embolden the British and in late November a probing
expedition penetrates into J apanese occupied Burma.
American forces land in the Solomon Islands, initiating a bloody
campaign against the J apanese for control of Guadalcanal
which will last into December. Committed to their operations
in Australia and New Guinea, the J apanese do little to support
their garrisons in the Solomons, all but abandoning them to the
American attack.
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In May, SD chief and newly appointed governor of Bohemia,
Reinhard Heydrich, is attacked by British-trained Czech
assassins. The commandoes nearly succeed in their attempt on
the infamous Hangman of Prague, blasting his car to shreds
with a special grenade that contains botulinum toxin. The
shrapnel that embeds itself in Heydrichs back introduces the
toxin to his system and the best doctors in the Reich are unable
to arrest its devastating spread. In desperation, the SD removes
Heydrich to the S-III facility in Thuringia where he undergoes
a ghastly operation. Pushing the hideous technology they have
been developing to its limits, the S-III scientists succeed in
saving Heydrichs life, but at the cost of his humanity. With 75%
of his biological body discarded, Heydrich is more a thing of
steel than esh, a hideous cyborg monstrosity. Heydrich launches
an investigation into the attempted assassination, his agents
discovering that information was provided to the assassins by
the SS to help them strike down Himmlers hated rival. Using
this intelligence to blackmail Himmler, Heydrich succeeds in
separating the SD from its parent organization, recreating it as
an independent entity. Heydrich is now answerable only to the
Fhrer himself, no longer forced to compete with what he sees
as the arcane superstitions of the Schwarze Sonne for funds and
support. He soon creates a Waffen SD, an armed military force
within the SD comparable to the Waffen SS, but equipped with
all the hellish technology that S-III and the other SD think-tanks
have been developing.
Testing the defences of Festung Europa, a combined force of
Canadians, British, American rangers and Free French stage an
assault on the port of Dieppe. The attack catches the Germans
completely by surprise and their casualties are heavy. The Allies
destroy key facilities within the town, reducing its use as a port.
After occupying Dieppe for several days, the Allied troops are
withdrawn when intelligence reveals that German panzers are
nally moving to the town. The ease of the raid, the poor quality
of the German troops stationed in Dieppe, the slow reaction time
displayed by the German high command in Paris to move against
the Allies all combine to build a sense of hubris and arrogance in
Allied commanders. The much vaunted Fortress Europe is now
seen as a paper tiger, a wolf without teeth. After the Dieppe raid,
the impression sets in that removing the Germans from France
will be easy. The possibility that Dieppe was a lucky uke is
voiced by some, but such pessimistic views are not favoured by
most Allied commanders. The belief that the campaign in France
will be an easy one is too appealing to deny.
1943 - The might of Germany is focused upon the eastern front
and combating the brutal counter-attacks of the Red Army.
Despite their best efforts, the Germans are unable to press their
advance, forced to retreat before the numerically superior Soviet
foe. Except for surrounded pockets of defenders left behind at
the cities of Ostrogozhsk, Kastornoye and Stalingrad, the Axis
forces have been pushed back to a defensive line formed by the
rivers Don and Donets in the south and the Oskol in the centre.
The Soviets lift the siege of Leningrad, bringing relief to the
embattled city as German and Finnish troops are overwhelmed
by a large deployment of Red Guards and widespread use of
new Soviet rocket weapons.
To offset the Soviet gains, the Fhrer becomes increasingly
supportive of wildly outrageous schemes to ensure
victory. He approves a woefully optimistic plan by
Goering to maintain the German forces in Stalingrad
through air drops. The Luftwaffe will begin this aerial
supply route using transport planes, but by the end of
the year will have shifted away from aircraft in favour
of armored zeppelins which are able to carry much
larger cargoes of troops and materiel. The Soviets,
using Stalingrad as a trap to bleed the German army,
allow just enough of Goerings air lifts to reach the
city to encourage the Luftwaffe to maintain the effort.
The position of Zhukov and Stalin is that every fascist
soldier who sets foot in Stalingrad is a dead fascist.
They are not worried about a German victory in
Stalingrad. The NKVD has inltrated a psi operative
into the command centre of General Paulus and is
inuencing the German to ensure that he continues
to squander his resources and prevent him from
breaking out of the city.
Elsewhere, the SS succeeds in breaking the Soviet presence in
Kharkov employing ghastly arcane sorcery to annihilate the
citys defenders. The Fhrer is thrilled by their success and
elevates the SS in his favour. Himmler, however, knows better
the hideous cost for their victory the forces called to defeat
Kharkov are not so easily dismissed and the city has become a
haunted, dreadful place where even the mystics of the SS cannot
walk the deserted streets in safety. He issues orders that the ritual
used on Kharkov never be repeated and sets a cordon of SS
troops around the ruins to prevent prying eyes from discovering
the horror and madness that now infests the very stones of the
Russian city.
The most dramatic example of the effort to stem the Soviet
advance comes at Kursk and the German plan called Operation
Citadel. Striking in March, Field Marshal von Manstein leads
a force of 800,000 Axis troops against Marshal Zhukovs 1.3
million entrenched Soviets. The Soviets possess a signicant
advantage in armor, almost outnumbering the Germans by
Jeremy Bernhardt (order #2415176) 65.166.54.45
21
a factor of 2 to 1. Zhukovs tactic is to draw the Germans out
and then butcher them in a series of defensive rings. Once the
Germans had been broken in the attack, the Soviets would
launch a counter-offensive and drive the defeated fascists before
them, seizing the initiative from the Axis in the Russian theatre.
Von Mansteins forces suffered heavy casualties as they battered
away against Zhukovs defences, and then were victimized
by the Soviet counter-attack. However, the SD had also been
deployed to Kursk, bearing with them a weapon so terrible that
its use required a specic command from the Fhrer himself.
Incensed by the turn the battle had taken, the Fhrer gave his
consent. The immense device was loaded into the gigantic
80cm mortar nick-named Dora by SD technicians. Sighting
on the battleeld, the mortar was red and Zhukovs advancing
horde vanished in a blinding ash of light and re. The atomic
shell developed by the Kammlerstab had done its deadly work,
reducing in an instant 300,000 Soviet troops and 1,500 tanks
into blackened cinders. The Axis soldiers caught in the blast
were considered acceptable losses by the SD, the more important
thing was the breaking of Zhukovs assault and the retreat of the
Soviets from the eld. Shaken to the core, the Soviets would not
soon forget the terrible destruction visited upon them at Kursk
and would live in terror that the Germans would deploy such a
device a second time. In a desperate effort to prevent a repeat of
Kursk, Stalin institutes a policy that limits the size of any Soviet
army that can be assembled without his express permission.
His paranoid dabbling will handicap the efforts of Zhukov and
other Red Army generals in the years to follow, preventing them
from expelling the Axis invaders from their land. The Soviets
are unaware that the atomic shell used at Kursk represents six
years of German efforts to rene and enrich uranium ore. It will
be another six years before the SD can create a second such
weapon.
The events at Kursk compel Stalin to attend the Tehran Conference
with Churchill and Roosevelt. The three world leaders meet to
discuss a planned invasion of France for the next year. American
general Dwight D Eisenhower is named Supreme Commander
of Allied forces and will lead both British and American troops
in the campaign. The ease of the Dieppe raid bolsters the
condence of the leaders that the western front represents the
soft spot in Germanys defences. The conference nearly ends
in tragedy when supernatural SS assassins try to strike down the
leaders, thwarted only by agents of the British arcane weapons
detachment who employ their own brand of magic to counteract
Himmlers killers.
In North Africa, the fortunes of the Axis are devastated by the
arrival of American forces under General George S Patton in
Morocco. Caught between the British and the Americans, the
Axis scrambles to get troops and equipment to the theatre. Many
experimental SD devices are dispatched to Tunisia, coming
under the control of German General von Arnim who stubbornly
refuses to detach any of the advanced weapon systems to his
rival, Field Marshal Rommel. Von Arnim thinks to steal all
the glory from the upstart Rommel. From the rst, the Axis is
caught wrong-footed. The Vichy French in Morocco mount a
poor and half-hearted opposition of Pattons landing forces,
the French in Algeria are even worse, many of them marching
to join the Allies. French warships are seized by the Germans
and Italians before they can also defect; further stretching Axis
manpower in North Africa. With Montgomery advancing from
the east and Patton racing in from the west, the Germans are
caught between the anvil and the hammer. Using the ghastly
living weapons supplied to him by the SD, von Arnim is able
to fend off an American advance into Tunisia, but squanders the
advantage by fortifying his positions rather than pursuing his
retreating enemies. In the south, Rommel mounts his last assault
as commander of the famed Afrika Korps, smashing against
American positions in Kasserine and pressing into Algeria
before lack of fuel and lack of support for von Arnim forces
him to retreat before Pattons counterattack. Although Patton
is able to thwart Rommels advance, the Desert Fox manages
to escape with most of his men. However, Rommels defeat is
just the excuse his enemies in the Italian High Command need
to remove him from the North African campaign. Rommel is
recalled to Germany, leaving behind his beloved Afrika Korps.
With Rommel gone, the Axis situation in North Africa steadily
deteriorates. Montgomery smashes through the Italians guarding
the Tunisian frontier and Patton presses against German
positions all along the front. Von Arnims experimental weapons
are crushed when the Allies spring their own surprise against the
Germans, the new Buffalo powered armor. The mass deployment
of Buffalos crushes the unpredictable and experimental SD
horrors. General von Arnim himself is a victim of the chaos that
ensues, struck down by a berserk Emaciated Trooper.
Following the route of Axis soldiers in Africa and the capture
of hundreds of thousands of German and Italian prisoners, the
Allies stage the invasion of Sicily. The ghting is erce, the
island hosts some ghastly secrets the result of a joint project
between Mussolini and Heydrich. Italian scientists, working with
SD supervision, have been working on a bacteria that attacks
the brain, inducing a condition not far removed from extreme
starvation. In such a state, the victims of the bacterium are reduced
to an animalistic mentality, falling upon any living creature and
devouring it with their bare hands. The SD had intended to nd
a way to inoculate Axis troops against the bacteria then release
it against the Soviets to depopulate vast sections of Russia.
Now, with the Americans and British swarming over the island,
Heydrich issues a hideous order. The bacteria is released into
the towns and villages of northern Sicily, creating wild mobs
of maddened cannibals in the hopes that they will spread the
infection to Allied soldiers. The plan is to make the Allies pay
such a heavy price for Sicily that any plans to invade Italy will
have to be abandoned. The cruel stratagem does stall the Allied
advance, early losses by American and British forces entering the
infected areas are horrendous. However, the bacterium is very
fragile and unable to exist for long without a host. Implementing
a policy of containment, the Allies are able to contain the
infection to the coastal areas of northern Sicily, leaving them
free to use the southern half of the island as a staging ground
for the forthcoming invasion of Italy. By November, the Allies
muster enough resources and manpower in Sicily to land the
British 8
th
Army on the Italian mainland in Calabria, the very toe
of Italy. Landings by American forces soon follow. Panicked by
the invasion of their homeland, the Italian government deposes
Mussolini and sues for peace with the Allies.
Jeremy Bernhardt (order #2415176) 65.166.54.45
22
The Germans, however, are not willing to concede Italy to their
enemies. Under Field Marshal Kesselring, the Germans stationed
in southern Italy mount a brutal defence, exacting a heavy toll on
the Allies. The SD rushes large numbers of Emaciated Troopers
and other, even more sinister weapons to support the campaign.
The deposed Mussolini is rescued in a daring operation mounted
by German soldiers equipped with experimental jet packs under
the command of SS Colonel Otto Skorzeny. Mussolini is placed
at the head of a new Italian government, the Repubblica Sociale
Italiana, a puppet regime whose sole purpose is to keep Italy
in the war and prevent the Allies from threatening the mineral
resources the Germans have captured in the Balkans.
The Pacic theatre continues to devour lives as the British
attempt to push the J apanese from Burma, enduring the ghastly
germ-weapons developed by Unit 731. The J apanese opposition
in New Guinea becomes even more savage, recruiting entire
tribes of headhunters to slaughter isolated Australian and
American positions. The Buna road becomes a place of horror
for the Allies and strange stories of primitive magic lter back
from the jungle. Most hideous of all are the J apanese kaijin,
living monstrosities who have been tortured and mutilated by
their own scientists into murderous abominations. The kaijin
are unleashed into the jungles, pointed in the rough direction of
enemy positions. Though of limited tactical use, the monsters
devastate the already shaky morale of the enemy. Threat of
being reduced to a kaijin is used to enforce discipline among the
increasingly high numbers of Korean and Manchurian soldiers
being brought to reinforce the J apanese elements stationed in
New Guinea.
General MacArthur stages the invasion of the Dutch East Indies,
personally leading the 503
rd
Parachute Regiment in their assault
on J ava. Despite a erce J apanese resistance, the major cities
fall to the Americans before the end of the year. The loss of the
Dutch East Indies is a severe blow to the J apanese war machine,
denying the Imperial J apanese Navy the vital oil resources it
needs to dominate the Pacic. A bloody attempt to retake J ava
is beaten back by the US Navy, almost 30,000 J apanese soldiers
are lost when their transport ships are sunk approaching J ava.
The IJ N also loses thirteen destroyers, one cruiser and 35
transport ships. US loses are one cruiser and four destroyers. The
difference is a grotesque lack of air cover by the IJ N. Unwilling
to risk their aircraft carriers after the mauling they received at
Midway, the invasion force is depending on air cover from IJ A
airelds in French Indo-China. Meanwhile the American and
Australian naval force is supported by shore-based ghters and
bombers. The inability to co-ordinate the J apanese forces results
in a slaughterhouse. The J apanese assault is called off and the
surviving transports steam back to the Philippines. MacArthur
begins fortifying J ava, certain that after they have licked their
wounds, the J apanese will be back.
Trying to recover from their military setbacks, the Axis
powers incite rebellion and insurrection wherever they can.
The governments of Argentina and Bolivia topple as German-
backed military coups depose the presidents of both South
American countries, installing nationalist governments that are
more favourably inclined toward the Axis. The J apanese lend
their full military support to Netaji, an Indian exile and leader of
the Indian National Army. A erce opponent of the Raj and the
British Empire, Netaji makes common cause with the J apanese
and leads his troops in battle against the Allies in Burma, as
well as conducting terror attacks against the government and
British interests in India itself. Once again, the stranglers noose
becomes an image of horror as the remnants of the cult of Thugee
offer their services to Netajis rebel movement.
In Britain, a top-secret project results in the construction of
Colossus, an immense computer developed from the concepts of
Tommy Flowers. This gigantic computer is a mechanical brain
that will be used to crack enemy codes, calculate battleeld
tactics and predict the consequences of any military action,
from simple bombing raids to mass invasions. The computers
predictive abilities border on the fantastic and it becomes lynch-
pin for British planning and strategy, the most closely guarded
secret in the Empires entire arsenal.
1944 - The Allied attack in Italy intensies as American and
British troops crash against the German Gustav Line south
of Rome. The strongpoint in the Axis defense is the ancient
monastery of Monte Cassino, which had been converted into
an SD installation in 1942. From the horror house the Germans
had made of the monasterys extensive crypts and cellars poured
forth an army of ghastly monstrosities that broke the momentum
of the Allied advance. Here Allied soldiers would rst confront
the titanic power of the awesome Sturmaffe, bio-mechanical
abominations grown by S-III geneticists. The infernal
Feursoldaten also make their rst hideous appearance before
Allied soldiers, incinerating men with the lethal chemicals that
surge through their twisted bodies. Krieghunden, loathsome war
dogs with metal jaws and armor plate grafted to their tortured
bodies hunted the rock-strewn slopes, splitting the silence of the
night with the screams of their victims. The terror value of these
endish living weapons was profound on Allied forces, turning
even battle hardened veterans into quaking bundles of fright.
That any manner of cordon could be maintained around the
Gustav Line was a testament to the tenacity and determination of
British General Harold Alexander. Fresh forces were constantly
rotated in to replace the traumatized and fatigued divisions
facing the SD horrors of Monte Cassino. Free French, Moroccan,
Polish, Canadian, Indian, New Zealander and Australian units
would all serve time on the bloody ground of Monte Cassino
and the carnage of the Gustav Line. Unable to break through
the German defenses, Alexander was helpless to prevent the
infusion of elite Wehrmacht divisions to augment the SD forces.
Soon crack German fallschirmjaeger and gebirgsjaeger would
be lending their deadly skills to the abominable strength of the
SDs monsters.
Unable to break through the Gustav Line, an attempt to bypass
the hotly contested front was made. The American 5th army
under the command of General Mark Clark staged landings at
Anzio in the north of Italy. Vastly outnumbered by fascist Italian
and German forces, Clark was forced to abandon an abortive
rush for Rome and strengthen his positions. Months of stalemate
ensued as more and more American troops landed at Anzio
while Field Marshal Kesslering continued to bolster his own
forces entrenched in the cave-ridden hill country overlooking
the beachhead. German artillery, notably the immense rail-gun
Jeremy Bernhardt (order #2415176) 65.166.54.45
23
nicknamed Anzio Annie by American soldiers in a moment
of morbid humour, took a relentless toll on the men fortifying
the beaches. It would not be until J une that Clark nally was
able to mount an offensive. Like the SD in the south, Clark
too had received unusual materiel to support his operations.
Portable, hand-held Tesla weapons, the latest renement in
the experimental technologies being developed by ARPA were
dispatched to General Clarks beachhead. Equipped with these
devastating weapons, small squads of Americans began stalking
the Alban Hills and silencing the entrenched German artillery.
The new Tesla weapons gave each squad the striking power of
a tank platoon and the long stalemate was broken. Through this
breach, Clark began moving his forces.
Instead of pursuing the plans of General Alexander, which
called for a strike inland to surround the German 10
th
Army and
cut off the supply routes feeding the Gustav Line, Clark instead
turned his forces south, determined to reach Rome and liberate
the Italian capital. Mussolinis fascist forces ercely contest the
American push on Rome, forcing Clark to ght for every street
and alleyway. This protracted assault allows the Germans time
to close the fragile supply line between Clarks forces and his
beachhead at Anzio. By the time Clark wins his way clear and
crushes the last fascist resistance in Rome, he is surrounded
by Germans on all sides. The American 5
th
Army has captured
the city from the Italians only to be besieged by the Germans.
Clark digs in, determined that the surrounded Americans will
not relinquish their claim on the city any easier than Mussolinis
fascists.
A nal, sinister action in the Italian theatre occurs in the ancient
ruins of Pompeii. Learning of an SS plan to raise an undead legion
from the ruins with their eldritch sorceries and ood Italy with
an army of deathless soldiers, the Allies stage a daring assault in
an attempt to thwart the sinister plot. Armed with the occult lore
of centuries, the British Ofce of Arcane Armaments combats
their ruthless counterparts in the Schwarze Sonne. However,
the SS has pursued avenues of research that the British have
refused to consider and it is this black power that decides the
conict, for what is the magic of man beside the might of Hell?
Reluctantly, the British employ the only option left to them to
defeat the Germans and prevent the necromancy of the SS from
overwhelming the Allied forces struggling in Italy. Using an
ancient druidic ritual, British agents cause Mt Vesuvius to erupt,
bringing volcanic destruction to the countryside. Once more,
Pompeii vanishes beneath a cloud of ash and a stream of molten
lava, burying with it the insane dreams of the SS.
Continuing the pattern initiated by the military coups in
Argentina and Bolivia, the Germans incite civil war in Turkey,
backing the claim of Ahmed IV Nihad on the title of Sultan of
the Ottoman Empire. Supported by German troops, Turkish
rebels and the Muslim SS divisions created by the exiled Grand
Mufti, Ahmeds forces clash with those of Mustafa Ismet Inonu,
president of Turkeys republican government. With the western
Allies already committed to campaigns in Italy and France,
Inonus government receives little in the way of aid against
his enemies. The Germans pursue their campaign against the
Turkish republic with a vengeance, having learned of Inonus
secret dealings with the Allies, the Fhrer has ordered that if
Turkey does not bend to the will of the Reich, then it will be
broken into rubble and ash.
In the Pacic, joint American, British and Chinese operations
drive the last J apanese forces from Burma. The campaign
continues into French Indo-China where the J apanese resistance
intensies and the deadly biological weapons being developed
in Manchuria continue to take a deadly toll on Allied forces.
In separate actions, American forces invade Guam and the
J apanese colony of Saipan. Neither campaign is an easy one
and the US marines will be bogged down in months of hard
ghting to wrest the islands from the J apanese. Plans to employ
the islands as air bases from which to launch B-29 bombers
against the J apanese home islands will be abandoned following
the 1944 US elections and a change in the command structure of
the American military.
The biggest naval battle in the history of the war unfolds around
MacArthurs return to the Philippines. Landing elements of the
US 6
th
Army on islands in the Leyte Gulf, MacArthur makes
his dramatic return to the country he had been forced to ee
two years earlier. Initial resistance from the J apanese is minimal,
but it was only the quiet before the storm. Three immense
J apanese eets are already steaming toward the Philippines to
contest the American incursion and protect the vital supply route
between Borneo and J apan. When the naval battle commences,
the lurking forces of General Yamashita counter-attack the
American ground forces, initiating a bloody three days of
relentless combat. The powered Buffalo armor is a weapon that
the J apanese counter in terrible and hideous fashion, deploying
living bullets, soldiers with surgically implanted explosives,
the Imperial J apanese Armys answer to the airborne kamikaze.
The naval engagement, the Battle of Leyte Gulf, is split between
two separate engagements.
The southern force of Admiral Nishimura is opposed by the
battleship eet of Rear Admiral Oldendorf and a trap that had been
prepared especially for Nishimura. Nishimuras eet consists of
the old, obsolete battleships Yamashiro and Fuso, the cruiser
Mogami and four destroyers, with another eet commanded
by Admiral Kiyohide Shima numbering two cruisers and eight
destroyers. Oldendorfs eet numbers six battleships, eight
cruisers, 28 destroyers and a large number of torpedo boats. It is
a signicant force and should have overwhelmed the J apanese
eets. However, air reconnaissance has not understood the deadly
changes that Nishimuras battleships and Shimas cruisers have
undergone. The small cruisers and obsolete dreadnaughts have
been converted into carriers for a most lethal cargo the Ohka,
a rocket-powered ying bomb piloted by one of the J inrai Butai,
an elite pilot corps established especially for deployment of these
suicide weapons. Each of Nishimuras dreadnoughts carries six
of the unstoppable rocket-bombs, while Shimas cruisers each
carry two more. They prove a hideous surprise for Oldendorfs
ships, slamming into his battleships before they can even be
identied, much less shot down. Every one of the American
battleships is struck so badly that they have to be abandoned.
Two cruisers are sunk by Ohkas, with another badly crippled in
the attack. The destroyers and torpedo boats make Nishimura
pay a heavy price for his success, however, sinking the Fuso and
leaving the Yamashiro to fall prey to the guns of the surviving
Jeremy Bernhardt (order #2415176) 65.166.54.45
24
battleships. Of the cruisers, only Admrial Shimas Ashigara
escapes, retreating with the surviving IJ N destroyers.
The centre arm of the attack represents the heart of the IJ N and is
commanded by Admiral Yamamoto himself. Three battleships,
twelve cruisers, thirteen destroyers, the super battleships Yamato
and Musashi, the aircraft carriers Akagi, Hiryu and Soryu and
the new pride of the IJ N, the super-carrier Shinano. Between his
four carriers, Yamamoto boasts over 350 aircraft. It is this naval
juggernaut that faces the American eet. Catching Admiral
Halseys carriers, Yamamotos planes relentlessly hammer the
US eet. Supplemented by ground-based aircraft from Luzon,
Yamamoto scores early against the immense US eet, claiming
six aircraft carriers. However, it is a drop in a very big ocean, even
with his losses; Halsey has 11 aircraft carriers, six battleships, 13
cruisers and 57 destroyers. The vengeful Americans pursue the
retreating J apanese aircraft, following them back to Yamamotos
eet. The ensuing engagement costs Yamamoto two of his
carriers and the Musashi. Wounded, the J apanese eet begins to
retreat. Determined to wipe out Yamamoto, Halseys eet gives
chase, leaving the Leyte landing forces supported by a small
detachment of light carriers and destroyers.
J isaburo Ozawa commands the northern arm of the J apanese
attack force, a eet consisting of four aircraft carriers and two
WWI-era battleships that have, like the Yamashiro and Fuso been
converted into Ohka launchers. With his eet are three cruisers
and nine destroyers. Late in rendezvousing with Yamamotos
powerful eet, Ozawa is in time to distract Halseys pursuit.
Mistaking Ozawas ships for those of Yamamoto, Halsey gives
chase. Outnumbered and outgunned, Ozawas eet is sent to
the bottom by Halseys planes, only a few of the destroyers and
cruisers managing to escape back to J apanese ports for repairs.
However, Ozawas sacrice is to spell doom for the American
forces on Leyte.
Yamamotos scout planes report Halseys pursuit of Ozawa.
Realising that the invasion forces are undefended, Yamamoto
turns his eet back toward Leyte. The assault against Taffy 3
off Samar is a massacre, only one of the light escort carriers
managing to escape the slaughter, leaving ve of her fellows
to burn. Yamamotos eet begins pounding the landing craft,
wrecking havoc among the supplies being brought ashore to the
invasion force. Taffy 1 escapes with three of her four carriers
while Taffy 2 loses only one of her carriers to J apanese torpedo
bombers. Seeing the invasion eet being withdrawn, Yamamoto
decides to retreat before Halseys ships return from their pursuit
of Ozawa. Mistaking the ships that had attacked off Samar for
a fourth J apanese eet, the Americans take the opportunity to
withdraw the forces that had been landed on Leyte under orders
from President Henry Wallace who is horried by the prospect
of another D-Day in the Philippines. In the face of MacArthurs
protests, American forces once again abandoned the Philippines
to the J apanese.
In Europe, Field Marshal Rommel is appointed commander of
German forces in France and with maintaining the inviolate nature
of Fortress Europe. He immediately begins increasing Axis
defences, increasing the numbers of shore batteries and bunkers,
constructing mine elds, tank traps, and glider obstacles. Along
with his own measures, he is assisted once again by the sinister
SD, which supplies an entire array of experimental weapons to
supplement the Wehrmachts conventional ones.
Rommels preparations are put to the test on J une 6
th
, when the
Allies attempt to invade Normandy. The attack is spearheaded
by the landings of British and American airborne deep behind
German lines. These landings go far from as planned. Nearly two
in ve gliders are destroyed by obstacles and traps constructed
by Rommel when they attempt to land in elds and pastures.
Many American paratroopers are lost when they land in ooded
regions, drowning in the black waters or being electrocuted
by SD traps. Hordes of Emaciated Troopers, crafted from the
endless supply of broken humanity being sent back to Germany
from the Russian front, are dispatched to track down the
scattered survivors. With SD forces dealing with the paratroops,
the Wehrmacht concentrates its strength against the beachheads.
Vast numbers of Goliath robot tanks are deployed to the coast
from their staging areas throughout Normandy. Unable to deploy
real panzers without the express permission of his Fhrer,
Rommel has circumvented the issue with these sinister new
weapons. Allied forces are further shocked to nd themselves
facing a new SD abomination, the Rohlingsoldaten, gigantic
ogre-like brutes each carrying the repower of a machine gun
nest. Under the watchful eye of the SD and their creations, even
the conscript soldiers who form much of Rommels forces ght
with determination and ferocity, knowing only too well what
will be their fate if the Allies should breakout from their tenuous
hold on the beaches. The combination of defensive positions,
advanced technology and the ghastly horror of SD abominations
is enough to keep the Allies trapped on the shore. In only a few
hours, Eisenhower realizes the mistake he has made. Emboldened
by the ease of the Dieppe raid, none of the Allied generals is
Jeremy Bernhardt (order #2415176) 65.166.54.45
25
prepared for this kind of a ght. Feeling the full weight of his
failure, Eisenhower gives the order to withdraw while they can
still salvage some of their men. The Germans continue to punish
the invaders even as they scramble back into their boats, many
SD abominations lunging down onto the beaches to sate their
inhuman bloodlust, ignoring the withering re slamming into
them from the Allied ships. At the end of the day, the Allies have
left almost 200,000 casualties in Normandy. What was to have
been the beginning of the end for the Axis has instead become a
moment of tragedy and despair for the Allies. Eisenhower gives
a brief speech to the press, assuming personal responsibility for
the failure in Normandy.
The tragedy of D-Day casts a long shadow over the western
Allies. Churchill is hard-pressed to maintain the resolve of
Britain. In the US, a disastrous attempt to silence the stories
coming back from Britain results in even greater public outcry.
Trying to gain control of the situation, playing for time to
turn the hideous defeat into a rallying cry for the forces of
democracy, President Roosevelt imposes a news black out in the
United States, keeping any word of the D-Day landings from the
American people. However, he is unable to prevent the rumours,
to stie the stories drifting down from Canada or being spread
by German agents. The attempt to suppress the information,
even for a few days, destroys the trust and faith of the American
people in their president. When the news at last breaks, there
is no positive spin the administration is able to put on it. Riots
break out in New York, Boston and even Chicago, a traditional
stronghold of Roosevelt supporters. Senators become even more
vocal in their opposition of the administration and words like
conspiracy and impeachment are whispered in the halls of
Washington. Already in poor health, stress takes its toll on the
president and he dies little more than a month after the D-Day
landings. Vice-president Henry Wallace succeeds Roosevelt, but
the change does little to improve the sentiment of the American
people. Unpopular in even the best of times, accused of leftist
and pro-Soviet leanings, President Wallace is the centre of the
continuing controversy and even many who defended Roosevelt
have no qualms about turning on Wallace. Wallace is unable
even to get the nomination of his party in the 1944 elections it
is the ticket of Harry Byrd and Harry Truman that the Democrats
offer the voters. Incensed by what he sees as the chicanery of
politicians who dont understand how to run a war, General
MacArthur accepts the Republican nomination, running with
New York Governor Thomas Dewey. The election will result in
a mandate for MacArthur. Like the general, the people want a
president who understands war and will spare them from any
more D-Days.
In the wake of the D-Day disaster, General Eisenhower is
relieved of command. Churchill insists on a British replacement
as Supreme Commander and President Wallace does not oppose
him. While Field Marshal Montgomery is the obvious choice,
his lack of popularity with American commanders causes
Churchill to instead appoint General Alexander as the new
Supreme Commander, giving Alexander a post-dated rank of
Field Marshal so that he will become senior to Montgomery.
Across the Channel, Rommels success in repulsing the Allies
in Normandy has once again put him in favour with his Fhrer.
Following a disastrous attempt by members of the Army High
Command to assassinate their Fhrer, the OKH is disbanded
by the furious dictator. Many generals and commanders are
executed for having taken part in the plot. His own peripheral
role in the plot concealed by the SD, Rommel is appointed to
the new post of Kriegsmarshall, supreme commander of the
German armed forces. At the same time, in collusion with
Himmlers SS, Heydrich takes the opportunity to implicate
Luftwaffe commander Hermann Goering in the plot. Removed
from his prestigious position, Goering is allowed to commit
suicide rather than face the humiliation of a show trial before
the vicious Volksgerichtshof of Roland Freisler. General Robert
Ritter von Greim replaces Goering as head of the Luftwaffe,
instantly implementing policies that will eliminate the corrupt
and inefcient policies of his predecessor.
As Kriegsmarshall, Rommel reassigns himself to that theatre
he feels most needshis personal involvement, the eastern front.
Earlier in the year, the Soviets had made inroads into the Crimea
and Marshal Zhukov had launched a devastating offensive in
the north from Leningrad, pressing against the northern ank
of the Axis and capturing territories in Finland and along the
Baltic. Rommel takes a hand in bolstering the defenses opposing
Zhukov, coordinating with von Greims air forces. Seeking to
prevent the Soviets from recapturing the rich oil resources of
the Crimea, Rommel orders a joint offensive by the German
Army Group South and the joint German-Russian Army Group
Romanoff against into the Crimea. For once outnumbered by
their Axis enemies, the new, smaller armies deployed by Stalin
for operations in the Crimea are swiftly brushed aside, forced to
retreat back into the Ukraine. With the Crimea pacied, Rommel
turns his eyes eastward. Once more, the panzers are poised to
press into the heart of the USSR.
1945 - Fresh from his victory in the Crimea, Rommel is ready
to press on deeper into the Ukraine and relieve the trapped army
of Field Marshal Paulus, however orders from Berlin call him
away from the Eastern Front. The Fhrer has lost patience with
events in Turkey; it is taking Ahmed IV too long to crush the
resistance of his countrymen. The Fhrer wants Turkey rmly
under Axis control in order to press the campaign and strike at
the oil rich Middle East. Already, the Fhrer has assembled the
1
st
Waffen SS Panzer Army under OberstgruppenFhrer Sepp
Dietrich and dispatched it to aid the heir to the Ottoman throne,
but he distrusts the capabilities of Dietrich and wants the proven
skills of a regular army Field Marshal to supplement Dietrichs
straightforward and direct methods. Rommel is quick to see
the benets of such a campaign to the war effort as a whole
his time in North Africa has made him keenly appreciate the
crippling effect of fuel shortages and relentless Allied bombing
of Romanian oil elds has made nding alternate sources a
priority.
The Turkish campaign is a brief and bloody affair. Caught
between the SS troops of Dietrich, the regular Axis forces of
Rommel and their own countrymen, Inonus supporters are
decimated, forced to retreat into the hills of Armenia. The Allies,
watching with horror as Turkey falls, establish lines of defence
in Palestine and J ordan, determined to block the Axis powers
from driving through into Egypt and Arabia. However, the Allies
do not have the resources and manpower to effect a complete
Jeremy Bernhardt (order #2415176) 65.166.54.45
26
defense, the harsh desert terrain of the Middle East conspires
against such tactics, something which Rommel knows quite
well. Consolidating an immense army consisting of Germans,
Italians, Romanians, Bulgarians and Iraqis, Rommel thrusts
his troops across the Turkish frontier almost in the same hour
as Ahmed IV is reinventing himself as Sultan Mehmed VII.
Rommel pushes east rather than south, driving through Syria
and northern Iraq to seize the oil elds of Iran.
While Rommel dashes to seize the oil elds of Iran, Dietrich
prepares to move into Palestine. From the very start he is hindered
at almost every level. A capable division-level commander,
Dietrich is almost overwhelmed by the logistics of moving
million men. His command is further fragmented by its disparate
elements. While he is in rm control of the SS elements of his
army, the Turks exist within their own command structure
while the Syrian and Iraqi freikorps answer to their own
commanders. These freikorps prove especially troublesome in
their relations with the Turks, understandably less than excited
about the prospect of a new Ottoman Empire where they will
again be subject peoples. More rebellious still are the Vichy
French formerly garrisoned in Syria, proving so truculent that
Dietrich employs them only for rear-echelon duties. The biggest
handicap, however, comes from the meddling of Dietrichs
own superior Heinrich Himmler. J ust days before the planned
attack, Himmler places himself in defacto command of the army,
radioing orders to Dietrich from SS headquarters in Berlin that
have less to do with changing tactical situations and more to
do with the occult whims of Weisthor and the Schwarze Sonne
mystics.
Although Dietrich enjoys some early successes in Syria, he
is soon brought up short by the British forces that have been
assembled in Palestine. Including signicant numbers of Indian,
Egyptian and J ordanian soldiers, the Allied army in Palestine
is commanded by Field Marshal Montgomery, among the most
capable commanders in the Empire. The manifold problems of
Dietrichs command, the impossibility of integrating the disparate
elements of his army into a unied whole, and the greater
strategic capabilities of Montgomery conspire to overwhelm
the technological and numerical superiority of the Axis forces.
Within sight of the ancient walls of J erusalem, Dietrichs
army is forced back, eventually assuming defensive positions
in the mountainous Golan Heights. The failure of Himmlers
expedition into the Levantine incenses the Fhrer, causing his
preference to shift once more from the arcane mysticism of the
SS to the ghastly technologies of the SD.
After two months of almost uncontested campaigning through
Iraq and Iran, Rommels forces nally face an opponent that is
a more serious threat than the small British garrisons and poorly
equipped Persian militia. The American 7
th
Army disembarks
at Abadan. The US force is heavily armed and mechanized,
commanded by General Patton, Rommels old adversary from
Tunisia. Outtted with the new M26 Pershing, the heavy
M6 battle tank and the super-heavy T28 tank destroyer, the
Americans had learned from their previous experiences at D-
Day and in Tunisia. While the light M4 Sherman continues
to function as the backbone of Pattons armored columns, he
now has tanks sufciently armored and armed to go toe-to-toe
with most of their German counterparts. Pattons repower is
further augmented by what the Lightning Brigade, an armored
company outtted not with conventional weaponry but the new
energy and pulse weapons being developed by ARPA. These
weapons are powerful enough to cut through even the thickest
German armor however the trick becomes convincing Rommel
to let these deadly Tesla weapons get close enough to unleash
their terrible power.
The Germans continue to supply Rommels Panzer Armee
Asia with the best the Reichs industry can provide. The Maus
super-heavy tank is dispatched to counteract the American T28
while the immense Ratte land dreadnought provides a hideous
infusion of long distance repower. The SD is not shy about
providing all manner of insidious support to Rommels efforts in
Iran, lending some of their most horric experiments to combat
American rocket troops and armored Buffalo. Even with the
support of his nations industry, Rommel is extremely cautious,
manoeuvring his forces in a complex game of cat and mouse
with Patton. Like two master chess players, Rommel and Patton
move their armies through the deserts, eagerly waiting for the
other to make the rst mistake.
Breakthroughs in the NKVDs psi experiments provide the
weapon Stalin has been waiting for a horric psionic disruptor
that can confuse and cripple enemy soldiers over a great distance.
Coupled with other ghastly developments by Soviet scientists
that enable gifted operatives to produce concentrated blasts
of psionic energy to unleash against the minds of their enemies
and the terrifying potency of those NKVD agents of sufcient
psionic power as to be classied as talents, Stalin is at last ready
to move against the Axis invaders. Two immense armies are
assembled and unleashed. In the north, Marshal Zhukov crashes
through German defenses, the ghastly psi-disruptors rendering
large numbers of the defenders reeling even before the rst shots
are red. Zhukovs assault will envelop the entirety of Latvia and
Estonia, devour half of Lithuania and consume nearly a million
Axis soldiers. Zhukov separates his command, some of his troops
converging on the Polish border to cut off the supply lines from
Germany, others sweeping back into the Ukraine to annihilate
the trapped armies of Hoth, Guderian and von Manstein. On the
eastern front, a second army under the command of Marshal
Aleksandr Vasilevsky slams into Army Group South and Army
Group Romanoff, forcing them to abandon their attempt to relieve
Field Marshal Paulus in Stalingrad. Vasilevskys offensive drives
the Germans back across the Don River and a erce campaign
ensues to retake the Crimea. However, Army Group Romanoff
retreats into the mountainous, heavily forested Caucuses. The
escape of the Russian traitors incenses Nikita Khrushchev,
Marshal Vasilevskys political ofcer from the NKVD. Unlike
most of the politruks and zampolits attached to the Red Army,
Khrushchev maintains the rank and powers of a full commissar,
able to countermand military orders he considers not to be in
the best interest of the Communist Party. Rather than pursue the
retreating Germans and press their offensive into the Ukraine,
Khrushchev orders nearly half of Vasilevskys soldiers to turn
south and pursue Army Group Romanoff into the Caucuses.
Destroying the traitors, Khrushchev declares, is more vital to
the survival of the Soviet Union, even more vital that destroying
a German army.
Jeremy Bernhardt (order #2415176) 65.166.54.45
27
Hounded by the psionic bloodhounds of the NKVD, vastly
outnumbered by the fearless hordes of the Red Army, ghting
a running battle in one of the most inhospitable wildernesses in
the world, it is a battered shell of an army that nally emerges
from the Caucuses to join forces with Rommel at Tabriz in the
north of Iran. The infusion of Russians however, is far from a
boon to Rommel. Vaslov and Rasputin have little interest in
assisting the Germans in their actions against Patton, intent
instead upon revenging themselves upon Khrushchev and
the Soviet army that has driven them from the Motherland.
Unaccountably, the Russians are able to requisition enormous
amounts of resources from the German High Command, both
in material and manpower to pursue their reckless incursion
into the underbelly of the USSR. While Rommel is forced to
beg for every tank and infantry division, the Russians seem to
get whatever they ask for. Many within his command credit the
fortunes of the Russians not upon the favour of Berlin but upon
the eerie inuence Rasputin, an inuence, it is whispered, that
reaches as high as the Fhrer himself.
While the Italian theatre settles into a tense stalemate with
Kesselrings Germans and Mussolinis fascists holding the north
of the country and the Allies and the Italian Republic holding
the south of the country, Field Marshal Alexander uses Italy
as a staging area for one of the boldest adventures of the war
another attempt to penetrate the walls of Festung Europa.
In February the Allies send million men charging onto the
beaches of France. Using intelligence provided by the French
Maquis and British operatives in occupied Europe, Alexander
chooses the south of France as his objective, striking against
the coastline in Vichy controlled France. Resistance from the
fascist French is much weaker than that posed by Rommels
troops in Normandy and the abominations of the SD. Entire
regiments defect to the Allied cause, marshalling behind General
Charles de Gaulle and his Free French forces. Field Marshal
von Rundstedt is prevented from reacting to the Allied invasion
quickly by orders that are issued from Berlin. Once again, the
Fhrer is convinced that the attack is a deception and that the
real invasion will strike at Calais. By the time von Rundstedt is
allowed to send appreciable forces south to bolster the rapidly
degenerating situation of Marshal Petains troops, over a million
Allied troops have landed in France and are thrusting up through
the centre of the country.
By October the Allies have penetrated deep enough into
France that they move on Paris. General Omar Bradley leads
the American 3
rd
Army in this endeavour while General de
Gaulle leads his Free French in the liberation of their capital.
The German military governor of Paris, General Dietrich von
Choltitz fears the destruction of the cultural and artistic centre,
horried that history will hold him to blame for such hideous
carnage. Von Choltitz withdraws his garrison, declaring Paris
an international city and abandoning it to the advancing Allies.
The SD, however, has much different plans. Heydrich himself
orders nearly all SD personnel in France to converge on Paris
and deny the city to the enemies of the Reich. A force of 20,000
men and SD abominations converge on Paris in the hours after
von Choltitz withdraws. Commanding operations in the city
is a military ofcer recruited into the SD from the Waffen SS,
StandartenFhrer J oachim Peiper. Peipers orders are clear,
Heydrich is not interested in maintaining control of the city. He
wants Paris to become a bloodbath, he wants the city reduced to
cinders, the very name of the French capital to become a byword
for horror and suffering. Peiper uses his grotesque resources
to make Heydrichs hideous vision a reality. The Allies enter
Paris without so much as a shot being red. Cheering crowds
of Parisians welcome them with open arms. Then, in the very
midst of the celebrations, as the illusion of victory settles over
the liberators, the abominations of the SD strike. Rising from the
sewers and catacombs beneath the city, hundreds of Emaciated
Troopers, Sturmaffen, Feursoldaten and even worse nightmare
amalgamations of esh and steel fall upon the liberators with
the ferocity of wild beasts. By nightfall, the city is a warzone,
isolated clusters of soldiers trying to hold their own against
Peipers inhuman forces. The triumph of those rst hours in
Paris will become a bitter memory to the men who continue to
battle the creatures of the SD through the winter, stalking their
hideous quarry through the dank sewers and macabre catacombs
of the Parisian underworld.
Winter nds the Germans mounting a concentrated counter
attack against the Allies in France. Advancing from the west are
300,000 Spanish fascists under General J ose Moscardo Ituarte
while from the east comes 200,000 Germans under Field Marshal
Walther Model and the 25,000 strong Milice, the paramilitary
ghters of StandartenFhrer J oseph Darnand, detached to the
invasion forces by Marshal Petain. The attack proves a gruesome
surprise to the Allies. Though they continue to enjoy numerical
advantage over their Axis adversaries, the Allies are forced to
give ground before the enemy advance, resulting in many small
pockets of resistance as American and British soldiers fall back
into the cities. The Germans in particular are extremely well
equipped with a large number of tanks. In desperation, many
American units begin using robots, heretofore employed only as
machines for brute labour, in a combat role, setting them against
German Goliath tanks and the inhuman creatures of the SS and
SD. The 1
st
US Rocket Corps is trapped in the French city of
Avignon by a combined Milice/German force, enduring months
of siege as the Axis troops relentlessly try to retake the city.
The Pacic theatre continues to nd the J apanese Empire in
retreat. Before the face of determined Allied attacks in Indo-
China, the Imperial J apanese Army is driven from the former
French colony. The Chinese forces of Chiang Kai-shek press into
J apanese controlled sections of China, pounding the puppet state
of Nanking with artillery at the height of the campaign. Maos
communist guerrillas stage raids into Manchuria, sabotaging
the rail system sending troops and supplies to the embattled
J apanese in the south.
After gaining the presidency, MacArthur makes the recapture
of the Philippines his top priority. This is not simply to honour
his promise to the Filipino people, but also from a strategic
point: control of the Philippines will allow the Allies to choke
off J apans link to their oil supplies in Borneo and Sumatra.
MacArthur recalls the disgraced General Eisenhower, giving
him the opportunity to redress his guilt over the failure at
D-Day by placing him in charge of a second invasion of the
Philippines. This time American forces attack the southern
island of Mindanao, seeking to use Mindanao as a staging area
Jeremy Bernhardt (order #2415176) 65.166.54.45
28
for further operations against Yamashitas forces. A new, more
mobile and lightly armored version of the Buffalo is provided
by ARPA for Eisenhowers invasion force. It is felt that the new
armor suits will be able to function better in the harsh jungle
conditions than their heavier forebears. Nick-named Antelope,
these new weapons prove their value early on in the attack by
employing their Tesla cannons to destroy J apanese suicide boats
as they try to ram American landing craft.
Simultaneous with the army invasion of Mindanao, Admiral
Halsey lands the 2
nd
Marine and 3
rd
Marine divisions under
the command of General Holland Smith in the Admiralty
Islands. The plan is to seize the islands and use them to block
the J apanese route to Sumatra should operations on Mindanao
fail. The Marines nd the campaign anything but easy the
J apanese have been using the Admiralty Islands as a dumping
grounds for many failed experiments and uncontrollable kaijin
that have been deemed to dangerous too employ in New Guinea.
Safe within their underground fortresses, the J apanese garrison
almost pities the Americans as the ghastly ends created by Unit
731s ruthless experimentation relentlessly attack the Marines.
The ghting on Los Negros Island is so erce and terrible that
the Marines come to call the place Blood Rock.
Pressed on all sides by the Americans and their Allies, Premier
Tojo demands that the battle be taken back to the Americans.
By attacking the American homeland, Tojo hopes to break the
will of the American people and force their leaders to accept
an armistice that will allow J apan to retain all of its remaining
territories. Admiral Yamamoto is a vocal opponent of Tojos
plan, warning that they should not repeat the mistake they made
at Pearl Harbor. Tojo and his generals remain obstinate, however.
A large invasion force sets out from J apan, its objective the
Alaskan mainland. The force is commanded by General Akira
Muto, selected for his ruthlessness and unswerving loyalty to
the Emperor. The troops under Mutos command, however,
are largely colonials from Korea and Manchuria, soldiers the
General High Staff feel are completely expendable. The invasion
of Alaska is considered a risky venture by even the most vocal of
its proponents. It is a psychological rather than a tactical victory
that the IJ A hopes for by staging this attack.
Mutos forces swiftly occupy Anchorage and stage as far inland
as Fairbanks. Although meeting dogged resistance at rst, it
does not take the J apanese long to use the element of surprise
to crush the American defenders. In the months to come, Muto
consolidates his hold on the Alaskan coastline and sends probing
expeditions as far as the Canadian Yukon.
A concerted American response to Mutos invasion is forestalled
by the events that follow it. As a diversion from the Alaskan
attack, the J apanese send a small eet under the command of
Admiral Soemu Toyoda to attack San Francisco. A terror attack,
Toyodas small eet boasts 35 torpedo bombers converted
into kamikaze weapons. With the lights of San Francisco on
the horizon, Toyoda gives the command and the suicide pilots
launch from his aircraft carriers. The bombers have been tted
with special tanks that contain a cocktail of disease strains
developed by Unit 731, when they crash into the streets of the
Californian city, virulent horror scatters across the metropolis.
In the weeks to come, outbreaks of plague, cholera, typhus
and less identiable sickness cripple the city and bring it to its
knees. MacArthur, realizing that the diseases running rampant in
San Francisco cannot be allowed to spread orders a quarantine
established around the city. Miles of barbed wire and thousands
of armed guards maintain the cordon around San Francisco,
determined to prevent the infection from spreading across the
country. Physicians work around the clock to try to undo the
nightmare that has been unleashed by the kamikazes, but the
variety and combination of infections are a hurdle that seems
almost insurmountable.
South America erupts into conict as the war spreads into
Latin America. An Axis-backed coup in Mexico nds President
Camacho ghting a civil war against his own people. Paraguay
forms an alliance with Argentina, hoping to recapture territories
lost to Bolivia, while Peru joins the Axis camp in return for
assistance with their own disputes with Ecuador. Pressured by
Argentina, Bolivia abandons its alliance with the Axis and makes
common cause with Brazil and Chile to combat the belligerent
Axis powers. The J apanese, with their enormous Type XXI
submarines launch kamikazes against the Panama Canal, striking
a terrible blow against the American Navy when they damage
the canal and effectively cut off the American Atlantic
and Pacic eets.
In an attempt to knock J apan out of the war, President
MacArthur authorizes the bombing of Tokyo with
a new, hideous weapon, a grim inheritance from
Roosevelts secret arsenal. On August 6
th
, the B-29
bomber Enola Gay drops an atomic bomb on the
J apanese capital. While destroying much of the
J apanese government and claiming almost 200,000
lives, the atomic bomb fails to break the J apanese
resolve. The Emperor is away in Kyoto during the
attack and enough of Tojos cabinet survives to
pursue the war. However, the seeds of doubt and
dissension have been sown in the minds of J apans
civilian government and it is whispered even the
Emperor fears to continue the war.
Jeremy Bernhardt (order #2415176) 65.166.54.45
29
Retaliation for the atomic bomb attack comes not from J apan
but from Germany. News of the annihilation of Tokyo forces
desperate action on the part of the Fhrer, who fears a similar
fate for Berlin. An experimental weapon being developed by
Sonderbeuro 13s Kammlerstab is tted onto a J unkers J u 390
Amerika Bomber. The German bomber stages from occupied
Norway, ying across the Atlantic before delivering its deadly
payload the bomb designated drachefeur, a fuel-air bomb of
such lethal potential that the SD has been hesitant to advocate
its use for fear it could ignite the earths atmosphere. Even as
the bomber sets off, there is concern among the German High
Command that they have no way of predicting the size of the
explosion the bomb will yield. Will it zzle, proving a laughable
failure, or will it become a monster far beyond their most fearful
imaginings? Above the streets of Manhattan, the bomb is put to
the test, dropping into the concrete canyons of New York City.
The resulting conagration as the chemicals within the bomb
are exposed to the outside air incinerates all of Manhattan and
scorches the New J ersey shoreline. Hundreds of thousands of
Americans are reduced to cinders in an instant and a black rain
of ash inundates the now lifeless island. The warning is clear and
even President MacArthur is forced to bow to the German threat.
Plans to use the atomic bomb on Germany are abandoned. Plans
to avenge the destruction of New York on those who incinerated
the city are not.
1946 A new year opens on a world embroiled in conict.
The massive battles of the past seven years have spread to
every continent and virtually every corner of the globe. Tens of
millions have already fallen, yet the war rages on. Millions have
been left homeless, driven from the charred carcasses of once
great cities. Millions more cower beneath the iron heel of foreign
rule. Awesome weapons of destruction rain down upon the earth,
blasting the land itself into a blackened cinder. Mankind stands
on the edge of midnight as the wheel of history turns toward its
darkest hour.
Jeremy Bernhardt (order #2415176) 65.166.54.45
30
1908
J un. 30, 1908 A massive explosion
takes place in Siberia, destroying
hundreds of square miles of forest. Its
cause remains unknown.
1918
Nov. 11, 1918 - World War One ends
with German defeat.
1919
Apr. 28, 1919 - League of Nations
founded.
J un. 28, 1919 - Signing of the Treaty of
Versailles.
1923
Nov. 8/9, 1923 - The Beer Hall Putsch.
1926
Sept. 8, 1926 - Germany admitted to
League of Nations.
1929
J an. 6, 1929 - Heinrich Himmler
appointed head of the Schutzstaffel (SS).
Oct. 29, 1929 - Stock Market on Wall
Street crashes.
1930
Sept. 14, 1930 - Germans elect NSDAP
making them the 2nd largest political
party in Germany.
1932
Nov. 8, 1932 - Roosevelt elected
President of the United States.
1933
Feb. 27, 1933 - The Reichstag burns.
J ul. 14, 1933 All other political parties
outlawed in Germany.
Oct. 14, 1933 - Germany quits the
League of Nations.
1934
J un. 9, 1934 - The Sicherheitsdienst (SD)
becomes the sole German intelligence
service under Reinhard Heydrich.
J un. 30, 1934 - The Night of the Long
Knives.
J ul. 25, 1934 - Germans murder Austrian
Chancellor Dollfuss.
Aug. 2, 1934 - German President
Hindenburg dies and Adolf Hilter is
appointed Fhrer of Germany.
1935
Mar. 16, 1935 - Germany violates the
Treaty of Versailles by introducing
military conscription.
1936
Feb. 10, 1936 - The German Gestapo is
placed above the law.
Mar. 7, 1936 - German troops occupy the
Rhineland.
May 9, 1936 - Mussolinis Italian forces
conquer Abyssinia.
J ul. 18, 1936 - Civil war erupts in Spain.
Oct. 1, 1936 - Franco declared head of
Spanish State.
1937
J un. 11, 1937 - Soviet leader Stalin
begins a purge of Red Army generals.
Jun. 20, 1937 - Soviet ANT-25 plane
successfully makes a transpolar ight
from Moscow to Vancouver.
1938
Mar. 12/13, 1938 - Germany announces
Anschluss (union) with Austria.
Aug. 15, 1938 - A strange object crashes
outside of Czernica, Poland. The alien
device is studied by Polish scientists for
the next nine months.
Aug., 1938 - Lavrentiy Beria, head of
the NKVD, creates the Special Design
Bureau (SDB) to compile all scientic
research being done in the Soviet Union
under one roof.
Aug. 12, 1938 - German military
mobilizes.
Oct. 15, 1938 - German troops occupy
the Sudetenland; Czech government
resigns.
Dec., 1938 - The Psi Bureau is created
under the SDB to track the psychic
phenomenon taking place in the Soviet
Union.
Jeremy Bernhardt (order #2415176) 65.166.54.45
31
1939
Mar. 15/16, 1939 Czechoslovakia
is divided between Germany, Poland
and Hungary. Puppet state of Slovakia
created.
Mar. 28, 1939 - Spanish Civil war ends.
May 22, 1939 - Germans sign Pact of
Steel with Italy.
Aug. 23, 1939 - Germans and Soviets
sign Nonaggression Pact.
Aug. 25, 1939 - Britain and Poland sign
a Mutual Assistance Treaty.
Aug. 31, 1939 - British eet mobilizes;
Civilian evacuations begin from London.
Sept. 1, 1939 - Germans invade Poland.
The SD captures the crashed alien device
recovered by the Poles and moves it to
Germany.
Sept. 3, 1939 - Britain, France, Australia
and New Zealand declare war on
Germany.
Sept. 4, 1939 - British Royal Air Force
attacks the German Navy.
Sept. 5, 1939 - United States proclaims
neutrality; German troops cross the
Vistula River in Poland.
Sept. 10, 1939 - Canada declares war on
Germany; Battle of the Atlantic begins.
Sept. 17, 1939 - Soviets invade Poland.
Sept. 27, 1939 - Warsaw surrenders to
Germans; Reinhard Heydrich becomes
the leader of new Reich Main Security
Ofce (RSHA).
Sept. 29, 1939 - Germans and Soviets
divide up Poland.
Nov. 8, 1939 - Assassination attempt on
The Fhrer fails.
Nov. 30, 1939 - Soviets attack Finland.
Dec. 14, 1939 - Soviet Union expelled
from the League of Nations.
1940
J an. 8, 1940 - Rationing
begins in Britain.
Mar. 12, 1940 - Finland
signs a peace treaty with
Soviets.
Mar. 16, 1940 -
Germans bomb Scapa
Flow naval base near
Scotland.
Apr. 9, 1940 -
Germans invade
Denmark and Norway.
May 10, 1940 - Germans invade
France, Belgium, Luxembourg and the
Netherlands; Winston Churchill becomes
British Prime Minister.
May 15, 1940 - Holland surrenders to the
Germans.
May 26, 1940 - Evacuation of Allied
troops from Dunkirk begins.
May 28, 1940 - Belgium surrenders to
the Germans.
J un. 3, 1940 - Germans bomb Paris;
Dunkirk evacuation ends.
J un. 10, 1940 - Norway surrenders to the
Germans; Italy declares war on Britain
and France.
J un. 14, 1940 - Germans enter Paris.
J un. 16, 1940 - Marshal Ptain becomes
French Prime Minister and head of the
fascist Vichy Regime.
J un. 18, 1940 The Fhrer and
Mussolini meet in Munich; Soviets begin
occupation of the Baltic States.
J un. 22, 1940 - France signs an armistice
with the Germans.
J un. 27, 1940 - The National Defense
Research Committee (NDRC) is created
by American President Roosevelt.
Nikola Tesla becomes a prominent
member.
J un. 28, 1940 - Britain recognizes Gen.
Charles de Gaulle as the Free French
leader.
J ul. 1, 1940 - German U-boats attack
merchant ships in the Atlantic.
J ul. 5, 1940 - French Vichy government
breaks off relations with Britain.
J ul. 10, 1940 - Battle of Britain begins.
J ul. 23, 1940 - Soviets invade Lithuania,
Latvia and Estonia.
Aug. 3-19 - Italians occupy British
Somaliland in East Africa.
Aug. 13, 1940 - German bombing
offensive against airelds and factories
in England.
Aug. 15, 1940 - Air battles and daylight
raids over Britain.
Aug. 17, 1940 - Germany declares a
blockade of the British Isles.
Aug. 23/24, 1940 - First German air
raids on Central London.
Aug. 25/26, 1940 - First British air raid
on Berlin.
Sept. 3, 1940 - Germany plans Operation
Sealion (the invasion of Britain).
Sept. 7, 1940 - German Blitz against
England begins.
Jeremy Bernhardt (order #2415176) 65.166.54.45
32
Sept. 13, 1940 - Italians invade Egypt.
Sept. 15, 1940 - Massive German air
raids on London, Southampton, Bristol,
Cardiff, Liverpool and Manchester.
Sept. 16, 1940 - United States military
conscription bill passed.
Sept. 27, 1940 - Tripartite (Axis) Pact
signed by Germany, Italy and J apan.
Oct. 7, 1940 - German troops enter
Romania to support the Antonescu
government.
Oct. 12, 1940 - Germans postpone
Operation Sealion until Spring of 1941.
Oct. 28, 1940 - Italy invades Greece.
Nov. 5, 1940 - Roosevelt re-elected as
U.S. president.
Nov. 10/11, 1940 - A torpedo bomber
raid cripples the Italian eet at Taranto,
Italy.
Nov. 14/15, 1940 - Germans bomb
Coventry, England.
Nov 20, 1940 - Hungary joins the Axis
Powers.
Nov. 22, 1940 - Greeks defeat the Italian
9
th
Army.
Nov. 23, 1940 - Romania joins the Axis
Powers.
Dec. 9/10, 1940 - British begin a western
desert offensive in North Africa against
the Italians.
Dec. 29/30, 1940 - Massive German air
raid on London.
1941
J an. 22, 1941 - Tobruk in North Africa
falls to the British and Australians.
Feb. 11, 1941 - British forces advance
into Italian Somaliland in East Africa.
Feb. 12, 1941 - German General Erwin
Rommel arrives in Tripoli, North Africa.
Feb. 14, 1941 - First units of German
Afrika Korps arrive in North Africa.
Mar. 7, 1941 - British forces arrive in
Greece.
Mar. 11, 1941 - President Roosevelt
signs the Lend-Lease Act.
Mar. 27, 1941 - A coup in Yugoslavia
overthrows the pro-Axis government.
Apr. 3, 1941 - Pro-Axis regime set up in
Iraq.
Apr. 6, 1941 - Germans invade Greece
and Yugoslavia.
Apr. 14, 1941 - Rommel attacks Tobruk.
Apr. 17, 1941 - Yugoslavia surrenders to
the Germans.
Apr. 27, 1941 - Greece surrenders to the
Germans.
May 1, 1941 - German attack on Tobruk
is repulsed.
May 10, 1941 - Deputy Fhrer Rudolph
Hess ies to Scotland.
May 10/11, 1941 - Heavy German
bombing of London; British bomb
Hamburg.
May 15, 1941 - Operation Brevity begins
(the British counter-attack in Egypt).
J un. 4, 1941 - Pro-Allied government
installed in Iraq.
J un. 8, 1941 - Allies invade Syria and
Lebanon.
J un. 14, 1941 - United States freezes
German and Italian assets in America.
J un. 22, 1941 - Germany attacks Soviet
Union as Operation Barbarossa begins.
J un. 28, 1941 - Germans capture Minsk.
The NDRC is replaced by the Advanced
Research Projects Agency (ARPA).
J ul. 3, 1941 - Stalin calls for a scorched
earth policy.
J ul. 10, 1941 - Germans cross the River
Dnieper in the Ukraine.
J ul. 12, 1941 - Mutual Assistance
agreement between British and Soviets.
J ul. 14, 1941 - British occupy Syria.
Jeremy Bernhardt (order #2415176) 65.166.54.45
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J ul. 26, 1941 - Roosevelt freezes
J apanese assets in United States and
suspends relations.
Aug. 1, 1941 - United States announces
an oil embargo against aggressor states.
Aug. 14, 1941 - Roosevelt and Churchill
announce the Atlantic Charter.
Aug. 20, 1941 - German siege of
Leningrad begins.
Sept. 19, 1941 - Germans take Kiev.
Oct. 2, 1941 - Operation Typhoon begins
(German advance on Moscow).
Oct. 16, 1941 - Germans take Odessa.
Oct. 24, 1941 - Germans take Kharkov.
Oct. 30, 1941 - Germans reach
Sevastopol.
Nov. 13, 1941 - British aircraft carrier
Ark Royal is sunk off Gibraltar by a U-
boat.
Nov. 20, 1941 - Germans take Rostov.
Nov. 27, 1941 - Soviet troops retake
Rostov.
Dec. 5, 1941 - German attack on
Moscow is abandoned.
Dec. 6, 1941 - Soviet Army launches a
major counter-offensive around Moscow.
Dec. 7, 1941 - J apanese bomb Pearl
Harbor; Germany issues the Night and
Fog decree.
Dec. 8, 1941 - United States and Britain
declare war on J apan.
Dec. 11, 1941 - Germany declares war
on the United States.
Dec. 16, 1941 - Rommel begins a retreat
to El Agheila in North Africa.
Dec. 19, 1941 - The Fhrer takes
complete command of the German Army.
1942
J an. 1, 1942 - Declaration of the United
Nations signed by 26 Allied nations.
J an. 13, 1942 - Germans begin a U-boat
offensive along east coast of USA.
J an. 21, 1942 - Rommels counter-
offensive from El Agheila begins.
J an. 26, 1942 - First American forces
arrive in Great Britain.
Apr. 23, 1942 - German air raids begin
against cathedral cities in Britain.
May 26, 1942 - Rommel begins an
offensive against the Gazala Line.
May 27, 1942 - SS Leader Heydrich
attacked in Prague.
May 30, 1942 - First thousand bomber
British air raid (against Cologne).
J un. 4, 1942 - Reinhard Heydrich of
the SD is nearly killed by Czech agents
but survives the attack thanks to the
cybernetic and genetic research of the
SD.
J un. 10, 1942 - Germans liquidate Lidice
in reprisal for Heydrichs assassination.
J un. 20, 1942 Germans capture
Sevastopol.
J un. 21, 1942 - Rommel captures Tobruk.
J un. 25, 1942 - Eisenhower arrives in
London.
J un. 30, 1942 - Rommel reaches El
Alamein near Cairo, Egypt.
J ul. 1-30, 1942 - First Battle of El
Alamein.
J ul. 5, 1942 - Soviet resistance in the
Crimea ends.
J ul. 13, 1942 - Germans begin a drive
toward Stalingrad in the USSR.
J ul. 30, 1942 The German Army
Group South is split into two distinct
and separate commands. The diminished
Army Group South continues toward
Stalingrad while the Russian-led Army
Group Romanoff assaults Rostov.
Aug. 7, 1942 - British General Bernard
Montgomery takes command of Eighth
Army in North Africa.
Aug. 12, 1942 - Stalin and Churchill
meet in Moscow.
Aug. 17, 1942 - First all-American air
Jeremy Bernhardt (order #2415176) 65.166.54.45
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attack in Europe.
Aug. 18, 1942- First Waffen SD units
are dispatched to the Eastern Front by
Heydrich.
Sept. 2, 1942 - Rommel driven back by
Montgomery in the Battle of Alam Halfa.
Sept. 1, 1942 - Battle of Stalingrad
begins.
Sept. 13, 1942 - First Soviet chuman
units appear at Stalingrad.
Sept. 23, 1942 - Soviets begin to
close the jaws of their bear trap at
Stalingrad. General Paulus loses most of
his armor in a pathetic counter-attack.
Oct. 4, 1942 - The SD dispatches the rst
of its enhanced soldiers to assist the
Germans at Stalingrad.
Oct. 9, 1942 - Stalin reinforces the
command powers of his commissars,
hindering tactical exibility of Soviet
forces.
Oct. 14, 1942 - First Red Guard
divisions are sent to the ghting at
Stalingrad.
Oct. 25, 1942 - Axis push in the
Caucasus resumes.
Nov. 8, 1942 - Operation Torch begins
(U.S. invasion of North Africa).
Nov. 11, 1942 - Germans and Italians
occupy Vichy France.
Nov. 19, 1942 - Major Soviet winter
offensive begins. With the new T34 tank,
the Soviets are able to completely halt
the Axis advance into Russia.
Nov. 24, 1942 - Unable to maintain land
supply routes, the Germans attempt to
supply Stalingrad from the air.
Dec. 2, 1942 - Professor Enrico Fermi
sets up an atomic reactor in Chicago.
Dec. 13, 1942 - Rommel withdraws from
El Agheila.
Dec. 16, 1942 - Soviets defeat Italian
troops on the River Don in the USSR.
Dec. 26, 1942 - Germans begin a general
withdrawal in the face of renewed Soviet
offensives.
Dec. 31, 1942 - Battle of the Barents Sea
between German and British ships.
1943
J an. 7, 1943 - ARPA facility at San
Diablo attacked by German agents.
Nikola Tesla killed.
J an. 8, 1943 - Soviets continue to allow
small numbers of German soldiers to
reach Stalingrad and what Stalin calls
his fascist meatgrinder.
J an. 14-24, 1943 - Casablanca
conference between Churchill and
Roosevelt. During the conference,
Roosevelt announces the war can end
only with an unconditional German
surrender.
J an. 18, 1943 - Soviets establish supply
lines to Leningrad, breaking the German
siege.
J an. 23, 1943 - Montgomerys Eighth
Army takes Tripoli.
J an. 27, 1943 - First bombing raid
by Americans on Germany (at
Wilhelmshaven).
Feb. 4, 1943 - Axis forces begin to push
back the Soviet offensive.
Feb. 14-25, 1943 - Battle of Kasserine
Pass between the U.S. 1st Armored
Division and German Panzers in North
Africa.
Mar. 2, 1943 - Germans begin a
withdrawal from Tunisia, Africa.
Mar. 5, 1943 - Germans re-occupy
Kharkov.
Mar. 16-20, 1943 - Battle of Atlantic
climaxes with 27 merchant ships sunk by
German U-boats.
Mar. 20-28, 1943 - Montgomerys Eighth
Army breaks through the Mareth Line in
Tunisia.
Jeremy Bernhardt (order #2415176) 65.166.54.45
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Mar. 25, 1943
-
German Operation
Citadel leads to the biggest tank battle
in history. Zhukovs Red Army breaks
the German attack, but suffers hideous
losses when the SD res an atomic shell
into their advance. The Soviets fall back
in the wake of this assault.
Apr. 6/7, 1943 - Axis forces in Tunisia
begin a withdrawal toward Endaville as
American and British forces link.
May 7, 1943 - Allies take Tunisia.
May 13, 1943 - German and Italian
troops surrender in North Africa.
May 16/17, 1943 - British air raid on the
Ruhr.
May 22, 1943 - Dnitz suspends U-boat
operations in the North Atlantic.
J un. 10, 1943 - Pointblank directive to
improve Allied bombing strategy issued.
J ul. 9/10, 1943 - Allies land in Sicily.
J ul. 19, 1943 - Allies bomb Rome.
J ul. 22, 1943 - Americans capture
Palermo, Sicily.
J ul. 24, 1943 - British bombing raid on
Hamburg.
J ul. 25/26, 1943 - Mussolini arrested
and the Italian Fascist government falls;
Marshal Pietro Badoglio takes over and
negotiates with Allies.
J ul. 27/28, 1943 - Allied air raid causes a
restorm in Hamburg.
Aug 17, 1943 - American daylight air
raids on Regensburg and Schweinfurt in
Germany; Allies reach Messina, Sicily.
Sept. 8, 1943 - Italian surrender is
announced.
Sept. 9, 1943 - Allied landings at Salerno
and Taranto.
Sept. 11, 1943 - Germans occupy Rome.
Sept. 12, 1943 - Germans rescue
Mussolini.
Sept. 23, 1943 - Mussolini installed
as leader of a new fascist regime in
northern Italy.
Oct. 1, 1943 - Allies enter Naples, Italy.
Oct. 13, 1943 - Italian Republic declares
war on Germany; Second American air
raid on Schweinfurt.
Nov. 18, 1943 - Large British air raid on
Berlin.
Nov. 28, 1943 - Roosevelt, Churchill,
Stalin meet at Teheran.
Dec. 24-26, 1943 - Soviets launch
offensives on the Ukrainian front.
1944
J an. 6, 1944 - Soviet troops advance into
Estonia and Latvia.
J an. 17, 1944 - First attack toward
Cassino, Italy.
J an. 22, 1944 - Allies land at Anzio.
J an. 27, 1944 - Leningrad relieved after a
900-day siege.
Feb. 15-18, 1944 - Allies bomb the
monastery at Monte Cassino.
Feb. 16, 1944 - Germans counter-attack
against the Anzio beachhead.
Mar. 4, 1944 - First major daylight
bombing raid on Berlin by the Allies.
Mar. 15, 1944 - Second Allied attempt to
capture Monte Cassino begins.
Mar. 18, 1944 - British drop 3000 tons
of bombs during an air raid on Hamburg,
Germany.
Apr. 8, 1944 - Soviet troops push Axis
forces back across the Dniepr River.
May 9, 1944 - Soviet troops recapture
Smolensk.
May 11, 1944 - Allied attempt to break
the Monte Cassino defense fails when the
SD dispatches hundreds of Emaciated
Troopers to the line.
May 20, 1944 - The dreaded
Sonderbuero-13 is created as a
subsidiary of the SD.
May 25, 1944 - Germans retreat from
Anzio.
J un. 5, 1944 - American 5
th
Army ghts
its way into Rome from Anzio, but is
completely cut off by German forces.
J un. 6, 1944 - Allies defeated in
Normandy as D-Day landings fail to
provide a foothold into German-held
Europe.
J un. 9, 1944 - Soviet offensive against
Finland begins.
J un. 12, 1944 - General Eisenhower
relieved of command. Field Marshal
Alexander becomes new Allied Supreme
Commander.
J un. 13, 1944 - First German V-1 rocket
attack on Britain.
J un. 22, 1944 - Operation Bagration
begins (the Soviet summer offensive).
J ul. 1, 1944 - An expedition is made by
members of the 4
th
Special Department to
the Tunguska blast site. Few survive and
a direct correlation between the blast of
1908 and the Soviet psi phenomenon is
established.
J ul. 3, 1944 - Soviets invade Lithuania.
J ul. 10, 1944 - President Roosevelt
dies and is succeeded by vice-president
Wallace.
J ul. 20, 1944 - German assassination
attempt on the Fhrer fails.
J ul. 30, 1944 - Soviets capture Kiev.
Aug. 1, 1944 - Polish Home Army
uprising against Germans in Warsaw
begins. Expect the aid of the Soviets
driving down from Lithuania.
Aug. 14, 1944 - Implicated in the
assassination attempt, Hermann Goering
commits suicide and is succeeded by
General Robert Ritter von Greim as head
of the Luftwaffe.
Jeremy Bernhardt (order #2415176) 65.166.54.45
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Aug. 25, 1944 - Erwin Rommel is
appointed Kriegsmarshal of all German
military forces for his successful defense
in Normandy. He is sent to the Russian
Front to recover the situation there.
Sept. 26, 1944 - Soviet troops occupy
Estonia.
Sept. 28, 1944 - A concentrated Axis
attack begins to push the Soviets back in
Lithuania and Finland.
Oct. 2, 1944 - Warsaw Uprising ends as
the Polish Home Army surrenders to the
Germans.
Oct. 10-29, 1944 - Soviet troops capture
Riga.
Nov. 7, 1944 - General Douglas
MacArthur beats Harry Truman for the
presidency of the United States.
Dec. 1, 1944 - Soviets recapture Minsk.
1945
J an. 8, 1945 - The Soviet offensive
is halted largely by von Greims
devastating Luftwaffe and the large
numbers of jet-powered dive bombers
supporting Rommels ground forces.
J an. 12, 1945 - Rommel begins a
concentrated attack on Soviet lines,
driving toward the Crimea and
Caucasus. In the north, a defensive
cordon is established along the
Daugava River to contain the
Soviets.
J an. 15, 1945 - A German-backed
coup in Turkey begins a violent
campaign to restore the Ottoman
sultans.
Feb. 4-11, 1945 - MacArthur,
Churchill, Stalin meet at Yalta.
Feb. 13/14, 1945 - Dresden is
destroyed by a restorm after Allied
bombing raids.
Feb. 14, 1945- Operation Dragoon
launched against occupied France.
Nearly one million Allied soldiers
land in the south of France.
Feb. 20, 1945 - The Turkish
government is driven into exile by the
new sultan and his German supporters.
An entire Waffen SS army moves into
Turkey, poised to seize the resources of
Palestine and Jordan.
Feb. 25, 1945 - Montgomery is placed
in charge of Allied defenses in Palestine,
fearing a German attack from Turkey.
Feb. 26, 1945 - Allies capture Toulon.
Mar. 1, 1945 - Rommel arrives in Turkey
at the head of Panzer Armee Asia.
Mar. 5, 1945 - Allies capture Marseille.
Mar. 7, 1945 - Germans take Kiev.
Mar. 15, 1945 - German attacks in the
Middle East begin. An SS army led by
Sepp Dietrich strikes south into Syria,
advancing toward Palestine and Egypt
while Rommel leads his force eastward
toward Iraq and the oil elds of Iran.
Mar. 16, 1945 - Allies take Montpellier.
Mar. 21, 1945 - Damascus is captured by
Axis forces.
Mar. 21, 1945 - Allies capture Avignon.
Mar. 22, 1945 - Germans retake
Kharkov.
Mar. 25, 1945 - Rommels forces invade
Iraq.
Apr. 1, 1945 - Allies take Valence.
Apr. 5, 1945 - Allies take St Ettienne.
Apr. 12, 1945 - Allies capture Lyon.
Apr. 15, 1945 - The Germans capture
Beruit.
Apr. 18, 1945 - Rommel captures
Baghdad, driving out the British.
Apr. 21, 1945 - General George S.
Patton Jr. is dispatched to Arabia to
command the US 7
th
Army. Their express
mission is to stop Rommel.
Apr. 30, 1945 - Allies capture Dijon.
May 2, 1945 - Allies capture Moulins.
May 5, 1945 - Pattons forces cross into
southern Iraq.
May 5, 1945 Japanese forces land in
the Aleutian Islands, moving into Alaska.
May 19, 1945 - First clash between
elements of Panzer Armee Asia and the
US 7
th
Army.
May 21, 1945 - After a long and brutal
campaign, Montgomery stops Dietrichs
army before it can reach Jerusalem.
Dietrichs force crumbles in the face of
the defeat, many of his Syrian and Vichy
troops deserting. Montgomery doesnt
realize how completely Dietrich has been
beaten and fails to pursue him back into
Lebanon.
May 22, 1945 - Allies capture Toulons.
May 25, 1945 - Allies capture Limoges.
May 27, 1945 The nal Japanese
invasion force pushes into Alaska.
J un. 1, 1945 - Allies capture Orleans.
J un. 5, 1945 - Patton begins a full scale
attack against Rommel.
J un. 8, 1945 - Elements of Rommels
forces cross into Iran.
Jeremy Bernhardt (order #2415176) 65.166.54.45
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J une 8, 1945 The Japanese launch
a chemical/biological attack on San
Francisco leaving the city a plague-
infested ruin that is quickly quarantined
by the US government.
J un. 10, 1945 - The campaign Patton will
describe as the Foxhunt begins. The US
7
th
Army pursues Rommel through the
deserts of Iraq and Iran.
J un. 20, 1945 - Patton captures
Baghdad.
J uly 16, 1945 Two Japanese AM-class
submarines attack the Panama Canal
from the Atlantic, crippling Atlantic-
Pacic eet movements.
Aug. 5, 1945 - The rst of the grotesque
Ratte super-tanks arrive in Iraq.
Patton is forced to give ground before
Rommels new offensive.
Aug. 6, 1945 The USAAF drops a
new type of bomb on Tokyo, hoping to
knock Japan out of the war and force
the Emperor to sue for peace. The
atomic bomb devastates the city, killing
200,000 and leveling 70% of Tokyo. The
destruction only intensies Japanese
resolve and the surviving government
relocates to Kyoto.
Aug. 8, 1945 - The US 3
rd
Army and Free
French forces move on Paris.
Aug. 12, 1945 - Against the Fhrers
orders, General von Choltitz abandons
Paris to the Allies. The SD, however,
stays behind to wage a guerrilla war
from the sewers and catacombs beneath
the city.
Aug. 13, 1945 - Paris is ofcially
liberated.
Aug. 14, 1945 A German Ju-390
appears in the skies above Manhattan
and drops a fuel-air bomb code-
named Drachefeur on the metropolis.
Hundreds of thousands are incinerated
as the German bomb ignites the
atmosphere. The attack is retaliation
for the bombing of Tokyo and a grim
warning to MacArthur that any similar
attack against Germany will be returned
in kind.
Aug. 22, 1945 - Allied attack on
Bordeaux begins.
Sept. 1, 1945 - Rommel retakes Baghdad.
Sept. 15, 1945 - Almost pushed back into
Arabia by Rommel, Patton goes back on
the offensive when 25 Super-Heavy T-28
tanks are delivered to the US 7
th
Army.
Sept. 17, 1945 - Bordeaux falls to the
Allies.
Sept. 20, 1945 - Heavy ghting stalls the
Allied advance west at Reims.
Oct. 20, 1945 - Patton recaptures
Baghdad.
Oct. 21, 1945 Allies capture Toulon.
Oct. 25, 1945 - German forces are
pushed into northern Iraq and eastern
Iran.
Oct. 31, 1945 - The remains of Army
Group Romanoff emerge from the
Caucasus and link up with Rommel.
Nov. 10, 1945 - Montgomery goes on
the offensive against Dietrich. The
Germans and their allies are now rmly
entrenched in Syria and Lebanon,
however.
Nov. 11, 1945 - Rommel stages another
drive into Iran to secure the oil elds,
supported by Army Group Romanoff.
Nov. 16, 1945 - Patton joins with Iranian
and British forces to oppose Rommels
new campaign.
Dec. 1, 1945 All across the Russian
front, the Red Army begins its winter
offensive.
Dec. 10, 1945 Kharkov is recaptured
by the Soviets.
Dec. 12, 1945 - A Soviet army under
the command of Commissar Nikita
Khrushchev invades northern Iran
in pursuit of Army Group Romanoff.
They are less concerned about ghting
Rommel than they are about destroying
the Russian rebels.
Dec. 14, 1945 The Axis powers begin
their winter offensive against the Allies
in France. A combined force of million
Germans, Italians and Vichy French
pulverize Allied positions throughout the
west of France. In the south a Spanish
Jeremy Bernhardt (order #2415176) 65.166.54.45
38
army 300,000 strong pushes northward
from the Spanish frontier.
Dec. 18, 1945 Germans capture Reims.
Dec. 19, 1945 Vichy troops occupy
Lyon.
Dec. 20, 1945 Soviet forces take Pinsk.
The situation in the east has deteriorated
to a state where German forces in the
Ukraine face the possibility of being
completely cut off from their lines of
supply.
Dec. 20, 1945 Spanish forces capture
Toulouse.
Dec. 22, 1945 Germans capture Dijon.
Dec. 23, 1945 Germans begin to
reinforce Odessa, intending to use the
city as the fulcrum for supplying their
armies in the Ukraine, using Bulgarian
ports and the Black Sea to maintain lines
of supply.
Dec. 24, 1945 Spanish forces capture
Bordeaux.
Dec. 26, 1945 Vichy and Italian troops
recapture Toulon.
Dec. 28, 1945 Germans capture
Orleans.
Dec. 30, 1945 Paris is isolated from
Allied lines. German forces prepare to
lay siege to the city.
**All events in italics are Alternate
Events of History
Jeremy Bernhardt (order #2415176) 65.166.54.45
Jeremy Bernhardt (order #2415176) 65.166.54.45
40
All the combatants in AE-WWII have a number of characteristics
that dene how they ght, their physical strength and durability,
as well as any special abilities or skills they may possess.
attributes
All models possess seven attributes:
movement (m) This number represent the number of
inches that a model may move for each action point (AP)
expended for movement purposes.
ranged combat (rc) This attribute is the soldiers
ability to strike an opponent using a ranged attack. When
no number is listed, the unit or character in question has
no ranged attack. Unlike most other attributes, the lower a
models RC, the better.
close combat (cc) This is a models skill in ghting
when things get up close and personal. It represents both his
defensive and offensive capabilities when up close.
armor (a) Armor is the amount of protective gear and
natural ability to avoid damage that a model possesses. This
number may be modied by cover and other factors during
game play.
strength (s) The physical strength of a model. This
attribute determines the damage a model inicts when
striking an enemy in hand to hand combat.
drive (dr) This number expresses the soldiers
motivation on the battleeld and ability to continue ghting
even in the direst of situations. Any model with a Drive of
zero routs and may surrender to the enemy. See the Morale
section for more information on Drive and its effects.
wounds (w) Some models are able to sustain a number of
injuries before being removed as a casualty. When a model
suffers its last wound, it is removed from the battleeld.
base size
The size of a models base becomes important for determining a
number of factors. Models come in a number of base sizes, each
with a corresponding measurement. Vehicles do not have a base
size and instead take up as much space as the actual model.
special abilities
Many models have special abilities or skills that make them
far more capable than the average soldier. These abilities are
detailed below.
aim - Skilled soldiers can take their time when shooting,
preferring a precisely placed shot rather than a hail of bullets.
Models with this ability can take the aim action by spending
1 AP and designating a target. More than 1 AP can be spent
in this way, but each option listed below can only be selected
once. On the models next ranged combat attack, that model
can choose one of the following options before an attack roll is
made, so long as the attack is against the designated target.
Increase the weapons Strength by +1.
Ignore the +1 penalty for long range.
Reduce a targets cover bonus by -2.
Choose a target when shooting into close combat.
Choose to strike passengers or crew in a vehicle.
If a model taking the aim action takes any other action before
shooting or res on a target other than the one designated during
the aim action, the bonuses from the aim action are lost. Aim
actions can be carried over from one turn to another, however
if a model designated in the aim action moves out of line of
sight, any AP spent aiming are lost and cannot be carried over
to another target.
apathetic - Apathetic models do not care about their fellow
soldiers, watching them die with cold contempt. Models with
this ability do not suffer Drive losses from friendly units or
individuals that have been removed as casualties or that are in
rout. However, their apathy extends to commanding ofcers
and models with this ability may never have their Drive raised
through special abilities or by being joined by other models.
berserk - A model with this special ability that is reduced to
zero Drive does not surrender or rout; instead it goes absolutely
berserk, completely slipping beyond the control of the player.
It will charge the nearest model, friend or foe, and immediately

