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Jeremy Bernhardt (order #2415176) 6

Jeremy Bernhardt (order #2415176) 6


game creation and design chief editor
Matthew Hope Dr. Richard Flynn
Robert Kingery
terrain
creative director ESLO Terrain
Robert Kingery Pegasus Hobbies

lead game designer photography


Matthew Hope Robert Kingery

contributors casting
Kevin Cowdrey Cipher Studios
John Helmer
Davis Kingsley playtesters
David Sininger Chris Abratte
Joe Tuzzolino Kevin Cowdery
Dan Weber Rhett Cumming
Guy Dampier
design & layout Max Dampier
Crystal Kingery Jean Marie Dehlinger
Richard Dixon
cover art Kenneth Ford
Brian Samms Dominic Goh
Jaroslaw Grabowski
lead concept artist Burkhard Hannig
Peter Johnston David Hay
John Helmer
contributing artists Daniel Hope
Chris Damask Christian Hundahl
Matthew Ellinger Peter Jenisch
Aaron Gillespie Kevin Jones
Mark Jaworski Michael Karns
Kirill Kanaev Tom Kiley
Mark Kay Davis Kingsley
Aleksandr Kursov Fernando Lopez
Michael Linke Carl Olsen
Anna Ana Machowska Paul Pietsch
JC McDaniel Steve Reiber
Robert Palfrey Pascal Saradjian
Joep Peters David Sininger
Steven Skidmore Eric Solie
Jason Weibe Christian Steimel
Maciej Zylewicz Carl Stoelzel
Aaron Vines
writers Dan Weber
Matthew Hope Clint Werner
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) 6


Introduction..............................................................................4 Campaigns..............................................................................84
City of Twilight..........................................................................5 Campaign Types...................................................................84
Background & Setting.............................................................13 Campaign Structure..............................................................84
Timeline..................................................................................30 Following A Campaign.........................................................85
Sample Campaign - A Fools Errand....................................87
core rules Sample Campaign - The Rockets Of St. Michele.................96
Characteristics...................................................................40 Bloody Winter........................................................................105
Attributes..............................................................................40
Special Abilities....................................................................40 german geneticists
Troop Type/Training Level...................................................42 Sonderbuero 13.......................................................................110
Action Points........................................................................42 German List............................................................................117
Unit Type..............................................................................42 Sample List.............................................................................124
Game Play................................................................................48 Painting Guide........................................................................125
The Turn................................................................................48
Actions.................................................................................48 american sci-tech
Action Type...........................................................................48 Captain Wolf...........................................................................127
Movement...............................................................................49 ARPA.....................................................................................129
Combat....................................................................................50 American List.........................................................................135
Ranged Combat....................................................................50 Sample List.............................................................................143
The Weapons of War.............................................................52 Painting Guide........................................................................144
Weapon List..........................................................................55
Weapon Descriptions............................................................56 soviet psi
Close Combat.......................................................................59 Khaymovich Interviews.........................................................146
Morale.....................................................................................60 4th Special Department..........................................................148
Vehicles....................................................................................62 Soviet List..............................................................................155
Vehicle Characteristics.........................................................62 Sample List.............................................................................162
Vehicle Crews.......................................................................63 Painting Guide........................................................................163
Vehicle Actions.....................................................................64
Vehicle List..............................................................................66 Subhuman.............................................................................164
Force Organization...................................................................70 Lexicon..............................................................................168
Detachment Types................................................................70 References.........................................................................170
Special Orders ......................................................................74 Index.................................................................................171
Scenarios & Objectives............................................................76 Quick Reference Tables.........................................................172
Scenarios..............................................................................76
Scenario Descriptions...........................................................77
Scenario Special Rules.........................................................82
Secondary Objective Descriptions........................................82

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.