Small 30mm (~1)


Medium 40mm (~1)
Large 50mm (~2)
base size measurment
Jeremy Bernhardt (order #2415176) 65.166.54.45
41
attack. The model will remain berserk for the remainder of the
game and must be the rst model activated each turn.
command - Ofcers are trained to shout orders and maintain
order on the battleeld. Models with this ability are able to
rebuild the lost Drive of friendly units or individuals. For 1
Action Point, a model with this ability can raise the Drive of a
unit or individual within 12 by one. This unit does not have
to be within Line of Sight. This increase cannot raise the Drive
attribute above its starting value. A model with this ability
cannot use it on themselves.
crack shot - A model with this ability is so skilled that they
are able to ignore up to a +2 cover bonus against models they
shoot at. This ability stacks with any gained through the aim
ability. A model with crack shot cannot re more than one shot
per Action Point spent and still gain the bonus from this ability.
A model with this ability can choose not to use this ability in
order to re more than one shot per Action Point.
flight - Some models are able to y. These models, when
making a move action, are able to ignore intervening terrain and
models as they move through the air.
frightening - Genetically altered creatures, twisted magic,
or even ferocious animals often invoke fear among enemy
soldiers. Frightening models temporarily reduce the Drive of
any enemy model with which they are in base contact by one.
This reduction lasts for as long as the frightening model is in base
contact. Frightening models are unaffected by other frightening
models. A model can only suffer a -1 penalty due to frightening
models, regardless of how many they are in base contact with.
hidden deployment - Especially stealthy units are
able to slip through enemy lines, concealing themselves on
the battleeld only to spring out and surprise the enemy when
they least expect it. Models with this ability do not follow the
standard rules for deployment (see Scenarios pg.76), but instead
are placed anywhere on the table during the players rst turn.
These models are activated, placed, and then allowed to take their
actions as normal. Models with this ability may not be placed
within 10 inches of an enemy model when being deployed.
impervious (x+) - Some powerful individuals are able to
withstand signicant damage, shrugging off blows that would
kill a lesser individual. Impervious models are able to ignore
any attack that has bypassed their armor on a roll of X or higher
on a single d6. Thus, a model with Impervious (5+) can ignore
any attack on a roll of ve or six.
inspiring - Inspiring models invoke feelings of loyalty,
camaraderie, and patriotism in their fellow soldiers. All friendly
models within line of sight of an inspiring model gain a temporary
+1 Drive as long as they remain within LoS. Routing models
that gain LoS to an inspiring model rally. Inspiring models do
not benet from their own bonus, but do gain the bonus from
other inspiring models. A unit may only receive the bonus from
a single inspiring model.
lethal - Lethal models are skilled killers, able to inict mortal
wounds with any weapon. Models with this ability increase the
Strength of any attack they make by two.
slow - Some models are unable to move quickly about the
battleeld, instead plodding along through the rubble and gunre.
Slow models are unable to use the Sprint/Charge action.
solo - Solo models do not work well with others and are unable
to join, or be joined by other individuals or units.
stand and take it (x) - Certain models are either
too stupid or too brave to take cover when met with a hail of
gunre. Models with this ability never need lower than X to
resist suppression re. Thus, a model with Stand and Take It
(3) always needs a three or lower to ignore suppression re,
regardless of their current Drive or any penalties due to multiple
suppression shots, etc.
steady hands - A model with this ability is able to ignore
the penalties for long range during ranged combat.
sure-footed - Sure-footed models are able to move
through difcult ground as easily as at ground. Models with
this trait move at their full movement score through difcult
ground (rather than half) and can sprint/charge through difcult
ground.
unintelligent - Models with this ability are unable
to think intelligently and are thus unable to capture certain
objectives during scenarios. See the individual scenarios and
secondary objectives to determine if an unintelligent model is
able to capture objectives.
unstoppable - Even after sustaining a lethal wound, some
individuals do not immediately fall, instead continuing to ght
until they nally collapse and expire. When reduced to zero
wounds, models with this ability are not removed as a casualty
until the end of their next activation and are able to function
normally until they are removed.
walking fire - Some soldiers are able to slowly move
across the battleeld, guns blazing. Models with this ability are
able to move and re with just about any weapon. All weapons
used by models with this ability gain the Move and Fire trait
(see Weapons pg. 53).
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troop type/training level
Forces in AE-WWII are categorized in two ways. First, they
are separated into Training Levels. This represents the training
and skill of a model or unit and determines the number of action
points they receive each turn. Secondly, models or units are
given a Troop Type, which denes what category of troops the
model or unit belongs to.
troop types
Infantry
Cavalry
Support
Abomination
Tesla Device
Psi
Specialist
infantry The staple of all armed forces taking part in any
conict, the infantry represents the backbone of every military.
Ranging from veteran soldiers to grunts, infantrymen are the
typical soldier, regardless of who they are ghting for.
specialist Specialists are highly skilled individuals with
a unique set of talents or abilities that separate them from the
standard trooper. Mechanics and mad scientists are just a
few examples of these soldiers that use their skills to aid their
comrades.
cavalry Tanks and other vehicles are used frequently on
the battleeld, and though they are rare in skirmishes and other
small engagements, they still nd their way into many battles.
support (restricted) Support forces are generally
infantry soldiers given heavy weapons. From machine guns to
explosives, support forces are a highly sought after and quite
capable of decimating large numbers of infantry quickly and
often pose a threat to heavily-armored targets. Not as common
as standard infantry, a detachment may only possess one
Support selection per three Infantry troop selections made.
abomination (restricted) German scientists have
begun to eld soldiers altered through genetic engineering,
mechanical enhancement, or other terrible methods. These
super-soldiers are drawn from all walks of life and altered
animals and people are becoming more and more common on
the battleeld. Abominations usually require the presence of
a Mad Doktor or other Specialist; see the specic army list for
specic restrictions.
psi (restricted) The NKVD, a Soviet counterintelligence
organization, has begun to train soldiers that have shown strange
mental powers. As the psi phenomenon in Stalins Russia
grows, the NKVD taps into these abilities and uses them against
the abominations of Germany. Psi units usually require the
presence of an NKVD Psi Ofcer or other Specialist; see the
specic army list for specic restrictions.
tesla device (restricted) The American forces have
brought their own technological wonders to the battleeld.
Heavily armored powered suits, electrical weapons and
mechanical robot soldiers are being deployed alongside standard
infantry to stem the tide of the German abominations. These
Tesla Devices are proving quite successful and further advances
in such technology are bound to be seen in the years to come.
Tesla Devices usually require the presence of a Mechanic
or other Specialist; see the specic army list for specic
restrictions.
action points
All models possess a number of Action Points that allow them
to take various actions in a single turn. The number of Action
Points possessed by a model is determined by their Training
Level. For a list of possible actions a model can undertake, as
well as more detailed rules regarding actions and Action Points,
(see Actions pg. 48).
training level action points
Green 1
Regular 2
Veteran 3
Elite 4
unit types
There are three basic classications of unit types in AE-WWII:
squads, individuals, and heroes.
squads
A squad consists of a group of soldiers acting in concert with
one another on the battleeld, due to either training or simply a
mob mentality. All models in a squad must maintain cohesion.
Simply put, no model in a squad may voluntarily end its turn
outside of 4 inches of another member of his unit. If during play
a model nds itself outside of squad coherency it must expend
all available Action Points to bring itself back into coherency.
Models in close combat do not have to be within 4 inches of
each other for as long as they stay engaged in close combat.
Though each model in a squad acts rather independently of one
another, the squad is activated as a whole. Models within a
squad do not have to spend their full allotment of action points
before another model within the squad begins spending their
action points. This allows models in a squad to coordinate their
actions with one another, acting in tandem.
Members of a squad have their own attributes, but share a single
Drive attribute. When the Drive of a member of a squad is
reduced, all members of that squad suffer the loss of Drive.
individuals
Individuals are models that act independently on the battleeld,
but lack the command and control abilities of a hero. The number
of Individuals in a force will generally be small.
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Individuals act independently upon a battleeld, but may join
any squad on the battleeld, further bolstering the units morale.
An individual may at any time join a friendly squad on the
battleeld simply by moving to within squad coherency. An
individual is by no means obligated to join the squad however. A
player should announce his intention to attach the individual to
the squad upon ending the individuals activation. An individual
joining a squad must maintain cohesion as all other models of
the squad must. An individual attached to a squad activates at the
same time as the squad he is now part of, but retains his original
activation points. An individual wishing to leave a squad must
declare so before the squad that he had joined has been activated.
An individual may under no circumstances leave a squad which
has any models engaged in close combat.
A squad with an attached individual uses the highest Drive
attribute in the squad. This allows individuals to join a squad
with a lower Drive to boost their morale. Individuals joining
units that are under the effects of a rout will instantly bolster that
units, rallying the members of the unit and raising their Drive to
the individuals current level.
heroes
In war, some individuals rise above the rest and prove
themselves as truly unique. The heroes of AE-WWII stand out
from the more common soldiers, bringing character, strength,
and courage to the detachments in which they belong. Heroes
can be found among nearly all forces from all ranks and are a
welcome addition to any army.
Generally, every detachment can only possess one hero. In
scenarios and campaigns where varying detachment compositions
are used, it may be possible to eld more heroes. Only certain
models can be upgraded to heroes; see the individual army lists.
Models that are upgraded to heroes should be marked as such.
When a model is upgraded to a hero, the player must then choose
a hero type, which will indicate what kind of hero the model
is. This hero type then determines what additional abilities,
modications to attributes, and other changes are made to the
model and/or its detachment. Certain models may be restricted
as to what hero types they may choose; see the individual model
descriptions.
hero types general
archaeologist
The Fhrers obsession with religious artifacts and items
of antiquity was well known and as this obsession grew, so
did the search for such items by both American and German
forces. These rough-and-tumble treasure hunters were often
bold and eccentric and usually possessed uncanny luck.
Archaeologists gain the following adjustments to their
attributes: +1 DR.
Archaeologists always carry some form of ancient artifact
that, some believe, protects the hero from harm. Whether
this is true or merely luck, these heroes have the surprising
ability to live to see another day. Archaeologists are
impervious (4+), meaning that every time they suffer an
attack bypasses their armor, they roll 1d6 and on a 4-6 they
ignore the attack.
brute
There are some soldiers that tower above their comrades
that sustain injuries that would kill another man and that are
capable of tearing their enemies to pieces with their bare
hands. These hulking masses of muscle are looked up to
(quite literally) by their fellow soldiers, who know that, as
long as theyve got the brute on their side, victory is almost
assured.
Brutes gain the following adjustments to their attributes:
+1 CC, +2 S, and +2 W.
In addition, Brutes are unstoppable. When reduced to zero
wounds, they are not removed as a casualty until the end of
their next activation and are able to function normally until
they are removed.
marksman
Skilled with any rearm, many soldiers were accomplished
marksmen but not part of a sniper team. These troops were
counted upon by their comrades to use their expert skills
on the battleeld. They were often the recipients of awards
for their skill, using patience and keen vision to hit nearly
any target.
Marksmen gain the following adjustments to their attributes:
-1 RC.
In addition, Marksmen can use the aim ability to take extra
time on a shooting attack in order to gain bonuses to their
attack.
natural leader
Charisma, grace under pressure, and stern resolve are
just three of the traits of the natural leader. Able to turn
a potential rout into a winning charge, natural leaders
take command of the battleeld and every soldier in their
detachment. Not always carrying the rank of an ofcer,
these men lead by example, never shying from combat or
dangerous situations. They throw themselves into the fray
with their men, who gladly follow them into Hell itself.
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Natural Leaders gain the following adjustments to their
attributes: +2 DR.
In addition, Natural Leaders gain the command ability
if they did not already possess it as well as the inspiring
ability.
pathfinder
Pathnders are always at the head of any detachment they
are a part of. Soldiers and ofcers that are often sent behind
enemy lines on daring solo missions, pathnder heroes
are the scouts and lookouts of their units. Pathnders
excel at operating independently of other members of their
detachment, but realize that if they are caught too far from
their comrades, they can be in serious danger.
Pathnders gain the following adjustments to their attributes:
+1 M, +1 DR.
Pathnders are also sure-footed, able to move through
difcult ground as easily as at ground. Heroes with this
trait move at their full movement score through difcult
ground (rather than half) and can sprint/charge through
difcult ground.
war hero
The war hero is a soldier above soldiers, the epitome of the
armed forces. The war hero is skilled in
all manner of warfare and has earned a
name for themselves as the ideal trooper.
A jack-of-all-trades, war heroes can be
relied upon to use all their skills, guile
and luck to get the job done and achieve
all objectives. Cutting through swathes
of enemy soldiers, the war hero follows
orders and rallies those around him to do
the same.
War Heroes gain the following adjustments to their
attributes:
-1 RC, 1 C, +1 DR, and +1 W.
hero types american
eccentric millionaire
With the draft in full effect in the United States, many
wealthy and important people nd themselves unable to
avoid military service. In addition, eccentric and elitist
dilettantes willingly enlist, viewing the war as something
of a lark and looking for stories to regale their friends back
home with upon their return. These individuals use their
wealth and their clout to help out those in their detachments,
looking to gain a little fame along the way.
Eccentric Millionaires gain the following adjustments to
their attributes: +1 A.
Eccentric Millionaires are always better equipped than their
comrades, a fact most soldiers nd frustrating. This ne
equipment serves the hero well throughout the war. All
weapons carried by the hero have their Strength increased
by one and their range increased by two inches.
Finally, Eccentric Millionaires have a great deal of pull
with their superiors and are able to requisition special
orders easily. Detachments with an Eccentric Millionaire
are allowed to select an additional special order from
those normally allowed by the detachment. A detachment
may only receive one extra special order regardless of the
number of Eccentric Millionaire heroes they have.
movie star
The draft in the United States meant that
people from all walks of American life
saw military service. With the American
fascination with celebrities and the rise
of Hollywood, the fame many movie stars
enjoyed quickly followed them to the
battleeld. More than most soldiers, the lives
of movie stars during the war was watched
closely by the American people, and those in command
knew that. Thus, every effort was made to keep them safe,
as their loss would be a blow to morale back home.
The War Department has assigned two GIs to follow the
hero and document his life, providing the people back in
fact vs fiction
Many movie stars such as
J immy Stewart and Clark Gable
joined the US military during
World War II.
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the United States with a rsthand look of how America is
winning the war. The reporters rst duty is to protect
the movie star, as well as to lm his actions during the war.
Along with the hero, these embedded reporters form a single
squad, functioning exactly as described as detailed in Unit
Types (see Unit Types pg. 42).
Movie Star heroes can never join any unit apart from
Embedded Reporters.
Embedded Reporters
Type: Regular Infantry
Composition: 2 Embedded Reporters
Equipment: M1 Carbine
rocket hero
Though signicantly limited in numbers, the Tesla Rocket
Packs developed by the United States military are being
eld tested on all fronts of the war. Typically reserved for
specially-trained soldiers, some outstanding individuals
have managed to procure such devices. Armed with this
experimental equipment, as well as the T1A1 Tesla Pistol,
these heroes y into combat, leading their men to victory.
Rocket Heroes gain the following adjustments to their
attributes: -1 A, +1 DR.
Rocket Heroes trade their existing equipment with a Tesla
Rocket Pack, which increases their Movement attribute to
6 and gives them the ight ability. They may also trade
their existing weapon for a T1A1 Tesla Pistol or Thompson
M1A1.
technician
With the sudden and signicant gains being made by the
US military in the eld of Tesla technology, more and more
soldiers are nding themselves relying on high-tech devices
and machinery. Technicians are skilled gear-heads with a
knack for all things mechanical. Though not necessarily
trained in technical elds (like a Mechanic), technicians
are still quite adept at xing broken devices and, as such
are often accompanied by repaired or pieced together
mechanical weapons.
The presence of a Technician allows an additional Green
Tesla Device selection to be taken when determining
detachment composition. This is above and beyond any
normally allowed by other models (such as a Mechanic),
as well as above the normal number of selections of a
detachment composition (essentially allowing a free Green
selection). This selection is compulsory and cannot be
exchanged.
hero types german
assassin
Many soldiers and ofcers received special training or
simply developed the skills necessary to become feared
assassins. These killers were used against military and
civilian targets alike, sometimes separating from their
detachments to eliminate key personnel.
Assassins gain the following adjustments to their attributes:
-1 RC, +1 CC.
Assassins are also lethal, increasing the Strength of any
attack they make by two.
lab rat
With German advances in chemical compounds, genetic
manipulation, and cybernetic augmentation, many soldiers
(willingly or unwillingly) found themselves the subject of
terrible medical procedures. These procedures, when they
didnt kill the subject, often boosted the soldiers combat
abilities but were usually unstable. Often times these
troopers would prove unstoppable one moment and then
become crippled with pain the next.
For each of the heros attributes (M, S, A, W), roll 1d6; on
a 1-2 the attribute is lowered by one (minimum of one), on
a 3-4 the attribute stays the same, and on a 5-6 the attribute
M RC CC A S DR W
3 4+ 2 3 2 3 1
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is increased by one. These adjustments are permanent and
determined at the time the hero type is selected.
In addition, Lab Rats suffer from terrible and random
alterations that manifest themselves in different ways.
Every turn, when the hero is activated, roll 1d6 and consult
the chart below to determine what happens to the Lab Rat.
roll effect
1 Hero loses 1 AP this turn
2 No effect
3-4 Hero gains +1 AP this turn
5 Hero becomes lethal
6 Hero becomes impervious (4+)
scientist
Most German soldiers have witnessed the might of the
genetic creations the mad doctors have grown in their labs
and few can argue with their success in combat. As such,
many Germans have gained a basic understanding of the
creation of these abominations and work with geneticists to
put these creatures to good use. These scientist heroes are
nearly always accompanied by these terrible things.
The presence of a Scientist allows an additional Green
Abomination selection to be taken when determining
detachment composition. This is above and beyond any
normally allowed by other models (such as a Mad Doktor),
as well as above the normal number of selections of a
detachment composition (essentially allowing a free Green
selection). This selection is compulsory and cannot be
exchanged.
hero types russian
criminal
Whether a petty thief or convicted murderer, Russian forces
gave criminals a second chance using military service rather
than imprisonment. Criminal heroes are usually loners,
rarely making friends among their fellow soldiers. As such,
they are most often placed with other members of their
kind, grouped into small units of crooks. Most are cynical,
hardened, roughnecks that make surprisingly good troops.
Criminals are often stalwart in the face of danger, able to
keep their cool regardless of the circumstances.
Criminals gain the following
adjustments to their attributes:
+1 DR.
Criminal heroes can never
join any unit apart from
Criminal Recruits.
Gulag Recruits
Type: Green Infantry
Composition: 3 Criminal Soldiers
Equipment: SVT-40
latent psi
A phenomenon is sweeping across Soviet Russia, one that
the Red Army has yet to explain. More and more people
are found to have developed strange mental abilities, giving
rise to stories of powerful mentalists and psionic masters.
But while the number of those that can control their abilities
is rare, Stalin has ordered all psi citizens into military
service. Therefore, many ofcers and enlisted soldiers with
these strange abilities can be seen on the battleeld.
Latent Psis gain the following adjustments to their attributes:
+1 DR.
A Latent Psi can select one of the following psychic abilities
that can be used during the game. This is in addition to
any existing psychic abilities the individual may already
possess and a player cannot select the same ability for a
single individual more than once.
mental stun: A Latent Psi is able to telepathically
stun his opponents, causing them to pause and often
forget what they were doing. For 1 AP, a Latent Psi

M RC CC A S DR W
3 5+ 2 2 2 3 1
fact vs fiction
Units of criminal soldiers were
seen in use by the Red Army
during the war.
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can force an enemy model to lose 1 AP. The victim
can attempt to resist this ability by rolling 1d6; if
they roll equal to or lower than their current Drive
attribute, they do not suffer a loss of AP. The target
of this ability must be within 12 and line of sight.
clouded minds: Trained to reach out with
their thoughts and obscure themselves, Latent Psis
can make themselves difcult to spot. The hero
receives a +2 cover bonus at all times, even when
in the open. This bonus stacks with any other cover
bonus and does not apply to units the hero joins.
psychic push: The hero has developed a basic
psychokinetic ability that allows him to use a psychic
push to move foes and other objects around. For 1 AP,
the hero can use this ability to move an enemy model
1 in any direction. The enemy model must be within
12 and line of sight of the Latent Psi and is allowed
to resist by rolling equal to or lower than their Strength
attribute on 1d6.
chuman parent
Experimentation by Russian scientists long searched for
a way to create stronger, more obedient soldiers. These
experiments failed until the psi phenomenon grew. Now,
human-ape hybrids are being born and trained for war. The
parents of these chumans are not often allowed to bond
with their children and are many times unwilling participants
in such abhorrent cross-breeding practices. But a rare few
develop close ties with these creatures and are seen leading
small teams of them into combat.

The presence of a Chuman Parent allows an additional


Green Psi selection to be taken when determining
detachment composition. This is above and beyond any
normally allowed by other models (such as an NKVD Psi
Ofcer), as well as above the normal number of selections
of a detachment composition (essentially allowing a free
Green selection). This selection is compulsory and cannot
be exchanged.
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In order to play a game of AE-WWII you will need the following
supplies:
At least one 6 sided die, hereafter referred as a d6.
A form of measuring inches; tape measure, measuring
stick, etc.
Suitable models representing the forces involved in
the conict.
A eld to battle on. Preferably a space no smaller than
4ft. x 4ft.
the turn
A game of AE-WWII is divided into turns. Each turn, players
activate the units of their forces and perform actions such as
movement and ranged combat. Turns take the form of a you-go-
I-go order, with each player activating a unit and the opposing
player activating a unit. Play continues in this fashion until all
units have been activated before another turn begins.
initiative
Players must rst determine which side has the initiative at
the beginning of each turn. Each player rolls 1d6 and adds the
highest Drive attribute from his detachment currently on the
battleeld. The player with the highest overall score has the
Initiative this turn. In case of a tie, the player with the higher
Drive has the Initiative. If a tie still exists, then the Initiative
procedure is repeated until there is a clear winner. The player
with the Initiative may choose to activate a unit rst or force his
opponent to activate one. Game play then proceeds as follows:
Player 1 activates a unit, resolving all of their actions
before continuing to the next player.
Player 2 next activates a unit.
Players repeat steps 1 and 2 until all units have been
activated this turn. If a player has no units left to activate,
the other player continues activating their remaining
units, one at a time, until all units have been activated.
Initiative is rolled and a new turn is begun.
activating units
Units on the battleeld are
activated, one at a time, and can
take actions by spending Action
Points. Once a unit is activated the
model(s) in that unit must complete
their actions before another unit
is activated. No unit may be
activated more than once per turn
unless specically indicated under
the rules of play.
Prior to activating a unit, players should take a moment to check
that units current Drive. Units with a Drive of zero rout; see the
Morale section for more information.
1.
2.
3.
4.
1.
2.
3.
4.
actions
All models in AE-WWII are able to take different actions during
each game turn. The number of Action Points and the types of
actions a model may undertake are described in this section.
action points
Action Points (AP) are awarded to a model based upon their level
of training. Green troopers, being either poorly trained or not
trained at all, receive one Action Point per turn. Regular troopers
are considered to have experienced some regimented training and
have seen combat before. Regular troopers receive two Action
Points per turn. Veteran troopers are above and beyond the scope
of the normal soldier. They are often extensively trained units
and/or soldiers and often times have seen extended combat.
Veterans receive three Action Points per turn. Elite soldiers are
by far the most skilled and deadly individuals on the eld of
battle; they receive four Action Points per turn.
Action Points that are not used by the end of the turn are lost and
are not carried over to the next turn. Once a model is activated
a single action is announced, the Action Points are spent and
the action is taken before the next action is announced. It is
not necessary to announce all of a models actions prior to
determining the outcome of each action.
action types
There are four types of actions an individual or unit can
undertake; movement, ranged combat, close combat and special
actions.
movement
All models move across the battleeld engaging enemy models
and capturing objectives. A model spends 1 AP to move
their Movement attribute in inches; difcult terrain
can slow this amount. Models must sometimes spend
Action Points to change their facing. A model must
complete all movement gained from a single action
point before taking another action. Thus, a model
spending 1 AP to move three inches could not move
two inches, take another action, and then take their nal
one inch of movement.
Sprinting is a special action related to movement. For specic
movement rules, (see Movement pg. 49).
ranged combat
Nearly all models carry rearms and use these weapons to
training level action points
Green 1
Regular 2
Veteran 3
Elite 4
in house
Litko Aerosystems Inc creates
tokens specically for use in
AE-WWII games.
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eliminate enemy forces. A model can engage in ranged combat if
it possesses a RC attribute. The number of Action Points needed
to re a weapon is based on the Rate of Fire of that weapon and
some weapons require more than one AP to re while others
allow multiple shots per Action Point spent. See the Weapons
section for the Rates of Fire of different weapons.
Suppression Fire is a special action related to ranged combat.
For specic range combat rules, (see Ranged Combat pg. 50).
close combat
When guns just wont cut it, models sometimes need to engage
in close combat, using sts, knives, and other melee weapons to
dispatch the enemy. Models can engage in close combat with
an enemy model that they are in base contact with. Making a
close combat attack costs one Action Point and all combatants
involved in the melee are able to strike during a single close
combat attack.
The Charge, Withdraw and Focused Attack actions are special
actions related to close combat. For specic close combat rules,
(see Close Combat pg. 59).
special actions
Special actions are actions that a model can take that do not
fall into any of the other three categories. They usually allow
models to make special attacks, perform non-typical actions, or
use special abilities. Not all models will be allowed to take every
special action and special actions can cost a varying number of
Action Points.
Special actions relating to another type of action (movement,
ranged or close combat) can be performed by any model, and
these rules can be found under their specic sections. The
special abilities of many models allow special actions, and these
actions can be performed only by models with these abilities.
Rules for these abilities and actions can be found under the
Characteristics section and include such things as the aim and
command actions.
For every Action Point spent on movement, a model may move
up to their Movement attribute in inches. This movement must
be taken in the models forward facing (see Facing pg. 50), but
does not otherwise need to be in a straight line. The model
maintains its original facing direction after movement. Models
may not move through friendly models.
difficult terrain
Broken ground, trenches, hedges, fences and other terrain
slow the movement of soldiers on the battleeld. Some terrain
impedes the movement of troops. Which terrain is counted as
difcult terrain should be clearly determined by the players
before the game begins.
Models moving through difcult terrain may only move half of
their Move attribute in inches, rounded up to the nearest half-
inch. Models moving through or over difcult terrain may not
use the Charge or Sprint actions. They may however use the
action to get to difcult terrain, but must then halt, losing any
remaining movement points.
obstacles
Certain terrain features (high walls, etc) halt movement
entirely, preventing a model from moving any further.
These are called obstacles and must be circumvented rather
than moved through or over. A model denes an obstacle
as any hard terrain feature that is taller than the model.
Hard terrain simply means any terrain feature that can
reasonably be considered impassable; a hedge, for example,
may be taller than a model but could be moved through.
Players should agree ahead of time what terrain features are
considered obstacles.
Terrain features that are shorter than a model (even slightly)
can be moved over or through, but count as difcult terrain.
Use the models base size to determine the height of the
model. Vehicles use the actual height of the model, rather
than base size, for distinguishing between obstacles and
difcult terrain.
An example of difcult terrain.
The high wall on the left is considered an obstacle
for the emaciated trooper.
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facing
The direction a model is facing becomes important for
determining which direction a model can move and shoot, as
well as allowing opponents to sneak up behind them and attack
from the rear. In general, the facing of a model is based on
which way the model is looking. A models facing should be
clear, and if there is any doubt as to a models facing, players
should clearly denote the facing of a model by marking the
models base.
A models facing determines its forward and rear arcs of vision.
Non-vehicle models have two arcs, a forward and a rear arc,
determined by the models facing. The forward arc extends 180
degrees from the models facing, while the rear arc represents
the 180 degree arc opposite the models facing.
See the Vehicles section (pg. 62) for information about vehicular
facing and arcs.
changing facing
A model is allowed to change their facing once per turn
without the expenditure of Action Points. This can be done
at any time during a models activation and the model can
be rotated up to 180 degrees. Changing a models facing
again during the same activation costs 1 AP and allows the
model to make another 180 degree turn.
sprinting/charging (special action)
Sometimes all a soldier wants to do is move quickly. Other
times, troops charge at their enemies, hoping their momentum
and burst of adrenaline helps them overcome their opponent in
close combat. Models may take the Sprint and Charge actions
to cover more ground than they would otherwise be able to by
merely expending all their Action Points moving.
A model making the Sprint action must expend all their Action
Points to do so. A sprinting model moves in a straight line within
its front facing and cannot change facing once movement has
begun; the model may change facing for free (see above) before
they begin their sprint. A sprinting model can cover a distance
equal to their Move attribute multiplied by three. A sprinting
model cannot sprint through difcult terrain.
The Charge action is similar to the Sprint action in all respects;
however the charging model ends their movement in close
combat with an enemy. See the Close Combat section (pg. 59)
for more details on charging.
ranged combat
A model using the shooting action may make a ranged attack
against an enemy model within line of sight.
The shooting model declares its target.
Line of sight and cover are determined.
Range is measured. If the target is beyond the range
of the weapon, no damage can be done and any AP
spent shooting are wasted.
The shooting model makes an attack roll using 1d6. If
the roll is equal to or greater than the shooting models
RC attribute, the attack hits the target. Certain
modiers may be applied before the attack roll is
made.
The strength of the attack is determined. This is
done by adding a static number to the roll of one or
more d6. Consult the weapons chart on page 55 to
determine the strength of the attack for each weapon.
Some weapons may affect multiple targets with a
single attack (area of effect, template), in this case the
1.
2.
3.
4.
5.
strength of the attack is determined once and applies
to all targets.
The target may be allowed an armor roll to resist the
damage of the weapon. Subtract the Armor attribute
of the target (modied by cover, etc) from the total
strength of the attack. The total is the number needed
to resist the attack on 1d6; if the target rolls equal to
or greater than this number, the damage is shrugged
off and the target takes no damage. If the total is
greater than six (7 or higher), then no armor roll is
possible, the attack was too powerful and overcame
the targets armor. If the total is less than one (0 or
lower) the attack has no effect and is unable to surpass
the targets armor. If the armor roll fails (the target
rolled below the number needed) then the target
suffers a wound.
Example: A German Trooper res a KAR98 at an Airborne and
hits. The base strength of the weapon is 4 +d6. The German rolls
a 3 for a nal weapon strength 7. The Airborne has an armor of
3 so his armor roll is 4+.
6.
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Final Weapon Strength Armor = Armor Roll
Wounds are applied and casualties removed. Many
attacks have the potential to inict multiple wounds.
If the nal strength of an attack is 11-14, the attack
inicts two wounds. If the nal strength of an attack
is 15-19, the attack inicts three wounds. For every
ve points of strength above 15, an attack will inict
one additional wound. Thus, an attack with a nal
strength of 25-29 will inict ve wounds.
line of sight
With a few exceptions (indirect re weapons, area of effect
weapons, etc), soldiers need to see what theyre shooting at.
Models must have line of sight (LOS) to enemy models they
wish to shoot at. LOS is based on a shooting models facing (see
Facing pg. 50). A model has LOS to an enemy if that enemy is
within their forward arc and any portion of the enemy model
is visible to any portion of the shooting model. As long as any
portion of the target model is visible, that model can be red
at; otherwise the model is completely obscured and cannot be
targeted.
Line of sight can never be traced through close combat. Line of
sight cannot be traced through other models.
cover
Models are assumed to always make the best possible use of the
cover available in their immediate area. Cover that merely limits
line of sight such as hedges, fences, and other light obstacle
confers a +1 to the targets Armor attribute. Substantial cover
such as woods, buildings, or vehicles, offers more protection.
Any model behind such an obstacle receives a +3 to its armor
value. A model inside heavy cover such as a concrete bunker
receives a massive +8 to their armor, making them virtually
immune to small arms re.
In general, when any portion of a model is obscured by a piece
of terrain or other obstacle, that model is considered to have
cover. The type of cover determines the cover bonus. When
determining line of sight to an enemy model (see above), check
to see if the targeted model has cover.
7.
cover type cover bonus
Light
(Hedges, Fences, High Grass,
Crops, Bushes, etc.)
1
Medium
(Woods, Buildings, Vehicles, Crates,
Barrels, etc.)
3
Heavy
(Bunker, Tank, Trenches, etc.)
8
elevation
Troops in elevated positions are usually able to get better angles
of re on enemies in cover. As such, any model that is in an
elevated position in relation to an enemy reduces that enemys
cover bonus by one. An elevated position is any position higher
than the size of an enemys base (see Base Size pg. 40).
In addition, models in an elevated position can see over
intervening models. Models do not block line of sight against
models in an elevated position.
Model A is behind medium cover. Model B has no cover.
Model 1 has LoS to Models A & B while Model 2 does
not have LoS to either Model A or B.
This model is in an elevated position.
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52
range
All weapons are given a range listed in inches. This is the
maximum range of the weapon; models outside of this range
cannot be injured by the weapon. Indirect weapons that scatter
outside of the maximum range of the weapon can still affect
targets normally. Range is measured after a target has been
designated, if the target is outside of the maximum range of the
weapon, the shooting model does not make an attack and cannot
choose another target (their action is wasted).
Shooting models suffer a +1 penalty to their RC attribute when
shooting at models far away. An enemy model is considered
at long range if they are over half the maximum range of the
weapon being shot. Thus, a weapon with a range of 24 would
impose a +1 penalty when used against models over 12 away.
shooting into close combat
Ruthless soldiers, crack shots, and other daring troops sometimes
show little regard for the well-being of their fellow soldiers
and re into close combat, potentially injuring their comrades.
Models may re into close combat. Doing so follows the standard
rules for ranged combat (above), however an additional step is
added to determine which models are struck by the attack.
The shooting model makes an attack roll for each shot
being taken, one at a time. Penalties are applied based
on the closest enemy model (for range purposes, etc).
Once a shot hits, randomly determine which model in
the melee was hit; every model has an equal chance of
being shot.
Once the target has been determined, roll strength/
armor as detailed above.
Remove casualties if necessary.
Continue until all shots have been resolved,
recalculating which model is struck based on any
casualties.
Shooting into close combat is the only way a model may strike
more than one unit or individual with a single AP spent on
ranged combat.
suppression fire (special action)
Sometimes a trooper doesnt shoot to kill, but instead lays down
a hail of shots designed to force an enemy to take cover and
keep their head down. This is called suppression re and can be
1.
2.
3.
4.
5.
quite effective at keeping
enemy soldiers pinned
down, unable to return
re or move from cover.
When a model wishes
to attempt to suppress
an enemy, it selects an
enemy in range and res.
The player with the shooting model determines how many shots
will be taken, and can spend multiple AP to re more than once
to try and suppress the target (see below). Models in the same
unit can combine re, spending many AP to attempt to suppress
a single target.
No to-hit roll is needed; the shooting model simply sprays the
area with bullets in the hopes of keeping their enemy pinned
down. The target of the suppression re then rolls 1d6 and
must get equal to or lower than their current Drive attribute (see
Morale for more information on Drive). Models in cover add
the cover bonus of the cover they are in to their current DR.
However, for every shot red, the target receives a -1 penalty
to the target number. A model spending 2 AP and shooting a
weapon with a rate of re of 3:1 would impose a -6 penalty to
the target number.
Target Number = current DR + cover shots red
If the target succeeds (rolls equal or lower), they suffer no
penalties and may act freely. If the target fails the check (rolls
higher), they are considered suppressed. Counters or other
markers can be used to designate suppressed models.
Suppressed models must seek cover (if not in cover when
suppressed) and must remain in cover until they are no longer
suppressed. Suppressed models may take no actions other
than movement, and this movement cannot take them out of
cover at any time. Certain special actions or abilities can be
used by suppressed models; see the individual action or ability
descriptions. A model remains suppressed throughout its next
activation.
Units may attempt to break suppression. Doing so costs 1 AP
from any model of that unit and allows the unit to make another
check, exactly as they did before with the same modiers as
the initial check. Failure means the unit remains suppressed,
success means they may act normally for the remainder of their
activation. Units may expend as many AP as they like attempting
to break suppression.
Suppressed models that are engaged in close combat may
continue to ght as normal.
the weapons of war
Even the most well-trained soldier are nothing without their
weapons, and as the war grinds down, all those involved begin
to develop newer, deadlier weapons. All ranged weapons in
AE-WWII have similar statistics and function in much the same
way, despite subtle differences.
The NCO ring into close combat has an equal chance of hitting
either of his soldiers as hitting the sturmaffe.
in house
Suppression re is an effective
way to keep your enemy pinned
down. Use weapons with a
high RoF.
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53
The Range of each weapon represents the maximum number of
inches the weapon may re. Weapons shooting over half their
maximum range impose a +1 penalty to the shooting models
RC.
All weapons have a Strength made up of two parts, a static
number and a number of six-sided dice (d6) that combine to
form the weapons nal Strength when striking a target; see the
Ranged Combat rules above for more information.
Ranged weapons also possess a Rate of Fire (RoF) that
determines how many shots per action each weapon is capable
of. The rst number represents the number of shots the weapon
takes, while the second shows the number of AP needed to re
that many shots. Thus, a weapon with a RoF of 3:1 is capable
of shooting three shots per AP spent to re. Some weapons re
relatively slow and take more than a single AP to re one shot
(these weapons have a RoF of 1:2 or more); in the case of models
with fewer than 2 AP (such as Green troops), they may only re
such weapons once every other turn. Multiple shots must all be
applied to the same model and cannot be walked to another
model in the unit; shooting models must spend additional AP to
re on another target.
With few exceptions, a model may only re a single ranged
weapon in any given turn. Models with more than one ranged
weapon must wait until their next activation before using another
ranged weapon.
Finally, many weapons possess special rules or traits that are
listed in the Notes section of the Weapons List (pg. 55).
x aoe - Heavy weapons and grenades cause explosions that
can affect multiple targets. Area of effect (AoE) weapons af-
fect all models within a radius of X inches. Generally, area of
effect weapons ignore cover bonuses to armor, unless the center
of the area is outside the object/terrain providing cover. Thus,
an AoE attack whose central point is on the other side of a stone
wall would allow models on the opposite side to receive a cover
bonus to their armor.
Models struck by area-of-effect weapons that are under cover
(such as beneath a ceiling) are still subject to the effects of the
blast but receive a cover bonus determined by the type of cover
they nd themselves under.
AoE weapons striking vehicles affect the crew as well, though
the crew receives a cover bonus to their Armor. See Injuring
Crew in the Vehicles section.
armor piercing - Certain weapons are far more effective at
penetrating the heavy armor of bunkers, tanks, and the like. Ar-
mor piercing weapons reduce an opponents Armor attribute (in-
cluding cover) by eight. This penalty can never lower a targets
Armor below zero.
cumbersome - Some weapons are large and heavy, unable
to be moved quickly when used. Models carrying weapons
with the cumbersome trait cannot move during the same turn
in which the weapon is red but can make a free change of fac-
ing. Models with a Strength score of 5 or higher can ignore this
restriction.
indirect - Mortars, grenades, and other such weapons can be
used against enemies not within line of sight. An indirect weap-
on can be red/thrown up to its maximum range, but attackers
do not suffer the standard long range penalties. Models using
an indirect weapon do not have to target an enemy, but instead
select a point on the battleeld.
If the attack roll is successful, there is a one-in-three chance (1-2
on 1d6) that the weapon strikes the selected spot, otherwise it
scatters 1d6 in a random direction beginning from the chosen
point. If the attack roll is unsuccessful, there is a one-in-three
chance (1-2 on 1d6) that the shot scatters 1d6 randomly,
otherwise roll 2d6 and use the highest individual die roll to
determine how far the shot scatters in inches.
Some indirect weapons, such as mortars, require that another
friendly model be within line of sight of the target. In addition,
some indirect weapons have a minimum range that they can
be red. See the individual weapon descriptions for more
information.
mental - Mental weapons directly attack the minds of their
targets. Rather than using a normal Armor roll to resist a hit
from a Mental weapon, targets use their current Drive value plus
1d6 (unmodied by cover bonuses or any other bonus normally
applying to an Armor roll).
move and fire - Weapons with this feature are able to be
red while on the move. Using a single AP, a model with one of
these weapons can move (as per standard movement rules) and
re at any point during movement. Models with a move and re
weapon may attempt suppression re while moving.
no cover - Targets struck by a weapon with this feature do not
receive a bonus to their Armor for being in cover.
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54
reload - Some weapons require an effort to reload, often
needing a second individual to aid in quick reloading. Weapons
with this feature require reloading before they can be red. Re-
loading uses 2 AP; these AP can be taken from any member of a
team carrying the weapon (wholly from one member, or divided
between the two), as long as models assisting in reloading are
in base contact.
Some models are equipped
with devices allowing
ammunition to be fed into
the weapon, ignoring the
need for reloading. See the
individual unit descriptions
for more information.
spotter - Mortars and other such weapons cannot be red
blindly with any chance of striking an enemy. Thus, such weap-
ons require another friendly unit to spot the target and direct the
weapons re when attacking an enemy unit that is not within
LoS of the ring unit. A weapon with this feature may only tar-
get a unit or location that is within line of sight of a friendly unit.
Only Infantry, Support, and Specialist units may act as spotters.
swappable - Some weapons are readily accessible by troops,
able to be quickly drawn and used. Weapons with this trait can
be used during a round in which another ranged weapon was
used.
template - Many weapons, such as ame-
throwers, affect many targets along their line
of re and do not operate like conventional
weapons. These weapons use a template to
determine what models are struck by them when
red. Template weapons ignore cover bonuses
to armor for models struck by them. See the
individual weapon descriptions for the template
sizes.
Template weapons that strike models engaged in
close combat have the same odds of hitting any
model engaged in the melee as described above,
despite the actual placement of the template.
terrifying - Flamethrowers always inspired fear in those
they were used against, and as World War II dragged out other
such weapons were developed. These weapons were always
frightening, lowering the morale of their victims. Units or
individuals struck by a terrifying weapon suffer a temporary -1
Drive during their next activation, even if no wound is suf-
fered. Models may only receive this penalty once per turn,
regardless of how many times they are struck.
in house
Individuals that join squads
can be used to reload heavy
weapons.
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55
weapon range strength rof notes
Pistol 12 2+d6 1:1 Move and Fire
Grenade 6 6+d6 1:2 Indirect, 1 AoE, Swappable
M1 Garand 24 4+d6 1:1
M1 Carbine 18 3+d6 2:1
M12 Sniper Rie 36 5+d6 1:2
Thompson M1A1 18 3+d6 3:1
BAR M1918A2 24 4+d6 3:1
Browning M1919 36 4+d6 3:1 Cumbersome, Reload
M2-2 Flame-Thrower 8 3+d6 1:1 No Cover, Template, Terrifying
M9 Bazooka 18 6+2d6 1:1 AoE, Reload
M2 60mm Mortar 48 5+d6 1:2 Cumbersome, Indirect, 1 AoE, Reload, Spotter
T1A1 Tesla Pistol 12 4+d6 1:1 Move and Fire, No Cover
Tesla Electrical Gun 8 5+d6 1:1 Cumbersome, No Cover, Template, Terrifying
Browning M2 42 5+d6 3:1 Cumbersome, Reload
KAR98k 36 4+d6 1:2
GEW 43 24 4+d6 1:1
StG44 18 4+d6 2:1
MP40 18 3+d6 3:1
WA46 36 5+d6 1:2
MG42 36 4+d6 5:1 Cumbersome, Reload
Flammenwerfer 35 8 3+d6 1:1 No Cover, Template, Terrifying
Panzerschreck 18 8+2d6 1:1 AoE, Reload
Granatenwerfer 36 Mortar 36 4+d6 1:2 Indirect, 1 AoE, Reload, Spotter
MG34 42 4+d6 4:1 Cumbersome, Reload
Mosin-Nagant 1891/30 42 4+d6 1:2
SVT-40 24 4+d6 1:1
PPSh-41 18 3+d6 4:1
PTRS 24 4+d6 1:1 Armor Piercing, Cumbersome
DP-28 30 4+d6 3:1 Reload
ROKS-3 Flame-Thrower 8 3+d6 1:1 No Cover, Template, Terrifying
50-PM 40 Mortar 36 4+d6 1:2 Cumbersome, Indirect, 1 AoE, Reload, Spotter
NKVD Psi-Cannon 24 4+d6 1:1 Mental, Terrifying
SG-43 42 4+d6 4:1 Cumbersome, Reload
weapon list
Jeremy Bernhardt (order #2415176) 65.166.54.45
weapon descriptions
pistol: Pistols were used by all forces in World War II, carried
by ofcers and enlisted men alike. Pistols ranged from semi-
automatics to revolvers and came in many forms and calibers.
grenade: From potato-mashers, to pineapples, to lemons,
grenades are commonly used on the eld of battle by every army
in the world. Able to be thrown short distances by hand, most
troops carry a few of these for taking out heavy weapon nests or
enemy vehicles.
Grenades that scatter stop when they strike medium or heavy
cover, walls, and other obstacles.
A model can throw a grenade(s) and re another ranged weapon
during the same activation.
m1 garand: The M1 Garand was the rst semi-automatic rie
in the world to be generally issued to infantry. The M1 Garand
became the standard issue rie for the United States military
prior to the outbreak of World War II. The M1 is a gas-operated,
semi-automatic rie that uses an eight-round clip of .30-06
caliber rounds.
m1 carbine: The M1 Carbine is a lightweight semi-automatic
carbine that became a standard rearm in the United States
military. The M1 Carbine is similar in design to the M1 Garand,
but smaller, lighter, and capable of a greater rate of re due to
a different gas and trigger system. This also resulted, however,
in a signicantly decreased effective range and muzzle velocity.
The M1 Carbine is most often used by paratroopers, mechanics,
medics, and rear-line soldiers.
m12 sniper rifle: An evolution of the M1E8 variant of the
Garand, the M12 sniper rie has begun to see use throughout
the war. Focusing on long range, advanced optics and a more
powerful shot, the M12 has proven quite effective in the hands
of American snipers.
thompson m1a1: The Thompson submachine gun is favored
by soldiers and civilians alike for its compactness, large .45 ACP
bullet, and high volume of automatic re. The M1A1 model is
used by the United States Army, often used by scouts, NCOs
and patrol leaders.
bar m1918a2: The BAR is a gas-operated, air-cooled,
magazine-fed automatic rie that res from an open bolt. The
BAR was originally intended as a light automatic rie, but is
used in the light machine gun role with a bipod. As built for the
United States military, the BAR was chambered for the standard
service round of that period, the .30-06 Springeld.
browning m1919: The Browning M1919 is a .30 caliber
machine gun widely used as a light infantry, co-axial, mounted,
aircraft, and anti-aircraft machine gun. Weighing over 30 pounds
and capable of an exceedingly high rate of re, the M1919 is
operated by two- or three-man teams, with one man feeding
belts of ammunition into the weapon while the other res.
m2-2 flame-thrower: A US-made version of the German
Flammenwerfer, the Flame-Thrower was used to clear out
trenches and buildings. The Flame-Thrower res a single
column of ame out to its maximum range (8), extending from
the barrel of the weapon. All models within of this line of
re are struck, with no attack roll needed. Models struck by a
Flame-Thrower do not gain a cover bonus to Armor.
m9 bazooka: The bazooka was a man-portable anti-tank
rocket launcher used as an infantry anti-tank weapon. It was
one of the rst weapons based on the High Explosive Anti-tank
(HEAT) shell to enter service. The bazooka produced a large
back-blast and smoke cloud, which often gave away the location
of the shooter. Two- or three-man bazooka teams usually consist
of a gunner and other soldiers that aid in the reloading of the
weapon, carrying additional ammunition.
m2 60mm mortar: This was the standard light infantry mortar
used by the American forces. Weighing only 19 kg, the M2
mortar could be easily moved, aimed, and red by two- or three-
man teams. The M2 mortar had signicant advantages over its
German equivalent, able to re much further. The M2 60mm
Mortar has a minimum range of 12.
Mortars require a spotter, someone to provide rough coordinates
to the mortar team. A mortar may only target a unit or location
that is within line of sight of a friendly unit. Only Infantry,
Support, and Specialist units may act as spotters for mortar
teams.
t1a1 tesla pistol: Another experimental weapon, this
rearm is an attempt to miniaturize the massive electrical gun.
Currently, the T1A1 Tesla Pistol is only found among elite
soldiers such as ofcers, OSS agents, and Rocket Troops. Like
its larger counter-part, the blast from a T1A1 Tesla Pistol arcs
through even the thickest cover; models struck by it do not gain
a cover bonus to Armor.
tesla electrical gun: This experimental device uses large
capacitors to re an arc of electrical energy, which then explodes
in a high-voltage blast. Commonly mounted on Buffalo Tesla
Device units, these devices are seeing use as heavy weapons.
The Tesla Electrical Gun res a single arc of energy out to its
maximum range (8), extending from the barrel of the weapon.
All models within of this line of re are struck with no attack
roll needed. At the terminus of this line, all models within 1
are automatically struck. Models struck by a Tesla Electrical
Gun do not gain a cover bonus to Armor.
browning m2 machine gun: The Browning M2 is a
common .50-caliber machine gun used on both air and ground
vehicles. It also sees action in the hands of stationary infantry
units when mounted on a tripod, but its size and weight makes it
too cumbersome to be carried by units in the eld.
kar98k: The Karabiner 98 Kurz (often abbreviated Kar98k or
K98k) is a bolt-action rie adopted as the standard infantry rie
by the Wehrmacht. The rie is prized for its effective range and
its accuracy, but has a relatively slow rate of re. The KAR98k
is used by nearly every branch of the German military, in all
56
Jeremy Bernhardt (order #2415176) 65.166.54.45
57
theatres of the war.
gew 43: The Gewehr 43 is a semi-automatic rie developed by
Germany. Its increased rate of re has more than made up for
the reduced range and accuracy as compared to the KAR98k.
The improvement over the KAR98k and other bolt-action ries
has made the GEW 43 an important addition to the German
arsenal.
stg44: The Sturmgewehr 44 combines traits of carbines,
submachine guns and automatic ries. The
StG44 bridges the gap between rie and
submachine gun with a moderate rate of re,
decent range and average striking power.
German troops nd the StG44 useful in
urban combat, complimenting the MP40 and
light machine guns.
German snipers use StGs modied with a Vampyr scope, an
advanced sniper scope capable of operating at night. These early
advances in optics made German snipers deadly under cover of
darkness. A model using a StG with a Vampyr scope ignores the
+1 penalty for ring at long range. Keep in mind that models
with the crack shot ability can only re one shot per Action Point
spent and still gain the bonus from this ability.
mp40: The Maschinenpistole 40 is a submachine gun developed
for and used extensively by Germany. The rate of re and recoil
of the weapon are low making it more manageable than other
contemporary submachine guns.
wa46: The WA46 represents an evolution in German rie
manufacturing. The rst bullpup style rie this weapon is
delicate and expensive to manufacture. However its range and
repower are nearly unmatched on the eld of battle and nd
use in the hands of Wehrmacht snipers. The weapon carries with
it a sense of elitism and status among the sniper elite.
mg42: The Maschinegewehr 42 is a light machine gun
extensively used by the German military.
The MG42 has an unprecedented rate of re,
unmatched by any other single-barreled light
machine gun. The sound the MG42 makes
is so distinctive and frightening; the United
States Army has created training lms to aid
soldiers facing such a weapon.
flammenwerfer 35: The Flammenwerfer (literally,
ames-thrower) was a German amethrower used to clear
out trenches and buildings. The Flammenwerfer res a single
column of ame out to its maximum range (8), extending from
the barrel of the weapon. All models within of this line of
re are struck, with no attack roll needed. Models struck by a
Flammenwerfer do not gain a cover bonus to Armor.
panzerschreck: An anti-tank rocket launcher designed by
the German military, the Panzerschreck (Raketenpanzerbchse)
res a rocket-propelled shaped charge warhead. The technology
for the Panzerschreck was stolen from the American bazookas
early in the war and improved by the Germans, who have
increased the size of the ring tube and, therefore, the rocket
being red. This allows a more powerful explosive to be
launched. Panzerschreck teams are made up of two or three
soldiers, one ring and the other two carrying ammunition and
assisting in reloading.
granatenwerfer 36 mortar: Smaller and far lighter
than American mortars, the Granatenwerfer 36 had a much
shorter range and delivers much smaller ordnance to its target
but is able to be moved with far greater speed than its American
counterparts. The Granatenwerfer 36 Mortar
has a minimum range of 6.
Mortars require a spotter, someone to provide
rough coordinates to the mortar team. A
mortar may only target a unit or location that
is within line of sight of a friendly unit. Only
Infantry, Support, and Specialist units may
act as spotters for mortar teams.
mg 34: The MG 34 is a predecessor to the MG 42, though it is
similar in design and function. Though the MG 34 cannot match
the rate of re of the MG 42, its slightly longer range makes it
ideal as a vehicle-mounted weapon.
mosin-nagant 1891/30 sniper rifle: The Mosin-Nagant
is a bolt-action, magazine-fed rie in use since the late 1890s
in the Soviet Union. Known for their long range and accuracy,
these ries are steadily being replaced by their semi-automatic
counterparts, the SVT-40. When tted with a scope, these ries
are still quite effective the hands of Soviet snipers.
svt-40: Replacing the obsolete Mosin-Nagant bolt-action ries,
the SVT-40 and its predecessor the SVT-38 are gas-operated,
self-loading weapons that are capable of higher rates of re and
quicker reload times than the Mosin-Nagant 1891/30s. Though
they have been used as sniper ries, the SVT-40 proves to be
somewhat less accurate than the 1891/30. As a standard infantry
weapon they are undeniably superior.
ppsh-41: This submachine gun did not
arrive in the hands of the troops until 1942, by
which time the Red Army was ghting for its
life. The lethal effect of the PPSh was much
appreciated by the soldiers in the eld. Unlike
the Sten or M3, the weapon was nished to
a high standard and more importantly proved
utterly reliable even in the depths of a Russian winter. In fact,
it proved so popular that the German Army seized any captured
examples for their own use, even modifying some to re their
own 9 mm round.
ptrs anti-tank rifle: The Red Army was alone among
the major combatants in that it never produced a viable anti-
tank weapon for its infantry throughout the course of the war.
Instead, this Russian rie saw widespread use against the ever
heavier German tanks. It was useless in a frontal assault, and
the weapon was too cumbersome to consider stalking for a rear
engine shot. Instead, against tanks it was used to target soft
points such as visor screens or periscopes, blinding the crew.
fact vs fiction
The StG44 was one of the rst
assault ries ever created.
fact vs fiction
The rate of re of the MG42
was signicantly higher than
any other machine gun during
the war.
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While it may seem a desperate tactic, an entire generation of
super heavy sniper ries currently exists to target vulnerable
electronic equipment in an identical fashion. It was also useful
against buildings or bunkers.
dp-28 light machine gun: The DP is the standard Red
Army light machine gun throughout the Great Patriotic War. It
saw its rst major use with the Communist forces in the Spanish
Civil War and was modied accordingly from the experience
learned.
The DP-28 is a gas operated weapon and proved remarkably
reliable in the harsh conditions it was subjected to. It ts a
visually striking drum magazine which actually holds 49 rounds,
but is deliberately restricted to 47 to prevent stoppages. It does
have a facility to change the barrel, but in typical Red Army
style a spare was not carried. In action it is served by a two or
three man crew.
roks-3 flame-thrower: The use of the amethrower in
Red Army service is particularly difcult to gauge. The weapons
were initially issued to infantry units but were gradually pulled
back into specialist formations. As ame-throwers were not
necessarily assigned to each Division, quite how many would be
on hand is difcult to say, though it seems reasonable to suppose
they were attached to units leading the assault. The ROKS-2
was joined in service by a simplied ROKS-3 model. Both
types disguised the usual pipe and nozzle arrangement as a rie
to deter enemy snipers from picking off the operator.
The ROKS-3 res a single column of ame out to its maximum
range (8), extending from the barrel of the weapon. All models
within of this line of re are struck, with no attack roll
needed. Models struck by a ROKS-3 do not gain a cover
bonus to Armor.
50-pm 40 mortar: The 50-PM 40 mortar
is the standard light mortar of the Red Army.
At 50mm, the 50-PM was the equivalent
of the German Granatenwerfer 36, though
this Soviet mortar was slightly heavier than
its German counterpart. The 50-PM 40 Mortar has a
minimum range of 6.
Mortars require a spotter, someone to provide rough
coordinates to the mortar team. A mortar may only target a unit
or location that is within line of sight of a friendly unit. Only
Infantry, Support, and Specialist units may act as spotters for
mortar teams.
nkvd psi-cannon: An experimental weapon, the Psi-Cannon
is wired directly into the minds of its Soviet psi soldier operator.
The weapon channels and focuses the telepathic powers of the
user, who is able to tap into the mind of any target, destroying
the target from within.
Rather than using an Armor roll to resist a hit from the Psi-
Cannon, targets use their current Drive value plus 1d6
(unmodied by cover bonuses or any other bonus normally
applied to an Armor roll).
sg-43: The SG-43 is a heavy machine gun introduced in 1943
by the Red Army of the Soviet Union. It often sees use as a
vehicular mounted weapon, being very bulky and difcult to
move by infantry forces.
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close combat
For each action point spent by any combatant in a melee, a single
round of combat is fought.
Each opponent rolls a d6. Each player applies the
number rolled to the CC attribute of the trooper in
close combat. The player with the higher number
scores a hit. If the totals are tied, the model with the
higher CC score is victorious. If both models have the
same CC score, re-roll until a clear winner has been
determined.
The striking player rolls a d6 and adds the S (Strength)
of the trooper striking the enemy to determine the total
Strength of the attack. The model being struck is then
allowed an armor save, as detailed above (pg. 50-51).
charging ( special action)
Rushing into close combat often provides a soldier with the
element of surprise and devastating momentum. The Charge
action is similar to a Sprint (see Movement pg. 50), but ends
with the model engaging an enemy in close combat. The
Charging model must follow the same restrictions as though
they took the Sprint action (moving in a straight line, AP cost,
etc) and must end their movement in base contact with an enemy
model. Immediately after their movement, the charging model
is allowed a single close combat attack (as per the rules above)
against the model they charged.
Models making the Charge action receive a +2 modier to both
their CC and Strength attributes applied to the attack made at the
end of their movement. The bonus to the CC attribute does not
count for breaking ties in a close combat attack.
focused attack (special action)
Sometimes, a severely outmatched soldier must forgo defense
to make an effective strike in close combat. In doing so, they
leave themselves open for attack, but may be able to bring down
a more skilled opponent. When making a Focused Attack action
in close combat, a model may choose to gain a bonus to a single
attack while taking a penalty to all other close combat attacks
until their next activation. This bonus may be up to the models
CC attribute and applies to both Strength and CC. Until the
models next activation, it suffers a penalty to its CC attribute
equal to the bonus gained. This may allow a lesser opponent to
perhaps wound his enemy despite the superiority of his foe(s).
A model may only make one Focused Attack per turn, but
may make additional close combat attacks in the same turn. A
Focused Attack cannot be combined with a charge.
Example: A US Airborne soldier (CC 3) is ghting a
Sturmaffe in close combat and is quite overwhelmed. The
Airborne chooses to take the Focused Attack action and
chooses to gain a bonus of +2 to both its Strength and Close
Combat attributes. After this attack is resolved, the Airborne
is at a -2 to its CC attribute until its next activation. The
Airborne could choose to take a bonus from +1 to +3, with
a corresponding penalty following the focused attack.
1.
2.
facing in close combat
To be able to ght effectively in close combat, soldiers need
to be able to see their opponent, and attackers gain signicant
advantages by attacking from behind. Facing determines in
which direction a model is looking (see Movement pg. 50) and is
important in close combat. A model can effectively ght against
any model that it is facing in close combat; when ghting models
it is not facing, a model suffers from a number of penalties.
If an attacking model is in its opponents rear arc during close
combat, its enemys CC attribute is cut in half (round down).
This penalty applies to all attacks made against a model in close
combat from enemies in its rear arc. In addition, if a model
being attacked from its rear arc scores a hit against an enemy in
its rear arc, it does not inict damage but instead can turn to face
the attacker without expending any Action Points.
A model may only actively (rather than reactively) attack models
in its forward arc.
leaving close combat (special action)
There will often come a time when an individual will nd
themselves severely outmatched in close combat. When faced
with such a situation, a wise warrior will do what they can to
withdraw in the hopes of evening the odds or, at the very least,
living to ght another day.
As an action (costing 1 AP), a model engaged in close combat
may attempt to leave combat, moving at their standard movement
rate away from their enemy. To do so, the model wishing to leave
combat must make a successful attack against all enemy models
with which they are engaged in close combat. The attacks are
resolved normally, however no damage is dealt by the victor.
If the withdrawing model is unable to beat their opponent(s),
they may not withdraw and are forced to remain in the combat;
otherwise they may withdraw from combat, immediately moving
their standard movement rate away from their enemy.
The OSS Agent suffers penalties for being attacked from the rear arc.
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Some combatants are quite large, able to push around smaller
opponents and simply wade through hordes of enemies without
slowing down. Models that are mounted on medium or large
bases (see Base Size pg. 40) can choose to leave close combat
without the need for a close combat attack. These models can
simply move away at their leisure, at their standard movement
rate. However, as they are choosing to ignore those they are in
combat with, each enemy is allowed a free attack (not requiring
the expenditure of AP) against the withdrawing model. Resolve
these attacks as normal; however the withdrawing model does not
inict damage if they are victorious. Alternatively, a Medium or
Large model may roll to disengage from close combat normally,
in order to avoid the free attack(s), as described in the previous
paragraph.
Models withdrawing
from close combat
cannot use the Sprint/
Charge action.
multiple combatants
In close combat, the key to victory is often to overwhelm your
enemy. A soldier involved in close combat against more than
one enemy may be quickly outnumbered and dragged down. A
model in close combat is able to defend against as many foes as
they like, however they take a -1 penalty to their CC attribute
for each opponent after the rst. Thus, a model in close combat
against three opponents has a -2 penalty to all close combat
attacks. In the instance of multiple combatants and rear arc
attacks, reduce the CC attribute of the model before halving.
Larger combatants are able to take on more than one opponent in
close combat without difculty. For each increase in base size
(1.5, 2, etc), a model is able to engage an additional enemy in
close combat without suffering a penalty to their CC attribute.
Thus, a Sturmaffe (2 base) can ght against three enemy models
at once without any penalty; should a fourth enemy model come
into contact with the ape, it will then suffer a -1 penalty to its
CC attribute.
J ust as important as keeping soldiers alive is making sure they
remain on the eld of battle. Managing the morale of the troops
can quickly become a daunting task as units and detachments
begin to suffer casualties. Soldiers can become demoralized as
their comrades begin to fall or rout and players can nd their
forces abandoning the mission.
Morale is an important part of AE-WWII. The morale of a unit
or individual is measured using their Drive attribute. Most
models have a Drive score;
those that dont are either
immune to the effects of
morale or are too mindless
to be effected by morale.
The Drive attribute of each
unit or individual can be
lowered during a battle as
soldiers on the eld watch
their fellow troopers fall
to enemy re. When a
models Drive attribute reaches zero, that model succumbs to
fear and either surrenders to the enemy or ees the battleeld.
Players can use special orders, the special abilities of certain
models and any other available methods to try and boost the
dropping morale of units.
penalties to drive
Throughout the game, units suffer penalties to their Drive
attribute. Some penalties are temporary; these penalties remain
in place until the conditions causing their loss is removed. Other
penalties are permanent; they can only be removed by special
abilities such as command.
temporary drive penalties
Some penalties to Drive are temporary, lasting only as long
as certain conditions are met. While these conditions are
in place, the affected units Drive is reduced. As soon as
the condition imposing the temporary Drive penalty is
removed, the penalty is no longer in effect. The following
are examples of temporary Drive penalties.
Units struck by certain weapons (those with the
terrifying attribute) suffer a reduction in their Drive
score through their next activation.
Some models are frightening, which imposes a Drive
penalty as long as enemy models are in base contact
with the model.
For every friendly unit that is currently in rout, every
other friendly unit has their Drive reduced by one.
Other abilities, special orders, scenario rules or
weapon effects may impose temporary Drive
penalties.

Because the sturmaffe is a large model it does not suffer penalties


for being outnumbered.
in house
Gang up on models wherever
possible.
in house
As mentioned earlier, doing a
quick check of a units current
Drive as its being activated is
an easy way to keep track of
morale. Leaving fallen models
on the battleeld is another
easy way to remind yourself of
current Drive penalties.
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permanent drive penalties
Many circumstances cause a units Drive to drop
permanently, eventually leading to rout or surrender. These
losses to Drive remain in effect for the remainder of the
game and can only be removed through the use of command
or other special abilities or special orders. The following
permanent Drive penalties apply to all units:
Each casualty a squad suffers, their Drive is reduced
by one.
Each wound an individual suffers lowers that models
Drive by one.
For every friendly unit removed as a casualty, every
other friendly unit has their Drive reduced by one.
Other abilities, special orders, scenario rules or
weapon effects may impose permanent Drive
penalties.
A units drive may never fall below zero. However,
permanent drive penalties are always applied before
temporary drive penalties. When a units Drive is already
zero, a new permanent Drive penalty will effectively replace
a temporary Drive penalty already in place. A temporary
Drive penalty can never prevent a permanent Drive penalty
from being applied.
squads and drive
All models within a squad share the same drive attribute. They
ght together, die together, and will suffer the effects of a
dwindling morale together. When a squads Drive reaches zero,
all models in the squad are in rout.
individuals and drive
Individuals do not share their Drive attribute with other models,
but instead act of their own accord on the battleeld. One
exception to this is individuals that have joined a friendly squad.
This individual shares its Drive attribute with the squad it has
joined and when its Drive reaches zero, it and all members of
the joined squad are in rout. A unit with a joined individual
uses the highest current Drive value present in the squad. If an
individual joins a squad, the individual becomes a member of
that squad for purposes of Drive loss; thus they would no longer
suffer penalties for wounds, but instead would suffer penalties
to Drive for casualties.

The American forces are suffering morale losses. The OSS Agent has been
killed, causing a -1 Drive penalty to all American units.
Unit A suffers only a -1 Drive penalty as a result of the killed OSS Agent.
Unit B suffers an additional -1 Drive penalty due to a casualty in the unit.
Unit C is suffering from a -1 Drive penalty because they have suffered a
wound (the unit is an individual) as well as a -1 Drive penalty for being in
base contact with a terrifying model; these penalties are in addition to the
-1 Drive for the loss of the OSS Agent.
Unit D has suffered enough Drive losses to be in rout; all models in the
unit will ee during their next activation unless their Drive can be raised
through the use of the command ability or other means.

Individuals that join a squad in rout (see below) immediately


bolster the squads Drive to the individuals current value. When
an individual that has already joined a squad leaves that squad,
the squads Drive becomes the lower of either its current value
or its original value. If this drops a squads Drive to zero, it
enters rout during its next activation.
rout
When a units Drive attribute is reduced to zero, it is considered
in rout. Routing models will either surrender or ee the eld of
battle as quickly as possible, hoping to ght another day.
If a model is in close combat when its Drive attribute reaches
zero, that model surrenders and is removed from the table. This
takes place at the beginning of that models activation, giving
players a chance to boost the models Drive before it is forced
to surrender. Certain scenarios and secondary objectives require
players to keep track of surrendering models; these models are
otherwise counted as casualties for purposes of attrition and
other factors.
Models not in close combat when their Drive reaches zero ee,
trying desperately to leave the battleeld. When a model with
a Drive of zero is activated, it must move as quickly as possible
(taking the Sprint action, if possible) towards the closest table
edge and off the table. Fleeing models may try to avoid enemy
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adjustments to certain other models Drive attributes.
Certain special orders and scenario special rules may
positively impact a units Drive score.
When a routing unit has their Drive attribute raised above zero,
they are able to regroup and recover. At their next activation,
routing models that have a Drive above zero may immediately
regroup, acting normally.
vehicles and drive
The rules for how vehicles and their crew respond to losses of
Drive is discussed below in the Vehicles section.
When a vehicle is destroyed (i.e. its last Wound is removed)
it counts as a friendly unit being removed as a casualty for
Drive purposes. The crew of a vehicle, though able to operate
outside of the vehicle, does not count as a friendly unit for Drive
purposes once outside of the vehicle.
Alternatively, if the entire crew of a vehicle has been removed as
casualties while still inside the vehicle, but the vehicle remains
intact (at least one wound remaining), the vehicle now becomes
inoperable and this counts as a friendly unit being removed as a
casualty for Drive purposes.
Thus, when a vehicle is destroyed, all other friendly units on the
battleeld have their Drive reduced by one. If the vehicle crew
disembarks and is subsequently removed as a casualty this does
not impose a penalty to the Drive of all other friendly units on
the battleeld.

models, where possible, but otherwise must move along the


quickest possible path towards the nearest table edge.
If some, but not all, of a squads models are engaged in close
combat when the squads Drive reaches zero those models in
close combat surrender and are removed as casualties while
those not engaged in close combat rout as described above.
regaining drive
As units begin to lose Drive, it may become difcult to prevent
a chain reaction whereby the entire detachment begins to rout.
Certain situations can boost the Drive of a model that has
lost morale, eventually rebuilding a models Drive back to its
original value. With few exceptions, no ability or rule can raise
a models Drive above its original value.
J ust like effects that lower a models Drive, effects that boost a
models Drive happen instantly, raising the Drive of all models
affected immediately. Players must use the methods listed below
to effectively manage the morale of their troops, lest they face a
full rout. The following list details ways to raise the morale of a
model that has lost Drive.
Individuals can join squads, allowing them to use
the Drive of the individual rather than the unit (see
Individuals, above).
Ofcers and other such models have the command ability,
allowing them to spend AP to give units a boost to their
Drive (see the command ability).
Certain heroes possess abilities that will provide

Vehicles are key elements to any military force, be it simple


transport vehicles or massive tanks. Though AE-WWII is a
skirmish game, players may wish to eld vehicles as part of
their detachment. The rules presented here allow players to
add vehicles to their games, helping their forces move and ght
across the battleeld.
vehicle characteristics
J ust like other models on the battleeld, vehicles possess
characteristics that determine their strengths, weaknesses, and
special abilities. Vehicles use the same characteristics as other
models, but with slight differences.
attributes
Vehicles use the same seven attributes found with other models.
In some instances, like Armor and Wounds, these attributes apply
directly to the vehicle while in other cases, such as Drive and
Ranged Combat, these attributes are a reection of the abilities
of the crew. It is not necessary to differentiate between these
two until the crew disembarks the vehicle, at which point they
operate using their own attributes, which are listed with each
vehicle entry.
handling - Vehicles also possess an additional attribute
that measures how maneuverable the vehicle is. All
vehicles possess a Handling (H) score. This attribute is
used during movement and gives vehicles the opportunity
to change facing without expending AP, as well as to move
over and through difcult terrain. A vehicles Handling
is adversely affected by damage to the vehicle; for every
wound a vehicle has suffered, its Handling drops by one, to
a minimum of zero.
special abilities
Vehicles possess special abilities specic just to them. They can
also have special abilities found on other models (see Special
Abilities pg. 40). Below are listed the special abilities reserved
just for vehicles.
enclosed compartment - Vehicles with an enclosed
crew compartment provide protection for their crew against
enemy re. Crew members receive heavy cover (+8 cover
bonus) against any attacks that can target them, rather than
medium cover. Note that this applies to crew only and does
not extend to non-crew passengers.
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open-topped - Open-topped vehicles allow passengers
easy access to get in and out of the vehicle, as well as giving
them the opportunity to re from the vehicle with little
difculty. Non-crew passengers in an open-topped vehicle
can re from the vehicle. However, enemy troops can
choose to target non-crew passengers in the vehicle (these
passengers get medium cover against attacks).
passenger space (x) - In addition to the crew
compliment (which may include passengers) the vehicle
is able to accommodate additional passengers, acting as
a transport. X is the number of additional passengers the
vehicle can carry. Models on a medium base (see Base Size
pg. 40) count as two models for the purposes of passengers,
and models on a large base count as four models.
vehicle commander - Some vehicle crews possessed
skilled soldiers, trained to command the crew, as well as
other troops. A vehicle that possesses a vehicle commander
has one crew member (usually a passenger or gunner) that
has the command ability. This ability can only extend to the
crew of the vehicle the commander is in, unless the crew
disembarks, in which case the vehicle commander can use
the command ability as normal. It is important to denote
which member of the crew is the vehicle commander to
determine which model spends AP to use the command
ability and, in the instance this model is killed, the vehicle
and its crew no longer possess the command ability.
troop type/training level
Vehicles possess both a Troop Type and a Training Level. For
the most part, vehicles will be of the Cavalry troop type. A
vehicles Training Level is a measure of the abilities of the crew
to operate the vehicle and is used to determine the number of AP
the vehicles crew receives each turn.
unit type
Vehicles are neither squads nor individuals and thus, do not have
a Unit Type. On the battleeld, they act as independent models
in most respects. The crew of a vehicle, however, forms a squad
and they follow the rules pertaining to squads.
vehicle roles
Vehicles possess a wide variety of roles and are used in many
ways on and off the battleeld. A vehicles Role is important
when selecting forces (see Force Organization pg. 70) and
generally describes the most common uses for the vehicle.
Some vehicles t more than one role.
vehicle crews
Vehicles are only as good as their crew. Inexperienced vehicle
crews can quickly lead a vehicle to disaster and prove to be
a liability to the forces around them. At the same time, elite
vehicle crews can do things with a vehicle few thought possible,
pushing their vehicle to the limits of its use. All vehicles possess
a crew; soldiers dedicated to the use of that vehicle. These crew
members each act independently from one another, but work in
tandem to operate the vehicle.
crew roles
There are four standard roles of crew members, each able to
perform specic tasks while in a vehicle. Crew members may
only ever take actions specic to their role in the vehicle; thus, a
gunner could not drive and a driver could not operate a vehicles
weapons. Crew members that possess the vehicle commander
ability may also spend AP to use the command ability.
drivers - Drivers are responsible for moving the vehicle
around the battleeld. Drivers may only take actions
pertaining to movement. Some vehicles may possess more
than one driver. If this is the case, each driver may take
actions pertaining to movement, essentially combining their
Action Points to move the vehicle.
gunners - Gunners re weapons mounted to the vehicles
they crew. A vehicle may only re one weapon for every
gunner present, and if a vehicle possesses more weapons
than it has gunners, some weapons may not be red. Only
one gunner may re any single weapon per turn, thus
multiple gunners could not re the same weapon in the
same turn. Aside from spending AP to re a weapon, the
only other action gunners can take is to reload the weapons
they are ring.
loaders - Loaders work with gunners to keep a vehicles
weapons loaded and ready to re. Generally, the only action
loaders can take is the reload action required by certain
weapons.
passengers - Passengers are passive members of a
vehicles crew, usually just along for the ride. Passengers
cannot generally undertake any actions pertaining to
the vehicle. Often times, passengers will not belong to
the vehicle crew and will be other units that are being
transported in the vehicle. In this case, these models act
as passengers, and activate with the vehicle crew until such
time when they disembark.
Passengers can sometimes re their weapons from a vehicle.
See the Special Abilities of certain vehicles to nd out which
vehicles allow such actions.
Passengers can use any Special Abilities they possess while
within a vehicle. However, models must adhere to any
restrictions placed upon them by the Special Ability.
crews and line of sight (los)
Crews inside a vehicle are able to draw line of sight both within
and outside of the vehicle normally. Thus, vehicle crew members
can be considered to be within line of sight of any other model
inside the vehicle; this is important for abilities such as command
and inspiring.
Models outside of a vehicle can only draw line of sight to
passenger models inside an open-topped vehicle or to the vehicle
itself. Models outside of a vehicle cannot draw line of sight to
vehicle crew members. Certain special abilities (such as aim) do
allow models to draw line of sight to vehicle crew members that
are otherwise unable to be targeted.
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injuring crew
When enemy models attack a vehicle, they are typically unable
to target the crew or passengers. Exceptions to this exist, such
as the aim ability and open-topped vehicles. If an ability allows
crew or passengers to be targeted by an enemy, these models
receive medium cover (+3 cover bonus) as they are able to duck
down and attempt to avoid injury.
Area of effect (AoE) weapons that target a vehicle will affect
the crew inside, including non-crew passengers, as well as the
vehicle. Unless such an attack specically targets crew or non-
crew passengers, all models inside the vehicle are allowed a cover
bonus to their armor. Template weapons (as opposed to AoE
weapons) do not affect vehicle crews unless able to specically
target the crew (in the instance of open-topped vehicles, etc).
crew morale
Vehicle crews are subject to morale the same way other units are
and can rout or abandon their vehicles if their Drive dwindles.
Vehicle crews share a single Drive attribute, like all squads,
and can suffer from conditions that reduce their Drive that non-
vehicle units do not suffer from.
In addition to the conditions that reduce Drive listed above (see
Morale pg. 60), vehicle crews also suffer a -1 penalty to Drive
for the following conditions:
Each casualty the crew suffers, their Drive is reduced by
one.
Each wound the vehicle suffers lowers the crews Drive by
one.
If a vehicle fails a Handling check (see below), the Drive
of the crew is lowered by one until their next activation.
When a vehicle crews Drive is reduced to zero, they can react
in a number of different ways. If the vehicle has only a single
wound left, the crew bails out. On the vehicles next activation,
the crew must disembark. If the vehicle has more than one
wound remaining, the crew retreats, suffering from rout as
normal. This means they must ee off the battleeld by the
fastest means possible, moving off the closest table edge. If
the vehicle is immobile, the crew bails out as described above.
Vehicles and models inside vehicles never surrender as a result
of morale.
Once a vehicles crew has disembarked, they act as a standard
squad, suffering Drive penalties as detailed above (see Morale).
Vehicles and their crews (while in the vehicle) are not subject
to suppression re, though non-crew passengers in open-topped
vehicles are.
vehicle actions
Vehicles perform actions in much the same way as other units,
spending Action Points to move, engage in combat, etc. However,
a vehicle functions in much the same way as a squad, with each
member of a vehicles crew being able to act independently and
use their own AP . When a vehicle is activated, each member of
the crew receives a number of AP equal to their Training Level.

Unlike regular squads, vehicle crews (including non-crew


passengers) must all spend Action Points simultaneously. This
means that every member of the crew must spend their rst AP
before any member of the crew can spend their second and so on.
Crew members can choose not to spend Action Points, instead
delaying their actions; however these skipped AP are lost. For
actions requiring more than one Action Point, crew members
can only take the action after the last AP needed is spent (in the
instance of weapons with a RoF of 1:2, the model res the shot
after the second AP is spent).
embarking/disembarking
Soldiers often have need to get in and out of vehicles, be they
crew or passengers. Units may take a special movement action
to embark or disembark from a vehicle. Any model within one
inch of a vehicle may spend 1 AP to climb aboard, provided the
vehicle is able to carry them. Any model already in a vehicle
may spend 1 AP to leave the vehicle and is immediately placed
within one inch of the vehicle.
movement
Vehicles move very quickly compared to foot soldiers and
are capable of rapidly deploying troops across the battleeld.
Vehicle movement is handled in the same way as with other
models, with a few exceptions listed below. Vehicles move a
number of inches equal to their Movement attribute for each AP
spent by their driver(s).
Most vehicles are able to take the Sprint action and may even
change facing during a Sprint, though this will prompt a Handling
check (see below). Vehicles that sprint use all AP from any
drivers. As stated above, the Sprint action is undertaken once
all the AP from all drivers are spent; this becomes important
for determining when gunners and those within open-topped
vehicles can re during a vehicles movement.
vehicles and facing - Vehicles have more facing arcs
than other models. Vehicles have four distinct arcs: forward,
rear, left and right, each represented by a single side of the
model. A vehicles facing, for purposes of movement, is
based on its forward arc. Line of sight and ring arcs of
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vehicular weapons are dependent on the weapons and their
gunners (see below).
Vehicles receive a number of free 90-degree turns per turn
equal to their Handling attribute. These may be taken at
any time during movement and otherwise function using
the rules for changing facing (see Facing pg. 50). Each
90-degree change of facing beyond this number costs 1 AP
from the vehicles driver(s).
Vehicles taking the Sprint action can use one or more of
their free 90-degree turns during the Sprint action, however
this prompts a Handling check.
handling checks - Sometimes vehicles suffer from
adverse conditions that could cause them to become stuck,
suffer from mechanical problems, or generally cease to
move. When a vehicle calls for a Handling check, the
player controlling the vehicle must roll equal to or lower
than the vehicles current Handling score on 1d6. In general,
a vehicle needs to make a Handling check each time any of
the following conditions are met:
The vehicle moves over difcult terrain.
The vehicle performs any turns during the Sprint
action (see Movement pg. 50).
The vehicle rams an enemy model or obstacle (see
below).
If a vehicle fails a Handling check, it breaks down and is
unable to take any movement actions until repaired. Crew
members may disembark and attempt to repair a broken
down vehicle; any member of the crew (not including non-
crew passengers) may spend 1 AP to make a repair check.
The player then rolls 1d6 and on a roll of 6 the vehicle
is repaired and able to move again. For every additional
Action Point spent by members of the crew players add one
to the repair check. Thus, if two crew members spend 2 AP
each, they can repair the vehicle on a roll of 3 or higher.
combat
Vehicles are often armed with a vast array of weaponry and are
nearly always subject to enemy re. Vehicles engage in combat
differently that most models, the details of which are listed
below.
ramming - If, during a vehicles movement, the vehicle
strikes a model (friendly or enemy) that model is subject
to a close combat attack by the ramming vehicle. Both
models (the vehicle and the model being struck) make a
close combat attack roll, as detailed above. If the model
being struck is victorious, it has the option to move out of
the way or strike the vehicle that is attempting to ram it.
Models moving out of the way are placed just out of the
vehicles path and the vehicle can continue its turn as
normal. A model that wishes to strike the vehicle that is
ramming it rolls 1d6 and adds its Strength attribute and the
vehicle is allowed an armor roll to try and resist the attack,
as per normal close combat rules. However, after the model

being struck has made their attack, they are then subject to a
hit from the vehicle, as if they had lost close combat.
If the vehicle beats the model being struck in the close
combat attack roll, or if the model being struck opted not
to move out of the way of the vehicle, the vehicle rolls 1d6
and adds its Strength score, inicting a hit on the model
being struck. The model is allowed an armor roll to resist,
as normal.
After the attack(s) have been resolved, the vehicle must
make a Handling check or suffer from a breakdown, as
detailed above. If the Handling check is passed, the vehicle
may continue its turn as normal.
ranged combat - Gunners can re vehicular mounted
weapons as the vehicle moves across the battleeld. Attacks
made by vehicles are resolved in the same way as normal
ranged combat attacks, with a few minor differences.
The facing of a vehicle does not necessarily indicate the
facing of that vehicles weapons. The facing of each
weapon is listed in the armament section of each vehicles
description. Each weapon may only draw line of sight along
its facing. Some weapons are mounted on turrets, which
allow the weapon to change facing at will, ring from any
arc.
The airborne is being rammed and will suffer a hit unless it beats
the vehicle in a Close Combat attack.
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When a vehicle suffers its last wound, it is destroyed,
unable to function. The vehicle remains on the battleeld
as a smoldering piece of terrain. Models cannot embark
into a destroyed vehicle nor can its weapons be used. Crew
and non-crew passengers inside a destroyed vehicle must
disembark on their next activation.
jeep(willys, gaz-64, kbelwagen)
army: Any
type: Regular Cavalry
role: Light Transport, Light Command
crew: 1 Driver
armament: None
special abilities:
Open Topped
Passenger Space (3)
options:
A swivel-mounted machine gun can be added to a J eep. Taking this option changes the vehicle in the following
ways: Role: Light Scout; Crew: 1 Driver, 1 Gunner; Armament: Machine Gun (turret) (Browning M2 Machine Gun
(American), MG42 (German), SG-43 (Soviet); Special Abilities: Passenger Space (1)
crew attributes:
Regular Infantry
Crew Equipment: M1 Carbine (American), PPSh-41 (Soviet), StG44 (German)
Jeeps is the general term used to describe any of a number of small, four-wheeled vehicles used by nearly every during
the war. Whether the Soviet GAZ-64 or the German Kbelwagen, jeeps were efcient at transporting troops across the
battleeld. Often used as command vehicles jeeps were fast and reliable and could also nd use as scout vehicles.

M RC CC A S DR W H
9 4+ 4 5 6 4 2 4
M RC CC A S DR W
3 4+ 2 3 2 4 1
close combat - Vehicles do not engage in close combat
the same way other models do. The only way a vehicle
can injure a model in close combat is by ramming it (see
Ramming pg. 65). Some models however, may wish to
attempt to injure a vehicle by attacking it in close combat.
Close combat attacks against vehicles are resolved the same
way as other close combat attacks, however if the vehicle is
victorious against its opponent, it does not strike back.
Vehicles can withdraw from close combat at will, but suffer
free attacks as described above (see Close Combat pg. 51).
damaging vehicles - Vehicles suffer damage the same
was other models do. Most vehicles have multiple wounds,
allowing them to withstand a great deal of punishment
before they are destroyed. As a vehicle suffers damage, its
Handling drops, making it harder to maneuver. For each
wound a vehicle has suffered its Handling is reduced by 1.
This can never drop a vehicles Handling below zero.
The sturmaffe can damage the vehicle with a successful
Close Combat attack.
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military cargo truck (krupp protze, us 2.5 ton 6x6)
army: Any
type: Regular Cavalry
role: Light Transport
crew: 1 Driver
armament: None
special abilities:
Open Topped
Passenger Space (7)
crew attributes:
Regular Infantry
Crew Equipment: M1 Carbine (American), PPSh-41 (Soviet), StG44 (German)
The need to get men and equipment into battle quickly made military cargo trucks a necessity on the front lines. Dozens of
different kinds of trucks nd use by every side of the conict and these trucks, though rarely armed or armored, are possibly
the most common vehicle used during the war.

M RC CC A S DR W H
6 - 3 6 7 4 3 3
M RC CC A S DR W
3 4+ 2 3 2 4 1
m20 armored utility car
army: American
type: Regular Cavalry
role: Medium Command, Medium Scout
crew: 1 Driver, 2 Gunners, 1 Passenger
armament: Browning M2 Machine Gun (forward)
special abilities:
Vehicle Command
Enclosed Compartment
options:
The M2 machine gun can be replaced with a Tesla Electrical Gun. This changes the unit type to Regular Tesla
Device (thus requiring the presence of a Mechanic).
crew attributes:
Regular Infantry
Crew Equipment: M1 Carbine; Notes: One member of the crew has the command ability.
The M20 Armored Car sees use as both a command and reconnaissance vehicle. A variant of the M8 Greyhound armored
car, the M20 lacks the 37mm gun but is tted with radio equipment to keep in contact with nearby forces. The M20 is fast,
maneuverable, but has enough armor to withstand most small-arms re.

M RC CC A S DR W H
9 4+ 3 8 8 5 3 3
M RC CC A S DR W
3 4+ 2 3 2 4 1
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m2 half track car
army: American, Soviet (Lend-Lease)
type: Regular Cavalry
role: Medium Transport
crew: 1 Driver, 1 Gunner
armament: Browning M2 Machine Gun (forward)
special abilities:
Open Topped
Passenger Space (7)
crew attributes:
Regular Infantry
Crew Equipment: M1 Carbine (American), PPSh-41 (Soviet)
One of the rst half-track vehicles to be used by the United States the M2 is used as a lightly armored transport vehicle.
Armed with a Browning M2 machine gun, the vehicle sometimes possesses swivel mounted .30 caliber machine guns as well
and its open top allows troops inside to re out. The M2 half-track was made available early during the war to the Soviet
Union through the Lend-Lease program.

M RC CC A S DR W H
7 4+ 2 6 7 4 3 2
M RC CC A S DR W
3 4+ 2 3 2 4 1
sdkfz 250 light armored car
army: German
type: Regular Cavalry
role: Medium Transport (SdKfz 250/1)
Medium Command (SdKfz 250/3)
crew: 1 Driver, 1 Gunner
armament: MG34 (turret)
special abilities:
Open Topped
Passenger Space (4)
crew attributes:
Regular Infantry
Crew Equipment: StG44
The SdKfz 250 is a German half-track designed for troop transport. Dozens of variants exist with some being used as
command vehicles and to transport heavy equipment. The SdKfz 250/1 is the standard troop transport variant with light
armor and an MG34 machine gun. The SdKfz 250/3 command variant comes equipped with radio equipment for the crew to
remain in contact with nearby forces.

M RC CC A S DR W H
8 4+ 3 7 7 4 3 3
M RC CC A S DR W
3 4+ 2 3 2 4 1
Jeremy Bernhardt (order #2415176) 65.166.54.45
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sdkfz 221 light armored car
army: German
type: Regular Cavalry
role: Medium Scout
crew: 1 Driver, 1 Gunner
armament: MG34 (forward)
special abilities:
Enclosed Compartment
crew attributes:
Regular Infantry
Crew Equipment: StG44
A light armored car produced by Germany since the beginning of the war, the SdKfz 221 provided speed and mobility on the
battleeld. Used primarily as a scout vehicle, the 221s light armament made it ideal for supporting infantry units. With
thick armor the 221 is able to ignore most small-arms re but is vulnerable to anti-vehicular weapons.

M RC CC A S DR W H
8 4+ 3 7 7 4 3 3
M RC CC A S DR W
3 4+ 2 3 2 4 1
ba-64 armored car
army: Soviet
type: Regular Cavalry
role: Medium Scout (BA-64B), Medium Command (BASh-64)
crew: 1 Driver, 1 Gunner
armament: SG-43 (turret)
special abilities:
Enclosed Compartment
crew attributes:
Regular Infantry
Crew Equipment: PPSh-41
The BA-64 Armored Car saw production beginning in 1941 by the Soviet Union. Used primarily as a scout or command
vehicle, the BA-64 provides the Red Army with a fast and reliable counterpart to the German SdKfz 221. Armed with a
7.62mm heavy machine gun, the BA-64 is able to support infantry units with heavy repower while protected by 15mm armor
plates.