Jeremy Bernhardt (order #2415176) 6


Alternate Events: World War II is a skirmish-based also included rules for light vehicles, which let players put into
miniatures game set in the retro sci-fi setting of an alternate use any of the various 1/43, 1/48 and 1/50 scale WWII model
World War II. The game is intended for use with the vehicle kits available on the market.
Darkson Designs line of AE-WWII true 28mm models
but is compatible with any 1/48 scale models or miniatures. AE-WWII has been designed by gamers and history nuts who
have a passion for gaming and for our past. We feel that the
AE-WWII presents players with a war quite different from the attention to detail placed in the game and into its setting creates
one found in the history books. Here, the war has dragged on and a game that is both easy to learn and fun to play. Each skirmish
neither the Axis nor the Allies have been able to secure a victory. takes place in a setting rich in historical accuracy blended with
By spring of 1946 the conflict has devolved into a bloody war of exciting fiction. We hope we have captured the feel of an alternate
attrition and all sides turn to new advances in science, technology World War II setting mixed with our unique retro sci-fi flavor.
and even the occult to try and achieve victory. As you will
see from the alternate history presented here, the war continues sidebars
along much the same lines it had in our past, but different forks Throughout this book we will present tips, hints, strategies
in the timeline have led the world to a different place; a place and interesting facts in the form of sidebars. In House will
of frightening weapons of war, a place of faltering alliances, provide readers with strategies and tips used by the game
a place of death and heroism, a place of never-ending war. designers for our own games, while the Fact vs. Fiction
sidebars will show the differences between the facts of
AE-WWII combines war-gaming and historical fiction into World War II and the fictional material created for this game.
a game that has much to offer fans of both. With a flexible,
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 conflict. In AE-WWII its up
to the players to decide how historical
or how fictional 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

Jeremy Bernhardt (order #2415176) 6


Sergeant Frank Miller chewed on the mushy stump of an old revelling in the laughter of his squad. He beat a sunburnt hand
cigar, his Thompson sub-machine gun resting casually against against his breast and hooted at his comrades.
his hip. The sounds of a city gone mad bellowed in his ears,
the sound of thousands of voices lifted in celebration, laughing, Cut the malarkey, Tubby, Miller growled, you aint King
shouting and cheering as the dark shroud that had hovered over Kong. Simpson stared at him, eyes downcast like a scolded
them for four years was finally pulled away. Everywhere Sgt school boy. Miller shook his head. Were these really the same
Miller turned, all he could see was a sea of smiles, jubilant men hed come through Sicily and Avignon with? The men
faces glowing in the vibrant light of a new dawn. The French who had fought their way through Mussolinis Black Brigade
tricolor flag was waving above the crowds that thronged the and the 14th German Panzer Corps, the men who had stood their
streets, homemade signs praising everyone from De Gaulle to ground and blasted away at the drooling, degenerate horrors the
MacArthur and Roosevelt sprouted like weeds among the mob. Italians had set loose when they realized they couldnt hold the
Flowers littered the street as French women and children threw island? Were these the same men who had fought through the
them to the marching Americans. Vichy Milice and the Waffen SS after landing in France? Hed
seen Simpson knock out a German halftrack and mow down
The mad joy had infected Millers men. Hitching a ride on one the survivors as they crawled out of the wreckage. Hed seen
of the T14 assault tanks from 3rd Armys armoured division, the Herwig take out a German pillbox outside Nimes with only a
squad was entering the city in style. Every inch of the tanks few grenades and his trench knife. Hed seen Pollock standing
thick hull was covered in grimy GIs, their boots caked in mud, in the middle of a field emptying his BAR into a diving Stuka. It
their fatigues powdered with the dust of their long march up from didnt seem possible that these were the same men, laughing and
the Riviera. He saw Herwig, the mop-headed little lawyers kid joking like a bunch of kids. It wasnt right.
from Toledo grinning like an idiot, letting the cheers of the crowd
saturate him from nose to toes. He had one arm wrapped around Whats eatin ya Sarge? The question came from Charlie
a bottle of wine some shrivelled old man had darted into the road Benton, a freckle-faced rifleman from the San Gabriel Valley.
to give him, narrowly missing being ground under the tanks Hed joined up with the squad after 44, when a lot of guys were
tracks. His other arm was buried in a loaf of bread big enough to being reassigned. After D-Day, there were a lot of outfits that
gag a moose and he was trying to figure out how to make room simply werent around any more. Its a big day! Were heroes,
for a basket of apples a doe-eyed French girl was struggling to driving the krauts out of Paris without even firin a shot! Youve
lift up to him from the street. Simpson, the podgy welder from got to be hardern a sledgehammer not to be feelin giddy just
El Paso made it easy for him. Holding onto the cannon with one now yerself!
hand, he swung out over the street like the prodigal missing link
and grabbed the basket. The dark-haired corporal swung back, Miller scowled back at Benton, but the Californian was right it

Jeremy Bernhardt (order #2415176) 6


was a big day and by all rights he should be grinning just as big the exchange closely, eyes narrowing as his mind turned over
as all them Parisians lining the streets. But somehow he couldnt the details. It seemed that not all the Germans had bugged out
relax, couldnt let himself give in to the situation. Tiny alarm the minute De Gaulle and Bradley started rolling into Paris. A
bells were going off in the back of his brain, telling him to keep handful of them were left behind, officers and administrators for
his eyes open and a steady grip on his Thompson. Field Marshal von Choltitzs military government. They were
holed up inside the Kommandantur, the headquarters from which
It aint right, Miller confided to Benton. You ever been on the von Choltitz had controlled the city, refusing to surrender until
beach and fell asleep and had them little black ants start crawlin they had General de Gaulles personal assurance that they would
on you? Thats how I feel right now, like my skins just itchin be treated as prisoners of war rather than shot out of hand by
and squirmin. The sergeant looked away from the rifleman, some of the fanatics in the Maquis. The French colonel wasnt
glancing at the joyous crowd in the street. Dont this feel wrong about to bother the leader of the Free French with such a trifling
to you? How long you been fightin Fritz? Two years? Three? matter and felt that a display of force would get the Germans to
I signed up right after Pearl, been in every damn engagement surrender every bit as quickly as the famous general.
from Morocco to Avignon and if theres one thing Ive learned is
that Fritz doesnt give nothin away for free! He looked up into Sgt Miller considered everything the French colonel said, going
the sky, watching the puffy white clouds roll across the pristine over it with all the suspicion that had kept him alive since 42.
summer sky. I cant get into all this celebratin Benton, cause At length he spat his cigar out and ground it under his boot. Tell
Im too busy waitin for the other shoe to fall. 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
Benton left his sergeant to his thoughts, turning to find more him a hand.
pleasant company among the other grunts crowded on top of
the tank. Miller didnt even notice him, too busy watching the You do, Sarge? Banks asked, a worried gloom pulling at his
crowd, watching the buildings, watching the sky. If thered face.
ever been a safe bet, a sure thing, Miller would have placed his
money on the Germans fighting tooth and nail for every street Yeah, Miller replied. Us.
corner and back alley before they let the French have Paris back.
The scene around him was surreal, almost dreamlike. He kept The Kommandantur was situated on the rue de Rivoli in the
waiting for saboteurs or snipers or a squadron of Heinkels to building that had been the opulent Hotel Meurice. The Germans
pop up. Every minute that passed, Millers tension grew. No way had appropriated the hotel in 1940, using the massive structure as
was it going to be this easy. their headquarters in the city. Miller could feel the change in the
air as their T14 rumbled toward the infamous Kommandantur,
A sudden disturbance in the street ahead caused the tank in front where the German Gestapo had transformed the expansive cellars
of them to stop, bringing the entire column to a halt. Cursing into cells and interrogation rooms. Sandbags and barbed wire
from behind him told Miller that OConnor hadnt been ready lined the lower windows, hasty defenses erected by von Choltitz
for the sudden stop, jostling forward and chipping a tooth on against an uprising among the supposedly docile population.
one of the T14s hatches. Without turning, Miller snarled for Here there were no cheering crowds, no jubilant throngs, only
his man to keep quiet. Something was happening forward, and hard-faced fighters in grubby civilian clothes fingering captured
he wanted to know what it was. Faintly, above the rumble of Schmeissers and British Sten guns, glaring hate at the crimson
the tank engines and the roar of the crowd, Miller could hear flags flying from the balconies of the hotel, at the massive iron
somebody yelling. He spun around, grabbing a fistful of fatigues eagle bolted above the main entrance. From his perch on the
and pulling the GI in them with him as he dropped down from tank, Miller could see that there must be hundreds of armed
the tank and ambled to the front of the line. Maquis surrounding the Kommandantur and only a few dozen
soldiers in the green fatigues of the Free French army. Maybe
What the hell, Sarge? complained Private Ned Banks, the the krauts pinned down inside werent so batty trying to stay
barrel-chested youth from Ohio hed encouraged to join him for holed up inside. One look at that mob and any German would
a walk. start to feel a noose drawing tight around his neck.

Somethins up and Im gonna see what, Miller told him without Beyond the ring of Maquis and the handful of French soldiers,
breaking stride. Might need you to parley some francais for there was a perimeter of several hundred civilians, drawn to
me. The sergeant and his soldier came to the front of the idling the spectacle unfolding at the Kommandantur with the same
T14. There was a French officer standing in front of the tank, morbid curiosity that makes motorists slow down as they pass an
shouting and posturing up to the tank commander, trying to accident. There were none of the cheers and shouts that marked
make himself understood. The perplexed tank man kept shaking the crowd lining the Champs Elysees, only a tense, expectant
his head, responding to everything the officer shouted at him quiet. That crawling feeling was getting so bad that Miller
with a frustrated Hey, Mack, I dont speak French. started to scratch his arm.