M RC CC A S DR W H
9 4+ 3 7 7 4 3 3
M RC CC A S DR W
3 4+ 2 3 2 4 1
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The group of models a player brings to battle is called a
detachment and is made up of soldiers and units of varying
Training Levels and Troop Types. When selecting forces for
their detachment, players begin by selecting a Detachment Type.
Each Detachment Type provides players with a basic framework
with which to build their force. The Detachment Types determine
the detachment composition, how many heroes a detachment
automatically receives, if any vehicles can be selected, the
number and type of special orders available, as well as a simple
theme. Players then choose the units in their detachment as well
as any other items, such as vehicles and special orders, based on
the Detachment Type selected.
Each selection represents one unit from the players army list.
Each of these selections could represent a single model (such
as a Sniper or Ofcer) or a squad (such as a pair of Airborne
Soldiers); the composition of each selection is based on the
players army list.
Many units have the option of increasing their Training Level,
making them more skilled. These models or units benet from
an increase in AP, but now count as a different selection in
the Detachment Composition (all based on their new Training
Level). Players should be able to clearly keep track of the
Training Level of their soldiers and soldiers with an upgraded
Training Level should be easily differentiated from those with
a lower TL.
Players can develop their own detachment types and certain
scenarios and campaigns will also call for detachment types that
vary from the ones found here.
troop type restrictions
Some Troop Types cannot be taken in a standard Detachment
Composition unless certain conditions are met. Players must
keep in mind these restrictions when choosing their forces. See
the individual army lists as well as the Troop Type descriptions
above for specic restrictions.
options
In addition to the various choices players make when forming their
forces, each detachment allows players one or more opportunities
to further customize their force. With these options, players can
remove a unit selection from their detachment, exchanging it
for a number of different alternatives. Players have the option
of removing one or more unit selections and exchange them
for the following: another unit selection of a lower Training
Level, upgrade an additional Individual to a Hero, an additional
Special Order, upgrade an existing units TL by one (Green to
Regular, etc), upgrade an existing vehicle selections role (Light
to Medium, etc).
When a unit is exchanged for another unit of lower TL, this new
unit must adhere to any restrictions placed on the detachment,
as well as any Troop Type restrictions. The new unit must be at
least one TL below the unit being replaced.
An additional Hero upgrade may only be used on Individuals
that have the option to be upgraded to a hero.
Additional Special Orders may only be selected from those
normally allowed to the detachment.
Upgrading an existing units Training Level may only be done
on units that have this option. Vehicles can be upgraded in this
way.
detachment types
cavalry detachment
Armored ghting vehicles form a large part of the war and give
infantry units support and the ability to quickly move across the
battleeld. Cavalry Detachments have a small number of in-
fantry ghting alongside a pair of vehicles. These detachments
are mobile and often heavily armed and armored, making it dif-
cult for unprepared forces to neutralize.
detachment composition
1 Veteran Selection, 2 Regular Selections, 2 Green
Selections
heroes
One Individual may be upgraded to a Hero, as long as that
Individual has this option.
restrictions
None.
vehicles
Cavalry Detachments may select any two vehicles from the
following roles: Light Scout, Light Command, and Light
Transport.
special orders
Cavalry Detachments may select one Special Order from
the following list: Change of Orders, Coordinated Attack,
Daredevil Driver, Jury-Rig, Keep Moving, Momentum, and
Tertiary Objective.
options
Players have the option of removing one unit selection and
exchange it for the following: another unit selection of a
lower Training Level, upgrade an additional Individual to
a Hero, an additional Special Order, upgrade an existing
units TL by one (Green to Regular, etc), upgrade a vehicle
selections role (Light to Medium, etc).
standard themes
Cavalry Detachments are themed around their vehicles, as
these are the primary focus of the force. These detachments
can range from a transport vehicle and the soldiers inside,
to a heavy-hitting armored ghting vehicle with infantry
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71
support. Experimental units can also be used to increase
the effectiveness of the detachment.
command detachment
Ofcers and NCOs make their way across the battleeld, shouting
orders and ensuring that objectives are met. These leaders
surround themselves will skilled soldiers that follow their orders
to the letter and travel in specially-designed command vehicles.
Command Detachments can also call on their superiors for
support that comes in the form of special orders.
detachment composition
1 Elite Selection, 2 Veteran Selections, 2 Regular
Selections
heroes
Two Individuals may be upgraded to a Hero, as long as
those Individuals have this option.
restrictions
At least half (round up) of the units in a Command
Detachment must be of the Infantry, Specialist, or Support
troop type.
vehicles
Command Detachments may select any one vehicle with
the Light Command role.
special orders
Command Detachments may select two Special Orders
from the following list: Artillery Support, Broken Axle,
Change of Orders, Coordinated Attack, Daredevil Driver,
Faulty Technology, Fix Bayonets, Jury-Rig, Keep Moving,
Miscommunication, Momentum, Scouts, Spy, Stragglers,
Surrender, Surveyed Ground, Take Cover and Tertiary
Objective.
options
Players have the option of removing two unit selections and
exchanging each of them for the following: another unit
selection of a lower Training Level, upgrade an additional
Individual to a Hero, an additional Special Order, upgrade
an existing units TL by one (Green to Regular, etc), upgrade
a vehicle selections role (Light to Medium, etc).
standard themes
Command Detachments focus on character and tactics.
With the mobility of a command vehicle, the versatility of
numerous Special Orders, and the skill of a handful of elite
heroes, Command Detachments can prove quite versatile.
Command Detachments center on their heroes, who
make up for the detachments lack of numbers with skill.
Command Detachments can represent a group of VIPs, an
ofcer or NCO and his retinue, or an Intelligence Ofcer
and the infantrymen following his lead.
experimental detachment
With advances in technology on all sides of the war, strange
new military units are being seen across the battleeld. These
technological terrors are often supported by infantry who have
learned that these experimental units are greatly needed if the
war is to be won.
detachment composition
1 Elite Selection, 1 Veteran Selection, 3 Regular Selections,
2 Green Selections
heroes
One Individual may be upgraded to a Hero, as long as that
Individual has this option.
restrictions
None. Any restrictions on experimental units (Abominations,
Tesla Devices, Psi Units) are lifted, removing the need for
required Specialist units (such as a Mechanic or a Mad
Doktor) in order to select experimental units.
vehicles
Experimental Detachments may not select any vehicles.
special orders
Experimental Detachments may select one Special Order
from the following list: Broken Axle, Change of Orders,
Coordinated Attack, Surrender, Take Cover and Tertiary
Objective.
options
Players have the option of removing one unit selection and
exchange it for the following: another unit selection of a
lower Training Level, upgrade an additional Individual to
a Hero, an additional Special Order, upgrade an existing
units TL by one (Green to Regular, etc).
standard themes
Each army is able to eld experimental units specic to
their army list. With an Experimental Detachment, players
can eld a large amount of these units. The primary focus
of an Experimental Detachment is the experimental units
themselves. A horde of genetic Abominations or a handful
of mechanized infantry are just some of the options with
an Experimental Detachment. These units are often
supported by infantry units that make up for deciencies
in these experimental units, but many times Experimental
Detachments are made up of nothing but these rare units.
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infantry detachment
Infantry Detachments are the most common detachments found
on the eld of battle. Made up of common soldiers, these
detachments participate in nearly every kind of engagement
the war has seen and can be as versatile or as specialized as a
commander wants.
detachment composition
1 Elite Selection, 1 Veteran Selection, 3 Regular Selections,
3 Green Selections
heroes
One Individual may be upgraded to a Hero, as long as that
Individual has this option.
restrictions
At least half (round up) of the units in an Infantry Detachment
must be of the Infantry, Specialist, or Support troop type.
vehicles
Infantry Detachments may not select any vehicles.
special orders
Infantry Detachments may select two Special Orders from
the following list: Artillery Support, Broken Axle, Change
of Orders, Coordinated Attack, Faulty Technology, Fix
Bayonets, Keep Moving, Momentum, Parachute Assault,
Scouts, Stragglers, Surrender, Surveyed Ground, Take
Cover and Tertiary Objective.
options
Players have the option of removing two unit selections and
exchanging each of them for the following: another unit
selection of a lower Training Level, upgrade an additional
Individual to a Hero, an additional Special Order, upgrade
an existing units TL by one (Green to Regular, etc).
standard themes
Infantry Detachments can have widely varied themes,
but the focus of these forces is usually larger numbers of
troops. These troops are often supported by heavy weapon
teams, specialist units, or experimental devices. Infantry
Detachments can ll nearly any role on the battleeld and
prove to be one of the most versatile detachment types.
motorized infantry detachment
Getting troops into battle as quickly as possible could mean
the difference between victory and defeat. Motorized Infantry
detachments use light transport vehicles to move soldiers into
the eld with speed, rushing into combat and securing vital
positions before the enemy has a chance to react.
detachment composition
1 Veteran Selection, 3 Regular Selections, 3 Green
Selections
heroes
One Individual may be upgraded to a Hero, as long as that
Individual has this option.
restrictions
At least half (round up) of the units in a Motorized Infantry
Detachment must be of the Infantry, Specialist, or Support
troop type.
vehicles
Motorized Infantry Detachments may select any one vehicle
from the Light Transport role.
special orders
Motorized Infantry Detachments may select one Special
Order from the following list: Change of Orders,
Coordinated Attack, Daredevil Driver, Fix Bayonets, Jury-
Rig, Keep Moving, Momentum, Take Cover and Tertiary
Objective.
options
Players have the option of removing one unit selection and
exchange it for the following: another unit selection of a
lower Training Level, upgrade an additional Individual to
a Hero, an additional Special Order, upgrade an existing
units TL by one (Green to Regular, etc), upgrade a vehicle
selections role (Light to Medium, etc).
standard themes
The most famous motorized infantry were the
Panzergrenadiers. Their speed and mobility made them
infamous during the Blitzkrieg, which was used quite
effectively during the early parts of the war. Motorized
infantry detachments are often used ahead of standard
infantry forces to secure important objectives or gain ground
quickly during a prolonged engagement.
reconnaissance detachment
Sent ahead of the rest of their forces, Reconnaissance
Detachments are mobile, forward units that scout enemy
positions and perform a variety of other high-risk tasks. They
often operate without any support from other units and must rely
on their skills as forward observers to complete their missions.
detachment composition
2 Veteran Selections, 3 Regular Selections, 2 Green
Selections
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heroes
One Individual may be upgraded to a Hero, as long as that
Individual has this option.
restrictions
At least half (round up) of the units in a Reconnaissance
Detachment must be of the Infantry, Specialist, or Support
troop type.
vehicles
Reconnaissance Detachments may select one vehicle with
the Light Scout role.
special orders
Reconnaissance Detachments may select one Special
Orders from the following list: Artillery Support, Change
of Orders, Coordinated Attack, Daredevil Driver, Jury-Rig,
Keep Moving, Miscommunication, Momentum, Scouts, Spy,
Stragglers, Surveyed Ground, Take Cover and Tertiary
Objective.
options
Players have the option of removing one unit selection and
exchange it for the following: another unit selection of a
lower Training Level, upgrade an additional Individual to
a Hero, an additional Special Order, upgrade an existing
units TL by one (Green to Regular, etc), upgrade a vehicle
selections role (Light to Medium, etc).
standard themes
Reconnaissance Detachments focus on speed and mobility.
Using these traits, units in these detachments often attempt
to outmaneuver their enemy, as well as rushing to claim
objectives. Reconnaissance Detachments use lightly armed
and armored vehicles, as well as infantry support and
occasionally experimental units that add to the mobility of
the detachment. Reconnaissance Detachments are often
made up of specialists and forward observers such as snipers
and Intelligence Ofcers.
support detachment
Squads with multiple heavy weapons provide vital support for
infantry and cavalry forces alike. Capable of anti-armor as
well as anti-infantry re, Support Detachments bring awesome
repower to bear and, along with other infantry teams are a
force to be reckoned with.
detachment composition
1 Elite Selection, 1 Veteran Selection, 3 Regular Selections,
2 Green Selections
heroes
One Individual may be upgraded to a Hero, as long as that
Individual has this option.
restrictions
At least half (round up) of the units in a Support Detachment
must be of the Infantry, Specialist, or Support troop type.
In addition, players may select one Support unit for every
Infantry unit, rather than the standard requirement of one
Support unit for every three Infantry units.
vehicles
Support Detachments may not select any vehicles.
special orders
Support Detachments may select one Special Orders from
the following list: Artillery Support, Broken Axle, Change
of Orders, Coordinated Attack, Faulty Technology, Fix
Bayonets, Keep Moving, Momentum, Parachute Assault,
Surveyed Ground, Take Cover and Tertiary Objective.
options
Players have the option of removing one unit selection and
exchange it for the following: another unit selection of a
lower Training Level, upgrade an additional Individual to
a Hero, an additional Special Order, upgrade an existing
units TL by one (Green to Regular, etc).
standard themes
Support Detachments are the heavy-hitters of the infantry.
They use larger numbers of heavy weapons and special
equipment to provide re support for other detachments, be
they infantry or cavalry. Often adding to the effectiveness
of these detachments are experimental units, which are
seeing more widespread use throughout the war. Support
Detachments tend to be less mobile that other detachments
and instead must rely on their awesome repower to
neutralize enemy units and claim objectives.
veteran detachment
After years of war, some ghting units have become far more
skilled than those fresh off the boat. Whether through
experience or training, veteran detachments have what it takes
to form an effective ghting force.
detachment composition
1 Elite Selection, 2 Veteran Selections, 4 Regular
Selections
heroes
One Individual may be upgraded to a Hero, as long as that
Individual has this option.
restrictions
At least half (round up) of the units in a Veteran Detachment
must be of the Infantry, Specialist, or Support troop type.
vehicles
Veteran Detachments may not select any vehicles.
special orders
Veteran Detachments may select one Special Order from
the following list: Artillery Support, Broken Axle, Change
of Orders, Coordinated Attack, Faulty Technology, Fix
Bayonets, Keep Moving, Momentum, Parachute Assault,
Scouts, Stragglers, Surrender, Surveyed Ground, Take
Cover and Tertiary Objective.
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options
Players have the option of removing one unit selection and
exchange it for the following: another unit selection of a
lower Training Level, upgrade an additional Individual to
a Hero, an additional Special Order, upgrade an existing
units TL by one (Green to Regular, etc).
standard themes
Apart from detachments that have simply been around,
veteran detachments can easily represent elite or specialized
troops such as Airborne, Fallschirmjger, or Soviet Guard.
Veteran Detachments are often made up of a smaller
number of more skilled soldiers, usually supported by a
heavy weapon team. Experimental units (Abominations,
Tesla Devices, Psi Units) are sometimes added to Veteran
Detachments to give them an extra edge.
special orders
Sometimes forces in the midst of combat receive special orders
or intelligence on enemy positions and other important factors.
These dirty tricks can often be just as important, or even more
vital, to securing victory over ones enemies than the troops
themselves.
artillery support: Your forces have artillery support
during the battle. Once per game, beginning on turn two,
a friendly unit can designate a target for your artillery. Only
Infantry, Specialist, and Support units may designate a target.
This target must be in line of sight of the designating unit, which
must spend 1 AP to call in the artillery strike. Roll 1d6; on a
1 or 2 the shot scatters 1d6 in a random direction, otherwise
it scatters 2d6 from the designated target (a scatter die can be
used to determine the direction the shot scatters). Wherever the
artillery strike lands, all models within a 3 radius suffer a hit
equal to Strength 8+2d6. Only one artillery strike can be called
per turn.
broken axle: When performing a difcult maneuver, an
enemy vehicle suffers a malfunction and breaks down. Once per
game choose an enemy vehicle (any unit of the Cavalry type) as
it makes a Handling check. This check automatically fails and
the vehicle suffers a break down (as described in the vehicle
rules). This break down may be repaired normally.
change of orders: Often during battle, the conditions of
the conict change, forcing ofcers to re-think their objectives.
Once per game, at any time, you can draw a new secondary
objective.
coordinated attack: Acting in tandem, two of your units
attempt to outmaneuver the enemy. Once per game, during your
activation portion of the turn, you may choose to activate two
units at once. Complete both of these units actions before your
opponent activates their next unit.
daredevil driver: A maverick at the wheel, one of your
vehicles drivers is able to pull off maneuvers that would
otherwise prove impossible with his vehicle. Once per game
when one of your vehicles is forced to make a Handling check,
that check is automatically passed without the need for a roll.
faulty technology: With the number of experimental
technologies being put into use across all fronts of the war, it
often occurs that such new devices fail right when needed most.
Once per game, before initiative is rolled, choose an enemy unit
of the following types: Tesla Device, Abomination, Psi. This
unit cannot be activated during the current turn, even by means
of special orders such as coordinated attack or keep moving.
fix bayonets: With a courageous rallying cry, your troops
prepare for close combat. Once per game all friendly units of
the Infantry, Specialist or Support type gain a +1 bonus to their
CC and S attributes. This bonus lasts through the end of the
current turn.
jury-rig: Your vehicles crew is able to perform a quick patch-
job on their vehicle after it has broken down. Once per game,
you may use this special order to automatically pass any repair
check made to x a broken vehicle. Note that a model must still
spend at least one Action Point and be in base contact with the
vehicle in order to use this special order.
keep moving: Once per game choose a friendly unit that has
already been activated in the current turn. This unit may be
activated again this turn. This special order can only be used on
a unit once per turn (in the instance of multiple Keep Moving
orders).
miscommunication: You have managed to supply false
information to the enemy. Once per game you can force an
opponent to draw a new secondary objective. This special order
must be used by the end of the third turn of the scenario.
momentum: With a surge of adrenaline, you are able to take
the initiative from your opponent. Once per game, before
initiative is rolled, you automatically gain initiative for this turn.
If two players use this ability on the same turn, they cancel and
in house
Artillery support can be both
terribly powerful and
exceedingly inaccurate.
Jeremy Bernhardt (order #2415176) 65.166.54.45
75
initiative is rolled as normal.
parachute assault: Some of your units arrive on the
battleeld by parachuting into action. Select one or more
infantry, support, or specialist units; these units do not deploy
during their standard deployment but instead are held in reserve.
At least one unit must be placed on the battleeld per standard
deployment. Beginning on turn 2 the units held in reserve may
be activated and deployed. When activated, a unit is deployed
by selecting a point on the battleeld; that unit then arrives on
the battleeld 2d6 in a random direction from this point. If this
distance places the unit off the table, that unit is instead placed
on the table edge it scattered off of. Units deployed in this way
use all of their available action points for the turn.
scouts: A unit from your detachment has hidden themselves
ahead of your main force. Select one friendly unit with the
infantry, support or specialist troop type; all models in this unit
gain the hidden deployment special ability and may be deployed
anywhere on the battleeld after all other deployment has taken
place.
spy: Your forces have a spy or double-agent within the enemy
camp that has learned of their operations in your area. Once
per game, at any time, you can force an opposing player to
reveal their secondary objective, along with any details of that
objective (such as models or terrain chosen when the objective
is gained).
stand your ground: Once per game, choose a friendly unit
that is in rout. This unit immediately regroups and has their
Drive attribute brought back to 1.
stragglers: Before the game begins, choose an enemy unit.
This selection does not deploy as usual, instead having been
delayed in reaching the battleeld. Beginning on turn two, roll
a die (d6), on a roll of 1, the unit arrives on the battleeld,
deploying as it would at the beginning of the game. If the
withheld unit does not arrive on turn two, continue to roll at the
beginning of each turn, adding one to the roll needed to bring
the unit on the table (1 or 2 on turn three, 1-3 on turn four, etc)
until the unit is in play. This special order may only be selected
once.
surrender: Once per game, choose an enemy unit that is
in within line of sight and 12 of a friendly model. This unit
immediately has their drive lowered by 1; if this lowers a units
Drive to zero they immediately surrender and are removed from
the battleeld. Models removed in this way are considered
casualties and count as surrendered models for the purposes of
certain objectives.
surveyed ground: Your forces have detailed information
about the battleeld and use this information to their advantage.
After all forces have been deployed, a player using this special
order may choose to move any one single piece of terrain on
the battleeld. The piece of terrain selected may not be one
specically called out in the scenario criteria (such as a bridge
in A Bridge Too Far or a bunker in Bunker Assault) but may
otherwise be moved into any new location on the battleeld.
Terrain moved in such a way may not be placed so as to force a
model into a position it could otherwise not achieve, but may be
placed so as to put models into (or out of) difcult terrain.
take cover: Preparing for heavy enemy re, your troops
take cover making them more difcult to injure. Once per game
choose a friendly unit that has just been activated, before any AP
are spent. This unit may only spend Action Points for movement
and may not sprint or charge. Until the units next activation,
models in that unit gain a +2 cover bonus to their Armor in
addition to any already gained from other sources.
tertiary objective: You may draw an additional
secondary objective. This must be used at the beginning of
the game, as secondary objectives are drawn. If one of the
two secondary objectives is completed, it counts towards the
secondary objective victory condition, as normal. If both of
these two secondary objectives are completed, one fullls the
secondary objective victory condition as normal, while the other
can go towards any other victory condition (attrition rate or
primary objective).
The ruined building in the top picture is moved back through the
use of the surveyed ground special order, leaving the models placed
in the building now in the open.
Jeremy Bernhardt (order #2415176) 65.166.54.45
76
scenarios
Battles in AE-WWII are rarely stand-up ghts, but more often
take the form of small skirmishes, with both sides trying
desperately to achieve some minor objectives that will swing
the course of the war in their favor. All sides of the conict must
out-gun, out-maneuver, and outnumber their enemy if they are
to prove victorious.
In AE-WWII, players take part in scenarios that usually involve
a primary objective, two players, and a single detachment per
player. Each scenario is designed to be a small, yet important
battle between two forces that can be played in a short period of
time, generally completed in six to eight turns.
Each scenario falls into one of two categories: planned or
unplanned. Planned scenarios are thought out engagements
where all sides taking part in the battle know the objectives
before the battle is fought. These are clear-cut skirmishes where
all sides have the opportunity to tailor their force to the specic
mission at hand. Unplanned scenarios are random conicts
taking place in the fog of war. None of the forces involved
knew of the enemys position or composition and, though not
necessarily prepared for combat, battle ensued. Unplanned
scenarios are chaotic, unorganized, and often very unbalanced.
When players sit down to play AE-WWII, they should use the
method below to determine what scenario is going to be played.
Players can choose to forgo this method and instead select a
specic scenario, or not use a scenario at all, however we feel
the method below provides the most entertainment.
choose scenario type
(planned vs. unplanned)
Players can decide if they are going to play a planned or
unplanned scenario either by agreeing with each other, or
by random determination. To randomly determine what
type of scenario will be played, roll 1d6; on a 1 through 3
an unplanned scenario will be played, on a 4 through 6 a
planned scenario will be played.
choose scenario
If a planned scenario is selected, the specic scenario
is chosen before players choose their Detachment
Compositions. This is done to allow players to tailor
their forces for the specic scenario and because some
1.
2.
scenarios have Detachment Compositions that differ from
the standard ones presented above (see Force Organization
pg. 70).
If an unplanned scenario is selected, players select
their Detachment Composition prior to determining the
scenario. This represents the fog of war, that neither side
is aware of the specic conditions of the battle.
In either instance, scenarios can be chosen randomly from
the charts below, or agreed upon ahead of time by all
players.
choose attacker and defender
Regardless of if the scenario is planned or unplanned, most
scenarios require that one player be the attacker and the
other the defender. This is used to determine deployment
zones, primary objectives, and other variables of the battle.
Some scenarios specify which player is the attacker or the
defender, while most can be selected randomly or agreed
upon by the players
select detachments
As with selecting the scenario, choosing Detachment
Compositions is done at different points in the pre-
game process depending on what scenario type is being
played. In either event, players select their Detachment
Composition using the methods described above (see
Force Organization pg. 70).
In planned scenarios, players are well aware of the
particulars of the mission (such as objectives, attacker/
defender, etc) prior to selecting their Detachment
Composition. This allows each player involved in the
scenario to tailor their forces to the conditions of the
scenario, as well as inject an element of strategy as the
players try to out-think their opponents even in these early
stages.
Unplanned scenarios are random and chaotic, much
like real combat. In war there are often instances of
very unbalanced and lopsided battles, but these are
sometimes the most interesting. Players selecting their
Detachment Composition for unplanned scenarios have
no information to rely upon and instead must guess what
forces, objectives, and combat conditions they are likely to
encounter on the eld of battle.
draw secondary objectives
Once the particulars of the scenario are determined,
players each randomly select a secondary objective. If
agreed upon ahead of time, players can opt to choose their
secondary objectives, but this usually results in added
tooling of forces and removes an element of randomness
and excitement from the game.
3.
4.
5.
choose scenario type (planned vs. unplanned)
planned unplanned
Choose Scenario Select Detachments
Choose Attacker & Defender Choose Scenario
Select Detachments Choose Attacker & Defender
Draw Secondary Objectives Draw Secondary Objectives
Deployment Deployment
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77
If a secondary objective is drawn that a player is incapable
of achieving (for example, the Destroy the Abominations
objective and the opposing player elds no Abomination
units), a new secondary objective is drawn immediately
prior to the beginning of the rst turn.
More information on secondary objectives is given below
(see below).
deployment
The nal phase in the pre-game setup, players deploy their
forces as determined by the individual scenario. Then the
game begins!
victory conditions
Each scenario has a number of conditions that must be met by
either side to determine victory. As in real war, sometimes there
is no clear winner or loser, and battles can often result in a tie.
Three specic victory conditions are used in AE-WWII.
primary objective
Each scenario will have a primary objective for each force
taking part in the battle (see the scenario descriptions
below). Only one side can complete the primary objective
for each scenario. Primary objectives represent the reason
why the forces are present on the battleeld and the key
means by which one side or another will achieve victory.
secondary objectives
Secondary objectives are random goals that often arise
during combat. Targets of opportunity, eld tests of new
units, and other such tasks are sometimes just as important
as primary objectives in determining success on the
battleeld.
Each force in a battle randomly selects a secondary
objective before the game begins. This objective is held
until its conditions have been met. Each player is only
aware of their own secondary objective and conditions,
and is only able to learn their opponents secondary
objective through the use of Special Orders. Each
secondary objective has its own conditions for success; see
the individual secondary objective descriptions (pg. 82) for
their specic conditions.
attrition rates
As World War II grinds down into small skirmishes and
prolonged engagements, attrition rates become quite
important to all sides of the conict. Numbers are vital
and keeping soldiers alive and ghting is just as important
as meeting primary or secondary objectives.
All players involved in a battle should determine their
total model count prior to beginning the game (but after
Detachment Compositions are selected). During the
game, each player should keep track of the number of their
models that were removed as casualties. If a player is able
to eliminate over two-thirds of the enemy detachment, they
have achieved a high enough attrition rate in order to claim
this victory condition.
6.
1.
2.
3.
At the end of a game, players calculate which victory conditions
were met by their side. Only one player is able to claim the
primary objective victory condition, but both players are able
to claim the secondary objective and attrition rate conditions.
Whichever player claimed the most number of victory conditions
is the victor. If both players claimed the same number of
conditions, there is no clear winner and the battle remains
undecided.
scenario descriptions
a bridge too far [planned]
Enemy forces are attempting to cross a vital bridge. If the
bridge cannot be held, it must be destroyed, despite orders to
the contrary.
set-up
When the battleeld is set, a single bridge must be placed
somewhere towards the center of the table.
Players must decide which force will be the attacker and
which will be the defender. If this is not agreed upon ahead
of time, both players roll 1d6 and the player with the highest
roll chooses.
primary objective
The attacker is attempting to take control of a vital bridge
that will allow access further into enemy territory. The
bridge is too important to be destroyed and the defenders
forces have been ordered
to hold the bridge at all
costs. However, the
defender knows that if
the attacking soldiers take
the bridge, countless lives
will be lost attempting to
retake it.
The attacker must claim
the bridge, driving off all defending models. If, at the end
of the game, the attacker has units present on the bridge
and the defender does not, they have claimed the bridge and
completed the primary objective. If the defender has any
units left on or within 6 of the bridge or the attacker has no
units on or within 6 of the bridge, the defender can claim
the primary objective.
fact vs fiction
This scenario is based off of
the movie with the same name,
which told of the Allied attempt
to take control of the
German-held bridge in
Arnhem, Belgium.
Jeremy Bernhardt (order #2415176) 65.166.54.45
78
The defender may have the option of destroying the bridge
(see below). If the bridge is destroyed, neither side can
claim the primary objective.
deployment
The defender selects which side of the bridge they are
defending. The defending player then deploys their entire
detachment anywhere on the defenders side of the bridge
or on the bridge itself. The attacker then deploys their entire
force anywhere outside of 12 of the bridge.
When deploying their forces, the defender must choose a
location on the defenders side of the bridge that will be the
detonation point. The detonation point must be within 12
of the bridge.
scenario rules
Turn Limit (6)
Voluntary Withdrawal
Terrain Feature: Bridge
At any time during the game, any infantry, specialist, or
support model from the defenders detachment within 1 of
the detonation point can spend 1 AP to destroy the bridge.
The bridge is instantly destroyed and all models on or within
6 of the bridge suffer a Strength 6+2d6 hit from the blast
(roll Strength separately for each affected unit). Models on
the bridge after it has been destroyed are placed on the side
of the bridge that they were closest to when the bridge was
destroyed.
bunker assault [planned]
Forced into a difcult position, the attacker nds themselves
facing a fortied enemy. The attackers troops must attack where
their enemy is well armed and entrenched making them nearly
impossible to eliminate.
set-up
Players must decide which force will be the attacker and
which will be the defender. If this is not agreed upon ahead
of time, both players roll 1d6 and the player with the highest
roll chooses.
The defenders forces receive at least one piece of hard
cover (pill-box, etc) placed somewhere in their deployment
zone.
primary objective
Both sides hope to take advantage of this encounter and
inict as much damage upon the enemy as possible, while
driving their opponent from the battleeld. At the end of
the game, whichever side still has models on the table is
successful in claiming the primary objective.
deployment
Both players roll 1d6 and the player with the highest
score chooses which table edge they would like as their
deployment zone, the opposing player receives the opposite
table edge as their deployment zone. Both players then take
it in turn to deploy one unit within 12 of their table edge

until all units are deployed. The defending player should


deploy at least one unit inside hard cover.
scenario rules
Voluntary Withdrawal
Terrain Feature: Bunker
escort [planned]
An important individual must be safely escorted through the
area. Enemy forces however, have learned of this persons
presence and hope to eliminate the VIP and have sent troops to
take out the target.
set-up
Players must decide which force will be the attacker and
which will be the defender. If this is not agreed upon ahead
of time, both players roll 1d6 and the player with the highest
roll chooses.
primary objective
The defender is attempting to escort a VIP from one edge
of the battleeld to the other while the attacker is hoping to
kill the VIP. If the defender can take the VIP from one side
of the battleeld to the other (moving the VIP off the table),
they can claim the primary objective. If the attacker is able
to eliminate the VIP (removing them as a casualty), the
attacker can claim the primary objective. If the VIP is not
removed as a casualty, but does not successfully cross the
battleeld, neither side can claim the primary objective.
deployment
The defender selects a table edge that represents their
deployment zone. The table edge opposite the one selected
is the edge that the VIP must leave the table from in order
for the defender to claim the primary objective.
The attacker deploys rst, placing their entire force on the
table. None of the attackers models may be within 12 of
the defenders table edge. The defender then deploys their
entire force anywhere within 6 of their table edge.
In addition to the defenders forces, they must deploy the
VIP.
scenario rules
Turn Limit (6)
Voluntary Withdrawal
Compulsory Units:
VIP (Individual)
Type: Regular Specialist
Composition: 1 VIP
Equipment: Pistol

in house
Vehicles and the keep
moving special order can be
used to quickly get the VIP off
the battleeld.
M RC CC A S DR W
3 5+ 2 3 1 4 2
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79
prisoner exchange [planned]
A prisoner exchange has been arranged between both sides.
Meeting at a predetermined location, both forces watch one
another closely as the prisoners are exchanged. One side
however, has decided to betray their enemy and launches a
surprise attack. Now each side must grab their prisoner and
escape, while trying to eliminate their former hostage.
set-up
Players must decide which force will be the attacker and
which will be the defender. If this is not agreed upon ahead
of time, both players roll 1d6 and the player with the highest
roll chooses. The attacker is the one that will betray their
opponent during the exchange.
Both sides meet in a large, open area. An area clear of
terrain should be present in the center of the battleeld and
terrain can be set up surrounding this area. This clearing is
called the exchange area and is where the exchange is to
take place and should be roughly 12 in diameter.
primary objective
Both sides are attempting to protect their prisoner, getting
them off the battleeld and to safety. Whichever player
can move their prisoner off the battleeld from their own
deployment zone can claim the primary objective. If
both players move their prisoner off the table, neither side
can claim the primary objective. If a players prisoner is
removed from the battleeld as a casualty or from a table
edge other than the players starting table edge, that player
cannot claim the primary objective.
deployment
The defender selects the half of the table that represents their
deployment zone. The opposite table-half is the attackers
deployment zone.
Players take it in turn placing units, beginning with the
attacking player. Units must be placed within that players
table half and may not be placed within the exchange area
or within 12 of an enemy unit.
In addition to each players forces, they must deploy a
prisoner belonging to the opposing player. Prisoners must
be deployed at the edge of the exchange area, closest to
the player that is deploying them. Thus, if the Soviet and
German armies are exchanging prisoners, the Soviet player
deploys the German prisoner in the exchange area closest to
the Soviet forces.
scenario rules
Turn Limit (6)
Beginning with the second turn the attacker can
declare that they are betraying their opponent. This
declaration must be made prior to the initiative roll.
Until the attacker declares themselves as attacking,
neither side may shoot, engage in close combat, enter
the exchange area, or cross into the opposing players
deployment zone. Prisoners may move across the
exchange area at any time.

Compulsory Units:
Prisoner (Individual)
Type: Regular Specialist
Composition: 1 Prisoner
Equipment: None
push the line [planned]
Enemy forces in the area are attempting to gain ground,
launching an attack designed to capture more territory. Fighting
for every inch of ground, the attackers must push forward while
the defenders hope to repulse their advance.
set-up
The table is divided into three even sections (see below);
16 deep on a 4x4 table.
Players must decide which force will be the attacker and
which will be the defender. If this is not agreed upon ahead
of time, both players roll 1d6 and the player with the highest
roll chooses.
primary objective
The attacker is attempting to push into the center of the
battleeld, driving the enemy from it and gaining ground.
If, at the end of the game, the attacker has any number of
models in the contested zone and the defender has none,
the attacker has completed the primary objective. If, at the
end of the game, the defender has any number of models
in the contested zone or the attacker has no models in the
contested zone, the defender has completed the primary
objective.
deployment
The attacker chooses which side of the table they would
like to set up on. The defender then deploys their entire
detachment anywhere within the zone furthest from the
attackers table edge, as well as the contested zone. The
attacker then deploys their entire detachment within the
zone closest to their table edge and may not have any
models within 12 of an enemy model.

M RC CC A S DR W
3 5+ 2 0 1 4 1
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80
scenario rules
Turn Limit (6)
Voluntary Withdrawal
the last patrol [planned]
A patrol has been organized meant to slip into enemy lines and
capture as many enemy prisoners as possible before slipping
back to the safety of their own position. The enemy must hold
off the offensive as long as possible and bring reinforcements to
respond quickly, so as to prevent their own men from falling into
their enemys hands.
set-up
Players must decide which force will be the attacker and
which will be the defender. If this is not agreed upon ahead
of time, both players roll 1d6 and the player with the highest
roll chooses.
At the center of the battleeld is a piece of terrain where
some of the defenders forces begin the game and where the
attacker will make their initial attack in the hopes of taking
enemy prisoners.
primary objective
The attacker is attempting to capture one or more enemy
models and remove them from the battleeld. If the attacker
can defeat at least one enemy model in close combat and
move that model off a table edge, they can claim the primary
objective. If, by the end of the game, the attacker has not
moved a captured enemy model off any table edge then the
defender can claim the primary objective.
Unintelligent models may not capture enemy models.
deployment
The defender chooses which side of the table their
reinforcements will enter the battleeld from. The opposite
table edge up to the halfway point between these two table
edges is the attackers deployment zone.
The defender then places one unit in the center of the
battleeld, anywhere within three inches of the center point
of the table. This unit must be of the Infantry, Support or
Specialist troop type.
The attacker then deploys their entire detachment anywhere
on their half of the battleeld. None of the attackers models
may be closer than six inches to an enemy model.
scenario rules
Turn Limit (6)
The remainder of the defenders detachment moves
onto the battleeld on Turn 2. Once each of these
units is activated they may move onto the table from
the defenders table edge.
Once any model from the defenders forces has been
defeated (losing its last wound) in close combat, that
model is considered captured and becomes controlled
by the attacker as a prisoner. The prisoner remains

in the attackers control as long as the attacker has


a model within six inches of the prisoner. If, on the
prisoners activation, the attacker has no models
within six inches of the prisoner, the prisoner reverts
to the control of the defending player. Prisoners have
the same statistics and special abilities they normally
possess, however have only one wound. Prisoners
do not carry weapons after they have been captured.
Each prisoner counts as a separate unit for activation
purposes. Prisoners are immune to Drive losses and
are not considered part of the attackers detachment
for the purposes of morale.
escalating engagement [ unplanned]
Both forces have happened across one another on the battleeld.
However, each side has only a small portion of their detachments
and must wait for reinforcements to arrive before the enemy can
be effectively dealt with.
set-up
There is no clear attacker or defender in this scenario.
Both sides are caught off guard and rush to eliminate their
enemy. In the end, whichever side remains in control of the
battleeld is the victor. However, it must be determined
which edges of the table represent the players deployment
zone. This can be agreed upon by the players, or each player
can roll 1d6 and the player with the highest roll can choose
which side their forces will enter from; the other players
deployment zone will be the table edge opposite from the
one chosen.
primary objective
Both sides hope to take advantage of this chance encounter
and inict as much damage upon the enemy as possible,
while driving their opponent from the battleeld. At the
end of the game, whichever side still has models on the
table is successful in claiming the primary objective.
deployment
Each player makes a list of their detachment compositions,
by selection, in any order they choose. This list will
determine which selections become available each turn.
Both players roll 1d6 and add the result to the highest Drive
rating in their detachment; the player with the highest total
chooses which player places their rst selections.
The player chosen to place rst then places the rst two
selections from their list anywhere on the battleeld. After
placement, these two selections must be within 12 inches of
one another.
The next player then places both of their selections, each
within 12 inches of each other, anywhere on the battleeld,
so long as they are not within 18 inches of any enemy
models.
The game begins.
Every turn, after initiative is rolled, players can choose to
Jeremy Bernhardt (order #2415176) 65.166.54.45
81
activate the next selection on their list in addition to those
that are on the table. This selection is then brought onto the
table via that players table edge. Only one new selection
can be brought onto the table each turn.
scenario rules
Voluntary Withdrawal
foraging [unplanned]
A supply drop has gone astray and forces in the area have
happened across stockpiles of weapons, ammunition, and
rations. Each side must rush to possess the dropped supplies
and deny the enemy much-needed equipment.
set-up
There is no clear attacker or defender in this scenario. In
the end, whichever side recovers the most supplies is the
victor. However, it must be determined which edges of the
table represent the players deployment zone. This can be
agreed upon by the players, or each player can roll 1d6 and
the player with the highest roll can choose which side their
forces will enter from; the other players deployment zone
will be the table edge opposite from the one chosen.
Before deployment, between three and nine (d6+3) supply
markers are placed on the battleeld. Each player places a
marker in turn; markers cannot be placed within 12 of a
table edge or within 6 of another supply marker.
primary objective
Both sides are trying to gather up as many supplies as they
can before withdrawing. At the end of the game, whichever
side has captured the most supplies can claim the primary
objective. If both sides have captured the same number of
supplies, or if neither side has captured any supplies, neither
force can claim the primary objective.
Unintelligent models may not pick up supply markers.
deployment
Each player rolls 1d6 and the player with the highest roll
can choose which player begins deploying their detachment.
Each player takes it in turn placing a unit within 6 of their
selected table edge. Once all units are deployed, initiative
is rolled.

scenario rules
Turn Limit (6)
Voluntary Withdrawal
A model in base contact with a supply marker can
spend 1 AP to pick up and carry the supplies. A model
may only carry one supply marker at a time and a
model carrying a supply marker may not engage in
ranged combat and suffers a 1 penalty to their CC
attribute score while carrying the marker. If a model
is removed as a casualty, it drops its supply marker.
Routing models do not drop carried supply markers.
scattered [unplanned]
Whether through miscommunication or simple bad luck, one side
of the conict is scattered all across the battleeld. Disorganized
and caught unaware, they are set upon by the enemy and must
quickly regroup and mount a coordinated defense.
set-up
Players must decide which force will be the attacker and
which will be the defender. If this is not agreed upon ahead
of time, both players roll 1d6 and the player with the highest
roll chooses.
primary objective
Both sides hope to take advantage of this chance encounter
and inict as much damage upon the enemy as possible,
while driving their opponent from the battleeld. At the
end of the game, whichever side still has models on the
table is successful in claiming the primary objective.
deployment
At the beginning of the game, the attacker deploys the
defenders detachment, placing each unit anywhere on the
table. When placing the defenders forces, the attacker
may not place any units within 12 inches of a table edge or
within 8 inches of a friendly unit.
After the defenders forces have been deployed, the
defender selects which table edge the attacker arrives from.
The attacker is then able to deploy their entire detachment
within six inches of this table edge but may not place any
models within 10 inches of an enemy model.
scenario rules
Voluntary Withdrawal
welcome to hell [unplanned]
As forces move through the area, a massive bombing campaign
begins, catching all sides in the chaos that follows. Both sides
must attempt to drive the enemy away, as well as survive the
bombing.
set-up
There is no clear attacker or defender in this scenario.
Both sides are caught off guard and rush to eliminate their
enemy. In the end, whichever side remains in control of the
battleeld is the victor. However, it must be determined
which half of the table represent the players deployment

Jeremy Bernhardt (order #2415176) 65.166.54.45


82
zone. This can be agreed upon by the players, or each player
can roll 1d6 and the player with the highest roll can choose
which side their forces will deploy in; the other players
deployment zone will be the table edge opposite from the
one chosen.
Before forces are deployed, six numbered air strike markers
are placed on the table (dice are ideal). The markers must be
evenly spaced from one another. On a 4x4 table, markers
are placed 8 from each players short table edge and 16
from each players long table edge.
primary objective
Both sides hope to take advantage of this chance encounter
and inict as much damage upon the enemy as possible,
while driving their opponent from the battleeld. At the
end of the game, whichever side still has models on the
table is successful in claiming the primary objective.
deployment
After the players have determined their deployment zones,
both players roll 1d6 and the player with the highest roll
chooses which player will place their rst unit. Each player
then places a single unit anywhere within their deployment
zone before the opposing player places one of their units.
This continues until all models have been placed on the
table. No model may be within 12 of an enemy model.
scenario rules
Voluntary Withdrawal
Every turn beginning with the rst, before initiative
is rolled, a series of air strikes hit the battleeld,
potentially striking models from either force.
Between one and three air strikes hit the battleeld
every turn. For each air strike, roll 1d6 to nd out
which marker is used as the center-point of the
strike. Each air strike will deviate from this target;
roll 1d6, on a 1 or a 2 the air strike deviates 1d6 in
a random direction, one a roll of 3 through 6 the air
strike deviates 2d6 in a random direction. All models
within 2 of the point an air strike lands suffer a
Strength 6+2d6 hit.

scenario special rules


compulsory units Scenarios with this rule require a
player (or players) to take special units specic to the scenario.
These units never take up slots from the players detachment and
are elded in addition to the players full detachment. Unless
otherwise specied, these units do count for morale, attrition
and other factors.
terrain feature Certain scenarios require specic pieces
of terrain to be present on the battleeld. These terrain features
usually require specic placement and cannot be moved by the
Surveyed Ground special order.
turn limit (x) Scenarios with this rule have a limited
number of turns. Following X turns, the game ends and players
determine which victory conditions have been claimed by their
forces.
voluntary withdrawal During a scenario using this
special rule, any player can declare a withdrawal, effectively
giving up the eld of battle. When a voluntary withdrawal is
announced, all models remaining on the table effectively rout,
but are not counted as casualties. A voluntary withdrawal can
only be announced at the beginning of a turn, before initiative is
rolled. Note that voluntary withdrawals in no way represents a
concession of victory and players that end the game in this way
are still quite capable of victory.
secondary objective descriptions
assassination
An important member of the opposing forces must be
eliminated.
prerequisites: None
objective: Choose an enemy model. This model must
be an individual. Write down the model on a piece of paper
and place it with this card. Once this model is removed
from the table as a casualty, you have completed this
objective. If this model is removed from the table for any
other reason (rout, moving off a table edge, etc), you have
failed to complete this objective.
breakthrough
You are trying to get men behind enemy lines to scout the enemy
position.
prerequisites: None
objective: Choose a friendly unit. Write down the unit
on a piece of paper and place it with this card. This unit
must leave the eld of battle from the furthest table edge
from where it began play. If any models from this unit
move off of the furthest table edge from where they began
play, then you have completed this objective. Unintelligent
models do not count towards completing this objective.
capture
An enemy soldier possesses information vital to your operations.
This soldier must be captured and taken back to base, so they
Jeremy Bernhardt (order #2415176) 65.166.54.45
83
can be interrogated.
prerequisites: None
objective: Choose an enemy model. This model must
be an individual. Write down the model on a piece of paper
and place it with this card. This model must be defeated
in close combat and removed as a casualty in order for this
objective to be completed. Alternatively, this objective can
be completed if the chosen model surrenders (see Morale).
If this model is removed from the table for any other reason
(shooting casualty, rout, moving off a table edge, etc), you
have failed to complete this objective. Unintelligent models
may not capture enemy models.
defense
A strategic point on the battleeld must not fall into enemy hands
at all costs.
prerequisites: None
objective: Choose a piece of terrain located no more
than two inches away from the starting position of one of
your models. Write down this piece of terrain on a piece of
paper and place it with this card. At the end of the game,
you must possess at least one model within two inches of
this piece of terrain. In addition, there may be no enemy
models within two inches of this piece of terrain when the
game ends. If you do not have a model within two inches
of this piece of terrain, or the enemy possesses at least one
model within two inches of this piece of terrain, you fail
to complete this objective. Unintelligent models cannot be
used to claim this objective.
delaying action
Your forces are trying to keep the enemy tied up while other
operations take place somewhere else in the area.
prerequisites: None
objective: Your forces must remain on the eld of battle
for at least six turns. At least one friendly model must be
on the table at the end of turn six in order to complete this
objective. If the scenario does not last at least six turns, you
have failed to complete this objective.
destroy the abomination
The Germans have gone too far in their crimes against nature.
The German abominations must be purged from the world.
prerequisites: Soviet and American Objective, enemy
possesses at least one Abomination.
objective: All German Abominations (Emaciated
Troopers, etc) must be destroyed. If, at the end of the
game, all German Abominations have been removed as
casualties, you have completed this objective. If any
German Abominations are removed from the table for any
other reason (rout, moving off a table edge, etc), you have
failed to complete this objective.
field test
The new Tesla Device devices have reached your forces and are
ready to be put to the test in the eld.
prerequisites: American Objective, you must possess
at least one Tesla Device.
objective: All Tesla Devices must survive the battle. If,
at the end of the game, no Tesla Device units have been
removed as casualties, you have completed this objective.
field test
A batch of Abominations has reached your forces and is ready to
be put to the test in the eld.
prerequisites: German Objective, you must possess at
least one Abomination.
objective: All Abominations must survive the battle. If,
at the end of the game, no Abomination units have been
removed as casualties, you have completed this objective.
field test
The NKVD has assigned a number of Psi units to your detachment
that require eld testing.
prerequisites: Soviet Objective, you must possess at
least one Psi unit.
objective: All Psi units must survive the battle. If, at
the end of the game, no Psi units have been removed as
casualties, you have completed this objective.
offense
A strategic point on the battleeld must be captured at all
costs.
prerequisites: None
objective: Choose a piece of terrain located no more
than two inches away from the starting position of an enemy
model. Write down this piece of terrain on a piece of paper
and place it with this card. At the end of the game, you must
possess at least one model within two inches of this piece of
terrain. In addition, there may be no enemy models within
two inches of this piece of terrain when the game ends. If
you do not have a model within two inches of this piece of
terrain, or the enemy possesses at least one model within
two inches of this piece of terrain, you fail to complete this
objective. Unintelligent models cannot be used to claim
this objective.
test subjects
Genetic manipulation and research requires a large supply of
test subjects. These must be gathered from enemy forces.
prerequisites: German Objective
objective: Count the number of enemy models. By
the end of the game, you must eliminate at least 25% of
these models as casualties (round up) in close combat.
Alternatively, this objective can be completed if these
models surrender (see Morale pg 60). Casualties inicted
by unintelligent models do not count towards this total.

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Campaigns are a number of scenarios linked together by a
common thread (story, map, etc) and are a big focus of AE-
WWII. Campaigns allow players to develop intricate stories,
backgrounds, and plots that will greatly enhance their gaming
experience. In a skirmish game, such as this, injecting a little
story into your games is easy and the system presented here is
meant to help in that process.
In a campaign, players take the same troops through many
scenarios, gaining experience and skill along the way, as well as
suffering casualties and taking on replacements. The scenarios
of a campaign often have special rules, alternate detachment
compositions, and heroes and units specic to the story.
Campaigns require extra record keeping as players must track
the progress of their forces. It is this progress however, that
makes campaigns a pleasant diversion from one-off games.
campaign types
There are many different ways of organizing a campaign. From
a simple story, to a detailed map, to a scenario tree, players can
make campaigns as easy or as complex as they like. Below are
a number of campaign types that we feel are appropriate for use
in AE-WWII. Players are free to take the examples given here
to develop their own campaign types.
story-based campaigns
Story-based campaigns follow a cohesive story, usually put
together by a single player, though players can also collaborate
on a story. When the story is written, a number of scenarios
are selected or created to help tell the story and as the scenarios
are played, the story unfolds. Story-based campaigns can be
linear or free-form, with a predetermined story arc prepared or
a exible, changing story. In campaigns where a number of
possible outcomes exist, a campaign tree may be created, with
the story built in.
Story campaigns are easily created and players need only to
develop a simple plot and tie together a number of scenarios
in order to form a story-based campaign. Players can then
alter the standard detachment composition, add compulsory
and campaign-specic units, and create some new scenarios or
objectives to add even more avor to the campaign.
An example of a story-based campaign is included; see A Fools
Errand (pg 87).
map-based campaigns
Some campaigns use a map as a focal point. Players begin with
a sizeable force (usually larger than the standard detachment
composition) in one or more starting locations on the map and
then move their forces across the map, encountering enemy
units and other hazards as they move. A detailed story can be
interwoven into the map, with players having clear-cut objectives
in varying locations on the map.
Map-based campaigns can be as detailed or as simple as players
like. Individual scenarios can be matched with specic locations
on the map, as well as key locations vital to victory. Map-based
campaigns provide players with an easy way to chart the progress
of the campaign, and give players exibility not usually found in
a story-based campaign.
Map-based campaigns are best run by a single individual that
creates the map and helps the other players make their way
around it. Players wishing to create a map-based campaign can
simply take any map of nearly any environment (urban, rural,
etc) and break it into smaller territories or locations. Scenarios
can be tied to each location and some territories can even have
multiple possible scenarios. Special objectives, compulsory
and campaign-specic units, and other creative items can also
be scattered across the map, forcing players to rush to these
key locations. Clearly dened campaign objectives should be
decided ahead of time and can include things like capturing
the most territories, inicting the most casualties, or capturing
specic territories.
An example of a map-based campaign is included; see The
Rockets of St. Michele (pg 96).
campaign structure
Whether players are participating in a story or map-based
campaign, all campaign types follow a certain structure that
details what scenarios are being played, what happens following
each scenario, and the overall ow of the campaign. Campaign
structures can be as linear or as uid as players like and should be
used to give players an idea of how the campaign will progress.
objectives
All campaigns have clearly dened objectives that must be met in
order for one side or another to claim victory. Many campaigns
will have multiple objectives and, like scenarios, could result
in a draw. Some campaigns will also possess objectives that
are specic to each force involved in the campaign. Thus,
players may have very different objectives from one another.
It is important that the objectives for the campaign are clearly
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dened before the campaign is begun. Once a campaign has been
completed, the details of the victory conditions and the outcome
of the campaign are described in the Aftermath section.
scenarios
Campaigns are made up of a number of scenarios all linked
together by a common thread. In a map-based campaign, these
scenarios can be based on specic locations or conditions on the
map, while in a story-based campaign scenarios are selected to
best t the plot. A brief description of the available scenarios
should be listed in order to familiarize players with them prior to
play. The details of each scenario, including changes to existing
scenarios and campaign-specic scenarios should also be laid
out for players to view.
Each scenario in the campaign should include an Aftermath
section as well, explaining how the loss/victory of each force
involved affects the campaign.
aftermath
The Aftermath section of each campaign should detail the nal
details of the campaign, including victory conditions, objectives
and other pertinent information. It helps to include a small story
describing the outcome and the overall effect the campaign had
on the units involved, the territory in which the campaign was
fought, and the War as a whole.
alternatives
Some campaigns can include options for players wanting to reuse
the same campaign under different circumstances. Multiple
players, alternate available forces, changing the campaign type,
and alternate victory conditions can all allow a campaign to be
played over and over again while maintaining a different feel
each time. Possible alternatives to the campaign can be included
to assist players when replaying a scenario.
following a campaign
During a campaign soldiers become injured or killed, new
recruits quickly learn the skills needed to keep themselves
alive, and individuals nd themselves becoming heroes of
their comrades. Campaigns follow the story of the soldiers
in a detachment, watching them learn, succeed, and fail as the
campaign unfolds. Players must keep track of experience points,
casualties, requisition points, and detachment composition of
their forces during a campaign.
campaign detachment composition
Players participating in a campaign select a number of
detachments that will take part in the campaign. From these
detachments, players draw their troops for each scenario. As
the campaign progresses these detachments grow and shrink and
gain experience points.
Rather than using a single detachment in a campaign, players
will generally have a larger pool of units from which to pull
from as the scenarios in the campaign are played out. This pool
is called a campaign detachment and is simply a larger version
of one of the existing detachment types.
Before a campaign begins, players select a detachment type
that they will use throughout the campaign. Some campaigns
may allow for the selection of multiple detachment types, but
generally players will use only one detachment type for the
duration of the campaign, allowing players to stick with a central
theme for their forces. In most cases, once the detachment type
is selected, players ll their campaign detachment, just as they
would a standard detachment however the number of selections
per detachment is increased depending on the length of the
campaign. Generally, the number of selections in a detachment
is doubled for every two or three scenarios in the campaign.
Thus, a campaign with six scenarios would give players three
times the number of selections in their detachment; a detachment
with three Regular slots would now have nine. The number of
vehicles, if any, as well as hero choices, is likewise increased.
Special Orders are selected prior to scenarios, so there is no need
to choose these when building a campaign detachment.
Prior to each scenario, players pull units from their campaign
detachment to ll out their standard detachment (of the same
type as that selected when creating the campaign detachment).
If there are insufcient units available (due to casualties), players
may nd themselves unable to ll the entire detachment. As
the campaign progresses, the size and strength of the campaign
detachment will grow and shrink, based on reinforcements,
casualties, and experience.
campaign-specific units
Many campaigns include squads or individuals that are
necessary for the story or structure of the campaign.
Specic heroes, elite squads of soldiers, or new and
unique super-science units can all be found specically in
campaigns, though their use outside of a campaign would
be overbalancing. In most campaigns, players will nd
a section where these campaign-specic units are listed.
Many times, these units have special abilities or attributes
that are above and beyond the units found in a forces army
list.

Campaign-specic units are always extras that do not take
up any slots from the campaign detachment.
compulsory units
During scenarios, players may be forced to take certain
units. These required units are called compulsory units and
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must be taken if they are present within a players campaign
detachment. Usually compulsory units are specic to the
campaign (such as unique heroes, etc), but some scenarios
can call for other non-campaign-specic units.
Compulsory units are bonus models that are taken above
and beyond the scenario detachment composition. If a
player is unable to take the required units, players should
check the scenario to determine what affect this might have.
Generally players unable to take compulsory units will be at
a signicant disadvantage during the scenario.
requisition points
As a campaign progresses, players will gain Requisition Points
that can be used to help keep their units well-supplied and gain
more resources with which to defeat their enemies.
Players gain Requisition Points for participating in the battle and
for each victory condition their forces achieve during a scenario.
In most campaigns, players receive 10 RP after every battle as
well as 10 RP for each victory condition following a scenario.
Some scenarios in a campaign will grant more or less RP for
each victory condition, or grant bonus RP for story- or map-
based conditions that are met during the campaign.
Following each scenario, players may spend their RP to increase
the size of their campaign detachments, replace fallen or
promoted units and to purchase vehicles. Units that are added to
the campaign detachment must t into the standard detachment
composition; thus, a detachment that does not allow a vehicle
selection cannot use RP to purchase a vehicle. Vehicles
purchased in this way always have a Regular training level.
detachment
selection
requisition
point cost
Green Slot 10
Regular Slot 20
Veteran Slot 30
Elite Slot 40
Light Vehicles 30
Medium Vehicles 50
Replacing Partial Squads the RP Cost of the Squad
replacing losses
When individuals or full squads are lost (see Casualties,
below), players can spend RP to replace the lost unit. But
when only a few members of a squad are killed, players
must still use RP to replace them. When some, but not all,
of the members of a squad are killed, players must spend
RP equal to half the units total value (based on the Training
Level of the squad), no matter how many models are lost.
Replacing partial squads in this way reduces the experience
of the squad (see below) but otherwise the new models
function in the same way as those they replaced.
casualties
Not every soldier injured in battle is killed and though they may
fall, some lucky troops live to see another day. In a campaign,
it is necessary to determine which soldiers are killed as a result
of combat and keeping track of casualties is an important post-
scenario task. As troops are killed and replaced, attrition rates
become quite important.
After each scenario, players in a campaign roll to determine the
fate of their casualties. For some, they will merely be injured,
able to return to combat. But for others, their wounds will prove
fatal. For each model removed as a casualty during a scenario,
players roll 1d6 and consult the chart below. Heroes subtract 1
from their roll.
casualty roll result
1 J ust a scratch
2-4 Out of action
5-6 KIA
just a scratch: The model is knocked unconscious
or dazed during the battle, but nds themselves unharmed.
The model is not injured or killed and may return to combat
the very next scenario.
out of action: Though they are injured during combat,
the soldiers wounds are not fatal. Models that are out
of action may not participate in the next scenario, but are
otherwise unharmed. Players may not replace models that
are out of action. In map-based campaigns models are out
of action for one campaign turn.
killed in action: The model is killed, giving their life
in service of their country. Models that are killed in action
must be replaced using Requisition Points.
Certain special orders, secondary objectives, and other
special rules may result in models being captured by the
enemy. These models are lost, considered KIA and can
be replaced following the scenario. Creative players may
devise trades for captured models, with one player giving
Requisition Points, conceding territories, or other items of
importance in order to get their captured model(s) back.
Special rescue scenarios could also be played to try and
recover captured soldiers.
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Vehicles roll on the same chart above, though out of action
represents the time it takes to repair the vehicle, while
killed in action simply means the vehicle was beyond
repair. Vehicles must make a casualty roll in addition to
any injured crew.
experience
As soldiers participate in combat, they quickly learn the horrors
of war. Troops that have survived for months and even years on
the front lines are far more skilled and more experienced that
soldiers that are fresh off the boat. These veteran warriors are
an important part of any force and experience quickly proves
itself more important than numbers or equipment.
Units that take part in a campaign learn as the campaign
progresses and gain experience, making them better soldiers.
As models gain experience, their Training Level increases, as do
their attributes. Heroes can emerge through combat experience
as well, and players can quickly develop story and background
for their more experienced units.
Every unit gains experience points as they progress through
a campaign. The amount of experience points a unit has can
increase and decrease throughout the campaign, and players
should keep careful track of the EP each unit has. Experience
points are gained in the following ways:
Units earn 2 EP for simply participating in the scenario.
Units earn 1 EP for each victory condition achieved by
their side during the scenario.
At the end of every scenario, players receive 1 EP for
each victory condition achieved by their side during the
scenario. These EP can be divided among the units that
participated in the scenario as the player sees t.
An opposing player can choose to nominate one unit from
their enemys detachment that they feel performed well
during the scenario. This unit receives 1 EP.
As a unit gains EP, their Training Level increases and they
become more skilled. Consult the chart below to determine a
units TL based on their EP. Note that units begin with a number
of EP based on their TL (thus, a Regular unit begins the campaign
with 10 EP).
When a unit increases their TL through experience, they are
allowed to increase one of their attributes by a single point
(or decrease in the case of RC). Move and Armor cannot be
increased this way. This increase is permanent and cannot be
lost if the units TL drops due to replacements.
training
level
experience
points
Green 0
Regular 10
Veteran 20
Elite 30

Units can also lose EP as a campaign progresses. Squads that


lose models (killed in action) and must replace them lose half of
their current EP, down to the minimum for their Training Level.
This loss cannot make units drop below their existing Training
Level.
Elite units that gain experience continue to increase their
attributes for every 10 EP gained above 30. Thus, an Elite unit
with 50 EP gains two additional increases to their attributes, as
detailed above.
Individuals can spend EP, cashing in 10 EP in order to become
a hero. If the individual is able to become a hero (see the unit
descriptions), 10 EP are deducted from the models total and
the individual is allowed to choose a hero type. Players cannot
choose to spend EP if this loss would result in the individuals
Training Level decreasing. This option can only be taken once
and individuals can never possess more than one hero type, nor
can they change hero types at a later time.

sample campaign a fools errand
March 30, 1945
I dont like it any more than you do J im, said Colonel J ablonsky
with his typical forthrightness, but orders are orders.
A strong breeze was blowing in from the south, bringing with
it a slight chill and the faint smell of seawater. It had been just
over a month since the Americans had set foot on French soil,
this time for good, and Lieutenant Colonel J ames Cole walked
slowly alongside his superior ofcer. There was a pause in their
conversation as a pair of trucks drove past carrying troops to the
front.
But sir, diverting an entire battalion on the orders of a civilian
rubs me the wrong way, said J ames as the roar of the engines
faded.
Well now, said the colonel, you wouldnt be reporting to
Agent Breeman, youll just be following his lead. The OSS has
assured me that their man knows what hes doing.
The pair reached a large tent and paused before entering.
Colonel J ablonsky could undoubtedly tell that he had done little
to dissuade his subordinates doubts.
Dont worry J im, Colonel J ablonsky said, youre in charge.
Lifting up the ap of the tent, the two stepped into the dark room
where a number of other ofcers waited. Among them were 1
st

Battalions company commanders Captain Sam Murray, Captain
Mark Nolan, Captain Martin Adams, and Captain Shawn Conley.
Also present were the Colonels aid and a man J ames had never
seen before. Dressed in civilian clothes, the man wore a long
trench coat, black leather gloves, dark pants, and heavy boots.
The ofcers and the aid saluted while the man J ames could only
assume was OSS Agent Breeman waited for the colonel to get
comfortable. J ames nodded in the direction of his men and the
brieng began.
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88
Tomorrow morning at 0430, Colonel J ablonsky started, 1
st

Battalion will be dropped two clicks north of the town of Nyons,
located about one hundred kilometers north of our current
position. Your mission is the liberation of Nyons from enemy
hands.
The ofcers of the 1
st
Battalion, 515
th
Parachute Infantry
Regiment leaned in to a small table where a map of southern
France was located, seeing the small town located in the middle
of the French countryside. It was clear to J ames that his ofcers
were ill at ease.
Sir, said Captain Murray, always one to speak his mind, if I
might ask why it is that 1
st
Battalion is being reassigned. I was
under the impression we would be moving out with the rest of the
13
th
Airborne Division to support the attack on Montlimar.
The colonel cast a wayward glance at the civilian who remained
quietly standing in the shadows of the darkened tent. J ames was
unable to read the mans expression, but it seemed apparent that
the colonel may have been as uncertain about this mission as
J ames was.
You were Captain, answered the colonel, but 1
st
Battalion is
being reassigned based on new intelligence gathered from the
Ofce of Strategic Services. Nyons has now been designated
as a priority.
But Sir, continued Captain Murray, with the bulk of the kraut
army in this region defending Montlimar, do we expect to meet
heavy resistance in the town? Why the sudden interest?
Colonel J ablonsky shifted uneasily. The colonel was young and
relatively inexperienced, but J ames had learned that he was a
bright ofcer with a knack for strategy. The Colonel had seen
the 515
th
PIR through the landing a few weeks earlier and the
J umping Wolves had pulled through to quickly earn a reputation
as one of the best airborne regiments in the XVIII Airborne
Corps.
Ill direct your question to OSS Agent Rick Breeman, said the
colonel, clearly happy to turn things over.
With that, Agent Breeman stepped into the light and made his
way to the table, standing next to Colonel J ablonsky. He was a
stern looking man in his early forties. He stood tall, with thick
brown hair and steely brown eyes. His face was weathered, and
it was instantly clear he had seen his share of combat; probably
operating well behind enemy lines aiding the French resistance.
But despite his rough demeanor, he carried an instant likeability
and J ames found that his resentment and uncertainty, which had
been quite strong, vanished upon seeing this man. He trusted
him, and for the life of him, J ames couldnt gure out why.
Good morning gentlemen, Agent Breeman said in a forceful
tone. Ive been stationed in France for the past few months
and intelligence reports have led me to Nyons. Here, Ive made
initial contact with French resistance ghters that have provided
me with evidence that the German forces stationed here have a
vested interest in the town and are prepared to defend it at all
costs. Needless to say, whatevers important to our enemy is
important to us. It is vital that we take Nyons from German
hands.
Agent Breeman? This time it was Captain Adams of C Company
speaking up. What is it that the krauts nd so important to stay
when the rest of their army is fty clicks north?
Were not sure, responded Agent Breeman, and for an instant
J ames thought he detected the slightest pause in the mans voice;
but just like that, it was gone. But we do know that the enemy is
hunkered down and ready for a ght. They are well entrenched
and should prove quite difcult to remove.
Whats their strength? J ames spoke up for the rst time,
immediately drawing the attention of Agent Breeman and the
rest of the men.
Giving him a brief look of approval, Agent Breeman answered.
We believe that only a single company is defending the town,
with no armor or artillery support.
And theyre all inside the town, continued J ames.
Yes, answered Agent Breeman. If we parachute in north of
the town, we can come at them from three sides. The river to the
south will prevent their easy escape, but I honestly dont think
theyll run. Once were in the town, Ill make contact with the
French resistance and we can use their help to eliminate any
further enemy forces in the area.
We? said J ames.
Colonel J ablonsky stepped forward, ignoring the question.
Elements of our ground forces will be in the area and can
provide support if you run into trouble, he said. Youll
outnumber them J im, but theyre dug in pretty tight.
Looking at his ofcers, J ames turned to face the Colonel and
Agent Breeman. We can take them Colonel. Well get them
out of there and be back in
time to come to your rescue at
Montlimar.
A chuckle came from his
men, while Agent Breeman
remained stone-faced. The
colonel smiled and gave J ames
a concerned look.
J ust be careful J im, he said.
Yes sir, answered J ames.
The Colonel saluted and
dismissed J ames and his
ofcers, who left the tent.
Agent Breeman gave J ames an
approving nod as he left.
The ve men had gotten no
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more than a few meters away before Captain Murray spoke up.
A civilian, J im? His concern was clear. Do I get this right,
hes jumping with us?
The other captains nodded their agreement. At least J ames
wasnt alone in his worry.
Order are orders, as the colonel would say, said J ames, trying
to put his men at ease. Well outnumber them nearly four to
one; Im not too worried.
J ames paused as he tried to believe his own words.
Besides, what could the krauts possibly be protecting? he
wondered aloud.
***
The screams coming from below made even the doctor nervous.
A skilled physician and geneticist, he had performed countless
experiments on prisoners of war and was responsible for some
of the latest breakthroughs in genetic research. His cruelty was
well known throughout the region and countless tortured souls
had left this world in the catacombs beneath the chteau. But the
recent arrival from Germany had quickly made himself at home,
and from the sounds emanating from below, he was far crueler
than Doctor Schibler could ever hope to be.
Reaching the bottom of the stairwell the doctor waited for the
SS soldier to open the large steel door leading into this level.
Only a handful of SS troops were left in Nyons, most had been
called north to slow the Allied advance through France. Doctor
Schibler felt alone and unprotected without the SS around,
but was assured that the Wehrmacht and Volkssturm forces
remaining in the town would be sufcient to defend against an
attack. Without the SS he was also able to breathe a sigh of relief
and the feeling of constantly being scrutinized was no longer a
problem. That is, until today.
The door opened with a loud creak and the screams suddenly
ceased. Doctor Schibler moved quickly through the laboratory
and into the stockade where prisoners and test subjects were
kept. A heavy wooden door at the end of a long row of cells
stood open and the musty smell of mold combined with human
waste lingered in the hall. Doctor Schibler could see the back
of the visitor in the doorway at the end of the hall. The pressed
black uniform, the polished black boots that seemed unable to
remain dirty; the doctor was already intimidated.
As he slowly moved towards the open cell, he could see the face
of the prisoner, strapped to a simple wooden chair sitting in front
of the visitor. The prisoners face was a bloody pulp and he was
barely recognizable. Blood covered his shirt, which was torn
open revealing bruises all across his torso. Indeed, the man had
been badly beaten.
Reaching the open door, the visitors head turned revealing a
surprisingly young face. Grey eyes looked out from behind black
hair that had fallen out of place during the beating. His thin but
muscular form was the ideal specimen of German physique. It
was not his appearance, or even his demeanor that cause the
doctor to worry, but instead the black and silver insignia on his
sleeve bearing the letters SD that brought concern to Schiblers
mind.
Herr doctor, said the SD agent, nodding slightly as he pushed
the hair from his eyes.
Herr Reiser, replied the doctor in a shaky voice. What brings
you here?
Turning from the prisoner the Sicherheitsdienst agent faced the
doctor, who could now see a bloody baton in the agents hand.
I have been told there is some concern about the security of this
installation, Herr doctor, Agent Reiser said.
I assure you, said the doctor, no one knows of our location.
According to my sources, glancing back to the prisoner
the agent continued, concern is warranted. It appears that a
member of the American OSS has inltrated Nyons and learned
of your location.
Sweat began to appear on Doctor Schiblers brow. It was well
known what failure meant to the Sicherheitsdienst.
Impossible! replied the doctor. My sources in the town
would have told me. Allow me to check
It is too late for that, interrupted the SD agent.
Agent Reiser began slowly moving towards the doctor, who
was trying not to break his powerful gaze. Doctor Schiblers
knees began to shake and he felt nauseous. The SD agent stood
directly in front of him and leaned in close, so that the doctor
could smell his breath.
Are your experiments ready for deployment, said the agent.
N-n-nearly, answered the doctor.
A grin crossed Agent Reisers lips.
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Good, he said, the Americans will be here soon.
And with that, the SD agent turned and left, the sound of his
boots ringing through the dank stone hall.
campaign structure
A Fools Errand is a two player, story-based campaign in which
American forces are attempting to liberate the French town of
Nyons from German hands. Led by OSS Agent Rick Breeman,
the Americans come to learn that terrible experiments are being
performed by the Germans just outside of town. With SD Agent
Alfred Reiser watching over them, the Germans attempt to repel
the American forces, which vastly outnumber them. Both sides
must call upon experimental technology in order to achieve
victory; victory that means total control of the town.
The campaign is comprised of ve scenarios, each preceding the
others whose outcome will affect the scenarios that follow. As
the campaign progresses, players will gain access to new troop
types, which are limited in the opening scenarios.
campaign objectives
The primary objective of the campaign for both sides is the
total control of the town of Nyons. The American forces are
attempting to wrest the town from German control, while the
garrison of Wehrmacht and Volkssturm try desperately to hold
off the American attack. Whichever side can control the town
will prove the victor in the campaign.
There is only one objective for the campaign: to take (or maintain)
control of Nyons. This is accomplished in the nal scenario
(Counterattack); the player able to claim the primary objective
in that scenario is the winner of the campaign. Each scenario
leading up to the nal battle for Nyons is just as important
though, as each side must use the resources gained through these
early victories to build a successful force for the nal scenario.
Thus, players must work to minimize casualties, earn experience
and requisition points, and claim victory conditions during the
rst four scenarios in preparation for the last battle.
scenarios
the invasion of nyons
The 1
st
Battalion of the 515
th
Parachute Infantry Regiment
has landed just outside of the French town of Nyons on the
morning of April 1, 1945. They make their way to the town
unimpeded only to nd a small number of German soldiers
well entrenched and awaiting their arrival. Outnumbering
their enemy, the Americans must drive the Germans deeper
into the town or else be repulsed by the defenders and forced
to regroup.
new equipment
After the initial attack on Nyons, the Americans nd
themselves suffering more casualties than expected. While
the German forces in the town do whatever they can to
ght off the attackers, the Americans are able to call in vital
reinforcements. The experimental Tesla Devices arrive by
transport and give the Americans an edge in the continued
attack on the town. However, the German SD Agent Alfred
Reiser has learned of the arrival of this equipment and sent a
small team to intercept and destroy as much of it as possible,
thus crippling the continued American offensive.
a clandestine meeting
Now inside the town, the American forces begin to nish off
the small pockets of German soldiers still hidden in Nyons.
OSS Agent Rick Breeman makes contact with French
resistance ghters in the town to learn of a terrible secret
the Germans have been hiding in a chteau just outside of
town. But the German SD Agent knows of this meeting and
hopes to keep their secret by eliminating all those that have
heard of the chteau.
lavault chteau
The Lavault Chteau stands just outside of the town of Nyons.
This large, provincial estate was taken over by German
forces during the early days of the war, and the people of
Nyons speak of it in hushed tones. Terrible experiments go
on at the chteau, and the townspeople often go missing,
rounded up by German soldiers. Screams can be heard
from the chteau and at night, terrible inhuman howls roll
across the countryside. Members of the 1
st
Battalion of the
515
th
Parachute Infantry Regiment take themselves to the
chteau hoping to eliminate the last remnants of the German
forces in Nyons, uncertain of what they might nd.
counterattack
With hordes of Abominations at their side, the remaining
German forces in the area surrounding Nyons rush the
town, hoping to launch a counterattack that will drive
the Americans once and for all out of the region. Beaten
and beleaguered, the men of the 1
st
Battalion gather what
remaining Tesla Devices they have and mount a stern
defense, desperately trying to hold on to the town they
fought so bitterly to take.
aftermath
The campaign concludes with one side in clear control of
Nyons. Following the Counterattack scenario, the winner of
that scenario has won the campaign. If the Germans have won,
the American forces are driven from the town and the German
genetic experiments have proven themselves in some of their
rst eld tests. Should the American forces win the day, the
Germans are destroyed and the abominations purged from the
town.
Players can determine casualties and experience following the
last scenario and use their forces in other campaigns. Players
can also determine the overall attrition rates and the number of
secondary objectives claimed throughout the campaign, which
could show that victory proved too costly for the winning side.
alternatives
The campaign presented here is but one possible way to tell
the story. A number of options exist if players chose to run the
campaign differently or more than once.
multiple players
If more than two players wish to participate in the campaign,
Jeremy Bernhardt (order #2415176) 65.166.54.45
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a number of options exist to make this adjustment. First, if
more than one American or German player is present, the
starting detachment composition can be divided among the
players. Thus, a game with two American players would
have two detachments. All players play in each scenario
and forces with more than one player combine detachments
during the scenario.
Another option is to allow each player a full detachment,
as detailed below and players alternate or choose their
opponents for each scenario. Scenarios can be played
more than once, as there are more forces than those present
in the players detachments participating in the attack on
Nyons. Each scenario could represent different parts of
the campaign to take the town. Players could also simply
have larger games, with multiple players per side, each
player using a full detachment rather than a shared one, as
explained above. These large games would take longer and
require larger playing surfaces, but would make for very
interesting stories.
including soviets
Though this campaign focuses on an attack by American
forces on a German town, it could easily be altered to t a
Soviet force. Changing the location of the campaign from
France to western Russia would pit the Soviets against the
Germans and require only minor alterations to the story and
scenarios. In this case, it would be Soviet forces attacking
the town and discovering the presence of the German
genetic experiments.
If multiple players are involved, joint operations between
American and Soviet forces could take place somewhere in
German territory, with both Allied detachments getting into
enemy lines in order to take an important German town.
Using the options for multiple players (above) would allow
Soviet and American forces to be used against the Germans
without difculty.
map-based campaign
A Fools Errand is designed as a linear story-based campaign,
but can easily be altered to suit a map-based campaign style.
In this case, players could work together to create a simple
map with a small number of territories that represent the
town and the surrounding area. Possible territories could
include farms, town outskirts, town central, southern bridge,
and the chateau. The scenarios presented here could be tied
to specic territories and players could use a number of
other scenarios to ll out the rest of the map. Other key
territories and objectives could be created as well. Such a
campaign could have varying victory conditions and last a
number of turns agreed upon ahead of time by the players.
detachment composition
Though the detachments the players will be using in the campaign
represent a small portion of the forces battling over Nyons, each
player commands roughly a platoon of troops. As these troops
meet with success on the battleeld, achieving victory conditions
during scenarios, players will be able to increase the size of their
detachment using Requisition Points, which can also be used to
replace fallen troops.
Each player may select a single detachment type when creating
their Campaign Detachment however the number of selections
for each detachment is doubled, giving players a larger pool
from which to pull units when building a detachment for each
scenario. Thus, a detachment type that typically grants three
Regular selections would give that player six Regular selections.
The number of vehicles, if any, as well as hero choices and
options, is also doubled. Special Orders are selected prior to
the scenario, so there is no need to choose these when building
a campaign detachment.
The campaign places restrictions on which detachment types may
be selected by each player. The American forces may not select
an Experimental detachment. The German forces may not select
a detachment from the following types: Experimental, Cavalry,
or Reconnaissance. In addition, American forces may not select
any units with the Tesla Device troop type, while German forces
may not select any units with the Abomination troop type; these
forces will become available during the campaign.
Prior to each scenario, players pull units from their campaign
detachment to ll the slots of a standard detachment. The
detachment a player must eld for each scenario is the same as the
detachment on which their campaign forces were selected from.
Thus, a player choosing to build their campaign detachment
using an Infantry detachment elds a single Infantry detachment
each scenario, pulling units from the campaign detachment as
detailed above (under Campaign Detachment Composition).
campaign-specific units
american - OSS Agent Rick Breeman (Hero)
type: Elite Infantry
composition: 1 OSS Agent
equipment: 2 Pistols, Grenades
special abilities:
Because of their skill with their pistols, OSS
Agents may re both guns while on the move.
This increases the RoF of the OSS Agents pistols
by 1 (2:1); otherwise these attacks are treated like
1.