Thats okay, buddy, I got a fella from my squad can do the The French colonel dropped down from the lead tank, every
translatin, Miller said, intruding on the scene. The exasperated eye in the crowd on him as he swaggered past his men and
French colonel was visibly relieved when Banks came forward the partisans. The T14 he had climbed aboard swung around,
and started to translate his needs for the tank crew. Miller followed rumbling into a position on the left flank of the entrance while

Jeremy Bernhardt (order #2415176) 6


the second T14 turned to the right. As it settled into its spot, been caught in the fire or else was keeping his head down. Soon
Miller and his men dropped down from their seats on the hull, the .50 calibres mounted on the turrets of the T14s were adding
circling the tank and using its bulk for cover. If anybody in the to the shower of lead slamming into the faade of the hotel. Even
Kommandantur started getting trigger happy, Miller would feel Miller was impressed by the amount of fire being directed into
better with a couple feet of steel and armour plate between him the Kommandantur. Nothing alive could stick its neck out under
and the hotel. A pair of officers joined the colonel and approached that kind of fire.
the building.
Unfortunately, Miller had seen for himself that some of the
Hello to hotel! a French captain shouted, cupping a hand to his things fighting for the Reich werent exactly alive.
face. I ask you again to lay down you weepons an surrender!
He looked aside at the two immense tanks now flanking the The first one emerged from the main entrance, its anti-septic
building. As you can see, you are in no position for negotiate! reek of chemicals and lubricants overwhelming even the stink of
Come out now an you weel not be harm! 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 little alarm bells were now positively thundering in Millers the Reichs Sonderbuero 13 had changed whoever it had been,
brain. He glanced over at Private Banks. Why the hell are they discarding its humanity and replacing it with steel and wire, with
yelling at them in English? he wondered. Pollack shrugged his drugs and chemicals that deadened the brain until only one thing
shoulders. remained the need to kill! The things withered frame was like
that of some scarecrow wandered out of its field, but the scrawny
Maybe none of em speak German, he suggested. body was deceptive. There might not be any meat clinging to
the things bones, but there was plenty of muscle. About the
Yeah, but youd expect krauts stationed at the Paris headquarters things waist was a metal belt, its surface covered in little steel
to speak some French, Benton replied. That little worried itch bottles. Big rubber tubes stretched from the bottles to grotesque
that had been plaguing Miller seemed to have passed itself on sockets in the things chest, pumping their hideous chemicals
to the rifleman. Benton slid back the action on his weapon, straight into its heart. Veins black with poison oozed beneath the
checking the round in the chamber. The rest of the squad turned things drawn, sickly skin. The head was withered and hairless,
worried looks toward the hotel. wasted into a living skull. The face was hidden behind a rubber
gasmask-type covering, recycling the drug-ridden air the thing
We speak mit der General! an angry voice snarled from behind was spitting up from its body and forcing it back down into its
one of the cage-faced windows on the lower floor of the hotel. lungs. The dark goggles of the mask stared blankly from above
You fellows we are not trusting! Bring der General. We will mit the insect-like snout, but there was no mistaking the ferocity
him speak! smouldering behind the blackened lenses.