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a regular pistol.
Hidden Deployment
german - SD Agent Alfred Reiser (Hero)
type: Elite Infantry
composition: 1 SD Agent
equipment: MP40, Pistol, Grenades
special abilities:
Inspire Terror: The reputation of the SD agents
was such that all those that crossed their path
feared them. Known for brutal interrogation
techniques and psychotic tendencies, these agents
were able to demoralize even the most hardened
soldiers with but a glance. For 1 AP an SD Agent
can attempt to reduce the Drive of an enemy unit
by one. The enemy unit must be within 12,
in line of sight, and must roll lower than their
current Drive on 1d6 or their Drive is lowered by
one.
scenario descriptions
scenario 1
the invasion of nyons [planned]
The 1
st
Battalion of the 515
th
Parachute Infantry Regiment has
landed just outside of the French town of Nyons on the morning
of April 1, 1945. They make their way to the town unimpeded
only to nd a small number of German soldiers well entrenched
and awaiting their arrival. Outnumbering their enemy, the
Americans must drive the Germans deeper into the town or else
be repulsed by the defenders and forced to regroup.
compulsory units
american: OSS Agent Rick Breeman
german: None
set-up
The American player is the attacker, while the German
player defends the town. The battleeld should be set up
with terrain pieces like buildings and ruins heavier on the
one side of the table, as the Americans are entering the town
from the elds to the north. During set-up, the German
player is allowed to place one piece of heavy cover (pill
boxes, trenches, etc) anywhere on the table. This hard
point will give the defender a signicant edge during the
battle.
primary objective
The American forces marching on Nyons are attempting
to drive off the German defenders, while the Germans
must defend the town at all costs. Both sides hope to push
back their enemy, forcing them to regroup. At the end of
the game, whichever side still has models on the table is
successful in claiming the primary objective.

2.

deployment
The defender selects a table edge (preferably one with
heavy cover) and deploys their entire detachment within
24 of this edge. The defender should place some of their
forces in heavy cover. The attacker then deploys their entire
detachment within 12 of the opposite table edge but may
not deploy any models within 10 of an enemy.
scenario rules
Voluntary Withdrawal
aftermath
Players receive 10 RP for participating in the battle as
well as 10 RP for each victory condition achieved. Units
participating in the scenario gain experience as described
above. Casualties are determined as described above.
american victory: The American forces are
able to push the German defenders deeper into the
town. With the initial invasion a success, OSS Agent
Breeman halts the American advance momentarily in
order to make contact with the French resistance as
well as oversee the arrival of vital new equipment.
german victory: Volkssturm and Wehrmacht
soldiers are able to hold off the American attack, buying
time for the geneticists at the chateau to complete their
work. The town is besieged and the Americans await
the arrival of new equipment that will help them take
Nyons for good.
tie: Neither side can claim victory, as the forces able
to hold the outskirts of the town suffered heavy losses
during the attack. Both sides pause to recoup their
losses and re-supply.
scenario 2
new equipment [planned]
After the initial attack on Nyons, the Americans nd themselves
suffering more casualties than expected. While the German
forces in the town do whatever they can to ght off the attackers,
the Americans are able to call in vital reinforcements. The
experimental Tesla Devices arrive by transport and give the
Americans an edge in the continued attack on the town. However,
the German SD Agent Alfred Reiser has learned of the arrival
of this equipment and sent a small team to intercept and destroy
as much of it as possible, thus crippling the continued American
offensive.
compulsory units
american: OSS Agent Rick Breeman, 2 Mechanics
(Veterans, see scenario details for more information)
german: SD Agent Alfred Reiser
set-up
In this scenario, the American player is defending while the
German player is the attacker. The battleeld can be set
up any number of ways, but should include areas of open
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on the outskirts of town.
primary objective
The attacker is attempting to destroy as many of the Tesla
Devices as possible, limiting the American forces use of
these items during the
rest of the campaign.
The American troops
are trying to keep these
devices intact in order
to aid them in taking
and holding the town.
If, at the end of the
scenario, over half of the
American Tesla devices (see below) have been destroyed,
the attacker can claim the primary objective; otherwise, the
defender claims the primary objective.
deployment
The defender selects a table edge and deploys a number
of deactivated Tesla devices within 6 of this table edge.
The defender begins with the following deactivated Tesla
devices: 2 Buffalo Power Armor, 6 Robot Troopers (2
units), 2 Tesla Electrical Guns (2 units), and 4 Tesla Rocket
Packs (2 units). These models/units are non-functioning
and cannot be used until certain conditions are met (see
below).
Once these are placed, the defender places their entire
detachment anywhere on the battleeld, but not within 10
of a Tesla Device and not within 12 of a table edge.
After the defender has placed their entire detachment and
the deactivated Tesla Devices, the attacker deploys their
entire detachment. No model from the attackers force can
be within 12 of a Tesla Device or an enemy model.
scenario rules
Turn Limit (6)
The American Tesla devices begin the game deactivated
and cannot be used until activated by a Mechanic. Any
Mechanic model can, at the cost of 1 AP, activate a Tesla
device that they are in base contact with. Robot Troopers that
are activated form units of up to three models (the rst three
Robot Troopers that are activated form one unit, etc). Once
a unit of Buffalo Power Armor (one model) is activated, a
Mechanic may get into the armor for an additional AP, at
which point the Buffalo functions as a normal Veteran unit
of its type and the Mechanic is removed from play. Models
with the Infantry or Support troop types can pick up and
use Tesla Electrical Guns once they have been activated;
such models replace their weapon with the Tesla Electrical
Gun and must be in base contact with the Tesla device in
order to pick it up. Models with the Infantry troop type
and in base contact with an activated Tesla Rocket Pack can
pick up the pack and begin to use it, giving them the ight
ability. Keep in mind that whole squads should all be given
Tesla Rocket Packs otherwise they will nd themselves out
of coherency.

Tesla devices can be targeted by enemy re. Robot Troopers


and Buffalo Power Armor sustain wounds as they would
if they were activated. Tesla Rocket Packs and Electrical
Guns that are hit by enemy re have an Armor of 2 for the
purposes of resisting damage; if these items sustain any
wounds, they are destroyed.
aftermath
Players receive 10 RP for participating in the battle as
well as 10 RP for each victory condition achieved. Units
participating in the scenario gain experience as described
above. Casualties are determined as described above.
Following this scenario, the Tesla Devices and Mechanics
used by the Americans are added to the American campaign
detachment after casualty rolls made due to losses the new
units may have suffered during the scenario. Any surviving
units can be used by the American forces from this point
on, however no new Tesla Devices may be purchased using
RP. This means that, if no Tesla devices are lost during the
scenario, the American player adds 2 Buffalo units (Regular),
2 Robot Trooper units, 2 Tesla Electrical Gun units (Green
or Regular), and 2 Rocket Troop units (Regular) to their
existing campaign detachment. Losses to partial units can
be re-supplied using RP. The American player must protect
these devices as they cannot receive new ones for the rest
of the campaign.
american victory: With new Tesla devices,
the American forces have the edge they need to take
control of Nyons. American forces press into the
town, driving the remaining enemy troops into hiding.
german victory: Though the German forces
are able to destroy many of the Tesla devices, the
American forces are still able to push into the town,
taking rm control of Nyons. The remaining German
troops go into hiding or retreat to the infamous
Lavault Chteau.
tie: Signicant damage is caused to many of
the Tesla devices the Americans received, but the
Germans are unable to maintain control the town. The
Americans must hunt down the remaining German
forces while OSS Agent Breeman contacts the French
resistance to help, as well as to determine why the
Germans control Nyons.
scenario 3
a clandestine meeting [planned]
Now inside the town, the American forces begin to nish off the
small pockets of German soldiers still hidden in Nyons. OSS
Agent Rick Breeman
makes contact with French
resistance ghters in the
town to learn of a terrible
secret the Germans have
been hiding in a chteau
just outside of town. But
in house
A well-placed artillery or
mortar attack can eliminate
multiple Tesla devices with
a single shot.
in house
Using multiple snipers and
the coordinated attack special
order can quickly eliminate the
French resistance ghters.
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the German SD Agent knows of this meeting and hopes to keep
their secret by eliminating all those that have heard of the
chteau.
compulsory units
american: OSS Agent Rick Breeman, 2 French
Resistance Fighters (one unit)
french resistance fighters (Squad)
type: Regular Infantry
composition: 2 French Resistance Fighters
equipment: KAR98k
german: SD Agent Alfred Reiser
set-up
The American forces are the defenders and the German
forces are the attackers for this scenario. The scenario
takes place well within the town, so the battleeld should
represent this with many buildings (ruined or otherwise).
An open area should be present in the center of the table
where the meeting is taking place.
primary objective
The German forces are attempting to kill off the French
resistance ghters meeting with OSS Agent Breeman before
they can reveal the location of the chteau. If the German
player is able to kill both French resistance ghters (see
above), they are able to claim the primary objective. If the
American player is able to remove both French resistance
ghters from the battleeld alive by moving them off any
table edge, they are able to claim the primary objective. If,
at the end of the game, only one French resistance ghter has
been moved off the battleeld (not removed as a casualty),
neither player may claim the primary objective.
deployment
The American player deploys his forces rst. OSS Agent
Rick Breeman and the unit of French Resistance Fighters
must be deployed in the center of the battleeld. All other
models must be placed within 6 of one of these three
models. After the defender has deployed all their forces, the
German player deploys their entire detachment anywhere
on the table. No attacking models may be placed within 12
of a defending model.
scenario rules
Turn Limit (6)
Compulsory Units: French Resistance Fighters (see
above)
aftermath
Players receive 10 RP for participating in the battle as well
as 10 RP for each victory condition achieved; in addition,
the American player receives an additional 5 RP for each
French Resistance Fighter that was able to leave the
battleeld (not as a casualty). Units participating in the
scenario gain experience as described above. Casualties are
determined as described above.

american victory: Armed with knowledge of


the existence of Lavault Chteau, the American forces
prepare an attack whereby they hope to eliminate the
German presence in Nyons once and for all.
german victory: Though they were able to
eliminate the French Resistance Fighters before any
vital information could be gleaned about Lavault
Chteau, the German forces prepare for the inevitable
attack by the Americans on their last stronghold.
tie: The Americans are able to learn that something
sinister is taking place at Lavault Chteau just outside
the town. They tread carefully, preparing an offensive
while the German forces left in Nyons plan to mount a
stalwart defense.
scenario 4
lavault chateau [planned]
The Lavault Chteau stands just outside of the town of Nyons.
This large, provincial estate was taken over by German forces
during the early days of the war, and the people of Nyons speak
of it in hushed tones. Terrible experiments go on at the chteau,
and the townspeople often go missing, rounded up by German
soldiers. Screams can be heard from the chteau and at night,
terrible inhuman howls roll across the countryside. Members of
the 1
st
Battalion of the 515
th
Parachute Infantry Regiment take
themselves to the chteau hoping to eliminate the last remnants
of the German forces in Nyons, uncertain of what they might
nd.
compulsory units
american: OSS Agent Rick Breeman
german: SD Agent Alfred Reiser, 2 Mad Doktors, 2
Rohlingsoldat, 4 Feuersoldat (2 units), 2 Sturmaffe, 6
Emaciated Troopers (2 units) (see scenario details for
more information)
set-up
The American forces are the attacker, making their way
to the chteau, while the Germans prepare to defend the
building. The chteau is just outside of the town, located
among grassy elds and farmland. The battleeld should
have a single building located towards one end of the table.
Areas of trees, stone and wooden fences, and even some
trenches can all be placed among the relatively open ground
leading up to the chteau.
primary objective
The American forces are attempting to storm the chteau. If,
at the end of the game, the American player has any models
within 6 of the chteau, they are able to claim the primary
objective. The German forces must eliminate as many
Americans as possible, preventing them from reaching the
chteau. If there are no American forces within 6 of the
chteau at the end of the game, the German player can claim
the primary objective. For the Americans, unintelligent
models cannot be used to claim this objective.

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deployment
Players take it in turns placing their units on the battleeld.
Each player rolls 1d6 and the player with the higher roll
chooses which player will place the rst unit on the table.
Each player then places a single unit until all units have
been placed on the table. The defender must place all their
units within 12 of the chteau, while the attacker must
place their units within 12 of the table edge furthest from
the chteau and not within 12 of an enemy model. The
German player may not deploy any Abominations at this
time (see below).
scenario rules
Turn Limit (6)
Voluntary Withdrawal
Terrain Feature: The Chteau
Beginning on turn 3, the hordes of Abominations erupt from
the chteau, pouring forth onto the battleeld to destroy the
American attackers. The German player may activate two
Abomination units per turn beginning on turn 3. These units
emerge from the chteau and are placed in base contact with
the building once activated. They may then act normally.
Each turn, the German player may continue to add two new
Abomination units to the battleeld.
aftermath
Players receive 10 RP for participating in the battle as
well as 10 RP for each victory condition achieved. Units
participating in the scenario gain experience as described
above. Casualties are determined as described above.
Following this scenario, the Abominations used by the
Germans are added to the German campaign detachment
after casualty rolls made due to losses the new units may
have suffered during the scenario. Any surviving units can
be used by the German forces from this point on, however
no new Abominations may be purchased using RP. This
means that, if no Abominations are lost during the scenario,
the German player adds 2 Rohlingsoldat, 4 Feuersoldat (2
units), 2 Sturmaffe, 6 Emaciated Troopers (2 units) to their
existing campaign detachment. Losses to partial units can
be re-supplied using RP. The German player must protect
these creatures as they cannot receive new ones for the rest
of the campaign.
american victory: The American forces are able
to force their way into the chteau, but are quickly
overwhelmed by the Abominations hiding within.
Though the attack was a success, the remaining
German forces, now backed by their terrible genetic
experiments launch a desperate counterattack on the
town in the hopes of driving off the Americans.
german victory: Overwhelmed by the genetic
hordes, the American forces fall back to the safety
of the town. SD Agent Reiser orders an immediate
counterattack, keeping the momentum this victory
has provided. The German forces hope to remove the
Americans from Nyons once and for all.

tie: Neither side a clear victor, the American forces


withdraw into the town. After a moment to regroup,
the Germans launch a counterattack on the town.
scenario 5
counterattack [planned]
With hordes of Abominations at their side, the remaining German
forces in the area surrounding Nyons rush the town, hoping to
launch a counterattack that will drive the Americans once and
for all out of the region. Beaten and beleaguered, the men of the
1
st
Battalion gather what remaining Tesla Devices they have and
mount a stern defense, desperately trying to hold on to the town
they fought so bitterly to take.
compulsory units
American: OSS Agent Rick Breeman
German: SD Agent Alfred Reiser
set-up
The nal battle for Nyons takes place with both sides
ghting between and in the ruined buildings of the shattered
town. The American forces are on the defensive while the
German forces, with their horrible Abominations, launch a
vicious attack on the town. Though the American forces do
not have time to prepare an adequate defense, a few extra
pieces of rubble or obstacles such as sandbags can be placed
on one side of the table to represent the American lines.
primary objective
Both sides of the conict are battered and beaten. There
is little chance of reinforcement and this nal battle will
determine who controls the town. Neither side is willing to
back down as retreat means failure. At the end of the game,
whichever player has models remaining on the battleeld is
able to claim the primary objective.
deployment
The defender selects a table edge and deploys their entire
detachment within 24 of this edge. The attacker then
deploys their entire detachment within 12 of the opposite
table edge.
scenario rules
Voluntary Withdrawal
aftermath
Though this scenario represents the nal scenario of the
campaign, players can still track experience, casualties,
and resource points to use their detachments in later games.
Players receive 0 RP for participating in the battle as
well as 20 RP for each victory condition achieved. Units
participating in the scenario gain experience as described
above. Casualties are determined as described above.
american victory: The German counterattack is
stopped and, despite the heavy American casualties,
the 1
st
Battalion is able to claim victory and total
control of the town of Nyons. With the help of OSS
Agent Breeman, the American forces search the ruins

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96
of Lavault Chteau for the German secrets of genetic
engineering, hoping to aid them in their defense against
these new frightening units. The Tesla devices have
proven themselves effective in the eld and will now
see widespread use throughout all theatres of the war.
The victory at Nyons is hopefully one of many for the
Americans as they continue their invasion of France.
german victory: Backed by their genetic hordes,
the Germans emerge from the chteau to reclaim the
town of Nyons. Able to inict terrible casualties on the
Americans of the 1
st
Battalion, the remaining German
forces take control of Nyons and protect their vital
secrets of genetic engineering from the Americans. SD
Agent Reiser is able to gather damaged Tesla devices
and interrogate prisoners, revealing vital clues as to the
new weaponry being elded by the Americans. The
abominations have proven themselves a key element
to German victory and Nyons is eventually abandoned
and its genetic experiments used in other fronts of the
war.
tie: Casualties mount on both sides and, after the
ghting has died down, German and American forces
nd themselves too weak to secure the town. The
American forces withdraw from Nyons, waiting for
reinforcements before they can try again, while the
remaining German forces gather up what technology
they can from Lavault Chteau before eeing the town.
As is becoming more common in the war, no one wins,
everyone dies.
sample campaign
the rockets of st. michele
February 3
rd
, 1946
Todays my birthday, said Staff Sergeant Daniel Hoffman over
the roar of the planes engines. He wasnt speaking to anyone
in particular, rather reminding himself of the signicance of the
day. A private, seated beside him on the planes bench seats
turned to Daniel and cracked a smile.
Happy birthday sarge, he said before returning to his silent
reverie.
Staff Sergeant Hoffman returned to his own thoughts, pondering
how little the anniversary of his birth meant during the war.
Every day marked a memorable moment for the troops ghting
all over the world, moments that dwarfed such insignicant
events such as birthdays and anniversaries. Today, Sergeant
Hoffmans 28
th
birthday, would instead mark the occasion where
Allied paratroopers were dropped into the north of France to
put a halt to German rocket attacks against Great Britain. Such
an event, Daniel thought, made his birthday seem paltry in
comparison.
Daniels thoughts were interrupted when a call came back from
the planes cockpit indicating they were nearly over the jump
site. With practiced ease the men of his platoon rose from their
seats and prepared to hurl themselves from the relative safety of
the plane into enemy-held territory. On the minds of the soldiers
were reports of terrible new weapons being seen on battleelds
across Europe; monstrous beasts and mutant soldiers ghting
alongside German troops. Staff Sergeant Hoffman had yet to
encounter one himself but had been to many briengs discussing
these abominations. He shared his mens fear.
Enemy anti-aircraft re began to burst through the air and the
ride became bumpy. Struggling to stay on his feet, Daniel
looked back towards his men, hoping to nd some courage or
optimism among their war-weary faces. He found none. It was
then that the green light came on indicating it was time to jump.
Closing his eyes Staff Sergeant Daniel Hoffman leapt from the
plane and began his fall towards the distant earth.
***
Cutting himself from his parachute, Daniel readied his weapon
and gathered his gear. Calling together the men from his squad
he took stock of their position and status. A quick check revealed
no injuries on landing and that all his men were accounted for.
His rst birthday present.
It only took a few minutes for the men from his squad to gather
together but by then it became clear that the rest of the platoon
was absent. Looking into the horizon Daniel saw planes
dropping other Airborne troops up and down the coast, but the
nearest units appeared to be a few miles away. This was to be
expected but Daniel hoped they could all reach the rendezvous
point without difculty. He and his men quickly began to move
east, cautiously making their way through the tall grasses and
hedge rows of the French countryside.
Pushing their way through a thick hedge, Daniel found himself
beside an old dirt road that ran south towards the small town
of St. Michele; a town that was being used as a German
headquarters in the area. Silently ordering his men to take cover
Daniel looked down the road, scanning for any evidence of
nearby enemy troops.
That evidence was realized as German voices drifted up the
road from the south. Daniel ordered a few of his men across
the road, taking cover behind a low stone wall as the rest of his
men disappeared back behind the hedge row and out of sight of
the slowly advancing Germans. Watching through the bushes
Daniel was able to spot a pair of Wehrmacht making their way up
the road on what he assumed was a standard patrol. There was
most likely a jeep or checkpoint nearby but there was an outside
chance these men were part of a larger squad in the area.
The movement of one of the men was awkward and jerky and
Daniel was uncertain why until a noise reached him that caused
his heart to sink. The loud bark of dogs rushed up the road and
stopped the Germans in their tracks. Any element of surprise
Daniel and his squad might have was soon to be lost as the dogs
had undoubtedly caught their scent. But there was something
unusual about the animals sound, something that felt unnatural.
An alien sound, the barking did not come from normal hounds
but instead from something that no longer belonged to the animal
kingdom.
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97
Was ist das? said one of the Germans as the barking became
louder. Daniel could see both men raise their MP40 submachine
guns but was still unable to catch a glimpse of the dogs. Not
wanting to lose the element of surprise, Daniel and his men burst
forth from their positions to catch the Germans in an ambush.
Gunre erupted as the Airborne launched their attack. As
Daniel cleared the bushes he saw that there were, indeed, only
two German soldiers and they were clearly unprepared for the
attack. But as he broke from cover to re on the enemy, Daniel
saw the two huge beasts that had nearly cost them the element
of surprise. Each was massive, rippling with muscles that were
clearly too large for their frame. Pieces of the animals had
been replaced with metal and one of the dogs lower jaws had
been removed and replaced with razor-sharp steel teeth. Tubes
and strange devices could be seen emerging from beneath the
creatures skin. What disturbed Daniel most was that the dogs
eyes had been removed and he could see little that would indicate
how the animals were even able to see.
The dog handler was killed quickly, taken
completely by surprise before he could even
return re. His companion raised his weapon to
re, letting loose a burst towards the Americans
that had revealed themselves from behind the
stone wall across the road. The shots struck the
wall and the German soldier was gunned down.
As the handlers body crumpled to the ground
his grasp loosened and his terrible charges were
set free.
Moving with blinding speed, the war dogs
rushed Daniels men that had emerged from
the hedge row. The rst creature reached the
closest man before he could register what
it was that he was seeing. Leaping upon the
frightened private, the dog knocked him to the
ground and immediately set upon his neck,
tearing it to bloody shreds as the private tried in
vain to call out for help. The other beast rushed
past Daniel, moving towards a nearby soldier
carrying the squads Browning automatic rie.
Daniel was shocked to see such intelligence in
what appeared to be a feral animal but this awe
was broken as the creature launched itself on
his comrades.
The BAR trooper raised his weapon in time to
position it between him and the dog, but was
unable to get a shot off as he was knocked to the
ground by the force of the blow. Desperately
trying to fend off the animal, the soldier was
sprayed with saliva and oil from the creatures
metallic maw. With its attention focused on its
prey the dog was unaware of the two nearby
soldiers that opened re into the creature,
desperate to kill it though it was right on top
of a fellow soldier. The animal shuddered and
collapsed on top of the paralyzed man who had
nearly been killed by the terrible thing.
The other beast, having dispatched its rst victim turned towards
Daniel. Though it had no eyes, he could feel its gaze upon him,
certain it had selected him to be the next to die. Daniel raised his
Thompson to re as the dog lurched forward on reconstructed
pneumatic hind legs. His weapon discharged, letting loose
bursts of deadly ammunition right into the animals face. Blood
sprayed over the dusty road as the dog slammed into the ground
directly in front of the terried Staff Sergeant. Unwittingly,
Daniel held down the trigger, emptying his entire clip into the
creature, which now lay before him a bloody mess. It was only
after a fellow soldier placed his hand on Daniels shoulder that
he was able to snap out of his panic and compose himself.
Taking stock of the situation, Daniel instructed his men to
check further down the road for more enemy troops nearby and
to secure their position. As some of his men checked on their
fallen comrade, Daniel bent down to get a closer look of the
animal that had nearly cost him his life. The thing was a true
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98
terror, a perfect killer with incredible instincts.
What mind could have conceived of such a thing? Daniel
wondered aloud.
The scene was disrupted by a sudden rumble rolling across the
battleeld. Their attention turned to the southwest, Daniel and
his men saw smoke billow forth from a distant wood. A massive
metal cylinder rose from the depths of the trees rushing into the
air. They were witnessing the launch of the deadly V-4 rockets,
the newest in Germanys arsenal. Turning to the east and the
west, dozens of other rockets from all over the surrounding area
took ight from other hidden positions, all with the combined
purpose of wreaking chaos and destruction upon the British.
Watching the rockets rise quickly through the air before arcing
to the north towards their inevitable destination, Staff Sergeant
Daniel Hoffman wondered at the marvels of the technology
needed to create such an amazing and terrible weapon. His sense
of amazement quickly faded as his thoughts turned towards the
innocent civilians that would suffer at the hands of the rockets.
Countless had already died and many more would perish if they
were not stopped. His destination before him, Daniels mission
was clear. For Daniel, February the 3
rd
now had new meaning.
campaign structure
The Rockets of St. Michele is a two to six player, map-based
campaign in which American forces are attempting to destroy
one of the deadly V-4 rocket emplacements being used to attack
Great Britain. A small part of a larger Allied operation, American
forces have landed in the north of France in an effort to alleviate
the constant bombardments taking place against the British. The
Germans, knowing an attack in imminent, attempt to repel the
American forces and continue their attacks across the channel.
The campaign takes place over ten turns during which American
and German forces attempt to accomplish primary and secondary
campaign objectives in order to achieve victory. Each side is
comprised of three separate detachments working in unison and
each detachment is able to move, ght and accomplish objectives
during any given turn.
The focus of the campaign is a map of the small town of St.
Michele and the surrounding territory. This map is comprised of
grid squares that are used to reference the location of important
points of the region as well as the location of both German and
American forces.
initial deployment
When the campaign is begun, players must decide where
their detachments are deployed on the map. The German
detachments are initially deployed in either the town of St.
Michele (1 on the map) or at the site of the V-4 rockets (4
on the map). Players in control of the German detachments
decide which detachments will be placed in these locations.
This decision should be made in secret before the deployment
of any opposing detachments has been determined.
Each American detachment has its starting position
determined randomly as they drop in via parachute or
glider. The American player(s) roll 1d6 for each detachment
to determine which landing zone they will arrive in (1-
2: Landing Zone 1, 3-4: Landing Zone 2, 5-6: Landing
Zone 3). Then another d6 is rolled to determine which
corresponding grid square the detachment arrives in; this
is that detachments initial deployment zone. It is possible
that two detachments will arrive on the same grid square.
Once the initial deployment zones for all detachments have
been determined, the campaign begins.
campaign turn sequence
Each campaign turn follows a sequence whereby detachments
engage in battle, move across the battleeld, claim campaign
objectives and re-supply. Before each turn begins players
roll to determine the order in which detachments will act
during that turn. Each side rolls 1d6 and the side with the
highest roll chooses which of their detachments will act
rst. In the case of a tie, players re-roll until a victor is
determined. The winning side then decides which of their
detachments will act rst during the turn, this is followed by
the opposing side selecting which of their detachments will
act next and so on until the order in which all detachments
will act during the turn has been determined. Once an order
has been determined detachments will proceed through
each turn sequence in that order. This order will remain in
effect for the current turn and, at the end of the turn a new
order will be determined in the same way.
Each turn follows a sequence, each portion of which is
described below. The following is the sequence of each
campaign turn:
Determine Acting Detachment Order (above)
Declare Battles
Determine Outcome
Movement
Supply
declare battles
Not every campaign turn will result in battles being fought.
During each campaign turn detachments have the option of
engaging in battle against enemy detachments in adjacent
grid squares. Beginning with the rst acting detachment
1.
2.
3.
4.
5.
Jeremy Bernhardt (order #2415176) 65.166.54.45
99
(determined above), players announce whether the
detachment will engage in battle. A player can declare an
attack against an enemy detachment as long as the enemy
detachment is in a grid square adjacent to the declaring
detachment and the declaring detachment hasnt already
been engaged in battle by another enemy detachment this
turn.
Following the detachment order for the turn, detachments
declare whether or not they will engage in battle that turn.
Once a detachment has been attacked it cannot choose to
declare battle and instead must determine the outcome of
the attack (see below). Once all detachments have chosen
to engage in battle or not, the outcomes of the declared
battles are determined.
It is possible for more than one detachment to engage in
battle against a single enemy detachment, so long as the
above criteria are met.
determine outcome
Following the acting detachment order, the outcomes of
battles declared this turn are determined. The detachment that
declared the battle is considered the attacking detachment,
while the opposing detachment is considered the defending
detachment. It is possible that a detachment can be both
the attacking and defending detachment in the instance that
it declares a battle against an enemy detachment and has a
battle declared against it by a different enemy detachment;
in this case there is no clear attacker or defender.
Before battle takes place, defending detachments have the
option to retreat, eeing the scene of the battle without
actually engaging the enemy. In this case, no battle is fought.
Instead, the retreating detachment moves into an adjacent
grid square not occupied by an enemy detachment and the
attacking detachment(s) can choose to remain in their original
position or move into the grid square previously occupied by
the retreating detachment. Retreating detachments cannot
otherwise move, claim objectives, or participate in the rest
of the campaign turn and do not gain any Requisition Points
for the battle. Attacking detachments whose opponent
retreats gain 10 Requisition Points for the battle and cannot
move this turn other than into the grid square previously
occupied by the retreating detachment but can otherwise
participate in the campaign turn.
If the defending detachment chooses not to retreat a battle
is fought. If the defending detachment in located in a grid
square with a specic campaign objective then a planned
scenario is used with the scenario determined by the
specic grid square. Otherwise an unplanned scenario is
randomly generated. See below for scenario descriptions
and a chart to determine which unplanned scenarios will be
used. In any event the attacking detachment is considered
the attacker during the scenario while the defending
detachment is considered the defender. In the instance
that no clear attacker or defender is determined prior to the
scenario being determined, roll randomly as described in
the specic scenario being fought.
After the battle has been fought, a victor is determined as
normal for the scenario. The losing detachment(s) is moved
to a legal adjacent grid square selected by the victor and may
not otherwise move, claim campaign objectives or engage
in the rest of the campaign turn. Victorious detachments can
choose to move into the grid square previously occupied by
the retreating detachment but may not otherwise move this
turn. Victorious detachments can claim objectives during
a turn in which they fought a battle. In the event of a tie,
neither detachment moves from their original position or
can claim objectives during this campaign turn.
If, at any time, there are no legal grid squares for a
detachment to retreat to the detachment is wiped out and
cannot be used during the rest of the campaign.
All detachments taking part in a battle gain 10 RP for each
victory condition achieved during the scenario. Units gain
Experience Points and track casualties as described above
(see Experience and Casualties pg. 86-87).
Once the outcomes of all battles have been determined the
campaign turn continues with Movement.
movement
Detachments that have not engaged in battle can choose to
move into an adjacent grid square, making their way across
the battleeld. Following the acting detachment order,
detachments take it in turn moving. A detachment can
move into any adjacent grid square not already occupied
by an enemy detachment. A detachment can choose not to
move in any given campaign turn.
If, at any point during the turn, a detachment is located
on a grid square with a road the detachment may move
an additional grid square, provided this grid square is not
occupied by an enemy detachment.
Detachments that have engaged in battle this turn move as
described above (see above).
After all detachments have moved (or not), players are able
to re-supply their forces.
supply
At the end of each campaign turn each side gains Requisition
Points in order to re-supply their forces. At the end of each
campaign turn each side receives 10 RP. In addition, any
RP gained through battles are added to this total for a pool
of RP that can be distributed throughout all of a sides
detachments. If more than one player is present per side
they should work together to determine how these RP are
best spent. Players need not spend all available RP and may
save any and all RP for later turns.
Once players have determined their available Requisition
Points and used them to re-supply their forces, the campaign
turn ends and players repeat the process for the next turn.
Jeremy Bernhardt (order #2415176) 65.166.54.45
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campaign objectives
Rockets of St. Michele has numerous campaign objectives that
both sides can achieve in order to claim victory. Throughout the
campaign each side will earn Victory Points by accomplishing
these objectives. A tally of current Victory Points should be kept
every turn for all players to see. At the end of the tenth turn the
side with the most number of Victory Points is the winner of
the campaign. Each objective and the Victory Points gained by
achieving them are listed below.
american objectives
The primary objective for the American forces is to nd
and destroy the V-4 rocket platform. While the location of
the launch site is already known to all players (location 4
on the map), destroying it may prove a little more difcult.
If an American detachment moves into the V-4 launch site
(location 4 on the map) and no German detachments are
present, it is assumed the Americans destroy the platform
unchallenged. If a German detachment is present, a battle
is fought over the location (see Scenarios, below). If
the Germans are ever not in control of the V-4 position
the Americans destroy the platform, preventing further
launches. Once the V-4 launch site has been destroyed, the
Americans claim 8 Victory Points.
One of the secondary objectives of the Americans is to make
contact with a French Resistance agent hiding in the area.
The agent has been pursued by the Germans and needs to
be evacuated from the area immediately. If the Americans
are able to control the farmhouse where the agent is hiding
(location 2 on the map), they are able to locate the French
Resistance agent and help him escape the region. Doing so
earns the Americans 3 Victory Points. The German forces
in the area are unable to nd the agent on their own, only
able to draw him out if a battle is fought at the farmhouse
(see Scenarios, below).
The Americans are able to claim another secondary objective
if they are able to recover the supplies from a downed glider
that crashed in the area (location 3 on the map). If the
Americans are able to control the downed glider without
German resistance they earn 2 Victory Points. In addition,
they may claim a bonus of 10 Requisition Points.
Finally, if the American forces are able to control the town
of St. Michele uncontested, they gain 5 Victory Points. To
gain this objective the Americans must have a detachment
in the town of St. Michele (location 1 on the map) at the end
of turn ten.
german objectives
The primary objective of the Germans in the area is to
launch the V-4 rockets and prevent the Americans from
destroying the launch site. Every turn the Germans are in
control of the V-4 launch site (location 4 on the map) they
are able to launch rockets into Great Britain. Doing so earns
the German forces 1 Victory Point for each launch. There
do not need to be any German detachments in grid square
with the launch site in order for a rocket to be launched.
If the American forces ever gain control of the launch site
the German forces are unable to launch further rockets
(see above). This means that, at the end of turn ten, if the
Germans have remained in control of the launch site for the
entire game they earn a total of 10 Victory Points.
In addition to launching the V-4 rockets the Germans are
attempting to drive off the American attackers. For every
victory the Germans claim over the Americans, the German
forces earn 1 Victory Point. In order to gain this VP German
detachments must claim overall victory during a scenario
against American forces; alternatively the Germans may
claim one Victory Point if American detachments retreat
rather than engage in battle.
requisition points
At the end of the campaign, the number of available RP
each side possesses grants additional Victory Points. RP
spent throughout the campaign do not count towards this
total, only the nal amount of RP available after the end
of turn ten. For every full 50 RP a side possesses it gains
an additional Victory Point. Thus, if at the end of the
campaign, a side possesses 137 RP they gain two additional
Victory Points. These VP are added to the total of the side
before an overall victor is determined.
scenarios
When a battle is fought the scenario used is determined by
the grid square the battle takes place in. If the defending
detachment(s) is located on a grid square with a specic location
a planned scenario is used; the specic scenario is determined
by the specic location. See the list of scenarios below. If the
defending detachment is not location on a grid square with a
location that calls for a specic scenario then an unplanned
scenario is used. To determine the unplanned scenario, use the
following chart.
1d6 roll unplanned scenario
1-2 Escalating Engagement
3-4 Scattered
5-6 Welcome to Hell
planned scenarios
The following specic locations use the corresponding
planned scenarios for all battles fought in that grid square.
map location planned scenario
(1) St. Michele Bunker Assault
(2) Farmhouse Rescue the French Resistance Agent
(3) Downed Glider Foraging
(4) V-4 Launch Site Destroy the V-4
aftermath
After the end of turn ten the campaign concludes and the side
with the most Victory Points is declared the winner. In the case
of a tie, no clear victor is evident and neither side can claim
victory. If the Germans prove victorious then the American
attack was unsuccessful even though the V-4 rocket position
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101
rockets of st. michele campaign map
Jeremy Bernhardt (order #2415176) 65.166.54.45
102
may have been destroyed; the bombardment of Great Britain
continues unabated. Should the Americans win the day, their
offensive against the German V-4 rocket positions has proven
successful and their allies in the United Kingdom can enjoy a
momentary respite from the constant bombardment from the
German rockets.
Players can determine casualties and experience following the
last turn and use their forces in other campaigns. Players can
also determine the overall attrition rates and the number of
secondary objectives claimed throughout the campaign, which
could show that victory proved too costly for the winning side.
alternatives
The campaign presented here is but one possible way to tell
the story. A number of options exist if players chose to run the
campaign differently or more than once.
more players
Though the campaign is designed for two to six players, it
can easily be expanded to include more. If more than three
players per side are available, more detachments can be used
per side with each player controlling a single detachment. If
the game is expanded in this way, the map could be enlarged
otherwise it could become too cramped.
including soviets
Though this campaign focuses on an attack by American
forces on a German town, it could easily be altered to t a
Soviet force. Changing the location of the campaign from
France to western Russia would pit the Soviets against the
Germans and require only minor alterations to the story and
scenarios. In this case, it would be Soviet forces attacking
the German V-4 rocket position, which is being used to
launch rocket attacks into the Soviet Union.
If multiple players are involved, joint operations between
American and Soviet forces could take place somewhere in
German territory, with both Allied detachments getting into
enemy lines in order to take an important German town.
story-based campaign
Rockets of St. Michele can be converted into a story-
based campaign with little difculty. Rather than using a
map to track the movements of the various detachments,
players can create a tree of scenarios that take the forces
in the area through the attack on the German V-4 position.
Initial scenarios would require American forces to land and
regroup in the area before moving on to St. Michele and the
V-4 position. Scenarios where the Americans must recover
supplies from the downed glider and make contact with the
French Resistance agent could also be included. The story
would culminate in an American offensive on St. Michele
and/or the V-4 rocket platform. Converting the campaign
to a story-based campaign would only require a little work
by players and make for an interesting alteration to the
campaign.
detachment composition
As mentioned earlier, Rockets of St. Michele is designed
for three detachments per side. Each detachment is created
separately and each detachment can be of a different detachment
type. If multiple players are involved in the campaign then
each player can create their own detachment, but players should
coordinate with one another when creating detachments.
Each detachment follows the standard rules for detachment
creation and represents a single campaign detachment. The
composition of each of the three campaign detachments should
be recorded and throughout the campaign players will track
experience, casualties and reinforcements for each casualty
separately though, again, players on the same side should work
together throughout the campaign to track their detachments.
A few restrictions are placed on the detachment types selected
by both sides. American forces cannot select detachments
of the following types: Cavalry, Motorized Infantry and
Reconnaissance. Both American and German forces must select
a detachment of the Veteran or Infantry detachment type and may
only select one Experimental detachment. These restrictions are
not meant for balance but instead are designed to maintain the
feel of the campaign; American forces have little vehicle support
during this operation, for example. Players are free to ignore
these restrictions if they so choose.
campaign-specific units
Unlike other campaigns, there are no campaign-specic units in
this campaign. Players are free to add campaign-specic units
such as German V-4 technicians and the French Resistance agent
if they so choose.
scenario descriptions
While most of the scenarios available to players during the
campaign are already presented above, the following scenarios
are specic to the campaign though they could easily be used
during one-off games.
rescue the french resistance agent
[planned]
American forces in the area surrounding St. Michele have been
made aware of a French Resistance agent that requires rescue.
Hiding in a nearby farmhouse, German forces have been yet
unable to nd the agent and the Americans hope to reach him
before the Germans do.
compulsory units:
american: French Resistance Agent (Individual)
type: Regular Specialist
composition: 1 French Resistance Agent
equipment: KAR98k
set-up
The battle takes place in and around a farmhouse outside of
the small town of St. Michele. Surrounding the farmhouse
are hills, woods, stone walls and wooden fences. A building
representing the farmhouse should be placed in the center
of the table.

M RC CC A S DR W
3 4+ 3 2 2 4 2
Jeremy Bernhardt (order #2415176) 65.166.54.45
103
The defender selects a table edge that represents their
deployment zone. The table edge opposite the one selected
is the attackers deployment zone.
primary objective
The defender is attempting to escort a French Resistance
agent from the center of the battleeld to off the table while
the attacker is hoping to kill the agent. If the defender
can move the French Resistance agent off the battleeld
(moving them off any table edge), they can claim the
primary objective. If the attacker is able to eliminate the
French Resistance agent (removing them as a casualty) the
attacker can claim the primary objective. If the agent is not
removed as a casualty, but does not successfully leave the
battleeld, neither side can claim the primary objective.
deployment
The attacker deploys rst, placing their entire force on
the table within 6 of their table edge. The defender then
deploys their entire force anywhere within 6 of their table
edge. In addition to the defenders forces, they must deploy
the French Resistance agent who must be deployed within
2 of the farmhouse.
scenario rules
Voluntary Withdrawal
Terrain Feature: Farmhouse
Compulsory Units: French Resistance Agent (see
above)
aftermath
Players receive 10 RP for participating in the battle as
well as 10 RP for each victory condition achieved. Units
participating in the scenario gain experience as described
above. Casualties are determined as described above.
american victory: The American forces are able
to rendezvous with the French Resistance agent and
help him escape the pursuing Germans. The agent is
able to ee the area, providing the Allies with much
needed intelligence on German operations in France.
german victory: Finally locating the French
Resistance agent that has eluded them for so long, the
Germans stop the Americans from helping him escape
from their clutches. The information provided by
the agent helps the Germans undermine Free France
operations in the area for months to come.
tie: Regardless of whether the French Resistance
agent is able to escape from German hands or not, the
cost for the American forces surrounding St. Michele
has been high. Both American and German troops in
the area nd themselves battered as a result of their
clash over the farmhouse and neither side can claim a
clear victory over the other.

destroy the v-4 [planned]


Having located the site of the V-4 rocket platform, the Americans
launch an attack to destroy the launch site and alleviate the
British who have suffered at the hands of the German rocket
attacks. The German forces in the area move to prevent the
Americans from eliminating their ability to bombard the United
Kingdom, hoping to continue their launches.
set-up
The V-4 rocket platform is located in the woods surrounding
the town of St. Michele. A piece of terrain representing the
V-4 platform should be placed in the center of the table. A
clearing surrounding the platform can be protected by stone
walls, barbed-wire fences, and small buildings. German
players may include one piece of hard cover (bunker, pill-
box) somewhere on the table. Outside of this clearing
should be placed many sections of woods and trees though
a single open road could be left open leading into the area.
The attacker selects a table edge that represents their
deployment zone.
primary objective
The American forces are attempting to destroy the V-4
rocket platform. Doing so requires the platform to be struck
by a heavy weapon or artillery strike or the use of explosives
carried by the American forces. See below for rules on
destroying the platform. If, by the end of the game, the
American forces are able to destroy the platform they may
claim the primary objective. If the Americans are unable
to destroy the platform, the Germans claim the primary
objective. If the German forces rout, the Americans destroy
the platform and claim the primary objective.
deployment
The attacker selects a table edge and deploys their entire
detachment within 6 of this edge. The defender then
deploys their entire detachment anywhere on the table but
not within 12 of the attackers table edge or an attacking
model.
scenario rules
Voluntary Withdrawal
Terrain Feature: V-4 Rocket Platform
Destroying the V-4 rocket platform can be done in one
of two ways. First, if the platform is struck by a heavy
weapon attack it may be destroyed. The platform has
an armor of 12 and three wounds for the purposes
of being attacked by heavy weapons. In addition
to attacking the platform with heavy weapons, all
American units of the Infantry, Support and Specialist
troop type are considered to be carrying explosives
that can be used on the platform. Unintelligent
models do not possess explosives. At any time
a model carrying these explosives that is in base
contact with the platform can place and activate the
explosives for 2 Action Points. Once these explosives
have been placed, the American player can detonate
them, which automatically destroys the platform. Any

Jeremy Bernhardt (order #2415176) 65.166.54.45


104
time the platform is destroyed it explodes and inicts
a Strength 8+2d6 hit on all models within 12 of the
platform.
aftermath
Players receive 10 RP for participating in the battle as
well as 10 RP for each victory condition achieved. Units
participating in the scenario gain experience as described
above. Casualties are determined as described above.
american victory: The V-4 rocket platform has
been destroyed, indicating a signicant American
victory in the area. With similar successes across the
north of France, the American forces are able to severely
limit the German ability to bombard Great Britain.
german victory: Driving off the Americans, the
Germans are able to maintain control of the V-4 rocket
platform and prevent its destruction. Their operations
against the United Kingdom continue and the deadly
rockets continue to bombard positions across the
English Channel.
tie: Casualties mount and the battle for control of the
V-4 platform is hard fought by all sides. The battle
has been a costly one and even though some objectives
have been met, neither side is able to claim a clear
victory.
in house
Using suppression re is a good
way to keep models with explo-
sives from reaching the V-4.
Jeremy Bernhardt (order #2415176) 65.166.54.45
105
Private Mark Henseld stared desultorily at the metal tin resting
in his lap. He sighed, swirling his fork through the unappealing
grey mess. Ever since landing in Normandy, he thought. I must
be cursed. What were the odds that every C Ration he was issued
would have a tin of that damned pork luncheon meat? Clearly
it was somebody upstairs had decided to have a good laugh at
Henselds expense.
The rieman sighed, dropping his fork into the tin. He looked
up from his abandoned meal, his eyes canvassing the small
encampment and the other men of his squad. Theyd been moved
up to the French frontier a few weeks ago, one link in a chain of
armed humanity that stretched from Antwerp to the Alps. The
Sarge had lost little time securing an old foresters lodge as their
CP. Winter was in high gear and things were rough enough in
the snow-covered forest without freezing in some fox hole every
night. The only problem was that the lodge wasnt big enough to
shelter the whole squad every night. Four lucky stiffs would get
to sleep beneath its ramshackle wood roof while the rest would
be toughing it out in the open.
The rest of the squad were huddled around the small gas-powered
stove which formed their best defence against the frigid night.
Bill Piper, a wiry tough from some yspeck in the middle of
Montana, had his nose buried in some trashy pulp magazine
hed nagled off a supply ofcer in Lorient. Henseld let his
attention linger for a second on the lurid cover painting, some
screaming dame with half her dress hanging off one shoulder
trying to fend off a snaggle-toothed J ap while a white-smiled
G-man pumped lead in the general direction of the J apanese
spy. Henseld shook his head. Piper was addicted to that sort of
garbage, once he started on one youd be better off trying to start
a conversation with a brick wall.
Sitting beside Piper was Gunsel. His real name was Tony
Fremi, but everybody called him Gunsel on account that before
the war hed been a gangster in Chicago. Gunsel was an ice-
cold killer before the Army ever turned him loose on the krauts,
the sort of character it gave Henseld the willies to be around.
Scuttlebutt had it that Gunsel had been busted down from
sergeant for shooting prisoners during Kasserine. Whenever
anybody asked him about it, the sharp-faced Italian would just
smile wolshly. Most people didnt bother asking again.
A little ways from Gunsel was Private Fitch. Henseld couldnt
remember his rst name, he was a replacement theyd picked
up after getting mauled by the 5
th
Fallschirmjaeger outside
Avranches. He was a good kid, Henseld supposed, with an
almost puppy-dog eagerness to please his squad-mates. Henseld
started to say something to Fitch, then noticed the grey meat he
was eating from his C Ration. More of that damn pork!
Something eating you, Henseld?
Henseld turned as he heard his name. Corporal Bob Kaiser
was watching him with an inquisitive look in his eye. He was
from New York, some kind of construction worker before
Pearl Harbour changed everything. Kaiser had a wary, almost
unnatural sort of attentiveness to detail, a characteristic that
had kept himself and more than a few of his comrades in one
piece on Omaha and in the weeks since. Unfortunately, Kaiser
also had a rude, abrasive sort of humour and rarely passed an
opportunity to use it. Henseld knew the corporal was sizing
him up as a target.
Damn pork again, Henseld swore. Kaiser grinned, staring
down at his own C Ration. He played with his canned meat
ration, deliberately displaying the beans and franks so that
Henseld couldnt help but see it. Henseld knew he was being
baited but asked anyway. Dont suppose youd trade, Bob?
I might, Kaiser considered, his words slurred by the food in
his mouth, if it didnt taste so good. Kaiser made a show of
swallowing, like he was some character in a matinee cartoon.
None of this garbage tastes good, groused the soldier beside
Kaiser. Ruben Gonzalez was a squat, powerfully built Mexican
from the hinterlands of Texas. Hed been complaining about
the chow ever since theyd arrived at the staging areas in
England. Every time he sent a letter back to his wife in Cross
Plains, he pleaded with her to send care packets of picante sauce
and Tabasco. Army chow and even the French cuisine theyd
managed to wrangle was too plain for the palate of a man whod
grown up on the searing avours of jalapeno peppers. As the
biggest dogface in the squad, Gonzalez lugged around the units
BAR, the heavy automatic rie leaning against the side of the
foresters hut. The Browning went through ammo like J ohn
Barrymore through a liquor cabinet and it was Henselds job
to carry extra ammo for Gonzalez. He needed it too, Gonzalez
might be the biggest guy in the outt, but he was also the worst
shot. On a good day hed be lucky to hit King Kong at thirty
yards.
Sorry nobody thought to rustle up some Tex-Mex before picking
a ght with the Germans, Kaiser retorted. But I dont think
Ike was exactly worried about stockpiling chilli powder while
The Fhrer was busy teaching everybody over here to speak
German. sides, Id just as soon they didnt start packin what
the hell you guys call them things? Kinda half way between a
rat and a turtle.
Armadillo, Piper said, nose still buried in his magazine.
Right, amarillo, Kaiser laughed. J ust as soon we didnt have
them stufn them things in our K-rats! That might go down
okay in Texas, but we got class up in Brooklyn!
Pinche gringo, Gonzalez muttered under his breath, turning his
back to the chuckling corporal.
Ah, dont take it so bad, Gonz, Kaiser said, setting down his now
empty tin of franks. Maybe the Sarge ll bring back some real
Jeremy Bernhardt (order #2415176) 65.166.54.45
106
grub from the patrol. He turned toward Fitch. Even kraut k-rats
would make a nice change, hey Greenie? Kaiser punctuated his
question by slugging the young soldiers shoulder. Fitch rolled
back with the punch, rubbing at his shoulder. Henseld could
see some of the color drain from Fitchs boyish face.
You really think theyll run into any krauts? he asked, a nervous
timbre in his voice.
Make for a nice change, Gunsel said, polishing the barrel of his
carbine with an old wool sock. Havent seen any action round
here all month.
The ex-gangsters scratchy voice seemed to make the air even
colder. Nobody needed to be reminded that Gunsels trigger
nger was getting itchy. Henseld hoped the patrol didnt come
back with prisoners.
Not likely too either, Kaiser told the Italian. All the krauts have
left are old men and little boys. He looked aside toward Fitch.
No offense Greenie, he winked. The Wehrmachts gutted the
Siegfried Line a long time back to shoot up the Ruskies. Aint
nothin between us and Berlin except a few cows and some rear-
echelon rejects. All Ikes got to do is give the word and we just
kick the door in.
Henseld shook his head. I dont know. When I was down at
division there were rumours oating around about a SS tank
army thats gone missing. Nobody knows where they went.
Probably a buncha Hitler Youth decided they were tired of
playin soldier, Kaiser said. Aint no way our intelligence boys
would misplace a whole kraut army.
Henseld pressed closer to the gas stove, warming his hands
near the hot steel sides. They were also talking about some
sorta new kinda kraut soldier. Supposed to be meaner than a
commando and tougher than a marine.
They mention the bogeyman too? scoffed Kaiser. Suddenly the
corporal spun around, snatching up his M1 from where it rested
on the snowy ground beside him. The rest of the squad knew
better than to question the corporals instincts, every man diving
for his weapon. Gunsel dropped his unloaded rie and drew the
pistols resting on his hips. It was a mismatched pair, a British
Webley and a German Luger, but Henseld had seen rsthand
how procient the gangster was with his weapons.
The soldiers pointed their weapons into the darkened forest,
watching the r trees for any sign of movement. Henseld
thought he could hear the sound of boots crunching through the
snow. Kaiser heard it too, the corporal gesturing with his nger,
indicating the position of whoever was making the noise.
Betty! Kaiser called out, ducking down behind the stove as
he shouted the challenge. The other members of the squad took
positions behind a few large rocks and the large woodpile at the
side of the hut. The footsteps stopped, the forest falling silent
except for the hiss of the stove. Henseld could almost feel the
tension crawling down his back as the silence grew.
Boop! a gravely voice called out from the darkness. The entire
squad gave a sigh of relief, rising from their cover, shouldering
their weapons. Gunsel looked heartbroken as he holstered
his pistols. Emerging from the blackness was a tall, broad-
shouldered man bearing sergeant stripes on his helmet and eld
jacket, his Thompson sub-machine gun held casually at his side.
If nothing else, the fact the man wore only his eld jacket would
have told Henseld that the man advancing toward their camp
was Sergeant Gavin Mitchell. The Sarge was from Alaska and
behind his back his men called him Iceball. It was just like the
Sarge to be running around in his eld jacket when everyone
else was shivering in their trench coats. Popular wisdom held
that no one would ever see Mitchell wearing a coat because
by the time he felt he needed one any normal person would be
frozen solid.
Thought I could catch you mugs sleepin, the Sarge said as
he strode toward the camp. Shoulda known better. There was
a touch of pride in his voice as he made the observation. Fitch
hurried over to the stove and poured some coffee for the Sarge.
Run into any trouble, Sarge? Kaiser asked. Mitchell paused to
take the steaming tin cup from Fitch before answering.
Nah, quiet as the grave out there, he said as he sipped his coffee.
Krauts must be afraid of catchin cold and are stayin buttoned
up in their pillboxes. The Sarge sucked down a deep breath of
cold air as he nished his coffee, then tossed the dregs of the cup
into the icy snow. Rest of the patrol ll be here in a few, so make
sure you have more of this waitn for em or therell be hell to
pay with Miller and Kowalski.
As the sergeant mentioned the absent men, Henseld could hear
the familiar tromp of boots and rattle of metal sounding from the
woods. He smiled. Maybe Miller or Kowalski or Pletcher would
have something decent in their C-rats that they wouldnt mind
trading. Then the smile ickered and faded as Henseld noticed
Kaiser unlimbering his weapon, an intense look on the corporals
face. Henseld found himself following Kaisers lead. The rest
of their squad, their attention on the Sarge, didnt seem to notice
Kaisers action.
The footsteps in the woods grew silent, the rattle of metal against
metal grew still. But the silence didnt linger as it had before.
Instead, the quiet was broken by an explosive growl, a roar like
screeching steel. Henseld saw little sparks of ame are in the
black woods. Sergeant Mitchell spilled into the snow, toppling
to the ground like a puppet with its strings cut. Henseld could
see a gory, st-sized hole in the NCOs back, steam rising from
the wound as the icy air chilled the Alaskans warm blood.
The growling roar sounded again, ashes of ame dancing in the
darkness. Henseld threw himself to the cold ground as enemy
re chewed up the camp. He saw Fitchs shoulder explode as a
round struck him, the young rieman crumpling to the earth in
a screaming heap. Gonzalez was hit too, taking two shots right
in the chest, thrown back by their impact as though hed been
kicked by a mule. Kaiser ducked behind the stove again, ring
a round in the direction of the sniper. The German returned re
and Kaiser threw himself at as bullets chewed through the
Jeremy Bernhardt (order #2415176) 65.166.54.45
107
metal stove. One round caught his hand and Henseld realized
there were ngers in the spray of blood and snow that ew away
from the wounded man.
Gunsel darted behind the woodpile, dragging his pistols from
their holsters while Piper dropped low and scrambled toward
the hut. He scurried crab-like toward the imagine safety of
his refuge, straightening only when he was safely across the
threshold, pulling the door shut behind him. The unseen sniper
sent a blast of automatic re into the door, sending splinters of
wood dancing in every direction. Henseld heard Piper groan,
heard him fall. A dark pool of blood began to ooze its way under
the door. Whatever the German was using, it had chewed its way
through the hut as if it wasnt even there.
For a moment, everything was quiet except from Fitchs screams
and Kaisers moaning. Then Henseld saw something light up
in the darkness. At rst he thought it was their attacker trying to
nish the job hed started. But the light was steady and there was
no accompanying report from the Germans gun. Through the
sounds of his wounded comrades, Henseld thought he could
hear the clatter of metal against metal again.
Henseld, a voice hissed from beside him. He looked toward
the woodpile and locked eyes with Gunsel. That light must be
some kinda electric torch. He cant be more than fty yards.
Think you can pick him off from here? Gunsel gestured with
his pistols toward the carbine still clutched tightly in Henselds
hands. His meaning was clear. The German was too far off to be
certain of hitting him with a pistol shot at such range and in the
dark. But a carbine could get the job done.
Henseld lifted himself to his knees, trying to aim his weapon.
He found that he couldnt keep his arms steady, his entire body
trembling. He looked back at Gunsel, shaking his head. Too
shook up, he apologized. Id miss.
Gunsel groaned, muttering a curse under his breath. Alright,
just keep low then. Let the krauts get close then we both open
up on them. You dont haveta hit them, just keep them distracted
for me!
Henseld swallowed hard, nodding his head in understanding.
He tried to ignore Fitchs screaming, tried to focus on the sound
of the advancing Germans. A troubling thought came to him
as he began to pick out the crunch of boots marching through
the snow. Tony, he hissed. It sounds like theres only one of
em? The realization brought a chill that had nothing to do with
the cold to Henselds chest. When the German had opened up,
hed assumed it was a machine gun crew from the damage that
had been done. Now, it seemed, all that destruction had been
the work of one man. What the hell kind of gat is this kraut
using?
Dont matter, Gunsel swore, eyes xed on the advancing light
from the Germans torch. He wont be usin it much longer.
The light drew closer, the sound of metal jingling became distinct
enough to pick out easily from Fitchs moans. Henseld tried to
tighten his grip on his carbine, ghting down the nerves that
threatened to unbalance him. Hed come through D-Day and
Avranches and Lorient, there was no way he was going to get
gunned down in some forgotten corner of the French frontier!
He had to get a grip on himself, remember his training, focus on
the fact that if he kept thinking about getting killed, he would
be killed. Henseld began to measure his breath, tried to regain
control of his own body. Focus Mark, or youre a dead man.
Then the German emerged from the darkness and any thought of
control and composure ew right out the window.
The kraut was huge, built like he could come out best in a
stght with Frankenstein. The German wore a heavy black
great coat over his grey tunic and fatigues, but Henseld could
see the silver collar insignia on the tunic where the coat was
open near the top, the twin sowilo runes and grinning deaths
head of the SS.
The light came from some sort of lamp tted to the side of the
helmet the German wore. The soldats face was covered by a
heavy gasmask-like contrivance, giving the German an almost
insect-like countenance. The gun clutched in the soldats gloved
hands was like nothing Henseld had ever seen, like a road
accident between a Thompson and something out of Flash
Gordon. Dangling from one of the Germans wrists was the
source of the rattling metallic sound that had accompanied his
advance, three sets of American dog tags. Henseld felt sick as he
realised who the tags must belong to. The German had followed
Sergeant Mitchells patrol back to the CP, killing the stragglers
as he silently made his way through the patrol. The dagger the
soldat wore on his belt told Henseld how such murderous work
had probably been done.
The German stopped as he came near the camp, his mantis-
Jeremy Bernhardt (order #2415176) 65.166.54.45
108
like face turning from side to side as he inspected his brutal
handiwork. Henseld risked a look at Gunsel, but for once the
gangster seemed as intimidated as anybody else. This kraut was a
far cry from the old men and little boys that were supposed to be
manning Germanys West Wall. He didnt even seem human.
The soldat turned his head toward movement on the ground,
xing his attention on Kaisers bloodied form. Henseld thought
he could see the Germans eyes narrow behind the red lenses of
his mask. He raised his assault rie, aiming it at Kaiser as the
corporal tried to crawl his way toward Gonzalezs abandoned
BAR. The weapon roared, a short burst of re punching into
Kaisers back. After that, the corporal was still.
Kaisers death seemed to break the spell. Gunsel threw himself
from behind his cover, roaring obscenities at the German and
blasting away with his pistols. Uncharacteristically for the
Chicagoan, most of the rounds were off target, dancing through
the snow around the German. A few hit their target, however,
one tearing through the soldats coat to rip through the army
beneath. Another glanced off the side of the Germans helmet. A
third struck his chest, causing the German to stagger backwards.
Henseld could see blood spilling from the soldats wounds,
but impossibly, he didnt fall. Instead the German swung his
weapon around, letting a full burst chew through Gunsels body.
The shredded remains of the Italian were hurled back, splashing
against the woodpile, bathing Fitch in a fresh coat of blood.
The young soldiers screams intensied as he was drenched in
Gunsels gore, but another burst from the Germans weapon
made him quiet.
With Gunsel dead, the German looked about the camp again,
his insect-like face studying each of the sprawled GIs. Henseld
struggled to keep still, knowing if he betrayed the slightest
motion he was a dead man. The German seemed satised with
his inspection, Henseld could hear him crunching his way
through the snow. The rieman saw some of the Germans blood
dripping into the ground as the soldat walked toward the Sarges
body. There was something wrong with it, like something
had been mixed into it somehow. It wasnt red like blood was
supposed to be, but had thick ropes of puss-green in it. The smell
of it threatened to make Henseld gag.
The German rolled Sergeant Mitchell onto his back and reached
down, ripping the dog tags from around his neck. Henseld
watched as the insect-faced soldat wrapped his gruesome trophy
around his wrist to join the other tags he had claimed. The
German rose and moved onto where Kaisers body was strewn.
Henseld could see now why he had resisted Gunsels shots so
remarkably. Through the torn greatcoat he could see some sort of
armored plate, like what a medieval knight might be expected to
wear. No wonder Gunsels pistol shot hadnt done any damage.
The soldat crouched down beside Kaiser and removed the
corporals tags. He lingered over the dead man, seeming to study
something. The German reached into Kaisers jacket, retrieving
a pack of cigarettes from one of the pockets. American cigarettes
were highly valued by the German soldiers, when they took
prisoners it was said they conscated smokes even before they
conscated weapons.
The German stared at the pack of cigarettes for a long moment.
His other hand slowly rose toward his face, touching the inhuman
mask. The gloved hand holding the cigarettes tightened, crushing
them in its st. The German stood up, angrily tossing the ruined
cigarettes to the ground. Henseld saw the soldat turn in his
direction. Panic clawed at the rieman. The German was coming
for his dog tags. When he did, hed discover that Henseld was
still alive!
Henselds mind struggled to ght down his panic, tried to
formulate some plan of action, some way to turn the tables of
the gruesome German soldier. When the kraut pushed him over
with his toe, Henseld would open up on him with his carbine.
Yeah, and when he missed the Germans assault rie would turn
him into mulch! Henseld tried to think of something else, but
all that came to him was to shut his eyes and pray.
The stillness of the night was broken by the noise of boots
tromping through the snow. Henseld risked opening his
eyes. The German had turned away, was facing out into the
darkness. Beyond, in the trees, Henseld could see dozens of
lights shining, lights exactly like that burning on the side of the
soldats helmet.
The German gestured toward the trees. Los vorwarts. The
voice that rumbled from behind the Germans mask was guttural
and tinny at once, booming across the devastated CP. Henseld
decided that something in the mask must have amplied the
Germans words. He could see the shadowy gures moving
among the trees stalking away from the clearing, heading west
and deeper into the American-occupied zone. The soldat who
had slaughtered Henselds squad watched them for a few
moments, and then strode off to join them.
Henseld shuddered with relief when the rancid stench of the
Germans chemically altered blood no longer lled his lungs. The
rieman carefully lifted his head, glancing around the clearing,
amazed to still be alive. He looked sadly at his dead comrades,
but knew there was no time to take care of them. There was God
only knew how many of those German monsters at large in the
Ardennes. Someone had to get back to headquarters and report
that the lines had been penetrated, tell command about this new
enhanced soldier the Germans were elding. Someone had to
get back and tell them what had happened, to make them believe
before it was too late!
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Jeremy Bernhardt (order #2415176) 65.166.54.45
110
technologists of the reich
Sonderbuero 13 is the organisation within the SD which oversees
the development of advanced technologies for the Reich. Very
little technological research is conducted in Germany without
the sanction and support of Sonderbuero 13, only the occult
studies of the SS and practical renement research conducted
by German industry for the Heereswaffenamt (Army Weapons
Development) operate without SD control.
While the SD leaves witchcraft and other arcane mummery to the
SS and allows the Wehrmacht to continue to adapt and modify
existing technologies, such as the manufacture of new variants
of the Goliath radio-controlled tankette and the type XXI U-boat,
Sonderbuero 13 has established rm control over experimental
sciences. Within their sphere of control are programs designed
to create new synthetic fuels, studies to develop light-weight,
diamagnetic alloys for aircraft, and all atomic research being
conducted in the Reich. In addition to research, Sonderbuero
13 is also empowered to manufacture and eld test the devices
it develops, allowing the SD to maintain strict control over
anything its scientists create from inception to realisation. A
military body within the SD, the Waffen SD, actually deploys
these weapon systems in combat, ghting alongside the regular
German army as an attached, but independent command.
history
The SD, or Sicherheitsdienst, began as the internal security
division of the SS, operating very much as the intelligence
and espionage arm of the SS. The SD was created in 1931 by
Reinhard Heydrich, recruited into the SS by Heinrich Himmler
for the express purpose of establishing an intelligence branch
within the organization. Himmler little understood the ruthless,
power-hungry nature of his associate, however. One of the rst
acts of the SD was to begin gathering les on every German they
felt to be of interest including members of the Party. Such les
were quite extensive and often contained damaging intelligence
about the individuals, information that might put their loyalty
to Fatherland and Fhrer in question. Using blackmail and the
simple threat of what secrets he might know, Heydrich soon
became the number two man in the SS, second only to Himmler
himself. When the SA, the querulous rabble of thugs and rufans
that had served the Party as its stormtroopers during its rise to
power, began to become more liability than asset it was Heydrich
who concocted the plan to remove their threat. Conding his
plan to Himmler and Hermann Goering, the three convinced The
Fhrer that the head of the SA, Ernst Roehm was disloyal and
planning to stage a putsch against the Fhrer. The result was the
Blood Purge. The leaders of the SA were arrested all across
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Germany and swiftly executed by the SS. Ernst Roehm was one
of the victims of the Night of Long Knives when Heydrich
himself helped the SA chief commit suicide in his prison
cell. Following this act, the SA, an organization that had been
a xture of the Party since its inception and from which the SS
itself had grown, ceased to be a power within Germany.
Even with his position as number two man in the SS and the
personal friendship of his Fhrer, Heydrich desired more power.
With Himmlers support, he convinced the Fhrer to consolidate
all of the German police forces under a single command, the
RSHA (Reich Security Main Ofce), including Goerings
Gestapo. The SD would also fall under the jurisdiction of the
RSHA, though in reality it would control the organization not be
controlled by it. As consolation for losing the Gestapo, Goering
was placed in charge of the Luftwaffe. Heydrich now had at
his command the largest police and intelligence organization
in Western Europe. The only problem was he was still taking
orders from Himmler.
Under Himmlers control, the SS was squandering a staggering
amount of funds on archaeological expeditions to the far corners
of the globe, spending a signicant amount of its budget on
occult researches. Heydrich had no use for his superiors mania
for proving the veracity of ancient myths of Thule and Atlantis,
with his determination to use occult powers to restore the German
people to the superhuman level of their Aryan forefathers.
Heydrichs beliefs were in science and technology, not arcane
superstition. The proof of German superiority would be found
with science, not black magic. Every mark Himmler spent
sending SS researchers to Tibet and Brazil offended Heydrichs
sensibilities and obsession with efciency. The matter became
even worse as the inuence over Himmler of a German mystic
calling himself Weisthor grew.
Heydrich brought the excesses of Himmler to the attention
of the Fhrer, thinking to discredit and depose his superior.
The showdown, however, did not favour Heydrich. Himmler
arranged a demonstration for the Fhrer, a demonstration of
occult powers. The exhibition convinced the Fhrer that the
worst of Heydrichs claims were unfounded, that there was
genuine merit behind the research Himmler was conducting.
However, he did consider Heydrichs assertion that Himmler
was ignoring scientic research in favour of his occult studies a
valid one. To ensure that all avenues of research were properly
explored, the Fhrer ordered that Heydrich be placed in charge
of all SS technological research.
Heydrich had just settled into his new position as chief of the
SS science division and was still fuming over his unsuccessful
bid for control of the entire SS, when intelligence reached him
regarding a remarkable occurrence in Poland. SD agents reported
that a strange object had crashed outside the Polish town of
Czernica, a disc-shaped ying craft that seemed to operate on
extremely advanced technology. Heydrich at once implemented
measures to ensure that this intelligence would reach no one else
in the Reich. Controlling the RSHA, he ensured that operatives of
the Gestapo and other intelligence services ling similar reports
were silenced. On the matter of the Czernica Flugscheibe,
only Heydrich himself was to be kept informed. For months,
his agents monitored the Polish army as the craft was studied
at a facility outside Warsaw, spying on the Polish scientists and
carrying back to Germany documents and photographs relating
to the mysterious craft. It quickly became apparent to Heydrich
that the Flugscheibe was far beyond anything known to modern
man. There were tantalizing hints at a technology centuries
ahead of current thinking. The man who controlled such secrets
could reshape the world in his own image.
The remains of Czechoslovakia had been divided up between
Germany, Poland and Hungary. For the moment, The Fhrers
territorial ambitions were sated. He had designs on Poland, but
was hearkening to the advice of his generals, that he consolidate
his gains and continue to build his army before making any claims
against Poland. The generals considered that a campaign in late
1940 would be best. Such a situation did not suit Heydrichs
needs. The Poles had already been studying the Flugscheibe
for over a year, who could say for certain that they would not
soon make some profound discovery that would transform the
nature of any conict with them. Worse, could Heydrich risk
another year trying to keep the existence of the Flugscheibe
from Himmler and his other rivals in the Party? Heydrich began
feeding intelligence to the Fhrer that indicated Poland was
growing increasingly belligerent. After carving territory from the
carcass of Czechoslovakia, now the Poles might be entertaining
ideas about the free city of Danzig and Eastern Prussia. Every
instance of Polish discrimination against ethnic Germans living
in Poland found its way in exaggerated form to the Fhrers
desk. Heydrich knew well the volatile temper of his Fhrer and
that the steady stream of reports would soon kindle his rage. A
promise that an agreement could be reached with Stalin to divide
Poland between Germany and the USSR, ending the threat of
Soviet resistance to German expansion in Poland, overcame the
Fhrers nal qualms.
Heydrich concocted a bogus attack against a German radio
station at Gleiwitz, dressing executed concentration camp
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prisoners in Polish army uniforms and scattering them around
the battleeld. The incident gave the Germans justication
to combat Polish aggression and on September 1
st
, 1939,
the German army launched its blitzkrieg into Poland. Close
behind the vanguard was Heydrich and his SD, racing across
the war zone to secure the facility where the Flugscheibe was
being studied. With the same ruthless efciency and brutality
that had characterised his rise to power, Heydrich and his men
captured the compound and within hours the Flugscheibe and
everything associated with it was on its way back to Germany
and a subterranean fortress beneath Thuringia at Ohrdruf, code-
named Die Drachenhohle The Dragons Hole.
While Europe exploded into war, Heydrich took steps to
make the Dragons Hole the most secure installation in all of
Germany. An entire division of hand-picked SS veterans, men
with loyalties to Heydrich rather than Himmler, were based
at the facility to provide security. Two enormous ak towers,
immense bunker-like structures ten stories high and with walls
twenty feet thick, were erected above the facility to protect it
from aerial bombardment. Miles of barbed wire and dozens of
concrete blockhouses surrounded the facility, supplemented by
extensive mine elds. Prying eyes, German or otherwise, would
nd getting into the Dragons Hole a suicidal prospect. With his
typical grisly humour, Heydrich ensured that the remains of all
inltrators and spies were interred in a small burial ground just
within the gates of the facility.
Hundreds of scientists from across Germany and later from the
occupied lands of Europe would be brought to Ohrdruf to lend
their expertise to the formidable task of unlocking the secrets
behind the captured Flugscheibe, only the rocket facilities
at Pennemunde would boast a similar gathering of scientic
minds. To oversee the operation, Heydrich recruited SS
Obergruppenfuhrer Hans Kammler, who, in addition to sharing
Heydrichs passion for ruthless efciency, was also a doctor of
engineering and had enough of a scientic mind to understand
the work of the scientists now placed under his command. The
entire project at the Dragons Hole soon became known as the
Kammlerstab the Kammler Group.
In addition to the Flugscheibe itself, the Poles had recovered the
bodies of its crew. The three small, scrawny bodies became a
secret even more closely guarded than that of the Flugscheibe,
for they removed any question that the craft had been constructed
by humans. Heydrich kept the examination and study of
the Martians, as the creatures were arbitrarily classied,
something under his direct control. Even General Kammler and
the Kammlerstab were not to know of this aspect of the research
being conducted at Ohrdruf. The team of scientists examining
the creatures soon made the astounding discovery that they
were not natural, but somehow both organic and mechanical, as
articial as the craft they had piloted. This astounding discovery
soon opened an entirely new avenue of research for Heydrichs
scientists if the creatures were articial, then it was feasible
that whatever process had produced them could be replicated.
Heydrich appropriated funds from the SS to construct a second
research facility in occupied Poland, a underground labyrinth
code-named Die Riese The Giant. He relocated the scientists
working with the Flugscheibe crew and all their research to
this new facility, where they could conduct their experiments
unobserved and in secrecy. The entire project was given the
designation S-III. The facilitys situation in Poland would
make it ideal to the needs of the S-III scientists. Prison camps
in the region would provide a steady source of slave labour and
human test subjects for the amoral experimenters. The avenue of
research they were exploring promised to recreate humanity, to
perfect the human race. Before such a prospect, petty concerns
like conscience and emotion had no place.
Even with his scientists making incredible advances, Heydrich
ensured that he found time for his political ambitions. He
continued to overstep Himmlers authority, bypassing his
superior to confer directly with the Fhrer about the operations
of the RSHA and the SS science division. Heydrich continued
to use his les to eliminate any threat to his power base. He
had become the most feared man in the Reich, someone it was
whispered was being groomed to become the next Fhrer. In 1941,
Heydrich is appointed Reichsprotektor of Bohemia and Moravia
in occupied Czechoslovakia. It is an important appointment, and
many within the Party take it as further evidence of Heydrichs
increasing inuence over the Fhrer.
While Heydrich and the SD increasingly slipped from his control,
Himmler was anything but idle. He tasked those Gestapo and SD
agents he could still trust with watching Heydrich, monitoring
his every move. A man as ambitious as the RSHA chief would
sooner or later make a mistake, and when he did, Himmler
was determined that he would be there to exploit his rivals
misfortune. Weisthor and the other mystics within the Schwarze
Sonne organization, the occult arm of the SS, used their black
arts to observe the threads of fate surrounding Heydrich,
watching for that moment when he would be most vulnerable.
In 1942, the moment came.
The British Special Services inltrated two ex-patriot Czech
commandoes, J an Kubis and J ozef Gabcik into Bohemia for the
express purpose of assassinating Heydrich. Himmlers mystics
informed him of the plot and the Reichsfuerher SS took steps
to ensure that the British plot would succeed. He arranged for
information to be passed to the two assassins advising them
as to when would be the opportune time to strike. Thinking
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the information originated from the Czech resistance, the two
commandoes acted upon the information, waiting for Heydrichs
staff car as he drove to a meeting in Prague. The plot almost
failed, Gabciks gun jamming as he opened re. Instead of
speeding off, Heydrich ordered his driver to stop, drawing a
pistol and intending to gun down his would-be assassin. Kubis
reacted at once, tossing a grenade he had been given by the
British at Heydrich. The explosive detonated under the car,
driving shrapnel into Heydrichs back. While the commandoes
ed, Heydrich was rushed to the nearest hospital.
The Fhrer immediately dispatched the nest physicians in the
Reich to attend Hyedrich, but even their best was not enough.
The British grenade had contained botulinum toxin and the
deadly substance was ravaging Heydrichs body, condemning
him to a slow and excruciating death. There was nothing that
could be done. Heydrich, in a moment of lucidity, ordered that
specialists from the S-III facility in Poland be sent for. The team
of scientists administered strange chemicals to their commander,
placing him in a deep coma, then departed as quickly as they
had arrived, taking Heydrich with them as they returned to die
Riese.
Meanwhile, Himmlers SS and Gestapo conducted a brutal
and savage investigation into the assassination. The Czech
underground was virtually annihilated through Himmlers
efforts. The simultaneous investigation by Heydrichs SD was
impeded and blocked at every step by the efforts of the Gestapo.
Even so, the SD was able to track down Kubis and Gabcik to a
church in Prague. However, efforts to take the men alive failed
when the two commandoes collapsed the tunnels beneath the
church rather than be captured. The SDs hope of drawing a
direct connection between the assassination and the SS died
with the two commandoes.
Himmlers plot to eliminate his chief rival in the Reich would
have succeeded but for the efforts of the S-III group. Among
the areas of study the scientists had been pursuing was the
replacement and augmentation of organic structures with
mechanical components. Although their margin of success had
been limited, with their commander, S-III realised that failure
was not an option. They initiated the most ambitious, large
scale replacement of biological components with mechanical
replacements they had yet attempted. Against all odds, the
procedure was a success. His biological body ravaged by the
botulinum toxin, almost 75% of Heydrichs body was discarded
by his scientists and replaced with steel and wire. Heydrich
emerged from the operation even less human than he had been
before it, more machine than man, a cyborg.
The recovered Heydrich made confronting Himmler the rst
priority in his new life. Although the SS had covered its tracks
well, the SD had found some evidence linking Himmler to the
Czech underground and the assassination attempt. Heydrich
understood that Himmler was too powerful to eliminate right
away, so instead he delivered an ultimatum. Himmler would
not obstruct Heydrichs intention to separate the SD from SS
command, nor the transfer of the science division from SS to SD
control. In return, Heydrich would not inform the Fhrer about
the SS connection with the events in Prague. It was an ultimatum
Himmler knew he could not afford to refuse. However, Heydrich
had not anticipated The Fhrers reaction to his cyborg body. To
the Fhrer, Heydrich had become an abomination, a disgusting
corruption of the Aryan ideal. The Fhrer was revolted merely
being in the same room as Heydrich, barely able to tolerate the
cyborgs presence. No longer would Heydrich have the favour
and ear of his Fhrer. The position of governor of Bohemia and
Moravia was stripped from Heydrich, the RSHA dismantled
and command of the Gestapo restored to Himmler and the SS.
Moreover, despite the incredible progress displayed by groups
such as the Kammlerstab, funding to Heydrichs science projects
was vastly reduced. Heydrich had gained his independence from
Himmler, but it had cost him much.
Even the disfavour of the Fhrer was not enough to stop a man
as ambitious and driven as Heydrich, however. He still had the
SD and with it their les. He used the information from his
records to tighten his hold over many prominent and powerful
Germans. While his ofcial budget had been cut, the coffers of
Heydrichs SD swelled with donations and funds diverted from
virtually every ministry in the Reich. The experimentation and
research at die Drachenhohle and die Riese not only continued,
but expanded.
In 1944, with the campaign in Russia beginning to sour and the
Fhrers mind turning increasingly toward wonder weapons
that would win the war for Germany, Heydrich saw an avenue
to once again expand his power. If The Fhrer wanted wonder
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weapons, the SD would provide him with such, with weapons so
horrible and ghastly they would shock even the Fhrer. Heydrich
had lost none of his ability to manipulate his leader, soon
virtually all scientic research in the Reich was placed under
the command of the newly created Sonderbuero 13, itself a
subsidiary of the SD and answerable to Reinhard Heydrich.
In 1946, Sonderbuero 13 is the most technologically advanced
organization in the world, a chilling display of knowledge without
morality, of innovation without conscience. The horrifying
weapons and grotesque creatures produced by the scientists of
Sonderbuero 13 are an example of what the brave new world
promised by The Fhrer will look like if his armies prevail.
organization
Sonderbuero 13 is a vast bureaucracy within the power structure
of the SD. It has access to its own military forces, the Waffen
SD, which is organized identical to its parent organization, the
Waffen SS. Although limited, the Waffen SD does have its own
panzer corps and artillery brigades; ofcially these are strictly
for purposes of defending Sonderbuero 13 facilities and to
supplement Waffen SD experimental task forces when eld
testing new weapons on the battleeld. Waffen SD units also
act as semi-independent forces attached to larger Wehrmacht
divisions. Due to the exotic and often experimental nature of
the weapons developed by Sonderbuero 13, only SD forces are
allowed to deploy them on the battleeld. Ofcially this is done
to ensure that these weapons are not captured by the enemy,
but the truth is that Heydrich is less concerned with the enemy
capturing these devices than he is with his rivals in the Reich
getting them.
Sonderbuero 13 forces will sometimes operate with allied Axis
forces, such as the Spanish or Rumanian armies or even the
ROA (Russian Liberation Army) but will never be found co-
ordinating with the SS. The rivalry between the leaders of the
two organizations has colored relations between the SD and
SS. Moreover, the technology of Sonderbuero 13 and the occult
devices of the Schwarze Sonne represent two vastly antagonistic
trains of thought.
weapons
Sonderbuero 13 has developed a number of exotic applications
both from the study of the Czernica Flugscheibe and independent
research conducted outside the Kammlerstab. Among these
innovations have been new forms of synthetic fuel, such
as Schaumkohle, liquid oxygen and even aluminium dust.
Advanced ram-jet engines, sucking the very air pressing upon an
aircrafts wings into its engines to act as fuel. Dimagnetic alloys
that act to repulse the earths gravitic forces. Intense magnetic
waves that intercept enemy radar. Even the potential of the atom
to generate power has been explored by the men working under
Sonderbuero 13.
fuerball
The Fuerball is a small, circular device roughly four feet in
diameter. It is powered by an exotic variety of ram-jet that
sucks air through the semi-porous skin of the vehicle. This
powers electric turbines inside the device which in turn provide
it is motive energy. The Fuerball is employed extensively as a
defensive weapon over Sonderbuero 13 facilities, being tted
with a device that can disrupt and even shut down the electronics
in airplanes. An infantry variant of the device is currently being
tested, tted with an explosive charge and used as something
akin to a guided rocket against an enemy position. A Fuerball is
unmanned and guided by radio control.
kugelblitz
The Kugelblitz is an even more exotic ying device than the
Fuerball. A massive ten foot diameter disc-shaped object, the
Kugelblitz operates on a vortex engine that employs etheric energy
to power it. The Kugelblitz is constructed from diamagnetic
materials, allowing it to partially offset the pull of gravity. At
present, Sonderbuero 13 has been unable to achieve altitudes
higher than a few hundred feet and speed remains a sluggish
30 mph. However, with a sound principle in hand, efforts to
overcome such obstacles are already under way and may soon
yield effective vortex-engine saucers to defend the skies over
Germany. At present, the Kugelblitz is employed as an infantry-
support weapon. Its ability to hover allows it to navigate terrain
that would be impassable to panzers and other armored vehicles,
giving it an edge over enemy forces. The Kugelblitz typically
has a crew of three: pilot, gunner and navigator/loader. Variants
of Kugelblitz sport everything from 40mm anti-tank gins to
quad-mounted MG42s. One variant even features the KSK and
the sonic Luftkanon developed by the Wehrmacht.
troops
In addition to the exotic weapons systems Sonderbuero 13 has
developed, the S-III group has researched even more uncharted
territory, seeking to transform the German soldier himself into a
living engine of war. Exploiting technology and insights gleaned
from the extraterrestrial occupants of the Czernica Flugscheibe,
the scientists of S-III have unlocked a Pandoras Box of ghastly
creation and set it loose upon the battleelds of the world.
abgezhertsoldat
Early experiments with amphetamines during the invasion of
Poland proved unsatisfactory and the project sat in hiatus until it
was absorbed into the domain of Sonderbuero 13. With the ruthless
resources of Sonderbuero 13 at its disposal, the project was set
free of the constraints imposed by funding and ethics. Now able
to employ whole scale human experimentation, the project was
able to develop a chemical that could be injected into the veins
of a soldier that would greatly enhance combat performance.
Under the inuence of these chemicals a soldiers strength and
endurance are vastly increased while the pain centres in the brain
are retarded, rendering the soldier almost completely immune to
pain. Side-effects include increased aggression, a numbing of
the senses of touch and taste, and addiction to the chemical. The
combat chemical (dubbed V-stoff by the scientists) is expelled
from the body through respiration, so to increase the longevity
of a dose, abgezhertsoldat are issued special ltration masks that
recycle the chemical when they exhale and allow it to be inhaled
back into their system, thereby prolonging the duration of the
chemicals effect.
Abgezhertsoldat are a result of several Sonderbuero 13
technologies coming together. Attempts to improve V-stoff
resulted in a chemical that not only increased the strength, speed
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and stamina of the subject, but also completely removed their
ability to feel pain. Unfortunately, the chemical also burned out
the subjects brain, leaving only a mindless, homicidal rage.
Obviously useless for large scale implementation on soldiers,
the SD nonetheless found a use for the enhanced V-stoff. It was
discovered that the enhanced stamina of the subjects increased
their bodies ability to accept mechanical implants, the major
stumbling block to German cybernetic research. With a steady
supply of crippled German soldiers and Soviet POWs, S-III
began manufacture of a new and hideous weapon in the arsenal
of the Reich.
The abgezhertsoldat encountered on the battleeld are used as
close assault troops by the SD. Fitted with mechanical claws and
other brutal weaponry, these semi-human creatures are unleashed
against the enemy in a snarling, psychotic mass. Physically
scrawny from the chemicals they have been exposed to; the
creatures are incredibly strong and fast, often with mechanical
replacements for their limbs. They are deployed with radio-
controlled syringes surgically embedded in their bodies. At the
press of a button, the SD controller can inject paralysing drugs
into the creatures body, allowing it to be safely recovered once
it has slaughtered the enemy.
Allied troops have adopted the nickname Emaciated Trooper
for the abgezhertsoldat in an effort to make the creatures sound
less imposing and to bolster the morale of those soldiers who
might be expected to encounter them. In order to ensure that
they remain activated for as long as possible, abgezhertsoldat
units are often accompanied by physicians who administer V-
stoff to them directly on the battleeld.
sturmaffe
Sturmaffen derive from S-III experiments to recreate the process
used to create the synthetic crew of the Flugscheibe. It was
discovered that the pilots had, in some way, been articially
grown in baths situated within a chamber on the craft. Through
years of experimentation, S-III managed to decipher in part the
workings of these devices and attempted to employ them to
manufacture soldiers for the SD. These clones, however, proved
unstable. Maturing at a rapid face, being fully grown after only
a year of development, the mentality and intellect of the
synthetic men could not keep pace with their physical
development resulting in drooling idiots rather than a new
source of manpower.
Undeterred, S-III went back to their experiments, this
time employing various animals rather than human test
subjects. It was discovered that the animals developed
much more normally than the human clones had.
Considering that the problem lay in the complexity of
the human brain, the scientists began experimenting with
apes to see if the same problems would develop. When
cloned gorillas displayed none of the mental abnormalities
that the human clones had developed, S-III began to think
once more in terms of manpower and a limitless labour
force. The cloned gorillas could be taught to master
simple menial duties and were used for physical labour
at die Riese and other Sonderbuero 13 facilities. It was
also discovered that V-stoff could be administered into the
clones early in their development, enabling the chemical
to bond with the ape on a molecular level, remaining in its
system indenitely. The apes also were very receptive to
cybernetic augmentation, their physical mass allowing S-III
engineers to experiment with much more complicated and
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daring mechanisms than a human form would allow.
Many of S-IIIs apes have been employed by the Waffen SD as
shocktroops. Dubbed Sturmaffen, these monsters are used to
pulverize enemy positions. Immensely strong, with a physical
strength beyond that of any V-Soldat, Sturmaffen soften targets
for the Germans before regular troops are committed. Often
tted with mechanical claws and vices that vastly enhance their
already prodigious strength, a Sturmaffen can dismantle a M4
Sherman with nothing more than its own raw power. Because
of their bestial savagery and aggression, every Sturmaffe is
deployed wearing an explosive collar. Should the beast escape
the control of its masters, the collar can be detonated by remote
control.
feuersoldat
Though many believe the feuersoldat or, re-soldier, are
capable of pyrokinetic abilities, they do not possess any
psychic abilities or mystical powers. Early experiments of S-
III to genetically alter their soldiers using the genetic material
found in the Czernica Flugscheibe failed to produce the super
soldier Heydrich was looking for. Instead, German scientists
found that they were able to make subtle alterations to existing
human genetic material, creating many horrible abominations.
In the case of the feuersoldat, geneticists were able to create men
immune to the damaging effects of heat. With the heavy use of
amethrowers on the battleeld, such troops would be able to
withstand the devastating effect of such weapons making this a
quite practical adjustment to German soldiers.
Taking these experiments one step further, scientists from S-
III developed experimental devices based on the technology
recovered from Poland to generate intense ames without the
need for bulky tanks of fuel. Armed with these devices, the
ame-immune soldiers were able to generate gouts of re without
suffering any adverse effects. These troops were trained in the
use of these high-tech wonder weapons and quickly became
skilled at wreaking unimaginable chaos on the battleeld.
Since their creation, the German feuersoldat are seeing more use
on the eld of battle. Used in areas where the enemy relies on
amethrowers and other incendiary weapons, the feuersoldat
pour ames over everything they see. Most are pyromaniacs,
delighting in the sounds, smells, and sights of their enemy
alight. Though susceptible to small-arms re, these troops have
become feared across all fronts of the war.
rohlingsoldat
Another product of German genetic engineering, the
rohlingsoldat is a hulking mass of muscle and strength. Able to
enhance the human muscular and skeletal systems, geneticists
created monstrous soldiers with nearly double the mass of a
normal human. These brutes, while slow, quickly proved to be
an effective weapon in the battleelds of Europe.
Though they excel at close combat, few were able to reach
enemy positions in time to make use of their sheer strength.
After their initial development, rohlingsoldaten were trained as
heavy weapon specialists and given access to specially-designed
weapons that allowed them to act as living weapon platforms
capable of laying down devastating repower. In order to
increase their longevity on the battleeld, steel plates were bolted
to the troopers body, saving on the time and money needed to
develop special body armor for these massive soldiers.
In recent months the rohlingsoldat has seen extensive use
throughout the German military. Their intimidating presence
causes most enemy soldiers to pause upon seeing them plod
across the battleeld.
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sd agent
elite infantry (individual)
german officer
veteran infantry (individual)
M RC CC A S DR W
3 4+ 4 4 2 6 2
M RC CC A S DR W
3 4+ 4 3 3 6 2
composition: 1 German Ofcer
equipment: MP40, Pistol, Grenades
special abilities:
Command
options:
The individuals Training Level can be increased to Elite.
The individual may be designated as a Hero.
The men that lead the Wehrmacht are a stern and disciplined group
of ofcers that have led their forces into victory time and time again.
With courage and a keen mind, German ofcers command some of the
best soldiers the world has ever seen.

in house
The SD Agents inspire terror
ability is quite powerful when
combined with the surrender
special order or used prior to
suppression re.
composition: 1 SD Agent
equipment: MP40, Pistol, Grenades
special abilities:
Inspire Terror: The reputation of the SD agents was such that
all those that crossed their path feared them. Known for brutal
interrogation techniques and psychotic tendencies, these agents
were able to demoralize even the most hardened soldiers with but
a glance. For 1 AP an SD Agent can attempt to reduce the Drive
of an enemy unit by one. The enemy unit must be within 12, in
line of sight, and must roll lower than their current Drive on 1d6
or they suffer a permanent Drive penalty of one.
options:
The individual may be designated as a Hero.
Agents of the SD (Sicherheitsdienst) act as intelligence and
counterintelligence operatives for the feared German SS. With a
reputation for brutality, the SD sends their agents abroad to ensure
the will of the SS is carried out and that no one interferes with their
plans.

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mad doktor
veteran specialist (individual)
wehrmacht sniper
regular specialist (individual)
M RC CC A S DR W
3 6+ 1 2 1 4 2
M RC CC A S DR W
3 3+ 3 3 2 4 2
composition: 1 Wehrmacht Sniper
equipment: StG44 with a Vampyr Scope, Pistol, Grenades
special abilities:
Crack Shot
options:
The individuals Training Level can be increased to Veteran.
This individual may be designated as a Hero.
The individual may exchange their StG44 for a WA46.
The snipers of the German infantry have, for years, proven to be
expert marksmen. Both feared and respected by their enemies,
Wehrmacht snipers are now being equipped with advanced
weaponry such as the Vampyr night-vision scope, which allows
the soldier to see their enemy in complete darkness and at great
distances.

Mad Doktor s Inoculation Char t


D6 Syr inge
1
Inict two wounds on a single model
from the inoculated squad
2-3 The model gains +1 AP
4-5 The model gains +2 Strength
6 The model becomes impervious (4+)
in house
Pulling a Dan: The Mad
Doktors inoculate ability can
be used on enemy models.
composition: 1 Mad Doktor
equipment: Pistol, Syringe
special abilities:
The Mad Doktor is equipped with a Syringe to inoculate those
he feels deserve his special attention. To inoculate a model the
Mad Doktor must be in base contact with the model and use 1
Action Point to dose em up. The Mad Doktor must inoculate
the entire squad before rolling for the effects of the drugs. Once
the entire squad has been inoculated roll on the Mad Doktor
Inoculation Chart to see what effects the entire squad gets. Note
you only roll once for the whole squad and the results apply to
the whole squad.
options:
The individuals Training Level can be increased to Elite.
The individual may be designated as a Hero.
notes:
For each Mad Doktor present within a detachment, one
Abomination choice may be selected. If a Mad Doktors Training
Level is increased to Elite, they may take up to two Abomination
choices.
Spending most of the time in the laboratory overseeing terrible
genetic experiments, the Mad Doktor is an unstable individual. Free
from the bonds of morality, these brilliant scientists are responsible
for the creation of some of the most horrible creatures the world
has ever seen. Using strange, alien genetic material these men and
women concoct living weapons that the SS brings to bear against
Germanys enemies.

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strumaffe
regular abomination (individual)
wehrmacht heavy weapon team
regular support (squad)
M RC CC A S DR W
5 - 4 2 6 4 5
M RC CC A S DR W
3 4+ 3 3 2 4 1
composition: 1 Storm Ape
equipment: None
special abilities:
Apathetic
Berserk
Frightening
Solo
Stand and Take It (3)
Unintelligent
Unstoppable
notes:
Control Collar: At the start of the game, the German player must
nominate an individual to be equipped with the control device
for the Sturmaffes collar. If the character with the device is
ever within 18 of a berserk Sturmaffe, he may, at the cost of 1
Action Point, detonate the collar of the ape, exploding its head
and removing it from the table as a casualty.
These cybernetically and genetically altered gorillas have proven
devastating to the Allies in recent months. Machines of muscle, the
sturmaffe or, storm ape, have earned a fearsome reputation throughout
the world. With mechanical parts grafted directly to living tissue the
apes are nearly unkillable and prove difcult for even the SD and the
Mad Doktors to control once enraged.

composition: 2 Wehrmacht Soldiers


equipment: Heavy Weapon (one per team, see below), KAR98k,
Grenades
options:
The squad may select one of the following heavy weapons:
Flammenwerfer 35, MG42, Panzerschreck, or Granatenwerfer
36 Mortar. The soldier carrying the heavy weapon does not
possess a KAR98k.
The squads Training Level can be increased to Veteran.
Any member of this squad may exchange their KAR98k for a
StG44.
The heavy weapons of the Wehrmacht are greatly feared by the enemies
of the Axis. The arsenal the Wehrmacht has at their disposal has
proven itself in battle and continues to be improved and updated.

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120
feuersoldat
regular abomination (squad)
wehrmacht
regular infantry (squad)
M RC CC A S DR W
3 5+ 3 4 2 4 2
M RC CC A S DR W
3 4+ 3 3 2 4 1
Weapon R S RoF Notes
Feuerbogen 8 3+d6 1:1
Template,
Terrifying
composition: 2 Wehrmacht Soldiers
equipment: KAR98k, Grenades
options:
The squads Training Level can be increased to Veteran.
Any member of this squad may exchange their KAR98k for a
StG44.
The Wehrmacht is the backbone of the German military. From
the initial invasion of Poland in 1939 the Wehrmacht has shown
themselves to be a force to be reckoned with. As attackers they have
perfected lighting-fast assaults into enemy territory and as defenders
have proven nearly impossible to remove.

composition: 2 Fire Soldiers


equipment: None
special abilities:
Feuerbogen: Feuersoldat are able to generate an arc of ames
(feuerbogen) that shoots off their ngertips and towards their
enemies. For 1 AP, a Feuersoldat can make a ranged combat
attack using the attributes listed below. This attack ignores cover
bonuses to armor, and functions as a ammenwerfer.
Feuersto: When enraged, Feuersoldat explode in a burst of
ames (feuersto), burning all those around them. For 1 AP,
a Feuersoldat can strike all models within 1, inicting a
Strength 3+d6 hit. This ability can be used in close combat,
in lieu of a normal close combat attack. Models struck by this
attack do not gain a cover bonus to their Armor.
Fire Immunity: Feuersoldaten are uninjured by re and cannot
be harmed by ame-throwers or other sources of re and are
immune to the terrifying effects of such weapons.
Frightening
options:
The squads Training Level can be increased to Veteran.
The re soldiers, or torches as the Allies call them, are genetically
and cybernetically altered soldiers able to spout ames from their
very ngertips. Armed with strange devices that spew forth re, the
feuersoldaten are themselves immune to the effects of these ames.
Their ery nature makes them unable to carry any equipment but they
act as living weapons and inspire terror in their enemies.

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121
krieghund
regular specialist (squad)
M RC CC A S DR W
3 4+ 3 3 2 4 1
handler
M RC CC A S DR W
5 - 3 1 4 - 1
krieghund
composition: 1 Wehrmacht Handler and 2 Krieghund
equipment: KAR98k
special abilities:
Their sense of smell is so keen, Krieghund are able to detect
enemies at a distance without being able to see them. A
Krieghund (but not its handler) is able to use the Charge action
against models that are not within its line of sight and does not
have to move in a straight line when charging or sprinting.
Frightening (Krieghund only)
Sure-footed (Krieghund only)
Unintelligent (Krieghund only)
options:
The squads training Level can be increased to Veteran.
The Wehrmacht Handler may exchange his KAR98k for a
StG44.
notes:
The dogs and their handler do not follow ordinary cohesion rules.
Rather than needing to be within four inches of one another, the
dogs must remain within line of sight of the handler at all times.
If the dogs begin their activation outside of LoS, either them or
their handler must take as many actions as needed to get within
LoS of one another.
Though the handler and the dogs form a squad, the dogs are
immune to morale losses and will ght on even after their
handler has been killed. When a Wardog Squads Drive reaches
zero, the handler is affected by rout as usual, but the dogs can act
normally. A wardog cannot be suppressed (though its handler
can).
Acting as sentries, krieghunds (war-dogs) are often times genetically
enhanced by the Mad Doktors of the SD. Their senses heightened,
many have lost their sight due to the terrible experiments they are
put through but their senses of smell and hearing makes them able to
detect and attack enemies that would otherwise remain hidden.

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rohlingsoldat
regular abomination (individual)
volkssturm group leader
regular infantry (individual)
M RC CC A S DR W
2 5+ 4 4 5 4 3
M RC CC A S DR W
3 4+ 3 3 2 5 2
composition: 1 Hulking Soldier
equipment: Heavy Weapon (see below)
special abilities:
Rohlingsoldat are so strong they can carry a specially-designed
heavy weapon on their own along with enough ammunition to
last them throughout the battle. Rohlingsoldat do not need to
reload heavy weapons between shots.
Unstoppable
Frightening
options:
The individual may select one of the following heavy weapons:
MG42 or Panzerschreck.
The individuals Training Level can be increased to Veteran.
Masses of esh and bone, the Rohlingsoldat (brute soldiers) are
genetically-altered soldiers of immense proportions. Their skeletal
and muscular structures have been nearly doubled in size and these
monstrous troops are often well over eight feet tall. With sheer
strength these troops are able to act as one-man heavy weapon
teams, wielding specially-tted machine guns or panzerschrecks
without any difculties. Many of these hulking soldiers have steel
plates grafted to their skin, making them difcult to injure and even
after they have been wounded they continue to ght with little regard
to their injuries.

composition: 1 Volkssturm Militia Group Leader


equipment: GEW 43, Pistol, Grenades
special abilities:
Command
options:
The individuals Training Level can be increased to Veteran.
The individual may be designated as a Hero.
The individual may exchange its GEW 43 for an MP 40.
The leaders of the peoples army, Volkssturm group leaders are
not always trained as soldiers. With varying backgrounds and
professions, these men are utterly loyal to the German cause and
have the experience and personality necessary to become leaders
nonetheless.

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123
volkssturm
green infantry (squad)
volkssturm heavy weapon team
green support (squad)
M RC CC A S DR W
3 5+ 2 3 2 3 1
M RC CC A S DR W
3 5+ 2 3 2 3 1
abgezhertsoldat
green abomination (squad)
M RC CC A S DR W
3 - 4 3 3 4 2
composition: 3 Volkssturm Militia
equipment: GEW 43
options:
The squads Training Level can be increased to Regular.
With casualties mounting, the Wehrmacht has found itself overwhelmed
on all fronts. Forced to combat the Soviets on the east and the Allies
on the west, the German military has turned to the Volkssturm, the
peoples army to ll in the gaps. Used primarily as defenders, the
Volkssturm is made up of the old, the young, and the inrm. But what
they lack in skill they make up for in determination and prove to be
underestimated by their enemies.

composition: 3 Volkssturm Soldiers


equipment: Heavy Weapon (one per team, see below), GEW 43
options:
The squad may select one of the following heavy weapons:
Flammenwerfer 35, MG42, Panzerschreck, or Granatenwerfer
36 Mortar. The soldier carrying the heavy weapon does not
possess a GEW 43.
The squads Training Level can be increased to Regular.
Often called upon to defend vital German positions, the Volkssturm
are provided the same assortment of heavy weapons as the
Wehrmacht. Though not as skilled as their military counterparts,
these troops put these weapons to good use and do what they can to
advance the German cause.

composition: 3 Emaciated Troopers


equipment: Mechanical Claws
special abilities:
Frightening
Nicknamed skinnies by British soldiers, emaciated troopers or,
abgezhertsoldat, are terrible genetic creations of the German SD.
With genetic and cybernetic alt erations, these creatures were once
human but little remains of their former selves. Even members of
the Wehrmacht avoid these things and they are thrown into battle
with little regard for their survival or their safety. Many believe
that they are former prisoners of war that have undergone horrible
experiments and been transformed into weapons of the enemy.