The Germans tone seemed to infuriate the captain. He translated Miller had seen them before, in Sicily, later on the Gustav Line
the exchange for the colonel beside him and Miller could see the in Italy. HQ called them Emaciated Troopers, deriding them
Frenchmans face grow red with anger. He snapped something as some sick attempt by the Germans to recycle their wounded
to the captain, and even without understanding what was being by turning them into doped-up bullet-stoppers. They werent a
said, Miller could feel the venom in his words. The captain serious threat, HQ said, so long as the boys in the field kept
turned back to the hotel. their wits about them and didnt panic. Miller wondered if HQ
believed half of the swill they told their boys.
You weel surrender to us! The general is not coming! He has
important things than waste time with some stubborn bosch! The Emaciated Trooper stood in the doorway for a few seconds,
Come out now, or face consequence! it took that long for the guys firing on the hotel to get over the
shock of its ghastly appearance. Then somebody opened up on
The reply to the captains demands was as sudden as it was the thing, bullets slamming into it like a prize fighter throwing
brutal. There was a bright flash at one of the windows, then a jabs at a slab of beef. The thing paid about as much attention
loud boom as a ball of flame enveloped the captain, hurling his to the bullets as a slab of beef, its wasted husk tearing and
twisted carcass a dozen yards into the park across the street. ripping as the rounds shredded into it. Its head swung around,
The officer beside him was thrown by the explosion, smacking the insect face glaring at the partisan who had opened up on
into the hull of the T14 with an impact that caved his chest like it. From behind the mask came a gurgling, liquid snarl and the
an old eggshell. The colonel was knocked down, rolling across thing leapt forward, sprinting across the street with a speed Jesse
the cobblestones like a battered tumbleweed, his tunic stained Owens only dreamed about. As it ran, it lifted the huge, over-
crimson where shrapnel had ripped into it. sized nightmares some psychopath had decided would make
nice replacements for its arms.
Panzerfaust! Pollack screamed. The cry had Millers men
scattering from the backside of the T14 like rats. Most of the The partisan shrieked as the Emaciated Trooper brought its left
French soldiers were still stunned by the horrific death of their arm scything down across his chest, ripping him open from
captain, but a few of the partisans were peppering the walls and shoulder to spleen. Miller saw the arm gleaming wetly in the
windows of the Kommandantur with automatic fire. Whoever summer sun, a thin length of steel jointed at its midsection
had fired the anti-tank rocket into the captains chest had either before stabbing into the big ball socket that had replaced the

Jeremy Bernhardt (order #2415176) 6


things own shoulder. At the end of the steel rod, where a of the reasons the Army had started issuing 40 round magazines
mans hand would be, was a set of jagged triangular blades, for the Browning Automatic Rifle, and giving the men equipped
like a madmans interpretation of a bear claw. The mangled with the weapons a healthy supply of HE ammo.
Frenchman dropped, so overwhelmed with pain and shock that
no sound came from his writhing lips. Now others were firing at Tubby sprang from behind the T14 and delivered a one-man
the creature, partisans, French soldiers, even one of the tankers fusillade that had the Emaciated Troopers on his side of the
had swung his turret around so he could cut the thing down with tank reeling. Wherever his slugs hit, a chunk of meat the size
the Ma Deuce mounted over the hatch. The Emaciated Troopers of a watermelon was blown away. Miller didnt care what
body jerked and danced as the bullets slammed into it, tearing it kind of drugs the Germans had their monsters doped up with,
apart. The chemical stink intensified as the cylinders on its belt nothing shrugged off that kind of damage. The blasted, mangled
ruptured. Even so, with its desiccated body being torn asunder, Scrawnies were littered among their dismembered victims like
the creature had enough strength to bring its other arm snapping so many crushed insects, their broken limbs flailing uselessly
down at the mortally wounded maquisard. Instead of the rake- at the uncaring sky. Simpson gave a whoop of satisfaction and
like fitting of its other hand, the Emaciated Troopers left arm dropped back into cover to slap a fresh magazine into the BAR.
ended in a pair of massive industrial sheers. The huge blades On the other side of the street, the second T14 was raking the
flashed shut across the Frenchmans neck, cutting through it as Emaciated Troopers with machine gun fire, cutting them down
cleanly as the stem of a dandelion. Then the abomination was at the waist. The tankers werent taking any chances, however,
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 terrific 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 figures 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. and soon the big 75mm main gun was craning downward. There
was a bestial roar and the muzzle of the cannon exploded with
Tubby! Miller roared to Private Simpson. The chubby GI flame. The shell smashed into the debris now surrounding the
looked over at his leader. Already the heavy BAR was in his Kommandantur, instantly bursting and scattering a burning
hands, Miller had caught him as Simpson started to crane his paste against the side of the building and all around the mangled
body around the T14s exhaust to spray the enemies spilling from Emaciated Troopers. The white phosphorous from the shell
the ruptured hotel. More Scrawnies, Tubby! Switch to HE! sizzled and burned as it chewed its way through the twisted flesh
it landed upon.
Simpson nodded his understanding, ripping the magazine from
the underside of the automatic rifle. He fumbled in the leather The ground rumbled again as still another explosion shook
ammo bag slung over his shoulder for a moment, then slammed a the street. Millers ears were ringing as he threw himself to
fresh magazine into the weapon. Miller could see the distinctive the ground, pressing his face against the cobblestones. Shreds
red dot on the side of the magazine, denoting the high-explosive of steel flew through the air above him, decapitating the tank
T99 bullets contained within. By the time Simpson swung commander leaning from the hatch of their T14. The other T14
back around to find a target, several of the French soldiers had was billowing smoke from the mangled ruin of its turret. A
recovered and were firing everything they had into the German second explosion shook the heavy tank and tongues of flame
abominations. Even some of Millers men were getting in on the erupted from every hatch on the T14s hull. A screaming tanker
action, firing their carbines at the oncoming horrors. But American tried to claw his way from the wreckage, his body enveloped in
or Frenchman, the fire was only slowing the monstrosities down, fire. He only got as far as getting his head and shoulders clear
it took a lot more force than a 9mm or even a thirty aught six before he slumped against the hatch and cooked with the rest of
could deliver to drop an Emaciated Trooper for good. It was one his crew.