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124
lab 138 (experimental detachment)
doktor klein
(elite mad doktor)
equipment: Pistol, Syringe
special abilities: Innoculate, Scientist
Doktor Rudolph Klein is the scientist in charge of the SDs Laboratory
138, which is responsible for the creation of the genetic terrors
Sonderbureau-13 has unleashed upon the world. Doktor Klein is a
skilled scientist whose expertise had led the abominations of the SD to
countless victories over their enemies.
oberleutnant goddard
(veteran german officer)
equipment: MP-40, Pistol, Grenades
special abilities: Command
An Oberleutnant in the SD, Goddard is learning the ins and outs of
Sonderbuerau-13s genetic experiments and their application on
the eld of battle. Having been placed at Doktor Kleins laboratory,
Goddard has taken these abominations into the eld and, along with
the Doktor, hopes to better understand their effectiveness against the
enemies of Germany.
hounds of hell
(regular krieghund squad)
equipment: StG44
Karl Braun has formed a unique bond with the krieghunds produced by
Doktor Kleins Lab 138. Though these beasts have been genetically and
cybernetically altered, they are still dogs and these animals respond to
Karls commands without hesitation. Karl takes the death of each dog
hard and viciously avenges any harm that comes to his animals.
gunter
(regular rohlingsoldat)
equipment: MG-42
special abilities: Unstoppable, Frightening
Even Doktor Klein is uncertain who Gunter was before he was brought
to Lab 138 for genetic alteration. After the treatment Doktor Klein
came to calling the rohlingsoldat Gunter and the creature responded
to the name well. Now, Gunter wades through combat with a single-
mindedness, laying down waves of bullets from his MG-42. Gunter
takes an almost child-like glee at watching the enemy fall to his re.
the pyre
(regular feuersoldat squad)
equipment: None
special abilities: Feuerbogen, Feuersto, Fire Immunity,
Frightening
The two feuersoldaten that make up Doktor Kleins unit refer to
themselves as The Pyre and are true pyromaniacs. In stark contrast to
Gunters recklessness, the Pyre moves through the battleeld cautiously,
placing themselves in the right position to counter enemy movements
with a burst of ame. After the battle is over, the men of the Pyre delight
in breathing deeply the charred remains of their enemies.
first abgezhertsoldat squad
(green emaciated troopers)
equipment: Mechanical Claws
special abilities: Frightening
One of three units of adbezhertsoldat brought into the eld by Doktor
Klein, these emaciated troopers are thrown at the enemy with reckless
abandon. Doktor Klein is able to produce these creatures in large
quantities and thus feels little remorse when they are brought down by
enemy re.
second abgezhertsoldat squad
(green emaciated troopers)
equipment: Mechanical Claws
special abilities: Frightening
One of three units of adbezhertsoldat brought into the eld by Doktor
Klein, these emaciated troopers are thrown at the enemy with reckless
abandon. Doktor Klein is able to produce these creatures in large
quantities and thus feels little remorse when they are brought down by
enemy re.
third abgezhertsoldat squad
(green emaciated troopers)
equipment: Mechanical Claws
special abilities: Frightening
One of three units of adbezhertsoldat brought into the eld by Doktor
Klein, these emaciated troopers are thrown at the enemy with reckless
abandon. Doktor Klein is able to produce these creatures in large
quantities and thus feels little remorse when they are brought down by
enemy re.
M RC CC A S DR W
3 6+ 1 2 1 4 2
M RC CC A S DR W
3 4+ 4 4 2 6 2
M RC CC A S DR W
3 4+ 3 3 2 4 1
handler
M RC CC A S DR W
5 - 3 1 4 - 1
krieghund
M RC CC A S DR W
2 5+ 4 4 5 4 3
M RC CC A S DR W
3 5+ 3 4 2 4 2
M RC CC A S DR W
3 - 4 3 3 4 2
M RC CC A S DR W
3 - 4 3 3 4 2
M RC CC A S DR W
3 - 4 3 3 4 2
Jeremy Bernhardt (order #2415176) 65.166.54.45
125
wehrmacht
coat
Basecoat - 867 Dark BlueGrey
Highlight - 900 French Mirage Blue
Shadow - 862 Black Grey
packs/pouches
Basecoat - 826 German Camo. Medium Brown
Highlight - 912 Tan Yellow
Shadow - 872 - Chocolate Brown
harness
Basecoat - 44 Dark Fleshtone (VG)
Highlight - 43 Beasty Brown (VG)
Shadow - 45 Charred Brown (VG)
optics
Basecoat - 12 Scar Red (VG)
Highlight - 10 Bloody Red (VG)
Shadow - 51 Black (VG)
optics
feuersoldat
skin
Basecoat - 965 Prussian Blue
Highlight - 961 Sky Blue
Shadow - 899 Dark Prussian Blue
fire
Basecoat - 01 White (VG)
First Highlight - 07 Gold Yellow (VG)
Second Highlight - 09 Hot Orange (VG)
metal/tank
Basecoat - 862 Black Grey
Highlight - 102 Steel Grey (VG)
Shadow - 44 Dark Fleshtone (VG)
All colors listed are Vallejo Model Color, unless otherwise noted with (VG), these are Vallejo Game Color.
harness
packs
coat
fire
skin
metal
Jeremy Bernhardt (order #2415176) 65.166.54.45
Jeremy Bernhardt (order #2415176) 65.166.54.45
127
The krauts had us pinned down but good. We were scouting
the farmland outside Mauriac, trying to pinpoint a battery of
88s that had been pounding the supply convoys something
erce. Situation had gotten so bad that the Red Ball Express
was refusing to budge from the supply dumps at Avignon. The
yboys hadnt been able to spot the German artillery, wherever
Fritz had them dug in, they were dug in but good. Naturally
that meant us foot sloggers would be picking up the air forces
slack. Wouldnt have been so bad except the area was rotten with
snipers, hardcore Milice who would rather see krauts in Paris
than Americans.
Snipers or no, the LT wanted those 88s everybody at division
was catching three kinds of hell because of the havoc those guns
were causing. My squad drew the short straw and got the job and
there wasnt a man of us too happy about that, let me tell you.
Anyway, seemed like our luck had taken a turn for the better
when we found ourselves a few hours out from Mauriac and no
Vichy die-hards trying to put holes in us. Then we heard that
sound. Them German diesel engines dont sound like anything
else and more than a few of us had heard plenty of that racket
down in Italy and Tunisia. We scrambled into the brush on either
side of the lane, pressing our faces into the dirt and praying that
what was making that racket wasnt headed our way.
It was, of course. We couldnt see it until it was just about right
on top of us because of the cussed hedgerows that lined the road.
It was a kraut tank alright, and a proper one too, not one of them
hand-me-downs the Germans would pawn off on the Italians and
the Vichy French. Big as the end of the world, all grey steel and
zimmerit. It rumbled around the corner and then its tracks ground
to a halt. Any idea that the Germans didnt know we were there
went out the window a second later. The machine-gun tted into
the hull started barking, bullets whizzing over our heads. Then
the turret swung around and blasted the little stone wall some
of the squad was hunkered down behind. The guys that made
it through the shot from the cannon broke and scattered. A few
of them disappeared back the way we had come, but the rest
got knocked down by that machine gun. If things werent bad
enough, Benny, our bazooka man, was one of the guys that got
caught by the panzers cannon. He was tossed into the air like a
rag doll and his bazooka landed smack in the middle of the road,
just as pretty as you please.
That was enough for us, we knew it was do or die, most likely
die. We sprung up from our cover and started peppering the
panzer with everything we had, Thompsons, carbines, grenades,
harsh language, I mean everything. Not a lick of good it did
us, we didnt make a dent in that steel hull. The machine gun
cranked around in our direction and made us put our heads
down again. We were safe for a spot, the hull gun couldnt crane
down low enough to hit us and it would take some pretty fancy
driving to get the tank into a better spot on that little farm road.
Of course, they could always just drive over us, which was a far
from happy idea. But we werent the only ones who had spotted
that bazooka lying in the middle of the road. The hatch in the
turret popped open and out hopped a kraut ofcer, all black
uniform and grinning face. He wiped a handkerchief at the side
of the turret where some of the zimmerit had been chipped by
our bullets, then latched himself onto the coaxial MG34. When
he slid back the action on that machine gun, I knew it was Death
itself grinning down at me. The hull gun might not be able to hit
us, but that turret gun sure as hell could.
Then, suddenly, there was a loud crack and the tank ofcer
opped down against the side of the turret. I risked lifting
my head and saw this yahoo come sprinting up the road. Big
mug with that hard, chiselled look that lands a fella a job in
B-westerns. He was running at the panzer, a Webley in one
hand and a grenade in the other. The Germans inside the panzer
mustnt have seen him, cause they kept right on shooting at
us to keep our heads down. That changed a few seconds later,
when the cowboy threw the pineapple in his hand at the tank.
The grenade stuck the side of the turret and rattled around on
the hull before going off. It didnt penetrate the armor, but some
fragments must have hit the panzers engine because thick black
smoke started spewing from its backside.
That got their attention. The hull gun swung around and started
ripping up the road trying to reach the cowboy, forgetting all
about us. The yahoo didnt seem to even notice the lead stitching
up the road beside him, he just kept running toward the tank,
pulling another grenade from his belt as he ran. The Germans
kept pouring on the re, but nothing seemed to rattle this guy.
That must have spooked the krauts. Next thing I know the panzer
is trying to back up, but whatever damage that grenade did must
have froze the left track because all they managed to do was spin
the tank around a little. We could hear somebody shouting in
German yelling his head off if we could hear him outside. The
dead commander in the turret was pushed out from below, but
when the other German peaked up to grab the hatch and close it,
J esse Owens down there in the road peeled off a shot from his
pistol and drilled the tanker through the head. Then, like he was
Sergeant York or something, he takes that grenade, rips the pin
out with his teeth and tosses it at the tank. The pineapple rattles
around the rim of the turret for a second, then disappears down
the hatch.
Next thing I know, theres a mufed explosion and tongues of
yellow re licking up out of the hatch. The cowboy doesnt pay
it any attention, just pulls a cigar from his vest and waits for me
and my squad to pull ourselves out from the brush. Seeing him
standing there, like some character out of the funny papers, I start
to get mad. By all rights this guy should be a pile of meat lying
in the road, not standing there gloating about single-handedly
knocking out a Mark IV! Its just on my tongue to lay into the
mug when I spot the ofcers bars on that vest of his. Quick
as lightning, I snap a salute. The cowboy looks me over for a
second and nods. Hes anything but in full uniform, what his
head bare and wearing a sleeveless vest, so I dont get annoyed
that he doesnt return the salute. What gets me is the way he
saunters over toward the burning panzer. He bites down on his
Jeremy Bernhardt (order #2415176) 65.166.54.45
128
cigar, spits the end into the street and then leans over to light it
on the re ickering out from the hatches. Never mind you can
hear bullets rattling around inside the burning hulk as the re
sets off the rest of the kraut ammo.
The cowboy looks over at me and then shifts his gaze over to the
rest of my men. He gives another little nod of his head.
You goldbricks the ones Lieutenant Anders sent to help me
knock out those 88s? he asks in a voice thats like gravel. He
smiles when I start to answer, holstering his Webley and shaking
my hand. Captain Wolf, OSS, he introduces himself. I think
the Germans have those guns hidden in a barn a few miles to the
northwest. If you boys are through with your break, we should
get going. Wolf looked over at the burning panzer, spitting onto
the blistering hull. And somebody pick up that bazooka. We
might run into some of Fritzs real tanks along the way.
Jeremy Bernhardt (order #2415176) 65.166.54.45
129
experimental science in america
ARPA, the Advanced Research Projects Agency, is an
organization established by President Roosevelt for the express
purpose of investigating and pursuing any arena of scientic
research that might benet the national security of the United
States. The organizations original function was to co-ordinate
government funded research projects, thereby increasing
both efciency and progress. Since the US entry into the war,
however, ARPA has been forced into several roles far different
from its bureaucratic beginnings.
In 1946, all research and experimentation that might be of benet
to the war effort is closely controlled by ARPA. From relatively
innocuous and mundane advances such as innovations to improve
assembly line efciency or methods to better preserve perishable
foods, to incredible new weapons destined to change the face of
warfare and extraordinary theoretical sciences that push the very
boundaries of human knowledge, ARPA has a hand in it all. The
agency is tasked with maintaining the nest minds in the United
States and with ensuring that what is developed in America stays
in American hands.
history
The NDRC, National Defense Research Committee, was
founded in the aftermath of an incident that shook the very
corridors of power in Washington. On J une 20
th
, 1937, a Soviet
ANT-25 successfully made a transpolar ight from Moscow to
Vancouver. The importance of Valery Chkalovs ight was not
lost on the people of the United States. Unannounced, and without
warning, a Soviet aircraft had own into the United States. If the
communists could manage such a ight in peacetime, then they
were equally capable of doing so in a time of war. The image of
Soviet bombers raining death on American cities lled the pages
of newspapers from New York to Los Angeles as the American
people demanded answers from their government. What was the
president doing to protect them from the Red menace? How had
a Soviet aircraft been allowed to so easily violate the skies above
America?
Roosevelts cabinet had no easy answers for the president to
offer the American press and public. Worse, there seemed a
general ignorance of not only the condition of Soviet aviation
capabilities, but also an inability to determine how far ahead the
communists were in regards to the US aviation industry. Because
aircraft manufacturers in the United States were private concerns
unconnected to the government the government in turn had
very a very limited level of understanding regarding what new
aviation technologies were being explored by these companies,
or even what technologies had already been developed by them
but not yet put into general production. President Roosevelt
left his cabinet meeting with no new answers regarding the
ANT-25 incident, but had a better grasp of the woeful lack of
communication and co-ordination between his government and
private industry. While it was too late to do anything about the
former, Roosevelt was determined to rectify the latter.
With fears of the VVS (Soviet air forces) fresh in their minds,
Congress passed measures proposed by Roosevelt for the
establishment of an agency to monitor scientic and technological
research in the United States, allowing the government to
keep informed about developments in terms of theory and
experimentation and use such information to safeguard the
national security of America. This new organization would
largely complement NACA, the National Advisory Committee
on Aeronautics, which encouraged more established areas of
research rather than the more speculative sciences that were
allowing both the USSR and Germany to make astounding
advances in aircraft design. Because it would be principally a
defence organization, military ofcers were recruited from the
Army and Navy to form the agency, which was soon dubbed
NDRC. The decision to have military personnel organize
NDRC would give the agency a martial structure, one dominated
by principles of discipline and efciency. These qualities would
also enable NDRC to meet the many trials it would face and to
adapt to new duties as its role continued to change.
Although arranged and staffed largely by military personnel,
NDRC was headed by a civilian committee hand-picked by
Roosevelt to represent a cross-section of scientic, industrial
and political leaders. The rst chairman of NDRC was the
brilliant engineer Dr Vannevar Bush, the Dean of Engineering
at MIT and one of the top minds in the United States. Dr Bush
was a great proponent of cooperation between the military and
scientic communities and saw the NDRC as a means toward
fostering that communication. He pressed President Roosevelt to
increase the scope of the NDRC from being a merely information
gathering agency and allowing it to fund research projects
that the agency determined would be of crucial importance to
national defense. Roosevelt agreed to Dr Bushs proposal and
soon research laboratories were established in secure locations
across the country. While some within Roosevelts administration
complained that the expansion of the NDRCs duties represented
nothing more than a power grab on the part of Dr Bush, the
President was of no mind to go back on his decision.
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By early 1939, the world situation had deteriorated to an alarming
degree. The threat of Soviet Russia had been eclipsed by the
increasingly ery rhetoric and bold demands emerging from
Berlin as the German Reich devoured the lands of her neighbours.
In the Pacic, the brutal and savage war being waged by the
Imperial J apanese Army in China was an international outrage,
prompting Roosevelt to initiating increasingly harsh trade
restrictions on J apan in an effort to deny them the resources to
wage their expansionistic campaign. Dr Bush and other scientists
warned their President that if the world were to slip into another
Great War, it would be a conict such as had never before been
waged, no corner of the globe would be spared from such a war.
They also warned that a second World War would be won not
with current weapons, but with the weapons of tomorrow. Bleak
reports were made regarding the advances being made in the
USSR with rocketry and air power, in Germany with advanced
electronics such as television and radio. Albert Einstein delivered
his chilling report on the state of German atomic research and
what might be the result should the Germans use such research
to produce an atomic weapon.
Immediately after the meeting, Roosevelt established two new
organizations, both working under the auspices of a new division
under the command of the NDRC. The rst was the Advisory
Committee on Uranium, a team of scientists and engineers who
would be tasked with beating the Germans to the development
of an atomic bomb. The second was DEW, the Department of
Experimental Weapons which would pursue all other avenues
of research, in particular the wildly speculative sciences being
proposed by Nikola Tesla such as protective energy elds, death
rays and electrically powered automatons. Although these two
groups would receive the lions share of NDRC nancing,
the agency continued to maintain independent laboratories
where researchers would be free to take the developments of
both the Advisory Committee and the DEW down different
avenues. Both of these
organizations would be
controlled by ARPA,
which was envisioned as
a larger more pro-active
entity than the NDRC.
In 1941, with the spectre
of war looming ever larger,
Roosevelt authorized ARPA
to organize its own security
forces to protect its facilities
after Dr Bush proposed that
ofcers trained especially by
the NDRC would be better
equipped to guard against
saboteurs and espionage than
regular soldiers and police.
These ofcers would also
be charged with monitoring
research facilities operated by
private concerns and keeping
tabs on prominent scientists in
the United States. As a result of
ARPA efforts, throughout 1941
several German and Soviet spy
rings were unmasked and their
threat to Americas security eliminated.
After the J apanese attack on Pearl Harbor and US entry into
WWII, Dr Bush suggested that the most sensitive research
being conducted by the ARPA should be relocated to secure
installations away from the American coastline and major
cities, the most logical points for any enemy rst strike. Several
different sites were selected by ARPA for the relocation of their
research teams and their equipment, the most prominent of
which being Oak Ridge, Tennessee, where an entire city was
constructed to house the personnel required to administer the
nations atomic programs. Other locations within the bleak
deserts of the American southwest offered even greater isolation
and security. With these secure facilities, ARPA was pressed
into another role, that of actual production of the weapons being
developed by its scientists. Manufacturing plants began to sprout
up alongside laboratories as ARPA turned the theories of Tesla
and other scientists into new weapons for the American military.
The largest of these industrial complexes was situated in the
middle of the Mojave Desert at a location called San Diablo. In
the succeeding years, the San Diablo facility would expand to
become the key asset in the arsenal of ARPA.
Between the years 1942 and 1943, ARPA scientists raced to
produce new and radical armaments to counter the ghastly
inventions of the Germans and the hideous experiments of the
J apanese. Many of these weapons were rushed into production
as soon as they left the proving grounds and from there hurriedly
deployed to the troops overseas. As a result of this approach, the
advanced armaments developed by ARPA were often used poorly
by eld commanders who had little grasp of the new tactics
required to successfully exploit the new weapons. Perhaps the
most woeful display of this lack of appreciation for the correct
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application of ARPA technology was during the Allied raid on
the French port of Dieppe when a squad of soldiers in Buffalo
power armor was wiped out trying to destroy several German
panzers lurking in the elds outside the town with neither
cover nor support, their commanding ofcer reasoning that the
bulky armor was little different from a normal tank its combat
capabilities.
Dr. Bush pushed for another expansion of the NDRC and ARPA,
this time one that would put their personnel right on the battle
lines. It was proposed that to increase the efciency and strategic
value of the advanced weapons systems ARPA was developing
that combat-trained ARPA ofcers should be deployed in an
advisory capacity to supervise their use and ensure that eld
ofcers were properly deploying the advanced technology that
was being made available to them. The second duty imposed on
these ARPA eld agents was an even more dangerous one to
ensure that these technologies did not fall into enemy hands.
The rst major failure of ARPA came on the 7
th
of J anuary, 1943.
Despite the strict security measures implemented by the agency
to protect its facilities and staff, an elite SD Sonderkommando
unit successfully located and inltrated the San Diablo facility.
This elite German unit had been given strict orders to secure
the secrets of the American advanced science projects. Striking
swiftly and without warning, the Germans achieved complete
surprise and disposed of many of the San Diablo security staff
before the Americans even knew they were under attack. With
almost complete control of the core of the facility, the Germans
ransacked ofces and workshops, looting anything they could
carry away. Other SD Sonderkommandos began interrogating the
staff and workers they had captured during their raid, deciding
which of their captives would be valuable enough to transport
back to Germany. The commander of the unit soon discovered he
had a prize greater than he had dared hope. Among his prisoners
was the 86 year old Nikola Tesla, a name that was synonymous
with technological innovation even in the Reich.
The Germans hoped to escape by means of an advanced
craft designed by Sonderbuero 13, the Silbervogel antipodal
bomber. This rocket-powered leviathan descended from the
stratosphere to land at San Diablos landing eld, ready to carry
the Sonderkommando unit and everything they had captured
out of the country. It was just as the Silbervogel was landing
that American reinforcements arrived to support the battered
remains of the ARPA security staff. A full company of rocket
troopers descended from the night sky to cut down the German
agents. In the confusion, the SD commander and a small number
of his operatives attempted to escape with what they felt was the
most vital asset they had seized the aged Nikola Tesla himself.
The Germans successfully reached their escape craft and as
the immense Silbervogel lifted off, the colonel commanding
the rocket troopers made a grim decision. Tesla could not be
allowed to fall into the hands of the Reich, he would be able
to expose every weakness and vulnerability inherent in every
weapon system ARPA was producing, to say nothing of what
new devices the Germans might force him to create for them. The
colonel gave the order and as the Silbervogel slowly accelerated,
a squad of rocket troopers landed on the crafts wings and planted
plastic explosives. The resulting explosion blew the Silbervogel
from the sky, leaving no survivors. Unwilling to admit that the
Germans had managed to raid what was supposed to be one of
the most secure locations in the United States, a cover story was
released that Tesla had died of natural causes in New York.
With the election of President MacArthur, the military of the
United States was restructured considerably to increase what the
former general saw as a waste of combat potential. One of his
rst acts was to disband the Twentieth Air Force, which had been
ying strategic bombing missions out of China in an effort to
cripple the industry of J apan. MacArthur had never approved of
the concept of strategic bombing in the Pacic theatre, arguing
that the long distances involved argued against the success of
such missions and pointing out the technological bugs that
continued to haunt the immense B-29 bomber. On a personal
level MacArthur resented the fact that the Twentieth Air Force
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existed outside the regular chain of command in the Pacic,
meaning that the B-29s were under no obligation to assist in
tactical operations, such as the disastrous attempt to retake Luzon
in the Philippines. He also disapproved of continuing efforts by
the US Strategic Air Forces in the Pacic, and the commands
chief of staff, General Carl Spaatz, to redirect American efforts
in the Pacic away from the Philippines and the Asian mainland
and to what MacArthur saw as a bloody, pointless campaign of
island hopping to secure advanced air bases for the B-29s to
stage from.
In the aftermath of MacArthurs decision to disband the XXI
Bomber Command, several ofcers were shufed to new duties.
The extremely efcient General Henry Hap Arnold had
been one of the most vocal proponents of strategic bombing, and
had helped to organize the use of such tactics in the European
theatre. Unfortunately for General Arnold, he was also a
proponent of an Air Force that was an entirely separate command
from the US Army, something President MacArthur opposed
on grounds that it would weaken the Army and render it less
tactically exible. MacArthur was opposed to placing Arnold
with another USAAF command, however he didnt intend to
squander such a keen and strategic mind by placing him out to
pasture. Instead, he decided to employ Arnold in another area
of the American military complex which the new president was
restructuring.
The civilian-dominated NDRC, MacArthur felt, was unable to
effectively manage ARPA and its subsidiary organizations. He
felt that a military mind was needed to co-ordinate the efforts of
the thousands of scientists and researchers employed by ARPA.
General Arnold had displayed a good grasp of technology during
his tenure as head of the Twentieth Air Force, moreover his
familiarity with the capabilities and limitations of the B-29 would
be of extreme importance given the weapon being developed
by the Advisory Committee on Uranium since only a plane of
such immense proportions would be able to carry it. MacArthur
dissolved the NDRC and replaced it with the OSRD, the Ofce
of Scientic Research and Development. General Arnold would
be the chairman of the twelve man central committee of the
OSRD, with Dr Bush acting as vice-chairman.
One of the earliest changes General Arnold implemented was to
establish an actual combat branch within ARPA. Code-
named the Black Hand after a fraternal organization
from Arnolds university years, the combat force within
ARPA was patterned after the British SAS and the
notorious SD Sonderkommando units that continued to
wreck havoc on Allied troops in France and Italy. The
soldiers of the Black Hand would be recruited from
every branch of the US military and trained in the use
of experimental technologies being developed by
ARPA. Unlike previous deployments of these weapon
systems, however, the Black Hand would retain its own
command structure and would only be deployed at the
request of a division-level commander. Even then, Black
Hand operatives would have complete tactical freedom
to achieve their objectives in whatever manner they
decided was strategically feasible. As always, even more
important than the success or failure of a mission would
be keeping sensitive technologies out of the hands of
enemy forces.
By 1946, the combat branch of ARPA numbers just under
5,000 men and has been deployed in every theatre of
operation.
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organization
ARPA is a small but extremely inuential organization
supporting the armed forces of the United States. Although its
combat forces are exceedingly small compared to the soldiers of
the Army, Navy and Marine Corps, their effect on the battleeld
is pronounced. ARPA combat troops and technicians can be
found in almost any theatre of operations, from units of power
armored Buffalos providing support for GIs trying to storm the
German defenses at Monte Cassino to rocket troopers helping
Marines clear out J apanese strongholds in New Guniea. While
maintaining their own independent command structure, the
specialists of the Black Hand are an important asset for any eld
commander to call upon to help him secure his objective and
counter the exotic technologies of his adversary.
weapons
ARPA has developed a number of exotic and innovative
technologies to support the American war machine. Many of
these derive from the on-going research with atomic radiation
being conducted at Oak Ridge, but even more have been
developed from the fringe sciences explored by Nikola Tesla and
his research teams. Experiments with eld propulsion, wireless
transmission of electrical power and even the exploitation of
gravitic elds.
electrical weaponry
Among the rst weapon systems developed by the DES are the
so-called Lightning Cannons. These cannons are large, bulky
weapons that generate articial lightning. The earliest models
of this device were rst deployed in 1943, being sent to the
Pacic to support MacArthurs campaigns in New Guinea and
Burma. The weapons are favoured by the US military as a clean
way to knock out enemy planes, armor and ships by electrifying
the metal components of a vehicle and frying whoever is inside.
However, the range is severely limited, which also limits its
combat uses. Lightning Cannons are typically mounted on tanks
in lieu of a conventional cannon. Smaller, less powerful versions
have also been tted to Buffalo power armor.
temporal shifters
First demonstrated by a dramatic experiment on the US destroyer
Eldridge, ARPA has produced machinery that is capable of
bending space and teleporting objects, a development derived
from Teslas eld theories. In 1943, the Eldridge was subjected
to a particle eld which caused it to teleport from Philadelphia
to the US Naval base in Norfolk, where it remained for several
minutes before fading back to its original location. However,
the experiment was deemed largely a failure. Unsecured items,
and crew, on the Eldridge drifted during the teleportation and
as a result rematerialized partially inside other objects. This is
a hazard that the DES is still unable to fully resolve. A partially
effective teleporter with a range of 300 miles was developed in
1945 but it can transport only small loads, such as a single tank
or plane or a small squad of soldiers. Even with these smaller
loads, there is still danger, as the transported materials may
drift during transport and materialize inside an object at the
destination point.
death rays
One of the last major weapons developed by the DES from the
notes and theories of Nikola Tesla is his infamous Death Ray.
This weapon employs Teslas charged particle theories and is
in function a particle beam weapon. The weapons are bulky
and again, range is a problem the DES has not yet overcome.
However, the kinetic force generated by the particle beam is
enough to smash through almost anything.
troops
Technology of the ARPA is nding its way into the hands of the
US militarys ghting men on the front lines all over the world.
While the bulk of these advanced weapons and equipment are
used by members of the specially-trained ARPA combat branch,
military command has ordered that the use of these items not
be limited just to the ARPA. Though the ARPA is reluctant to
release these weapons into general use their concerns have not
prevented the diffusion of these items into all branches of the
military. The ARPA is able to maintain some limited control
over their devices as a result of their difculty to maintain and
repair, requiring ARPA eld mechanics to tag along with their
equipment in order to ensure its proper use in battle.
buffalo powered armor
An invention that originated not from Teslas DEW but from
an outside researcher exploring concepts introduced by Teslas
telautomatics, the Buffalo is a powered armor made available to
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the US military as early as late 1942. Because it employs a human
pilot, unlike the completely mechanical robots, the Buffalo did
not receive the same degree of reticence by commanders in the
eld that ARPAs robots would. These machines would function
as a useful method of giving infantry units extra protection
and repower, essentially fullling the role of a light infantry
support tank. Misuse by ofcers during the Dieppe raid caused
several of these machines to fall prey to German panzers, but
they have proven their value when deployed by more judicious
commanders. The Buffalo has, by 1946, become a mainstay of
the American military and many units independent of ARPA
exist within both the Army and the Marines that use the armor.
rocket troops
Rocket packs were a concept explored long before the war, with
serious research beginning in 1938 at Boeing. Development of
the technology, even when brought in under the aegis of ARPA,
was slow, however by 1942 the rst eld tests were conducted
and entire units of Army rangers were retrained to exploit this
new and radical technology. Consisting of a chemical rocket
engine, the two chemical elements that react to produce the
rockets thrust are a closely guarded secret. The rocket packs
are exceedingly dangerous to operate, and unforgiving in
their handling. Nevertheless, the Army has proven that it can
provide men up to the task of mastering the devices. The rst
military action American rocket troops were deployed in was
successfully recapturing the San Diablo research facility from
an SD Sonderkommando unit.
telautomatics
One of the earliest developments of the Tesla-dominated DEW
was the exploration of telautomatics, eventually resulting in
fully functional humanoid robots. Immense constructions of
steel and wire, these machines were at rst used only for brute,
manual labor by the US military, commanders resisting Teslas
extravagant claims that such contraptions would soon replace
the need for esh and blood soldiers. However, events would
conspire to force combat duties on ARPAs mechanical men.
A combined German-Italian offensive staged out of northern
Italy in 1945 caught the Allies by surprise and the fascist forces
were able to penetrate deep behind British and American lines
before they were pushed back. At this time, an American fuel
dump was assaulted by German forces, including several of the
horric abominations the Allies called Emaciated Troopers. The
mechanics and support personnel staged at the dump were largely
defenceless and in desperation turned their robots against the
attacking Germans. The tactic worked and the assault faltered
in the face of the formidable strength of the robots. Following
this incident, the use of robots was reconsidered and, somewhat
reluctantly, the Army agreed to allow ARPA to produce new
robots designed to perform combat duties. Machine guns,
bazookas and even beam weapons were soon tted to new
armored combat robots. Under the close supervision of ARPA
trained mechanics, these robots slowly began to be deployed in
the ETO and elsewhere. Many ofcers still nd the presence of
these mechanical men distasteful, but even they cannot argue
with the results they produce.
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oss agent
elite infantry (individual)
us airborne officer
veteran infantry (individual)
M RC CC A S DR W
3 3+ 3 3 3 6 2
M RC CC A S DR W
3 4+ 4 4 2 6 2
composition: 1 OSS Agent
equipment: 2 Pistols, Grenades
special abilities:
Because of their skill with their pistols, OSS Agents may re
both guns while on the move. This increases the RoF of the OSS
Agents pistols by 1 (2:1); otherwise these attacks are treated like
a regular pistol.
Hidden Deployment
options:
The individual may be designated as a Hero.
The Ofce of Strategic Services serves as the American
counterintelligence agency during World War II. Their agents are
sent abroad on countless daring missions, working to inltrate enemy
positions and do what they can to aid Allied military forces.

composition: 1 Airborne Ofcer


equipment: Thompson M1A1, Pistol, Grenades
special abilities:
Command
options:
The individuals Training Level can be increased to Elite.
The individual may be designated as a Hero.
The individual may exchange their Thompson M1A1 for a M1
Carbine.
Ofcers of the United States Airborne are a hardy bunch, accompanying
the troops under their command into battle. Versatile leaders, Airborne
ofcers are used to facing difcult situations, often nding themselves
outnumbered and behind enemy lines. Their instinct and ability to
command help them face such challenges and still keep their cool.

in house
Keep in mind that the OSS
Agent can move and re both
pistols with a single AP.
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arpa field mechanic
veteran specialist (individual)
M RC CC A S DR W
3 5+ 2 2 2 4 2
buffalo power armor
regular tesla device (individual)
M RC CC A S DR W
2 5+ 1 8 6 5 2
composition: 1 Mechanic
equipment: M1 Carbine
special abilities:
ARPA Field Mechanics may choose to tune up certain Tesla
Devices. A mechanic in base contact with Buffalo Power Armor
or a Robot Trooper may transfer up to 2 AP to that model. This
must be done prior to the receiving models activation. A single
model can never receive more than 2 AP per turn.
options:
The individuals Training Level can be increased to Elite.
The individual may be designated as a Hero.
notes:
For each ARPR Field Mechanic present within a detachment, one
Tesla Device choice may be selected. If a Mechanics Training
Level is increased to Elite, they may take up to two Tesla Device
choices.
Mechanics trained by the ARPA often nd themselves in the midst
of dangerous combat situations, aiding US soldiers in the use of the
advanced technology now employed on the eld of battle. While
many mechanics know little about the fringe sciences used to develop
these new weapons of war, all are experts in eld repairs and are able
to squeeze every ounce of effectiveness from the devices under their
charge.

composition: 1 Buffalo Trooper


equipment: Buffalo Power Armor equipped with a Tesla Electrical
Gun
special abilities:
Stand and Take It (3)
Solo
Slow
options:
The individuals Training Level can be increased to Veteran.
The individual may exchange their Tesla Electrical Gun for a
Browning M1919. Buffalo Power Armor does not need to reload
heavy weapons between shots.
The pinnacle of American ingenuity, the Buffalo power armor is a
mechanized suit of armor made of heavy steel plates, strange power
sources, and advanced mechanics. The result is a nine-foot-tall
walking metal box in which specially-trained ARPA personnel move
slowly across the battleeld. Able to sustain intense small-arms
re, the Buffalo is most commonly tted with a Browning M1919
machine gun or the experimental Tesla Electrical cannon, proving to
be a thorn in the side of enemy infantry squads.

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us airborne sniper
regular specialist (individual)
M RC CC A S DR W
3 3+ 3 3 2 4 2
us rocket troops
regular tesla device (squad)
M RC CC A S DR W
6 4+ 3 2 2 4 2
composition: 2 Rocket Troops
equipment: T1A1 Tesla Pistol, Tesla Rocket Pack
special abilities:
Flight
options:
The squads Training Level can be increased to Veteran.
Any member of the squad may exchange their T1A1 Tesla Pistol
for a Thompson M1A1.
An early development by the ARPA, rocket packs strapped to the
back of soldiers enable troops to quickly move across the battleeld.
Two common types of packs exist; one used for short ights of no
more than a few hundred yards and another with large wings
designed for extended periods of use. The former sees frequent
use on the battleelds of Europe by American infantry forces while
the latter is typically reserved for use by the Air Force in defense
of Allied positions. Rocket troops are usually daredevils, launching
themselves recklessly towards the enemy.

composition: 1 Airborne Sniper


equipment: M12 Sniper Rie, Pistol, Grenades
special abilities:
Crack Shot
options:
The individuals Training Level can be increased to Veteran.
This individual may be designated as a Hero.
American Airborne soldiers that excel as marksmen are given the
advanced M12 sniper rie and put this new weapon to good use.
From the shadows they strike at their enemy, picking off enemy
ofcers and other high-prole targets.

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airborne heavy weapon team
regular support (squad)
M RC CC A S DR W
3 4+ 3 3 2 4 1
us airborne
regular infantry (squad)
M RC CC A S DR W
3 4+ 3 3 2 4 1
composition: 2 Airborne Soldiers
equipment: M1 Garand, Pistols, Grenades
options:
The squads Training Level can be increased to Veteran.
Any member of the squad may exchange their M1 Garand for
an M1 Carbine.
For every three Infantry selections in the detachment, a US
Airborne squad or General Infantry squad may exchange one of
their M1 Garands for a BAR.
The United States Airborne has become an even greater asset to Allied
command as World War II devolves into a brutal war of attrition.
With their ability to reach well into enemy territory and backed by
the amazing new wonder-weapons of the ARPA, the Airborne could
prove to be the key to victory for a beleaguered American military.

composition: 2 Airborne Soldiers


equipment: Heavy Weapon (one per team, see below), M1 Garand,
Pistols, Grenades
options:
The squad may select one of the following heavy weapons: M2-2
Flame-Thrower, Browning M1919 Machine Gun, M9 Bazooka,
or M2 60mm Mortar. The soldier carrying the heavy weapon
does not possess an M1 Garand.
The squads Training Level can be increased to Veteran.
Armed with machine guns, mortars and other heavy weapons, the
American Airborne is able to bring the powerful weapons of war
to bear on their enemies. Still able to maintain their speed and
maneuverability, Airborne heavy weapon teams provide much needed
support for their comrades.

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airborne tesla electrical gun team
regular tesla device (squad)
M RC CC A S DR W
3 4+ 3 3 2 4 1
composition: 2 Airborne Soldiers
equipment: Tesla Electrical Gun (one per team), M1 Garand,
Pistols, Grenades
options:
The squads Training Level can be increased to Veteran.
notes:
The soldier carrying the Tesla Electrical Gun does not possess
an M1 Garand.
Armed with the advanced Tesla Electrical Gun, squads of Airborne go
into battle with a terrifying new weapon. The portable experimental
weapon in the hands of one of Americas most elite ghting forces is
enough to make even the fearsome SS think twice before taking the
eld against it.

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gi sergeant
regular infantry (individual)
M RC CC A S DR W
3 4+ 3 3 2 5 2
us k-9 squad
regular specialist (squad)
M RC CC A S DR W
3 4+ 3 3 2 4 1
handler
M RC CC A S DR W
5 - 4 1 3 - 1
german shepard
composition: 1 Airborne Handler and 2 German Shepards
equipment: M1 Garand, Pistol
special abilities:
Inspiring (German Shepards only)
Frightening (German Shepards only)
Sure-footed (German Shepards only)
Unintelligent (German Shepards only)
options:
The squads Training Level can be increased to Veteran.
The Airborne Handler may exchange his M1 Garand for an M1
Carbine.
notes:
The dogs and their handler do not follow ordinary cohesion rules.
Rather than needing to be within four inches of one another, the
dogs must remain within line of sight of the handler at all times.
If the dogs begin their activation outside of LoS, either them or
their handler must take as many actions as needed to get within
LoS of one another.
Though the handler and the dogs form a squad, the dogs are
immune to morale losses and will ght on even after their
handler has been killed. When a Wardog Squads Drive reaches
zero, the handler is affected by rout as usual, but the dogs can act
normally. A wardog cannot be suppressed (though its handler
can).
With advanced training techniques and specialized breeding programs
the United States K-9 teams have proven themselves effective in the
eld of battle. Seeing widespread use by the Marine Corps in the
Pacic, American General Infantry squads have been given access
to these intelligent animals, which are most often used for scouting
and guard duties.

fact vs fiction
K-9 teams were used during
WWII, primarily in the
Pacic Theatre by the
US Marine Corps.
composition: 1 GI Sergeant
equipment: Thompson M1A1, Pistol, Grenades
special abilities:
Command
options:
The individuals Training Level can be increased to Veteran.
This individual may be designated as a Hero.
The individual may exchange their Thompson M1A1 for a M1
Garand.
Sergeants of the General Infantry are trained to lead by example and
are every bit as much of a soldier as the men they command. With
the respect of their brothers-in-arms these men lead the troops of
the United States Army into battle, rallying them to ght against an
ever-growing arsenal of genetic abominations and terrifying wonder-
weapons.

Jeremy Bernhardt (order #2415176) 65.166.54.45


141
general infantry (gi)
green infantry (squad)
M RC CC A S DR W
3 5+ 2 3 2 3 1
gi tesla electrical gun team
green tesla device (squad)
M RC CC A S DR W
3 5+ 2 3 2 3 1
composition: 3 GI Soldiers
equipment: M1 Garand, Pistols, Grenades
options:
The squads Training Level can be increased to Regular.
For every three Infantry selections in the detachment, a US
Airborne squad or General Infantry squad may exchange one of
their M1 Garands for a BAR.
The meat and potatoes of the United States Army, the General
Infantry elds hundreds of thousands of soldiers against the Axis.
Many of these men are fresh from training and have yet to be hardened
by combat, but they are resilient and dedicated soldiers who often
give their lives in the service of their country.

composition: 3 GI Soldiers
equipment: Tesla Electrical Gun (one per team), M1 Garand,
Pistols, Grenades
options:
The squads Training Level can be increased to Regular.
notes:
The soldier carrying the Tesla Electrical Gun does not possess
an M1 Garand.
Rushing into position, squads of GIs let loose one of Americas
greatest new weapons, the Tesla Electrical Gun. Though these
devices are not always reliable, they prove devastating when used
successfully and have become greatly feared by the enemies of the
United States.

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142
robot trooper
green tesla device (squad)
M RC CC A S DR W
3 6+ 1 5 5 - 2
gi heavy weapon team
green support (squad)
M RC CC A S DR W
3 5+ 2 3 2 3 1
fact vs fiction
Tesla believed that
teleautomatics were possible
to create and built a robotic
submersible as early as 1898.
in house
Robots are terrible shots.
Consider using them for
suppression re.
composition: 3 GI Soldiers
equipment: Heavy Weapon (one per team, see below), M1 Garand,
Pistols, Grenades
options:
The squad may select one of the following heavy weapons: M2-2
Flame-Thrower, Browning M1919 Machine Gun, M9 Bazooka,
or M2 60mm Mortar. The soldier carrying the heavy weapon
does not possess an M1 Garand.
The squads Training Level can be increased to Regular.
With a vast array of weaponry at their disposal, the General
Infantry brings to bear the heavy weapons needed to win the day.
From ame-throwers to bazookas, GI heavy weapon teams are
relied on for repower.

composition: 3 Robot Troopers


equipment: Thompson M1A1
special abilities:
Slow
Solo
Steady Hands
Unintelligent
Walking Fire
The ARPA has realized Nikola Teslas vision of wirelessly controlled
automatons with the creation of the robot troopers. Though slow
and clunky, these teleautomatics are controlled remotely from
ARPA posts and possess an exceedingly limited articial intelligence
allowing them to perform simple tasks. Armed with semi-automatic
weapons, these soldiers prove terribly inaccurate but resilient and
powerful tools for the United States military.

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143
9th infantry platoon
(infantry detachment)
gunnery sergeant garrett
(elite mechanic)
equipment: M1 Carbine
special abilities: Tune Up
Gunnery Sergeant Garrett is a dedicated mechanic attached to
the 9th Platoon and responsible for the maintenance of their
special equipment; namely, Sgt. Johnsons heavy Buffalo
armor and the Tesla rie carried by one of the support
detachments.
sergeant johnson
(veteran buffalo power armor)
equipment: Buffalo Power Armor, Tesla Electrical Gun
special abilities: Stand and Take it (3), Solo, Slow
Sergeant Johnson is a Buffalo pilot who provides heavy support
for the 9th, relatively safe within his heavily armored carapace.
His Tesla Cannon has spelled the end for many German
monstrosities throughout the war.
sergeant ringo
(regular gi sergeant)
equipment: Thompson M1A1, Pistol, Grenades
special abilities: Command, Technician
Sergeant Ringo, who has been a part of the 6th Platoon since
its formation, has recently picked up some technical skills from
Gunnery Sergeant Garrett. He has proved to be quite a skilled
mechanic in his own right.
first squad
(regular gis)
equipment: Two with M1 Garand, one with BAR, All have
Grenades
The First Squad is composed of those soldiers who have been
in the 9th for the longest and therefore have the most combat
experience. They carry the platoons only remaining BAR into
combat and use it well.
experimental weapons team 0203
(regular gi t.e.g. team)
equipment: One with Tesla Electrical Gun, one with M1
Garand, All have Grenades
Team 0203 is equipped with a powerful Tesla Gun stripped from
the wreckage of the platoons second Buffalo suit. Despite not
being originally designed for infantry use, its been very effective,
as long as its bearers can get close enough to the enemy to re.
second squad
(green gis)
equipment: All three have M1 Garands and Grenades
Replacements, replacements, replacements. Never quite as good
as those that preceded them. These are no different.
third squad
(green gis)
equipment: All three have M1 Garands and Grenades
Replacements, replacements, replacements. Never quite as good
as those that preceded them. These are no different.
fourth squad
(green gis)
equipment: All three have M1 Garands and Grenades
Replacements, replacements, replacements. Never quite as good
as those that preceded them. These are no different.
the tin men
(green robot troopers)
equipment: All three have Thompson M1A1s
special abilities: Slow, Solo, Steady Hands, Walking Fire
Sergeant Ringo managed to x up three working robot troopers
after the transport truck carrying the squad of robots hit a mine.
They may be patched up, but theyre still hard as nails.
M RC CC A S DR W
3 5+ 2 2 2 2 2
M RC CC A S DR W
2 5+ 1 8 6 5 2
M RC CC A S DR W
3 4+ 3 3 2 5 2
M RC CC A S DR W
3 5+ 2 3 2 3 1
M RC CC A S DR W
3 5+ 2 3 2 3 1
M RC CC A S DR W
3 5+ 2 3 2 3 1
M RC CC A S DR W
3 5+ 2 3 2 3 1
M RC CC A S DR W
3 6+ 1 5 5 - 2
M RC CC A S DR W
3 5+ 2 3 2 3 1
Jeremy Bernhardt (order #2415176) 65.166.54.45
144
airborne
helmet
Basecoat - 892 Yellow Olive
Highlight - 924 Light Green
Shadow - 855 Black Glaze
uniform
Basecoat - 895 Gunship Green
Highlight - 974 Green Sky
Shadow - 975 Military Green
gear
Basecoat - 875 Beige Brown
Highlight - 819 Iraqui Sand
Shadow - 846 Mahogany Brown
gloves
Basecoat - 913 Yellow Ochre
Highlight - 953 Flat Yellow
Shadow - 856 Ochre Brown
robot
body
Basecoat - 850 Medium Olive
Highlight - 974 Green Sky
Shadow - 968 Flat Green
joints
Basecoat - 995 German Grey
First Highlight - 870 Medium Sea Grey
Second Highlight - 94 Black Ink (VG)
packs/pouches
Basecoat - 62 Earth (VG)
Highlight - 61 Khaki (VG)
Shadow - 45 Charred Brown (VG)
woodgrain
Basecoat - 44 Dark Fleshtone (VG)
Highlight - 981 Orange Brown
Shadow - 51 Black (VG)
All colors listed are Vallejo Model Color, unless otherwise noted with (VG), these are Vallejo Game Color.
helmet
gear
uniform
gloves
joints
packs
body
wood
Jeremy Bernhardt (order #2415176) 65.166.54.45
Jeremy Bernhardt (order #2415176) 65.166.54.45
146
may 13
th
, 1944
The basement of the facility was less than hospitable. It was
Grigoriys rst visit here, and he was certain it would not be
his last. The walls were covered in lth and the oors wet
with condensation seeping down from the ceiling. The odor of
mildew and mold was heavy in the air and the hallway was very
humid. But above all, the silence was what caught Grigoriys
attention. He expected to hear the screams and ravings of
madmen echoing throughout the basement, for the stories told
to him of other asylums spoke of a din of insanity. But the utter
quiet was unnerving and left him ill at ease.
Passing by heavy iron doors to his right, Grigoriy strained not
to look into the small barred windows in the center of the doors.
He was here for one reason and his curiosity for who, or what,
lay in those cells would not deter him from it. He made his way
down the hall, footsteps ringing across the stone, to the last door;
a door with no window. Knocking twice, the clang of the metal
drifted back down the hall as the door opened with a creak.
He was greeted by the sharp features of his superior, Captain
Artur Kunak, whose constant look of displeasure seemed to have
worsened. Without words, Captain Kunak allowed Grigoriy to
enter and closed the door behind him.
The room was a typical cell; small, dank, lthy. A single light
hung from the ceiling and in the corner sat a bucket of human
waste. A small wooden desk and two simple chairs had been
brought into the room, and seated at the desk was Doctor Viktor
Blazhen. Grigoriy had met the doctor after arriving in town
yesterday. The doctor was a nervous individual, constantly
on edge. But his reputation as a skilled psychologist was well
known.
Grigoriys eyes turned from the doctor, who gave him a silent
stare upon entering, to the crumpled mass sitting on the oor
against the far wall. The man was barely recognizable, covered
in dirt, hair, and tattered clothing. A birds nest of thick graying
black hair was wild on his head and his long beard was matted
and covered in grime. His clothes were torn, hanging off his
emaciated frame by a thread, and bore years of dirt and waste.
But beneath his disheveled appearance, Grigoriy immediately
noticed his eyes. Large, saucer-sized globes gazed out from a
shadowed brow. They seemed to glow, shining from the mans
face and boring deep into Grigoriys mind. He was captivated
by those eyes, hypnotically drawn into them. And in those eyes
Grigoriy saw madness, a madness that began to whisper into his
own mind until, after only the briefest of instants, he swore he
could hear the faint whispers of unknown voices.
Grigoriy was snapped from the lunatics gaze as Captain Kunak
broke the deafening silence.
Comrade doctor, said the captain, were you able to locate any
of the les on this man?
The jittery Doctor Blazhen looked up at the imposing captain,
voice shaking as he answered.
Y-y-yes Captain, the doctor replied. Much was lost during
the Great War, but we have found his birth records.
Nothing more, asked the captain in a tone that indicated
disapproval.
Im afraid not, Captain. The doctor was clearly growing
nervous. The reputation of the NKVD as ruthless agents of the
Red Army was well known.
Are we certain this is the man weve been looking for?
The Captain was giving the doctor one last chance to redeem
himself.
Yes Captain, Doctor Blazhen replied. He was born in the
Tungus region of Siberia in 1897, that much we are certain of.
Captain Kunak slowly walked over to the inmate, pondering the
response of the doctor. If what the doctor said was true, they
were standing before a man that had been sought after for nearly
a decade. A man, who, it was believed, could help the Red Army
begin to understand the phenomenon that was now sweeping
across Mother Russia. The captain knelt down in front of the
madman.
Comrade Khaymovich, said the captain, barely loud enough
to hear, what have you seen?
Upon hearing his name, the prisoner blinked long and hard,
turning his eyes towards the captain for the rst time since
Grigoriy had entered the room. As if he had awoken from a
dream, conscious thought seemed to once more enter the mans
mind. It was as though his name had the power to steal him
away from the madness of his thoughts, bringing him back,
momentarily, to the real world.
I have seen much, said Yuri Khaymovich in an equally hushed
tone, more than you can imagine.
As quickly as his lucid state had arrived, it was gone. His eyes
widened to impossible size and glazed over, sending him back
into his insanity. In a loud voice, he began yelling at no one
in particular, shouting the ravings of a madman Grigoriy had
expected upon entering the cell block.
I saw it born, saw it fall, ranted Khaymovich. I heard its birth
cry. No rain, it wasnt rain. They called it, ushered it forth into
the world
The captain rose, clearly disappointed he was unable to get more
from the man they had been searching so long for.
the trees wept before they fell
Jeremy Bernhardt (order #2415176) 65.166.54.45
147
In his typical dispassionate tone, the captain approached Grigoriy
and Doctor Blazhen, keeping his voice low, but loud enough to
be heard over Khaymovichs continued raving.
You may begin your work, comrade doctor, said Captain
Kunak.
cant you hear it? I can hear it
We must learn of the connection between the Tunguska event
and the powers our people have begun to develop, continued
the captain.
But sir, said the doctor, I must warn you that this man has
spent his entire adult life in asylums and prisons. It was sheer
luck we were able to nd him and transfer him here. His mind is
gone, shattered four decades ago by what took place then.
the worms in my head tell me to do things
Captain Kunak ignored the doctors warning.
Failure will not be tolerated comrade doctor, said the captain.
This psi phenomenon did not begin until just prior to the
First World War and we believe that what took place in 1908
has something to do with it. The NKVD must understand these
things before we use them against our enemies.
The doctor began glancing nervously between the captain and
the prisoner.
Very well, said Doctor Blazhen, I will begin immediately.

red tears fall from the sky, the birds know it
Captain Kunak gave a nal look to the prisoner and Grigoriy
was disturbed when he saw those large eyes staring at him once
more. The captain opened the cell door and left, Grigoriy right
behind him, happy to be rid of the madmans gaze.
They closed the door behind them and made their way down
the long hall. Whispers came from the other cells as though
Khaymovichs insane babble had awoken the other inmates. The
captain was silent and questions began pouring into Grigoriys
mind.
So, said Grigoriy, do we wait until the doctor is able to
discover this mans secrets?
Pausing at the stairs leading to the ground oor, Captain Kunak
had to think for only a moment before giving his answer.
No Grigoriy, he said, we will begin using the new soldiers
now.
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148
the soviet psi phenomenon
By 1946, the people of the Soviet Union have found themselves
in the grip of a phenomenon that Stalin and the Red Army
are attempting to both understand and use to their advantage
in the war against the Germans. Dubbed by many as the psi
phenomenon, Axis and Allied intelligence agencies are only
now learning about the extent of this strange event as well as the
lengths to which Soviet intelligence agencies will go to gain an
edge in the increasingly long conict in Eastern Europe.
The 4
th
Special Department of the Peoples Commissariat for
Internal Affairs (NKVD) has, for nearly a decade, attempted
to determine the cause of the supernatural abilities the Soviet
people have begun to develop as well as nding military
applications for these abilities. Shrouded in secrecy, the 4
th
Special Department, once an intelligence organization, now
falls under military jurisdiction and citizens of Mother Russia
that show such abilities are quickly rounded up and forced into
military service. The results of the 4
th
Special Departments
research have begun to see expanded use on the eld of battle
and, though the NKVD still does not understand the full extent
of these powers, the Red Army now has terrifying and strange
new psi-technology at their disposal.
history
Though the NKVD had its origins in the aftermath of the
October Revolution of 1917, the 4
th
Special Departments roots
trace back to the Industrial Party Trial of 1930. In a largely
show trial, prominent engineers, economists, and scientists were
convicted of plotting a coup against the Soviet government.
Many of those convicted were sent to secret laboratories that
were part of the Gulag labor camp system under the control of
the State Political Directorate (GPU), the precursor to the KGB.
In these sharashka camps, scientists and engineers were forced
to serve the Soviet Union, practicing their craft for the greater
good of their nation. This early bureau fell under the jurisdiction
of the GPU and was largely unorganized and slow to produce
signicant results.
All that changed in August of 1938 with the arrival of Lavrentiy
Beria, the newly appointed deputy head of the NKVD. A ruthless
politician and close friend of Stalin, Beria quickly made sure that
the intelligence organization he was now in charge of was lled
with individuals loyal both to Russia and to himself. During
the early years of Berias command of the NKVD, thousands
of political prisoners and other undesirables were sent to the
Gulags, many of whom were prominent scientists that found
their way to the sharashkas.
By the end of 1938 Beria had ofcially created the Special Design
Bureaus and brought all research being done in the sharashkas
under one roof. As World War II began in earnest, General
Valentin Kravchenko was placed in charge of the Special Design
Bureaus and renamed the unit Special Technical Bureau. While
still under Berias supervision, the appointment of a military
leader to a scientic organization meant that research and
development taking place within the Special Technical Bureau
would be used primarily for military applications.
As the NKVD and the Special Technical Bureau began their rise
to power, the people of the Soviet Union became aware of an
alarming and increasingly common phenomenon taking place
in their homeland. The number of reported cases of psychic
abilities among the people of Siberia and other lands in the
eastern Soviet Union increased dramatically between the years
of 1920 and 1935. Though these reports were slow to reach the
ears of the edgling NKVD, the most profound accounts were
investigated and those citizens displaying such abilities were
rounded up and placed in prisons, asylums, or executed as threats
to the state. Mystics, holy men, prophets, and psychics quickly
learned to keep their abilities hidden, lest they nd themselves
at the mercy of the Soviet intelligence agency.
But even with the psi phenomenon, as it would come to be
called, growing signicantly, the NKVD was slow to understand
its size and scope. What began as a handful of cases in the vast
wilderness of Siberia soon expanded into a national issue. By
the time Beria became head of the NKVD in 1938 the number
of reports of psi abilities was in the thousands and spread across
the entire Soviet Union. Beria, Stalin, Kravchenko and other
high-ranking Soviet ofcials knew that they were in the midst
of something big. As with most things concerning the security
of the Soviet Union, the NKVD was quick to gain control of the
situation.
Beria and Kravchenko created the Psi Bureau in December
of 1938, ofcially (but secretly) acknowledging the psi
phenomenon taking place within the Soviet Union. As part
of the Special Technical Bureau, this sub-department was
responsible primarily for research into the cause of these psi
abilities but also for their possible military applications. Over
time, the bureaus focus would shift from understanding what
was taking place to using it to the nations advantage.
Beginning in 1939, and using NKVD resources, the Psi Bureau
began a campaign of what intelligence agents referred to as
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149
resource gathering throughout the Soviet Union. As with
Stalins Great Purge, this campaign was designed to gather
together Soviet citizens who met certain criteria. Any person
who possessed, or was suspected of possessing, psi abilities was
taken away by the NKVD, sent to one of a handful of sharashkas
primarily located in Siberia. Here they were thoroughly studied
with gruesome experiments being done in the early years of
the bureau. In addition to these human guinea pigs, experts in
areas of psychology, biology, genetics, and even the occult were
likewise forced to serve the Soviet Union, attempting to unravel
the secrets of this strange new phenomenon that was taking
place throughout the country.
By 1941 the Special Technical Bureau had met with great success.
Under the command of General Kravchenko, signicant gains
had been made in many areas of scientic research. The Bureaus
of Rocketry and Aircraft Design (the Tupolevka Bureau) both
produced many vital breakthroughs during this time, though
were unable to match the success of the American and German
programs. The Psi Bureau however, was making incredible
discoveries that impressed General Kravchenko and Stalin
who continued to provide support and funding for the Special
Technical Bureau and, more specically, the Psi Bureau. The
STB was given the secret name of the 4
th
Special Department
and knowledge of its existence known only to the highest-level
NKVD and military personnel.
After nearly ve years of study, breakthroughs began being
made into the psi phenomenon. Many attribute this to a change
in leadership, which took place in the opening months of 1944.
Colonel Artur Kunak, a combat hero and veteran of Stalingrad,
was placed in charge of the Psi Bureau. Colonel Kunaks erce
loyalty to Stalin and (more importantly) General Kravchenko
earned him the position of Bureau Chief over the Psi Bureau.
A ruthless man, Kunak still runs the Psi Bureau with stark
efciency, caring little for the losses incurred as long as his
projects meet with success. With such a taskmaster in charge,
the Psi Bureau has made signicant headway in researching the
cause of these strange abilities, as well as their possible military
applications.
As prototype psi-units were being nalized and tested,
researchers for the Psi Bureau made a startling discovery. A
correlation was made between the psi phenomenon taking place
in the Soviet Union and the unexplained explosion that took
place in Siberia in 1908. The Tunguska Event, as it had been
called, had been seen for thousands of miles in all directions and
illuminated the night sky for days. Though numerous scientic
expeditions were made between 1927 and 1938, none were able
to determine the precise cause of the devastation. As evidence
began mounting that revealed a link between the Tunguska
Event and the psi phenomenon, General Kravchenko ordered a
military expedition to be sent to the region.
In mid-1944, a small military detachment made up of soldiers
from the Red Army and a number of experimental psi units
made their way through the rough mountain terrain of the
Siberian wilderness. Nearly one hundred soldiers and a
handful of scientists embarked on this dangerous journey but
only two dozen managed to survive the ordeal. Reports from
the survivors told of strange occurrences that took place as the
detachment neared their destination. The most signicant and
well documented event to take place was the drastic change in
the behaviour of experimental soldiers during the expedition.
Accounts from the journey state that, as they progressed, the
number of psychotic episodes taking place among the psi soldiers
assigned to the mission grew signicantly. By the time the
group reached ground zero, they had been forced to kill nearly
all of the experimental soldiers that were accompanying them.
Survivors explained that the psi troops began experiencing vivid
hallucinations both visual and auditory that only grew worse as
they progressed. These hallucinations eventually caused many
of the experimental soldiers to turn on their comrades, a tragedy
that cost the expedition dearly in the later weeks of the mission.
Those that managed to survive the trip brought back little in
the way of real information. No evidence was found that even
hinted at the cause of the Tunguska Event, nor why or how such
an event could have caused the psychic phenomenon. But the
information provided by the survivors told the leaders of the 4
th

Special Department that there was, indeed, a connection between
this strange event and the psychic abilities being developed by
the Soviet people.
With the expedition to Tungusk complete, Stalin ordered the rst
eld tests of the experimental psi units. In late 1944 specially
trained and equipped psi soldiers are put to the test against German
forces in Eastern Europe. These troops met with signicant
Jeremy Bernhardt (order #2415176) 65.166.54.45
150
success and since that time Stalin and General Kravchenko have
seen to it to increase the training and production of psi soldiers.
The NKVD continues to round up Soviet citizens that display
such abilities and force them into service.
In December of 1945 the NKVD and, by extension, the 4
th

Special Department underwent a change in leadership. Lavrentiy
Beria stepped down as the Deputy Head of the NKVD, moving
on to bigger and better things as his position within the Soviet
hierarchy increased. In his place, General Segei Kruglov took
control of the intelligence agency. The appointment of a military
leader as Deputy Head of the NKVD has come to the surprise
of many, who felt that Beria would remain in a position of such
extreme power until the war ended and even beyond. Many
believe that Kruglov replaced Beria under the direct orders of
Stalin, who fears Berias growing political and military power.
Whatever the reason, it is certain that a man as ruthless and
paranoid as Beria maintains signicant ties with the NKVD and
the 4
th
Special Department.
With the war continuing into 1946, and without an end in sight,
the leaders of the Soviet Union try desperately to keep up with
their enemies. As the Germans develop new and terrifying
genetic abominations, the J apanese use fearsome chemical and
biological weapons and with American advances in electrical
and mechanical technology, the NKVD have brought their psi
weapons to bear. The hope of the Red Army lies in these new
and frightening weapons, though many questions remain as to
their origins or implications.
organization
As of 1946, the 4
th
Special Department falls under the jurisdiction
of the Peoples Commissariat for Internal Affairs. Though part
of the intelligence organization, under General Kravchenko the
department sees a great deal of interaction with the Red Army
and, due to the departments popularity with both Stalin and
Beria, gets whatever it wants from nearly every branch of the
Soviet military.
A number of bureaus exist within the 4
th
Special Department,
each led by a Bureau Chief, nearly all of which have been put
into place by Kravchenko and Beria. Each bureau chief reports
directly to General Kravchenko and has a number of underlings
that report directly to them. The command structure of the 4
th

Special Department works in much the same way as that of the
military, however due to its placement within the intelligence
organization of the NKVD, the department thrives on secrecy
and complete loyalty. Everyone working within the 4
th
Special
Department has only a few others that they work with (or for)
and those members of the department that socialize with anyone
outside of their prescribed co-workers nd themselves under
investigation by the NKGB.
There are few who know the number and nature of every bureau
within the 4
th
Special Department, but the Bureau of Rocketry,
the Psi Bureau, and the Bureau of Aircraft Design receive the
most attention (and funding) from Soviet leaders.
psi bureau
Over the past fteen years, the Psi Bureau has grown from a tiny,
often neglected, organization into the most secretive, effective,
and well-funded groups within the NKVD. Under the command
of Colonel Kunak, the Psi Bureau has developed some of the
most terrible and amazing technology and weaponry seen in the
world. The gains made by the Psi Bureau have allowed the Red
Army to keep pace with their German enemies, combating the
Jeremy Bernhardt (order #2415176) 65.166.54.45
151
fearsome genetic abominations with the psychic abilities of the
Soviet people themselves.
The Psi Bureau is divided into three sub-departments, each
of which reports directly to Colonel Kunak. The Training
Department is responsible for the creation and execution of the
rigorous training programs psi soldiers are placed into. These
programs allow for the psychic abilities of these soldiers to be
honed and rened along very specic guidelines in order to
maximize their efciency in the eld of battle. In addition, these
programs ensure that the Psi Bureau and the NKVD maintain
control of these experimental soldiers by limiting the extent to
which their powers develop. The Training Department currently
nds themselves overworked and understaffed as the demand
for more and more psi soldiers increases.
The Technology Department creates the various weapons
and equipment used by the soldiers of the Psi Bureau. They
work closely with the Department of Theory to understand the
how of the psychic abilities developed by the Soviet people
and combine this knowledge with already established scientic
principles. Bridging the gap between science and mysticism,
the Technology Department uses these ideas to create devices
that enable a soldier with limited psychic ability and training to
further focus their abilities, channelling them through a number
of strange pieces of technology. The Technology Department is
constantly being pushed by Colonel Kunak to create new devices
and rene those that have proven themselves successful.
The Department of Theory receives the least attention of any
of the Psi Bureaus sub-departments, much to the chagrin of its
members. Responsible for determining the cause and nature
of the psi phenomenon, the sub-department has produced little
in the way of signicant results. Colonel Kunak and General
Kravchenko have made their displeasure well known to those
within the Department of Theory, who now work harder than
ever to understand what is going on within the Soviet Union.
What few resources are at the sub-departments disposal are
constantly being used to develop new and more powerful
weapons and equipment for military use, leaving little time for
research of a non-military nature.
bureau of rocketry
The Bureau of Rocketry has been engaged in a secret war with
members of the German Sonderbuero-13 for nearly a decade. In
charge of the development of rocket technology, the Bureau of
Rocketry has focused their efforts on one area only: the recovery
and reverse-engineering of a non-human craft recovered in
Poland in 1938. Though German forces had quickly claimed
the wreckage of the crashed vehicle and its crew during their
invasion in 1939, the Bureau of Rocketry was given a number
of pieces of research stolen from Polish scientists before the
German invasion. Using this data, Soviet scientists (many
forced into work) did what they could to understand and then
apply this new and amazing technology. Over the past seven
years the NKVD has made numerous attempts to seize more
research on the craft and the Bureau of Rocketry has received
scraps of information as it trickles in from Germany. Though
well behind the German and American rocket programs, the
Bureau of Rocketry has produced a number of vital pieces of
technology for the 4
th
Special Department.
bureau of aircraft design
The bulk of the Soviet Air Force was destroyed when German
forces attacked in J une of 1941 with nearly 2000 aircraft being
destroyed on the rst day of the German invasion. The Bureau
of Aircraft Design (nicknamed the Tupolevka Bureau after its
foremost resident Andrei Tupolev) was given the task of bringing
the Soviet Air Force up to par prior to the onset of World War II.
Following the devastating attack by the Germans, the Tupolevka
Bureau was scrambling to rebuild.
During the early years of the war, the Bureau of Aircraft Design
worked diligently to reverse-engineer much of the aircraft
technology provided to them by the United States due to the
lend-lease program. In addition, captured German technology
was also sent to Moscow, where the Bureau was located in order
to bring Soviet aircraft to the same performance levels as their
German counterparts. The Bureau made signicant gains early
in the war though the Soviet Air Force remained on the defensive
due to the lack of aircraft at their command.
With breakthroughs being made by the Bureau of Rocketry and
the Psi Bureau, the Tupolevka Bureau has been given access
to advanced technologies that have greatly aided their work.
Specially trained pilots using psi abilities are able to use their
powers during ight, making them the equal of any German ace.
In addition, technology provided by the Bureau of Rocketry,
stolen from the alien craft recovered by German forces has been
used to create aircraft that come close to matching those elded
by the Luftwaffe. The gains made by the Bureau of Aircraft
Design have helped the Soviet Air Force rebuild since 1941 and
could once again make the Soviet Union the master of their own
skies.
weapons
The bulk of the weapons and equipment being produced by the
Psi Bureau are used to boost the existing abilities of the soldiers
under the bureaus control. Nearly none of the weapons that
are developed by the Psi Bureau can be used by non-psychics, a
fact that makes these weapons all the more useful and prevents
the bureau from fearing they fall into enemy hands. The true
weapons being created by the Psi Bureau are the soldiers
themselves, trained and equipped according to bureau protocols.
Much of the research being done by the bureau in regards to
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weaponry focuses on ne-tuning the training programs developed
by bureau scientists and creating equipment that will further
enhance the abilities of the psi soldiers. Most devices created
by the Psi Bureau fall into the category of psi amplier, with
each weapon or piece of equipment created to focus individual
abilities such as telepathy or telekinesis. Nearly all psi soldiers
possess some form of psi amplier and these devices vary widely
in size and complexity.
psi cannons
The psi cannon was one of the earliest developed weapons
produced by the 4
th
Special Department. Harnessing the abilities
of telepaths, Soviet scientists were able to use a large device
to increase the range and power of certain abilities. Soldiers
trained in the use of these devices are able reach out with their
minds, locate the minds of their enemies and use their telepathic
powers to inict pain and sometimes even death. The psi cannon
is hard-wired directly into the mind of the user and utilizes a
combination of radio technology and crystals harvested from the
mountains of Siberia.
Like much of the psi technology produced by the 4
th
Special
Department, not everything about the psi cannon is understood
by the scientists that produced it. It is believed that using both
scientic and holistic methods, the devices focus the telepathic
abilities of the user whose lethal powers rarely reach out farther
than a few meters.
Psi cannons are often elded in two-man teams, with a pair of
telepaths taking the eld together and using their weapons to
attack specic high-prole targets such as enemy ofcers or
elite soldiers. Reports from captured enemy troops who have
survived an attack from such a weapon indicate the psi cannons
are terrible weapons, greatly feared by the enemy.
Though psi cannons are used primarily as lethal weapons to
attack single targets, similar devices are being employed by
spies and psi commandos for telepathic eavesdropping, reading
the minds of enemies from far distances. It is thought that many
different telepathic abilities can be bolstered through such a
device.
psi shields
While the Americans have been able to create magnetic elds
capable of repelling most conventional weapons, Soviet forces
have managed to create a similar effect using the mental abilities
of psychokinetic soldiers. These soldiers, wired into devices
that boost their abilities, are able to produce a shield that can
stop incoming projectiles. While the strength of the psi shield
depends on the number and capability of the soldier(s) using
such an ability, there have been accounts of teams of psychics
stopping barrages of artillery re, which detonated above the
heads of frightened Soviet soldiers who survived the attack
unscathed. Such uses of a psi shield are rare and the shields are
more commonly employed to protect individual targets such as
ofcers and high-ranking members of the political party.
Another use of the psi shield that has undergone eld tests
in recent years utilizes the abilities of telepaths rather than
psychokinetics. Using powers similar to those of psi commandos
(see below), telepaths are able to cloak soldiers, units, and even
vehicles, obscuring them from sight and making them nearly
invisible. By using the same devices as those needed to create
a telekinetic shield, telepaths are able to bend light around the
target for a short time. This use of the psi shield has met with
great success and the 4
th
Special Department has increased their
research into this area.
psi tanks
Rumbling onto the eld of battle in late 1945, the psi tank
represents the pinnacle of Soviet psi technology. Known as the
LB-1 (after Lavrentiy Beria), a small number of prototype tanks
have seen action in Eastern Europe. Based on the successful IS-2
heavy tank, much of the weapon, navigation and communication
equipment has been replaced with psi amplifying devices. The
entire four-man crew of the LB-1 tank is comprised of highly
skilled psi soldiers, most of which show great telepathic abilities.
These soldiers use their abilities and the technology of the tank
to great effect and the success of these devastating weapons
are now known throughout Europe. The LB-1 tanks are able
to communicate telepathically at great distances, operate during
extreme conditions (snow, darkness, etc), produce shields that
can hide or protect the vehicle for short periods, and produce a
psychic blast that ignores even the thickest of armor. Though
they have only begun being used, Stalin is quite pleased at the
success of these vehicles and has ordered further eld tests
before putting the tanks into mass production.
troops
Most of the bureaus of the 4
th
Special Department focus their
efforts on large-scale projects that have little impact on infantry
or cavalry forces in the eld. The Psi Bureau however has
managed to transform an otherwise ordinary individual into a
powerful psychic weapon for use by the Red Army.
The bulk of the soldiers elded by the 4
th
Special Department are
forced into service by the NKVD. Drawn from all over the Soviet
Union, these conscripts have displayed some manner of psychic
ability and are rounded up and sent to one of the many training
facilities located in Siberia. Here they are treated as little more
than tools of the Soviet Union, catalogued, tested, and separated
by their abilities. After their initial arrival and orientation,
conscripts are placed into specially-designed training programs
based on what sort of psychic ability they display. In these
programs they focus their powers and develop them along very
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specic criteria laid down by NKVD ofcials. Failure to adhere
to these programs results in immediate execution, as does the
inability to hone their talents in the manner the Soviet Union has
deemed t.
After their training is complete, psi troops are put into small
teams and sent into battle under the guidance of ofcers trained
to manage these special troops and their equipment. Much of
the time, the ofcers themselves possess a minor psychic ability
but have proven themselves loyal followers of the Soviet Union
and are thus placed in command positions. Psi troops are nearly
never placed in large units so as to prevent any signicant
problems should their abilities (or their loyalty) go awry.
Currently only a handful of training programs exist, but these
have been rigorously tested on the eld of battle and have met
with great success. New programs are continuously being
developed and tested, usually by scientists forced into service,
but these new programs are nearly always begun with loyalist
soldiers lest instances of uprisings occur.
chumans
Chumans is the nickname American soldiers have given to
one of the new types of soldiers being elded by the Red Army.
Early in the war, Stalin and Deputy Chief Beria experimented
with human-ape crossbreeding programs; programs that met
with failure. Hoping to create soldiers that were stronger, faster,
and more agile than human troops, the program was quickly
terminated. But as research into the psi phenomenon increased,
the program was resurrected and attempted once more this
time using subjects displaying psi abilities. The results were
astounding.
Called Project Ivanov (after the infamous Soviet biologist who
made early attempts at such hybridization) the project entailed
the interbreeding of psychic humans that possessed particular
traits with apes. These humans were usually forced to participate
and were a mix of both male and female subjects. The resulting
offspring were a perfect match of human and ape, exactly what
Stalin had been hoping for. Not all attempts at crossbreeding
were successful and the failed subjects (both human and ape)
were killed. Those that proved a successful match were
placed in long-term breeding programs and continued to
produce hybrid children until no longer able to do so.
Chuman infants were placed in programs where they were
reared and trained in war. General Kravchenko helped
oversee the initial rearing programs and ensured they
minimized free thinking and individuality and maximized
loyalty and martial training. Maturing quickly, these
offspring saw their rst eld tests in 1944 against German
forces and proved to be the pinnacle of Soviet military
might.
Strong, quick, fearless, completely loyal, chuman soldiers
are, to this day, efcient killers and nearly perfect soldiers.
Their relatively low intelligence, combined with their
unusual physical characteristics makes them poor marksmen
and thus they often take the eld of battle without any
weapons, instead using their hands and feet to move quickly
across the battleeld then tearing apart the enemy with their
bare hands.
Unlike many other psi
soldiers, chumans can be
elded in large numbers and
prove unwavering in their
loyalty to the Soviet cause.
Occasionally, a human parent
is allowed to accompany
their offspring into battle,
but this honor is usually
reserved for members of
the NKVD that willingly
participate in the breeding
programs. Chumans often
see use as front-line shock
troops, scouts, or insertion
forces sent into enemy lines
to cause panic and carnage.
They prove quite skilled at
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every one of these tasks.
commandos
Soviet Psi Commandos are psi soldiers drawn from the
Soviet Guards of the Red Army. Already elite soldiers, those
developing psi abilities are sent to Siberia to be trained in the
use of their powers. Though a number of training programs are
under development, only one has been seen widespread use over
the past year.
Skilled soldiers that develop telepathic abilities are trained as
commandos for the NKVD. Pulled from their military units
and placed under the control of the 4
th
Special Department, psi
commandos as used as spies, inltrators, assassins, and elite
warriors. Their training allows them to hone their psychic talents
to great effect, enabling them to reach out with their minds and
obscure the thoughts of those watching them. Almost a reexive
ability, psi commandos can use this ability to shroud themselves
in a haze, making them very difcult to observe. Subjects have
said that shrouded commandos appear as little more than a blur.
This allows the commandos to move across the eld of battle
with relative impunity, unable to be picked out by enemy snipers
or others.
Currently psi commandos are elded in two-man teams and
specialize in moving behind enemy lines to participate in
numerous covert operations. They have met with great success in
such a role and more such soldiers are being trained everyday.
banshees
By 1946 nearly 800,000 women have joined the armed forces
of the Soviet Union to defend their Motherland. Often used
as snipers and pilots, female soldiers have proven themselves
equally as skilled and as loyal as their male counterparts. The
4
th
Special Department has been quick to realize this and has
created a special training program for female telepaths.
Nicknamed banshees by NKVD ofcers, these female psi
soldiers are trained to harness their telepathic abilities and
channel their raw emotion to emit a terrifying and horric psychic
scream. Such wailing reaches not only the ears, but the minds
of those around them, rendering victims of their screams shaken
to the core of their being. Though there have been accounts of
the banshees wail inicting permanent brain damage to some
targets, most remain uninjured but quite incapable of much more
than cowering in fear. German forces and even friendly forces
know to give the banshees a wide berth, lest they nd themselves
subject to their screams.
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politruk
elite infantry (individual)
soviet officer
veteran infantry (individual)
M RC CC A S DR W
3 3+ 3 3 3 6 2
M RC CC A S DR W
3 4+ 4 4 2 6 2
composition: 1 Political Leader
equipment: Pistol, Grenades
special abilities:
Not a Step Back!: Soviet Commissars are notorious for executing
soldiers that attempt to leave the eld of battle. For 1 AP, a
Politruk can execute any model that has succumbed to rout and
is within 12, removing them as a casualty. No roll is needed.
The instant the model is executed all Soviet units on the table
have their Drive increased by 1 (up to their original value).
options:
The individual may be designated as a Hero.
Political Commissars, as they were previously called, are government
appointed ofcers who oversee the activities of military units to which
they are attached. They have complete authority and total control
over the forces under their command, but most lead out of fear
rather than respect. Soviet Politruks are infamous for their ruthless
execution of friendly soldiers that attempt to ee or surrender.

composition: 1 Soviet Ofcer


equipment: PPSh-41, Pistol, Grenades
special abilities:
Command
options:
The individuals Training Level can be increased to Elite.
The individual may be designated as a Hero.
The ofcers of the Red Army are a tough lot, forced to contend with
the Commissars, the NKVD, and especially the enemy. With stern
determination, Soviet ofcers lead the men and women under their
command into battle, refusing to back down even in the face of erce
opposition.

in house
Keep the Politruk within 12
of low-drive units such as
conscripts.
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nkvd psi officer
veteran specialist (individual)
M RC CC A S DR W
3 4+ 3 3 2 5 2
composition: 1 NKVD Psi Ofcer
equipment: PPSh-41, Pistol, Grenades
special abilities:
Through training and advanced technology, the Psi Ofcer has
developed a potent psychic ability that can be used during battle. A
Psi Ofcer can select one of the following psychic abilities that can
be used during the game.
Mental Stun: A Psi Ofcer is able to telepathically stun his
opponents, causing them to pause and often forget what they
were doing. For 1 AP, a Psi Ofcer can force an enemy model
to lose 1 AP. The victim can attempt to resist this ability by
rolling 1d6; if they roll equal to or lower than their current Drive
attribute, they do not suffer a loss of AP. The target of this ability
must be within 12 and line of sight.
Clouded Minds: Trained to reach out with their thoughts and
obscure themselves, Psi Ofcers can make themselves difcult
to spot. The Psi Ofcer receives a +2 cover bonus at all times,
even when in the open. This bonus stacks with any other cover
bonus and does not apply to units the Psi Ofcer joins.
Remove Fear: A Psi Ofcer with this ability is able to remove
the doubts and fears of those around him, bolstering the morale
of his comrades. A model with this psychic power gains the
command ability.
Psychic Push: The Psi Ofcer has developed a basic psychokinetic
ability that allows him to use a psychic push to move foes and
other objects around. For 1 AP, the Psi Ofcer can use this
ability to move an enemy model 1 in any direction. The enemy
model must be within 12 and line of sight of the Latent Psi
and is allowed to resist by rolling equal to or lower than their
Strength attribute on 1d6.
options:
The individuals Training Level can be increased to Elite.
The individual may be designated as a Hero.
notes:
For each Psi Ofcer present within a detachment, one Psi choice
may be selected. If a Psi Ofcers Training Level is increased to
Elite, they may take up to two Psi choices.
The NKVD, the counterintelligence agency for the Red Army, has
managed to promote fanatically loyal and highly skilled psi soldiers
to the rank of ofcer and placed them in charge of small groups
of experimental units. With their own minor psi abilities, these
ofcers see to it these new forces are used to utmost effect against
their enemies and their success and failure is reported back to their
superiors.

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nkvd psi commandos
regular psi (squad)
nkvd psi-cannon team
regular psi (squad)
M RC CC A S DR W
3 4+ 3 3 2 4 2
M RC CC A S DR W
3 4+ 2 3 2 4 2
composition: 2 Psi Commandos
equipment: SVT-40, Pistols, Grenades
special abilities:
Clouded Minds: Psi Commandos are trained to reach out with
their thoughts and obscure themselves, making them difcult to
spot. Psi Commandos receive a +2 cover bonus at all times,
even when in the open. This bonus stacks with any other cover
bonus and also applies to individuals that join the squad.
options:
Any member of the squad may exchange their SVT-40 for a
PPSh-41.
The squads Training Level can be increased to Veteran.
The NKVD has trained some of their most loyal and skilled telepaths
to cloud the minds of those around them, obscuring themselves
against detection. While some of these soldiers are so adept with this
power as to become nearly invisible, the bulk of these troopers are
assigned to two-man teams and used as inltrators and commandos.

composition: 2 Psi Commandos


equipment: NKVD Psi-Cannon
options:
The squads Training Level can be increased to Veteran.
A perfect blending of technology and psi potential, the NKVD Psi-
Cannon is a device that allows the telepaths it is issued to to focus
their powers and use them at much further range. The device is wired
directly into the users brain and the telepaths are trained to project
a telepathic attack hundreds of yards away. Reaching out with their
mind, and channeled by the crystals within the cannon, these psi-
soldiers can crush a mans intellect with but a thought.

in house
Psi-Cannon teams can be used
to target heavily armored units
or enemies in heavy cover.
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banshees
regular psi (squad)
soviet sniper
regular specialist (individual)
M RC CC A S DR W
3 4+ 2 3 2 4 2
M RC CC A S DR W
3 3+ 3 3 2 4 2
composition: 2 Banshee Soldiers
equipment: SVT-40
special abilities:
Wail: For 1 AP, a Banshee Soldier can emit a piercing scream
that nearly deafens all those around them. The wail reverberates
through the soul of those that hear it, and hearing protection is
nearly useless. When a Banshee Soldier wails, all models within
12 (including friendly models) must roll equal to or lower than
their current Drive on 1d6 or be suppressed, as though they were
the target of suppression re. Models do not receive a bonus
to this roll for cover (as per standard suppression re rules).
Models suppressed in this way remain suppressed through their
next activation and can attempt to break suppression as described
in the rules for suppression re. Other Banshee soldiers are not
affected by this ability.
options:
The squads Training Level can be increased to Veteran.
Female telepaths are placed into a program where they are trained to
channel both their abilities and their emotions to devastating effect;
dubbed banshees by male members of the NKVD, these fearsome
women are able to scream with both their voices and their minds,
causing pain to those around them. Sometimes these are screams of
loyalty and unwavering patriotism, other times they are of rage and
anger at being forced into service, but regardless of its origins the
wail of the banshee drives all those that hear it to be afraid.

composition: 1 Soviet Sniper


equipment: Mosin-Nagant 1891/30 Rie, Pistol
special abilities:
Crack Shot
options:
The individuals Training Level can be increased to Veteran.
This individual may be designated as a Hero.
Spurred by the success of such heroes as Vasily Zaitsev and Nina
Lobkovskaya, the Red Army has seen an inux of skilled sharpshooters.
Men and women from across Russia are deployed at the platoon level
to act as snipers and are easily the equals of their American and
German counterparts.

in house
Use vehicles to get banshees
close to multiple enemy units.
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soviet anti-tank dog squad
regular specialist (squad)
M RC CC A S DR W
3 4+ 3 3 2 4 1
handler
M RC CC A S DR W
5 - 3 1 3 - 1
anti-tank dog
soviet anti-tank rifle team
regular support (squad)
M RC CC A S DR W
3 4+ 3 3 2 4 1
fact vs fiction
Soviet anti-tank dogs were used
during the early years of the
war, but were removed from
service shortly thereafter.
composition: 1 Handler and 2 Anti-Tank Dogs
equipment: SVT-40, Pistol
special abilities:
Frightening (Dogs only)
Sure-footed (Dogs only)
Unintelligent (Dogs only)
Explosive: Anti-tank dogs are trained to pull a cord attached
to large amounts of explosives carried on their backs when
they reach a target. For 1 AP, an anti-tank dog can pull this
cord, detonating their explosives and killing themselves and
(potentially) those nearby. All models within 1 of the dog
when it explodes suffer a Strength 6+2d6 hit.
options:
The squads Training Level can be increased to Veteran.
notes:
The dogs and their handler do not follow ordinary cohesion rules.
Rather than needing to be within four inches of one another, the
dogs must remain within line of sight of the handler at all times.
If a dogs begins its activation outside of LoS, either it or its
handler must take as many actions as needed to get within LoS
of one another.
Though the handler and the dogs form a squad, the dogs are
immune to morale losses and will ght on even after their handler
has been killed. When an Anti-Tank Dog Squads Drive reaches
zero, the handler is affected by rout as usual, but the dogs can
act normally. An anti-tank dog cannot be suppressed (though its
handler can).
After being withdrawn from service years ago, the use of anti-tank
dogs is once again becoming prevalent throughout the Red Army.
With advanced training techniques and new technologies, these loyal
hounds are sent into combat, rushing towards enemy vehicles and
triggering explosives at the opportune time.

composition: 2 Riemen
equipment: PTRS-41 (one per team), SVT-40, Pistols, Grenades
options:
The soldier carrying the PTRS-41 does not possess an SVT-40.
The squads Training Level can be increased to Veteran.
Soviet anti-tank ries are high-powered, long-range rearms capable
of penetrating the armor of tanks and even the thick concrete walls
of bunkers. Special teams of soldiers are sent to elevated positions
whereby they could nd and eliminate enemy armor or fortied
troops.

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160
soviet guards
regular infantry (squad)
soviet guard heavy weapon team
regular support (squad)
M RC CC A S DR W
3 4+ 3 3 2 4 1
M RC CC A S DR W
3 4+ 3 3 2 4 1
soviet starshina
regular infantry (individual)
M RC CC A S DR W
3 4+ 3 3 2 5 2
composition: 2 Soviet Guards
equipment: SVT-40, Pistols, Grenades
options:
The squads Training Level can be increased to Veteran.
The pride of the Red Army, the Soviet Guards are elite soldiers, skilled
and proven in combat. They are revered by their fellow soldiers and
grouped into special divisions that are widely known as the best the
Red Army has to offer.

composition: 2 Soviet Guards


equipment: Heavy Weapon (one per team, see below), SVT-40,
Pistols, Grenades
options:
The squad may select one of the following heavy weapons:
ROKS-3 Flame-Thrower, DP-28 Light Machine Gun, 50-PM 40
Mortar.
The squads Training Level can be increased to Veteran.
Armed with some of the best heavy weapons available, Soviet Guard
heavy weapon teams put these deadly tools to good use.

composition: 1 Soviet Sergeant


equipment: PPSh-41, Pistol, Grenades
special abilities:
Command
options:
The individuals Training Level can be increased to Veteran.
This individual may be designated as a Hero.
The individual may exchange their PPSh-41 for an SVT-40.
At the forefront of Red Army squads are the Starshina, or Sergeants.
Blooded in combat, these soldiers lead their fellow grunts into battle,
never looking back, rallying those around them to give their lives in
service of Mother Russia.

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conscript soldiers
green infantry (squad)
chumans
green psi (squad)
M RC CC A S DR W
3 5+ 2 2 2 3 1
M RC CC A S DR W
3 - 4 2 3 4 2
fact vs fiction
Experiments during the 1920s
were carried out by Ilya Ivanov
to create human/ape hybrids.
composition: 4 Conscript Soldiers
equipment: SVT-40 (two per squad, see below)
options:
The squads Training Level can be increased to Regular.
notes:
A squad of Conscript Soldiers includes four troops, but only two
are armed with ries. As the squad begins to suffer casualties, the
unarmed soldiers pick up the fallen weapons of their comrades
(not costing any AP).
Forced into service, conscript soldiers are expected to ght and
die in defense of their country. They are often under-equipped and
thrown headlong into combat with little regard for their own lives.
They know that retreat is not an option, for the brutal Politruk will
shoot them if they run. Human waves of these soldiers are launched
against their enemy in the hopes that their sheer numbers will be
enough to ensure victory.

composition: 3 Chuman Soldiers


equipment: None
special abilities:
Sure-footed
Frightening
Experiments in the early stages of the war by the NKVD to combine
the intellect of a man with the strength of an ape failed miserably
and Soviet scientists were uncertain if such a combination was
even possible. But with the introduction of psi genetic material
into the experiments the NKVD met with success and soon squads
of chumans were born. These creatures bear similarities to the
genetic abominations of the German armies, but their psi heritage
gives them a spirit as strong as their body.

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somovs guard (support detachment)
commissar somov
(elite politruk)
equipment: Pistol, Grenades
special abilities: Not a Step Back!, War Hero
Politruk Andrei Somov has claimed a platoon from the 39th
Guards Rie Division as his personal bodyguard. Though Somov
is a brave and stalwart soldier for the Red Army, he prefers
discretion to valor and chooses to use the support elements of
his platoon to engage the enemy with signicant repower.
Made up of the best and hardest-hitting teams from the platoon,
Somovs Guard has proven a force to be reckoned with, feared by
the Wehrmacht on the Ostfront.
praporshchik mets
(veteran soviet officer)
equipment: PPSh-41, Pistol, Grenades
special abilities: Command
Adrik Mets is a junior ofcer of the Red Army and still a little
wet behind the ears. He often defers to Commissar Somov for
guidance and though he disdains the Politruks methods, he is
thankful for Somovs presence among his men. Mets has little
doubt who is in charge of the unit.
ptrs team panzer killers
(regular soviet anti-tank rifle team)
equipment: PTRS-41 (one per team), SVT-40, Pistols,
Grenades
Vors Parnes and his comrade in arms have disabled nearly a
dozen German tanks while part of Commissar Somovs unit.
They take great pride in their accomplishments and do their best
to put themselves in positions where they can make the most use
out of Vors PTRS.
mortar team
(regular soviet guard heavy weapon team)
equipment: 50-PM 40 Mortar (one per team), SVT-40,
Pistols, Grenades
Always stationed at the rear of the rest of the detachment, the
mortar team of Somovs Guard drops ordnance on the enemy
with deadly accuracy. Commissar Somov does not tolerate
failure and the men of the mortar team make sure they are
always on target.
lmg team
(regular soviet guard heavy weapon team)
equipment: DP-28 Light Machine Gun (one per team), SVT-
40, Pistols, Grenades
Commissar Somov uses the soldiers behind the DP-28 light
machine gun for a specic purpose during most engagements:
to keep the enemy pinned down, making them a perfect target for
the mortar and anti-tank rie teams. By laying down a hail of
gunre, the LMG team is often able to do precisely that, earning
them favor from the ruthless political ofcer.
first conscript squad
(green conscript soldiers)
equipment: SVT-40 (two per squad)
Commissar Somov looks at the two units of conscripted soldiers
in his unit as expendable assets. As a Politruk, Somov feels it
is his duty to use these men and women as he sees t, sending
them mercilessly to their deaths, providing a distraction from
the key elements of his unit. As the conscript soldiers die, the
support teams pick off enemy troops, resulting in victory for the
Red Army and for Somov. There are always more conscripts
second conscript squad
(green conscript soldiers)
equipment: SVT-40 (two per squad)
The men and women of Somovs Guard know not to get too close
to the conscript soldiers of their unit, for their commanding
ofcer sends them rushing headlong into enemy re at the
drop of a hat. When they threaten to route, Commissar Somov
executes them himself with a patriotic shout of Not a step back!
Such is the life of a conscript in the Red Army.
M RC CC A S DR W
3 2+ 4 3 3 7 3
M RC CC A S DR W
3 4+ 4 4 2 6 2
M RC CC A S DR W
3 4+ 3 3 2 4 1
M RC CC A S DR W
3 5+ 2 3 2 3 1
M RC CC A S DR W
3 5+ 2 3 2 3 1
M RC CC A S DR W
3 5+ 2 2 2 3 1
M RC CC A S DR W
3 5+ 2 2 2 3 1
Jeremy Bernhardt (order #2415176) 65.166.54.45
163
soviet guard
coat
Basecoat - 992 Neutral Grey
Highlight - 990 Light Grey
Shadow - 867 Dark Bluegrey
gear
Basecoat - 924 Russian Uniform
Highlight - 886 Green Grey
Shadow - 888 Olive Grey
woodgrain
Basecoat - 846 Mahogany Brown
Highlight - 981 Orange Brown
Shadow - 985 Hull Red
skin
Basecoat - 860 Medium Flesh
Highlight - 955 Flat Flesh
Shadow - 803 Brown Rose
chuman
uniform
Basecoat - 924 Russian Uniform WWII
Highlight - 886 Green Grey
Shadow - 888 Olive Grey
belt
Basecoat - 846 Mahogany Brown
First Highlight - 818 Red Leather
Shadow - 985 Hull Red
skin
Basecoat - 984 Flat Brown
Highlight - 860 Medium Flesh
Shadow - 872 Chocolate Brown
All colors listed are Vallejo Model Color, unless otherwise noted with (VG), these are Vallejo Game Color.
skin
wood
packs
coat
skin
belt
uniform
Jeremy Bernhardt (order #2415176) 65.166.54.45
164
Home by Christmas, what a laugh! Gefreiter Heinz Gunther
spat disgustedly through the jagged hole in the brick wall. He
could swear the spittle was frozen solid before it smacked into
the frosty mire of mud that surrounded their refuge. He shuddered
as he considered what Erich Voss, a grizzled veteran from the 1st
Waffen SS division had told him. Enjoy this time, kamerad.
General Winter hasnt relieved General Mud yet. When he does,
then youll know what real cold is.
Defeatist swine! Gunther turned as he heard the outraged
words. He was not surprised to nd that they had come from
the north corner of the building, the area where ve men of the
3rd Waffen SS had billeted. One of them had risen from his seat
beside the small campre the SS men had made and was now
standing at the centre of the room, hands on hips, an indignant
scowl marking his youthful features, a stray lock of blonde hair
hanging across the soldiers brow. If the Fuhrer has promised
victory, then we will have victory. It is only a matter of days
before we will be on the attack again. Then we will march
straight through this Bolshevik vermin. Perhaps we might spend
Christmas in Moscow, but every man must make his small
sacrices for the Fatherland. Gunther stared at Rottenfuhrer
Reinhardt Radl in disbelief. The SS corporal actually seemed to
believe the inane prattle dribbling from his mouth!
Gunther stepped away from the ragged hole in the wall, shaking
his head. Take a good look outside, Rottenfuhrer, he said.
The frost lies thick on the ground until well after noon. Soon it
wont melt at all. Then it will snow. Ask Napoleon about what a
Russian winter is like!
Napoleon was only a Frenchman, Radl sneered. We are
Germans. Nothing these subhumans throw at us can stop us,
not even their infamous winters. Nothing can stand before the
will and determination of the German volk. The Rottenfuhrers
words brought stern nods of agreement from the other SS men.
Gunther and his fellows of the Wehrmacht did not share the
Rottenfuhrers condence. Theyd seen for themselves how hard
the Russians had fought even so early as 41. German rhetoric
about the subhuman Russian peasant hadnt made them any
easier to defeat. It was a different sort of war than Gunther had
fought in Poland and France. The Soviets seemed determined
to make Germany pay for every meter that was conquered with
blood. They fought to the last man, fought on even when they
had no ammunition, when there was no possibility of victory.
Gunther had seen the eerie sight of two score Russian soldiers
charging a panzer across open ground with no more armament
than Molotov thingytails. The tank crew had mowed them down
with their machine guns. When the last of them had fallen,
another group of forty emerged from hiding and charged, then
another and another
Not that the Russian soldiers had too much choice in the matter.
Gunther had seen what befell Russians who faltered in such
suicidal assaults. Hed been witness to one such sorry scene after
his platoon had beaten back a Soviet attack. The survivors ran
back toward their own positions, only to be ripped apart by their
own machine guns. The Fuhrer had issued many orders since
unleashing his armies against the Soviets, but his decree that all
commissars were to be shot was one Gunther fully embraced
after seeing the ruthless manner in which the communist ofcers
motivated their troops. Men who would happily murder their
own countrymen were unworthy of mercy.
Fine talk, coming from an SS man. The growling voice
belonged to J ohann Hossbach, a hulking factory worker from the
Rhineland. Hossbach was so large, he routinely lugged around
the heavy MG42 machine gun, and its steel stand by himself,
often with a box of ammunition strapped to his back. The rst
time Gunther had seen the machine gunner, hed thought the
Wehrmacht had conscripted some troll from the Eifel. Most men
found Hossbach an intimidating gure. To his credit, Radl didnt
even bat an eye as the brutish Rhinelander stalked toward him.
Himmlers done real nice for you fellows. All the best guns, all
the best gear, rations that dont look like horse meat from the
company kitchens. The comment brought chuckles from every
Wehrmacht soldier in the room and even a few of Radls SS men
smiled. But us poor Friztes in the Wehrmacht dont have old
Reichsheini watching out for us. We havent gotten those nice
care packets from Berlin with those nice, heavy winter coats
in them. The smiles faded from each SS mans face and they
cast guilty glances at the thick grey greatcoats sprawled across
their pallets. So youll forgive the rabble if they arent looking
forward to winter with the same enthusiasm as the nobility.
Perhaps if your blood was pure, you would be wearing the
uniform of the SS and not that of the rabble.
The tension that lled the decaying bakery was enough to make
Gunthers spine crawl. The other men in the building felt it too,
the faces of the Wehrmacht soldiers hardening, taking on a wary
edge. Gunther saw the hand of an SS man slowly inch toward
the MP40 resting in his lap. The two pioniere troopers attached
to Gunthers platoon looked up from where they were working
beside the old ovens, the running gear of their Goliath robot tank
strewn about the oor. The engineers focused on the standoff
between Radl and Hossbach.
The two men glared at one another for a long, silent moment.
The moment was broken when Feldwebel Hans Bruno intruded
upon the scene. The NCO had been conferring with Leutnant
Dietrich, who was sheltered with the rest of the platoon in a
granary a few streets away. Now he returned, shaking his head
when he saw Radl and Hossbach. Bruno didnt say anything, but
noisily slide back the action on his submachine gun. The sharp
metallic sound startled both men.
I dont know what is going on here and I dont want to, Bruno
warned. But whichever of you idiots throws the rst punch will
have the pleasant duty of acting as courier between this post and
Leutnant Dietrich. The threat was a serious one, as any man
who had seen action in Russia knew. If ghting started up again,
Jeremy Bernhardt (order #2415176) 65.166.54.45
165
the narrow rubble-choked streets of the town would become a
deadly hunting ground for Soviet snipers and partisans.
By that statement, Feldwebel, I take it that the Leutnant has
not received orders regarding myself and my men? Radls tone
was only slightly less abusive than it had been with Hossbach.
Bruno removed his helmet, running his gloved hand through
the fuzz of black hair growing on his scalp. The Leutnant has
more pressing matters to attend to at the moment than nding
out where to send your men. There is concern at division that
the Ivans might be getting ready to stage an attack before the
snow comes.
They are coming here? The question came from Ernst Klausner,
a rieman who had been a university student in Vienna before
joining the Wehrmacht. Hed been wounded during the recent
withdrawl from Kiev, a Russian bullet hitting him in the thigh.
Hed been wounded lightly enough, however, that he hadnt
been evacuated with the rst convoy of trucks and ambulances.
He was mobile enough for light duties and insisted to Bruno
that he could still re a gun and stand a watch anything to
avoid being sent to the aid station. Every man in the platoon had
seen what the Soviets did to German wounded and none of them
wanted to share such a fate. Klausner felt his chances were better
staying with the ghting men. As long as he wasnt a burden on
the platoon, Bruno was perfectly willing to let him stay.
All along the front, unless every scout the Luftwaffe sends up
is blind, Bruno replied. Armored columns streaming out of
Moscow like Stalin whistled them up with a magic lamp. Ivans as
thick on the ground as eas in J ohanns beard. The quip brought
nervous smiles to Gunther and the others in his platoon.
Rear echelon stuff, Kraus, one of the pioniers observed.
Reserves and penal battalions, obsolete tanks and ill-trained
personnel. Stalin cant have anything else left after his losses
at Kursk.
Bruno shook his head. From what I was told, these are full
divisions, not partisan trash. The tanks are the nasty ones, the
heavy ones that chewed up our Mark IVs so badly. Make no
mistake, this isnt some half-hearted asco like the Bolsheviks
were so fond of back in 41. The Ivans mean business this
time.
The crack of Mausers ring punctuated Brunos words. The
soldiers in the battered bakery scrambled for their weapons,
the SS men leaping to their feet. Almost all of the Wehrmacht
soldiers in the town had been armed with the new Mkb42
assault ries and the SS men almost all carried the MP40s. Only
Wehrmacht snipers and scouts were still armed with the Mauser
Kar 98 ries. And the only snipers and scouts Gunther knew
about in the area were positioned on the outskirts of the town,
detailed to watch for any advancing Soviet forces. If they were
ring, it meant that the respite was over, the communists were
coming.
Bruno barked orders to his platoon, sending riemen to every
window and doorway. Hossbach and his assistant, a wiry
Bavarian named Dietz, hurried into the upper oor of the
building to position their machine gun. Radl snarled a command
to one of his SS men. The target of his attention was already in
motion, strapping on a heavy backpack, a thick cable running
from it into the immense scope that had been fastened above the
barrel of his MP44. The sniper quickly checked his vampir night
vision equipment, then followed Hossbach and Deitz upstairs.
The electronic contraption would allow the SS man to pick out
enemies hiding in the gloom of the towns abandoned buildings,
making them stand out as clearly as if they were in the open.
Gunther hoped the ght would not rage so long that the vampirs
designated purpose would be needed.
Is that bucket of bolts ready? Bruno roared at Kraus, gesturing
with the barrel of his MP40 at the disassembled Goliath.
Outside, the crack of the Mausers was now joined by the screech
of Soviet PPsh submachine guns and heavier German weapons.
The Soviet assault had reached one of the other platoons.
The pionier shook his head. The drive system is kaput, he
explained. Fuel line is frozen solid. We havent been able to
x it.
Can the damn thing still shoot? demanded Radl. Kraus stared
at the SS corporal for a moment, not understanding his meaning.
Radl shouldered his MP40 and raced over to the Goliath, two of
his SS men running to help him. Gunther set down his own weapon
and joined the straining Germans. At last, comprehending Radls
meaning, Kraus and the other pionier lent a hand, helping lift the
robot tank and carry it to the bakerys doorway. Klausner and
two other men from Gunthers platoon began piling loose brick
and other rubble in front of the immobile Goliath to obscure it
as much as possible and provide it with cover. Gunther gave
the weapon the nal touch, draping an old cavalry blanket over
the Goliath. Kraus stepped back, the radio command device
clutched in his hands. He quickly tested the controls, the
weapon carriage mounted atop the robot rotating and elevating
in response to his actions. A thrill of excitement swept through
the Germans. Now they had use of the Goliaths dual mounted
machine guns, dramatically increasing their repower from one
MG42 to three.
Outside, the spit-hiss of Russian PPsh submachine guns grew
in intensity, augmented by the boom of grenades. Gunther
shook his head as he scrambled back toward the east wall of
the bakery and positioned himself beside the ragged hole. It
was typical of the Soviets. No artillery barrage, no tank support,
just an ill-trained horde of peasants thrown at enemy positions.
The communists relied upon numbers to combat the Germans,
seemingly determined to drown the invaders in the blood of their
countrymen. Gunther would have been disgusted if he wasnt
well aware that such callous tactics had carried the day for the
Soviets many times in the past. Even if the Germans killed ten
Russians for each of their own, they were losses Stalin was
perfectly willing to accept.
Above, in the ruined second oor of the bakery, Hossbachs
machine gun roared into life, lling the air with its sawing
groan. The SS sniper called down, warning that he could see
Russians charging down the narrow street. A moment later, the
Jeremy Bernhardt (order #2415176) 65.166.54.45
166
bakery shook as a grenade went off nearby, dust billowing about
the west end of the building. Gunther tried to ignore the pained
screams of the grenadier who had been standing closest to the
blast. There was nothing any of them could do for him now, they
had their own skins to look after.
Hossbachs machine gun continued to blaze away. Grenadiers
and SS men at the windows began to join in, ring into the
streets. Gunther was not sure if they could see any Russians or if
they were just ring wildly, hoping to keep back the attack. He
peered through the tear in the brick wall and started to blaze away
with his assault rie. He heard a voice cry out in Russian, but
couldnt say for certain hed actually hit anything. The bakery
rocked again as another grenade went off. Gunther felt a sick
feeling grow in the pit of his stomach. Russians had a favourite
tactic for clearing a building infested with Germans and that
was to toss an entire bag of grenades into a room, then scramble
into the aftermath and machine gun anything still moving. The
gefreiter didnt rate his chances if the Soviets got close enough
to pull off that trick.
The ring intensied. Above the hiss of submachine guns and
the roar of Hossbachs MG42, Gunther heard the sharp crack
of a Russian rie. He saw one of the SS men crumple behind
his window, a gory hole punched through his helmet and into
his brain. Radl snarled in fury, shouting orders at the ceiling. As
he did so, the Soviet sniper red again, this time splattering a
grenadiers grey matter against the wall. The surviving Germans
instinctively ducked down as the threat of the communist
sniper asserted itself, momentarily reducing their rate of re.
The Russian assault troops were quick to exploit the lapse in
concentrated re, charging toward the bakery, shouting a war
cry at the top of their voices.
Beside Gunther, an overweight grenadier named Adler pitched
over, his face obliterated by the Russian sniper. Gunther swore,
keeping his head behind the wall. He held his Mkb42 above his
head and red blindly through the hole. He heard the Russian
rie re and was horried to see a brick less half a meter from
his face explode as the high-velocity round punched through it.
The sniper was trying to pick him off even behind the wall!
Abruptly, there was a piteous shriek from across the street. A
voice called down from the loft above the bakery. Radls own
sniper had nally found the Soviet one and dispatched him. The
news brought a ragged cheer from the men down below, and
they returned to their positions with grim determination. None
too soon, either. The two Soviets Gunther could see through the
hole in his wall were close enough that he could pick out the
insignia on the collars of their brown uniforms. He blazed away
with his weapon, pitching both of the Russians to the muddy
ground.
The grenadier near the doorway shouted to Kraus and the
pionier activated the Goliath. The twin machine guns exploded
into life, shredding the oncoming Russians. Kraus rotated the
Goliaths mount, sweeping the MG42s back and forth, forming
a curtain of steel death before the doorway. Dozens of Soviets
were surprised by the sudden attack, shredded by the heavy
caliber bullets as they tried to turn and run. Gunther saw a Soviet
ofcer in the peaked cap of a commissar shouting furiously at
the retreating Russians through a tin megaphone. The German
took exceeding delight in ripping apart the commissar with a
concentrated burst from his rie. The communist pitched over
into the mud, his broken body stampeded by his own eeing
men.
The Germans breathed a sigh of relief as the assault broke. Those
who still had them broke out cigarettes and started to smoke.
Klausner hobbled over to try and quiet the screaming man who
had been injured in the rst grenade attack. Bruno marched
the length of the building, checking to see who was dead and
who was injured. The attack had claimed ten of the Germans,
including two of Radls SS men. Another six had been wounded.
That left only Gunther, Hossbach, Dietz, Klausner, and Bruno
himself from their original squad, with another ten men from the
other two squads. Radl still had his sniper and one of his men,
but Krauss fellow pionier had taken a burst from a PPsh in his
gut. Gunther could tell that the engineer wouldnt last another
hour.
Another attack like that and they walk right in, Gunther
observed. Rottenfuhrer Radl sneered at the comment.
Their next attack will fail, just as this one has, the man
proclaimed. You give these Bolsheviks too much credit. They
are subhuman lth. They will never prevail against Krupp steel
and German resolve.
Tell that to them! growled one of the grenadiers positioned
at the windows. The Germans rushed back to their defenses,
watching in horror as a second wave of Russian troops rushed
toward the bakery. Even as indistinct, brown-uniformed shapes
at the end of the street, Gunther could tell there was something
wrong with them. These Russians were short, squat men,
with broad shoulders, long arms and stumpy legs. Despite the
desperate situation, Gunther couldnt help but wonder what
sort of soldiers these were. Siberians? Mongolians? A cold chill
crawled up the gefreiters spine as he watched the Soviets lope
across the muddy street. There was something inhuman about
the way they moved, something subtly wrong that disturbed
Gunther almost at a primal level.
A sharp scream came from the loft above the bakery. Moments
later, the SS snipe came tearing down the stairs, his face as pale
as a sheet. Radl sprinted toward his trooper, grabbing him by the
shoulders and shaking him roughly.
Back to your post, you craven mongrel! the Rottenfuhrer
snarled. The sniper shook his head in despair, almost wilting in
the corporals arms.
They they are not human, he gasped. The Ivans they are
not men at all! He began to scream again. Radl slapped his
gloved hand across the snipers face, glaring at him in disgust.
The little tableau was forgotten as Hossbachs MG42 roared
into life again. The charging Soviets were getting close enough
now that they were well within rie range. The men at the
windows began to re, picking out targets in the brown wave
Jeremy Bernhardt (order #2415176) 65.166.54.45
167
that surged toward them. Gunther noticed that it seemed to take
an inordinate amount of re to put this second wave of Russians
down. Two, three, even four bullets were needed to stop them,
the Ivans seeming to take little notice of any but the most telling
of wounds. Then, as the distance between them began to close,
shouts of horror sounded throughout the bakery. The sniper was
right! These Russians werent human at all!
Gunther had marked the dark, leathery appearance of the
Russians faces before, but had marked it down as camouage
or perhaps some sort of balm to protect against the cold. Now
he saw how wrong his assumption had been. It was the actual
skin of the Soviets! Their faces were grotesque, animal-like
visages, pulled into bestial snouts with ared nostrils and fanged
teeth. Coarse black hair covered what their uniforms did not in
such profusion that they looked to be wearing fur gloves. The
ape-men charged forward in great, loping strides, savage howls
booming from their chests. When they were hit, they did not
scream like men but roared like beasts.
Radl appeared at Gunthers shoulder, gazing in terror at the Soviet
monsters. He withdrew, muttering over and again Subhuman
subhuman subhuman
Bruno stood in the doorway, braving the random bursts of re
the ape-men directed at him with the PPshs they held in their
clawed hands. The feldwebel raised his submachine gun and
brought one of the monsters down with a burst that opened its
belly. The thing dropped, but even with its entrails spilled all
around it, the ape-man struggled to crawl onward.
Whatever they are, they die just the same! Bruno roared.
Give them no quarter, sons of the Fatherland, and send these
abominations back to whatever hell Stalin brought them from!
The feldwebels words overcame the terror of his men and the
re opposing the ape-men intensied. Kraus recovered from his
own fear and the Goliath sprang into action, sending a withering
hail of bullets into the Soviet assault. For a moment, Gunther
thought they would beat back the attack. But then the moment
was lost.
Though the ape-men had come no closer than the Russians
had before them, the Germans had not considered the inhuman
strength such creatures might possess. One of the ape-men, a
dozen German bullets riddling its frame, crawled its way through
the Goliaths re. The monster unslung the bag of grenades
across its shoulder, priming the weapons and hurling the entire
bag at the doorway. Bruno had time only to register the descent
of the deadly package before it exploded. The feldwebel, the
Goliath and a twenty foot section of the bakery disappeared in a
cloud of re and dust.
Ears ringing, Gunther picked himself from the oor, scrambling
to nd his weapon. He could see a few of his comrades doing the
same. He could also hear the triumphant howls of the ape-men as
they rushed toward the now almost undefended bakery. Gunther
felt an icy hand close around his heart. The savage howls almost
sounded like voices!
Gunther could still hear Hossbachs MG42 blazing away in
the loft. He rushed toward the stairs. With ape-men already
scrambling past the rubble, there was no chance of holding them
back in the ground oor. The loft was the only sensible place
to retreat to. As Gunther sprinted toward the stairs, he ran into
a stunned Radl. He pushed the SS corporal toward the stairs,
trying to ignore the muttering still dripping from Radls mouth.
At the bottom of the stairs, he found Kraus, the pioniers body
shredded by shrapnel from his own Goliath. Gunther kicked the
dead man out of his way and scrambled up the stairs. Klausner
hobbled after him, but the injured grenadier was too slow. An
ape-man lunged for Klausner, bowling him over into the rubble.
Gunther watched in hideous fascination as the monster savagely
caved the grenadiers skull in with the barrel of its PPsh. Then
a second ape-man was rushing toward the stairs. Gunther sent it
reeling with a blast from his assault rie.
In the darkened loft, Gunther noticed rst that the machine gun
had fallen silent. A huge gure which he at rst took for Hossbach
loomed over the weapon, then the gefreiters eyes adjusted a
little more to the darkness. He could see that the gures helmet
was Russian, not German, and that the face beneath that helmet
was more like a gorillas than a mans. Sprawled beneath the
ape-man was the dismembered remains of Hossbach and his
loader, torn limb from limb by the monsters strength. In the
moment of frozen terror that gripped him, Gunther saw how the
ape-men had reached the loft and silenced the gun. There were
more of the monsters crawling along the rooftops across the
street. As the German watched, one of the creatures launched
itself from the roof opposite the bakery, landing with a crash
against the bakerys own roof. It was an impossible distance,
almost ten meters and yet the ape-men made it seem as easy as
hopping over a curb. With inhuman agility the second ape-man
scrambled through the window of the loft.
Gunther watched as the monsters glared at him, feral savagery
glinting in their red eyes. He looked down at his rie. Only a few
rounds left. He could hear more of the ape-men charging up the
stairs behind him.
Subhuman subhuman Radl continued to moan. Gunther
drew one of the stick grenades from his belt, twisting off the
fuse. The ape-men continued to close on them.
Whatever they are, Gefreiter Heinz Gunther growled, were
going to take some of them with us on our way to hell.

Jeremy Bernhardt (order #2415176) 65.166.54.45
168
action points All models possess a number of Action Points that
allow them to take various actions in a single turn. The number of
Action Points possessed by a model is determined by their Training
Level.
action types There are four types of actions a model can take
during their activation: moving, shooting, engaging in close combat,
and special actions.
activation During each turn of a scenario players take it in turn
to activate the units in their detachment. When a unit is activated it
may take actions and otherwise participate in battle by spending action
points.
arc Directional indicators determining a models facing. Non-
vehicle models have forward and rear 180-degree arcs while vehicles
possess four 90-degree arcs.
area of effect The area of certain effects and weapons is
determined by the area of effect (AoE). Models within this area of
effect, even partially, are affected.
armor (a) An attribute of a model. Armor is the amount of protective
gear and natural ability to avoid damage that a model possesses. This
number may be modied by cover and other factors during game play.
attribute A characteristic of a model. Models possess seven core
attributes: Movement (M), Ranged Combat (RC), Close Combat (CC),
Armor (A), Strength (S), Drive (DR), and Wounds (W). Weapons also
possess attributes such as Range, Strength, and Rate of Fire.
attrition rate One of three victory conditions needed to be
achieved during a scenario to claim victory. Following each scenario
players determine the number of casualties (based on model count)
inicted upon the enemy and if they have eliminated two-thirds of their
opponents forces they may claim this victory condition.
campaign A series of scenarios linked together by a common theme
or story.
characteristic All the combatants have a number of
characteristics that dene how they ght, their physical strength and
durability, as well as any special abilities or skills they may possess.
charge A special action that allows a model to sprint into close
combat with an enemy model. Charging grants close combat bonuses
for the model making the charge.
close combat (cc) An attribute of a model. This is a models
skill in ghting when things get up close and personal. It represents
both his defensive and offensive capabilities when up close.
cover Cover provides models with a bonus to their Armor attribute
against any ranged attacks made against them. Three different types of
cover exist: light, medium and heavy.
detachment A group of units assembled by a player for a
scenario is called a detachment. Detachments, generally, represent a
single military squad. Many detachment types exist that determine the
composition of the detachment and the various options for players to
build their detachment.
detachment composition The specic units selected for a
detachment are called composition of the detachment. Detachment
composition is based on the detachment type.
detachment type Detachments are divided into types or
templates allowing players to select units and options to t a common
theme. Detachment type determines the detachment composition,
training level and number of units available, vehicle selections, special
orders and hero selections.
difficult terrain Any terrain that inhibits movement and/or
provides cover for models within it is considered difcult terrain.
Players should determine which terrain is dened as difcult prior to
beginning a scenario.
drive (dr) An attribute of a model. This number expresses the
soldiers motivation on the battleeld and ability to continue ghting
even in the direst of situations. Any model with a Drive of zero routs
and may surrender to the enemy. See the Morale section for more
information on Drive and its effects.
elevation A model in an elevated position gains advantages when
engaging in ranged combat against models on a lower elevation.
facing The direction a model is facing. In general, the facing of a
model is based on which way the model is looking. Facing is used to
determine a models arcs.
focused attack A focused attack is a special action that allows a
model to take a penalty to their close combat abilities to make a single,
skilled strike against an opponent.
hero A hero is an exceptional individual that usually possess special
abilities and higher attributes. Players choose a number of heroes based
on the detachment type.
individual An individual is a unit comprised of a single model.
initiative Prior to each turn of a scenario, players determine which
side has the initiative by rolling 1d6 and adding the highest current
Drive value of their units on the battleeld. Whichever side has the
higher result may choose to activate a unit rst that turn.
line of sight A model is considered to have line of sight to another
model if it can see any part of the other model.
long range Ranged attacks that target models over half the
maximum range of the ring weapon are considered long-range attacks.
Attacks made at long range impose a penalty to hit.
Jeremy Bernhardt (order #2415176) 65.166.54.45
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movement (m) An attribute of a model. This number represent the
number of inches that a model may move for each action point (AP)
expended for movement purposes.
obstacle An obstacle is any piece of difcult terrain larger than
a model. For purposes of determining the height of the model, use
the models base size. Obstacles cannot be crossed and block line of
sight.
planned scenario Planned scenarios are thought out engagements
where all sides taking part in the battle know the objectives before the
battle is fought. These are clear-cut skirmishes where all sides have
the opportunity to tailor their force to the specic mission at hand.
In planned scenarios, players are well aware of the particulars of the
mission (such as objectives, attacker/defender, etc) prior to selecting
their Detachment Composition.
primary objective One of three victory conditions needed to
be achieved during a scenario to claim victory. Each scenario will
have a primary objective for each force taking part in the battle (see the
scenario descriptions below). Only one side can complete the primary
objective for each scenario. Primary objectives represent the reason
why the forces are present on the battleeld and the key means by
which one side or another will achieve victory.
range An attribute of a weapon that determines the maximum range
the weapon may be red.
ranged combat (rc) An attribute of a model. This attribute is
the soldiers ability to strike an opponent using a ranged attack. In case
there is no number listed, then the unit or character in question has no
ranged attack.
rate of fire Ranged weapons also possess a Rate of Fire (RoF)
that determines how many shots per action each weapon is capable of.
The rst number represents the number of shots the weapon takes, while
the second shows the number of AP needed to re that many shots.
rout When a unit is activated and its current Drive is zero models
from that unit not currently engaged in close combat rout. Routing
models move as quickly as possible towards the nearest table edge,
eeing off the battleeld when they reach the edge of the table. Units
remain in rout so long as they are not engaged in close combat and their
Drive remains at zero.
scenario Players take part in scenarios that usually involve a
primary objective, two players, and a single detachment per player.
Each scenario is designed to be a small, yet important battle between
two forces that can be played in a short period of time, generally
completed in six to eight turns. Each scenario falls into one of two
types: planned or unplanned.
scenario type Scenarios are made up of two types: planned and
unplanned.
secondary objective One of three victory conditions needed to
be achieved during a scenario to claim victory. Prior to each scenario
players randomly select a secondary objective, which remains hidden
from their opponent.
sprint A special action that allows a model to move quickly across
the battleeld.
squad A squad is a type of unit made up of more than one model.
Models in a squad may act independently of one another but are
activated at the same time and share a single Drive attribute.
strength (s) An attribute of a model. The physical strength of
a model. This attribute determines the damage a model inicts when
striking an enemy in hand to hand combat.
suppressed Units that fall victim to suppression re are considered
suppressed. Suppressed units not in cover must seek cover immediately.
Suppressed units can only move (as long as they remain in cover) or
attempt to break suppression. Units remain suppressed through their
next activation.
suppression fire A unit may attempt to suppress an enemy unit
by using suppression re, trying to pin them down rather than shooting
to kill.
training level The training and skill of a unit. Training level
determines the number of action points a unit receives each turn.
troop type The category of troops a unit belongs to. Common
troop types include infantry, cavalry, specialist, support, abomination,
psi and Tesla device.
turn A scenario is divided into turns. During every turn, each player
activates the units they have on the battleeld. Once all units have been
activated by each player, the turn ends and another begins.
unit A unit represents a model or group of models.
unit type Units are grouped into two types: squads and
individuals.
unplanned scenario Unplanned scenarios are random conicts
taking place in the fog of war. None of the forces involved knew of
the enemys position or composition and, though not necessarily
prepared for combat, battle ensued. Unplanned scenarios are chaotic,
unorganized, and often very unbalanced. Players selecting their
Detachment Composition for unplanned scenarios have no information
to rely upon and instead must guess what forces, objectives, and combat
conditions they are likely to encounter on the eld of battle.
victory condition The conditions players must meet in order
to claim victory during a scenario. The three victory conditions are
primary objective, secondary objective and attrition rate.
wounds (w) An attribute of a model. Some models are able to
sustain a number of injuries before being removed as a casualty. When
a model suffers its last wound, it is removed from the battleeld.
References
Jeremy Bernhardt (order #2415176) 65.166.54.45
170
During the development of this game the following have been great
sources of inspiration.
books
Bark, J asper, (2006). Sniper Elite: Spear of Destiny.
Bishop, Chris, (1998). The Encyclopedia of Weapons of World War II.
Bishop, David (2005). Fiends of the Eastern Front.
Bruer, William B., (2000). Secret Weapons of WWII.
Bruer, William B., (2006). Unexplained Mysteries of WWII.
Cheney, Margaret, (2001). Tesla, Man Out of Time.
Cornwell, J ohn, (2003). Hitlers Scientists.
Golden, Christopher, (2000). Hellboy: Odd J obs.
Golden, Christopher, (2004). The Lost Army, Hellboy.
Higgins, J ack, (1981). Lucianos Luck.
Higgins, J ack, (1990). Cold Harbor.
Higgins, J ack, (1991). The Eagle Has Landed.
Higgins, J ack, (1995). A Game For Heroes.
Higgins, J ack, (1995). Sheba.
Higgins, J ack, (1999). Flight of Eagles.
Higgins, J ack, (2003). Bad Company.
Hodge, Brian, (2005). On Earth as it is in Hell.
Hunter, Stephen, (1980). The Master Sniper.
Neumann, Peter, (1960). The Black March.
Robbins, David L., (2000). War of the Rats.
Shachtman, Tom, (2002). Terrors and Marvels.
Vilk, Greg, (2005). Golem.
Whitlatch, J ohn, (1973). The J udas Goat.
Wilson, Paul F., (2006). The Keep.
games
Medal of Honor Series, (1999-2007), Electronic Arts.
Return to Castle Wolfenstein, (2001), id Software.
Wolfenstein 3D, (1992), id Software.
movies/television
A Bridge Too Far, (1977), United Artists.
Band of Brothers, (2001), HBO.
Black Book, (2007), Paul Verhoeven Film.
Downfall, (2004), Constantin Film.
The Eagle Has Landed, (1976), ITC Entertainment.
Enemy at the Gates, (2001), Paramount Pictures.
Hellboy, (2004), Columbia Pictures.
The Prestige, (2006), Touchstone Pictures.
Saving Private Ryan, (1998), Dreamworks.
Sky Captain and the World of Tomorrow, (2004), Paramount Pictures.
SS Doomtrooper, (2006), SciFi Channel.
To Hell and Back, (1955), Universal Pictures.
websites
Modern Firearms and Ammunition, www.world.guns.ru
Olive-Drab, www.olive-drab.com
World War II Vehicles, www.wwiivehicles.com
We would like to site the following sources for imagery and products.
photos
The National Archives, www.archives.gov
Wikipedia - Wikimedia Commons, www.wikipedia.org
additional photos/artists
Damask, Chris
Russian Propaganda WWII 154
Ellinger, Matthew
Ol 927 28, Anti-Tank 34, Lana and Rita 34
Gillespie, Aaron
Rocket Trooper 2, Robot Trooper 2, Abgezhertsoldat/GI 111,
Abgezhertsoldat 115, Wolf Sketch 128, Sgt. Graves 132,
Sergeant 133, Soviet Battle 147, Sniper 153, Trooper 154
J aworski, Mark
Helmet 19, My Life in the Service 130, Protect Yourself 131,
November Nights 131
J ohnston, Peter
Sturmaffe 4, Sniper 53, Robot Trooper 58, Mad Doktor/
NCO/Rohlingsoldat 109, Feuersoldat 116, Krieghund 121,
Rohlingsoldat 122, Airborne/Mechanic/Sniper 126, Rocket
Trooper 134, Airborne Tesla 139, Banshee/Psi Cannon 145,
Psi Cannon 157, Banshee 158
Kursov, Aleksandr
Lab Rat 46
Machowska, Anna Ana
Rocket Trooper 45
Palfrey, Robert
Not One Step Back 156
Peters, J oep
Tiger Tanks 112
Samms, Brian
The Shortest Way Home - Cover Image
Skidmore, Steven
WWII Remembrance 24, Dr. Frankensteins Lab 110
Linke, Michael
Soldiers #1 & #2 14, Soldiers #3 20
Zylewicz, Maciej
Wolf Figure 128
websites
Acrylicos Vallejo, www.acrylicosvallejo.com
ESLO Terrain, www.esloterrain.com
Litko Aerosystems, Inc., www.litkoaero.com
Painter 6479, www.painter6479.com
Pegasus Hobbies, www.pegasushobbies.com
Pulp City, www.pulp-city.com
R&K Productions, www.r-kproductions.com
Jeremy Bernhardt (order #2415176) 65.166.54.45
171
a
Action Points 48
Activating Units 48
Area of Effect (AoE) 53
Armor 40
Armor Piercing 53
b
Base Size 40
c
Campaigns
Aftermath 85
Alternatives 102
Campaign Detachment Composition 85
Map-based 84
Objectives 100
Requisition Points 86
Scenarios 85
Story-based 84
Structure 98
Casualties 86
Charging 50, 59
Close Combat 40, 49
Shooting into Close Combat 52
Cover 51
No Cover 53
Cumbersome 53
d
Detachment
Cavalry 70
Command 71
Experimental 71
Infantry 72
Motorized Infantry 72
Reconnaissance 72
Support 73
Veteran 73
Difcult Terrain 49
Drive 40
Individuals 61
Penalties to Drive 60
Regaining Drive 62
Squads 61
Vehicles 62
e
Elevation 51
Experience 87
f
Facing 50
Facing in Close Combat 59
Focused Attack 59
h
Heroes 43
Heroes - American 44
Heroes - General 43
Heroes - German 45
i
Indirect 53
Individuals 42
Initiative 48
l
Leaving Close Combat 59
Line of Sight 51
m
Mental 53
Move and Fire 53
Movement 40, 48
Multiple Combatants 60
o
Obstacles 49
r
Range 52
Ranged Combat 40, 48, 50
Reload 54
Requisition Points 86
Rout 61
s
Scenarios 76
Planned 7780
Unplanned 8082
Victory Conditions 77
Secondary Objectives 82
Assassination 82
Breakthrough 82
Capture 82
Defense 83
Delaying Action 83
Destroy the Abomination 83
Field Test 83
Offense 83
Test Subjects 83
Shooting
Shooting into Close Combat 52
Suppression Fire 52
Special Abilities
Aim 40
Apathetic 40
Berserk 40
Command 41
Crack Shot 41
Flight 41
Frightening 41
Hidden Deployment 41
Impervious (X+) 41
Inspiring 41
Lethal 41
Slow 41
Solo 41
Stand and Take It (X) 41
Steady Hands 41
Sure-Footed 41
Unintelligent 41
Unstoppable 41
Walking Fire 41
Special Actions 49, 50, 52, 59
Special Orders 74
Spotter 54
Sprinting 50
Squads 42
Strength 40
Suppression Fire 52
Swappable 54
t
Template 54
Terrifying 54
Troop Type
Abomination 42
Cavalry 42
Infantry 42
Psi 42
Specialist 42
Support 42
Tesla Device 42
v
Vehicles
Attributes 62
Combat 65
Crew Morale 64
Crew Roles 63
Crews and Line of Sight 63
Embarking/Disembarking 64
Injuring Crew 64
Movement 64
Special Abilities 62
Troop Type 63
Unit Type 63
Vehicle Roles 63
w
Weapons 5558
Wounds 40
Jeremy Bernhardt (order #2415176) 65.166.54.45
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unit name unit type tl m rc cc a s dr w
SD Agent Infantry E 3 4+ 4 3 3 6 2
German Ofcer Infantry V 3 4+ 4 4 2 6 2
Mad Doktor Specialist V 3 6+ 1 2 1 4 2
Sturmaffe Abomination R 5 - 4 2 6 4 5
Feuersoldat Abomination R 3 5+ 3 4 2 4 2
Rohlingsoldat Abomination R 2 5+ 4 4 5 4 3
Wehrmacht Sniper Specialist R 3 3+ 3 3 2 4 2
Wehrmacht Infantry R 3 4+ 3 3 2 4 1
Wehrmacht Heavy Weapon Team Support R 3 4+ 3 3 2 4 1
Krieghund Specialist R 5 - 3 1 4 - 1
Volkssturm Group Leader Infantry R 3 4+ 3 3 2 5 2
Volkssturm Infantry G 3 5+ 2 3 2 3 1
Volkssturm Heavy Weapon Team Support G 3 5+ 2 3 2 3 1
Abgezhertsoldat Abomination G 3 - 4 3 3 4 2
unit name unit type tl m rc cc a s dr w
OSS Agent Infantry E 3 3+ 3 3 3 6 2
US Airborne Ofcer Infantry V 3 4+ 4 4 2 6 2
ARPA Field Mechanic Specialist V 3 5+ 2 2 2 4 2
Buffalo Power Armor Tesla Device R 2 5+ 1 8 6 5 2
US Rocket Troops Tesla Device R 6 4+ 3 2 2 4 2
US Airborne Sniper Specialist R 3 3+ 3 3 2 4 2
US Airborne Infantry R 3 4+ 3 3 2 4 1
Airborne Heavy Weapon Team Support R 3 4+ 3 3 2 4 1
Airborne Tesla Electrical Gun Team Tesla Device R 3 4+ 3 3 2 4 1
US K-9 Squad Specialist R 5 - 4 1 3 - 1
GI Sergeant Infantry R 3 4+ 3 3 2 5 2
GIs Infantry G 3 5+ 2 3 2 3 1
GI Heavy Weapon Team Support G 3 5+ 2 3 2 3 1
GI Tesla Electrical Gun Team Tesla Device G 3 5+ 2 3 2 3 1
Robot Troopers Tesla Device G 3 6+ 1 5 5 - 2
unit name unit type tl m rc cc a s dr w
Politruk Infantry E 3 3+ 3 3 3 6 2
Soviet Ofcer Infantry V 3 4+ 4 4 2 6 2
NKVD Psi Ofcer Specialist V 3 4+ 3 3 2 5 2
NKVD Psi Commandos Psi R 3 4+ 3 3 2 4 2
Banshees Psi R 3 4+ 2 3 2 4 2
NKVD Psi Cannon Team Psi R 3 4+ 2 3 2 4 2
Soviet Sniper Specialist R 3 3+ 3 3 2 4 2
Soviet Anti-Tank Dogs Specialist R 5 - 3 1 3 - 1
Soviet Anti-Tank Rie Team Support R 3 4+ 3 3 2 4 1
Soviet Guards Infantry R 3 4+ 3 3 2 4 1
Soviet Guard Heavy Weapon Team Support R 3 4+ 3 3 2 4 1
Soviet Starshina Infantry R 3 4+ 3 3 2 5 2
Conscript Soldiers Infantry G 3 5+ 2 2 2 3 1
Chumans Psi G 3 - 4 2 3 4 2
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training level action points
Green 1
Regular 2
Veteran 3
Elite 4
cover type cover bonus
Light - (Hedges, Fences, High Grass, Crops, Bushes, etc.) 1
Medium - (Woods, Buildings, Vehicles, Crates, Barrels, etc.) 3
Heavy - (Bunker, Tank, Trenches, etc.) 8
weapon range strength rof notes
Pistol 12 2+d6 1:1 Move and Fire
Grenade 6 6+d6 1:2 Indirect, 1 AoE, Swappable
M1 Garand 24 4+d6 1:1
M1 Carbine 18 3+d6 2:1
M12 Sniper Rie 36 5+d6 1:2
Thompson M1A1 18 3+d6 3:1
BAR M1918A2 24 4+d6 3:1
Browning M1919 36 4+d6 3:1 Cumbersome, Reload
M2-2 Flame-Thrower 8 3+d6 1:1 No Cover, Template, Terrifying
M9 Bazooka 18 6+2d6 1:1 AoE, Reload
M2 60mm Mortar 48 5+d6 1:2 Cumbersome, Indirect, 1 AoE, Reload, Spotter
T1A1 Tesla Pistol 12 4+d6 1:1 Move and Fire, No Cover
Tesla Electrical Gun 8 5+d6 1:1 Cumbersome, No Cover, Template, Terrifying
Browning M2 42 5+d6 3:1 Cumbersome, Reload
KAR98k 36 4+d6 1:2
GEW 43 24 4+d6 1:1
StG44 18 4+d6 2:1
MP40 18 3+d6 3:1
WA46 36 5+d6 1:2
MG42 36 4+d6 5:1 Cumbersome, Reload
Flammenwerfer 35 8 3+d6 1:1 No Cover, Template, Terrifying
Panzerschreck 18 8+2d6 1:1 AoE, Reload
Granatenwerfer 36 Mortar 36 4+d6 1:2 Indirect, 1 AoE, Reload, Spotter
MG34 42 4+d6 4:1 Cumbersome, Reload
Mosin-Nagant 1891/30 42 4+d6 1:2
SVT-40 24 4+d6 1:1
PPSh-41 18 3+d6 4:1
PTRS 24 4+d6 1:1 Armor Piercing, Cumbersome
DP-28 30 4+d6 3:1 Reload
ROKS-3 Flame-Thrower 8 3+d6 1:1 No Cover, Template, Terrifying
50-PM 40 Mortar 36 4+d6 1:2 Cumbersome, Indirect, 1 AoE, Reload, Spotter
NKVD Psi-Cannon 24 4+d6 1:1 Mental, Terrifying
SG-43 42 4+d6 4:1 Cumbersome, Reload
vehicle name role tl m rc cc a s dr w h
J eep Light Command, Light Transport R 9 4+ 4 5 6 4 2 4
Cargo Truck Light Transport R 6 - 3 6 7 4 3 3
M20 Armored Utility Car Med. Command, Med. Scout R 9 4+ 3 8 8 5 3 3
M2 Half-Track Car Medium Transport R 7 4+ 2 6 7 4 3 2
SdKfz 250 Light Armored Car Med. Transport, Med. Command R 8 4+ 3 7 7 4 3 3
SdKfz 221 Light Armored Car Medium Scout R 8 4+ 3 7 7 4 3 3
BA-64 Armored Car Med. Scout, Med. Command R 9 4+ 3 7 7 4 3 3
Jeremy Bernhardt (order #2415176) 65.166.54.45
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eslo terrain
www.esloterrain.com
We would like to thank ESLO Terrain for providing many of their ne quality pre-painted
terrain for us to use throughout this book as well as on our demo tables at conventions.
Jeremy Bernhardt (order #2415176) 65.166.54.45
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We would like to thank Painter 6479 Studios for painting all our miniatures that are
used on our demo tables at conventions in an incredibly tight timeframe.
painter 6479
www.painter6479.com
Jeremy Bernhardt (order #2415176) 65.166.54.45
176
looking for a great compliment to ae-wwii? try pulp city.
www.pulp-city.com
Jeremy Bernhardt (order #2415176) 65.166.54.45
Jeremy Bernhardt (order #2415176) 65.166.54.45

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