Jeremy Bernhardt (order #2415176) 6


Miller didnt want to give the monster the chance to take that
The culprits for the destruction of the T14 strode through the shot. However, when he started pouring lead at the giant, he
smoke and rubble, towering above the destruction like ancient found that he was alone. The rest of the squad were busy with
pagan gods. They stood nine feet tall if they were an inch, their own problems. A second wave of Germans had burst out
their bodies swollen with muscle, their cruel faces twisted of the Kommandantur. Miller should have expected as much,
and distorted with an inhuman, malignant power. Veins stood the Germans often used their Emaciated Troopers as a covering
clear and bold against their flesh, pulsing green as they pumped force for their regular soldiers, letting the abominations soak up
chemical strength through the immense bodies. Black fatigues fire while the real krauts got into position. He risked a quick
struggled to contain their enormity, the little gold badges of look, seeing the debris field beside the hotel alive with German
the German Waffen SD standing out upon the collars of their soldiers in black fatigues and camouflage smocks, their faces
fatigues. One of the juggernauts wore a black steel helmet one hidden behind rubber breathing masks. Simpson, the partisans
his head, the other sported a narrow-brimmed fatigue cap, the and the crew of the T14 were too occupied trying to keep the
SD skull insignia grinning from its brow. All this Miller saw in SD regulars from overrunning them to notice the menace that
the span of a heartbeat, then his eyes were locked on the weapons had appeared on the other side of the hotel. That meant it was
filling the paws of the two giants. The one with the helmet was all up to him.
carrying an over-sized panzerfaust in his hands, a thick leather
bandolier crossing his enormous chest held three more of the Millers fire raked across the ground and sprayed over the Ogre
anti-tank rockets, two of the loops empty after hed sent their as he crouched to fire his shot. Spurts of green-colored blood
contents slamming into the T14. The other giant held an MG42 exploded from the injured giant and the German dove for cover.
in each of his fists. The huge German roared like the very devil With his comrade keeping the French down and the Waffen SD
and opened fire on the largest cluster of partisans he could find, regulars converging on the other T14, the Ogre was surprised
the automatic fire slashing through the maquisardes as they by the sudden attack. He rolled behind the burning tank he had
scrambled for cover. Miller had heard rumours of these brutes, destroyed as Miller shifted his aim and chased him with automatic
but had never seen them before. Rohlingsoldaten was what the fire. The brute was far from agile, but with his ears still ringing
Germans called them, but the Brits had nicknamed them ogres from the explosion, Millers aim was anything but steady. He
and the British slang had passed on into use by their American lost sight of the giant as the monster gained the shelter of its
allies. Whatever the name, Miller would have preferred if the smouldering victim. Then Miller himself was diving for cover,
monsters had remained just a rumour. a half-articulate warning bellowing from his lungs. The sergeant
found himself scrambling across the blood-slick cobbles, only
Simpson! Banks! Herwig! Miller shouted, picking himself looking back once hed reached the park. He felt a hot, hateful
from the cobbles and tightening his grip on his Thompson. He pain rip through his gut as he saw the crumpled bodies splashed
stabbed a finger in the direction of the Ogres. Already the one across the side of the T14. Simpson, Herwig, Pollack, Banks, all
with the panzerfaust was swinging around for a shot at the other of them were lying there in the gutter, their bodies torn apart by
tank. Considering that they were still using the T14 for cover, the burst of fire Miller had so narrowly evaded. He hadnt seen

Jeremy Bernhardt (order #2415176) 6


the regular German soldiers who had followed the two giants out the pile of rubble they had converged on. The bucking beam
of the Kommandantur, but they had taken notice of him as soon of electricity that surged from the copper tongues sent a stink
as he opened fire on their chemically-infused godling. Theyd of ozone into the air as it crackled across the street. The beam
closed in while he was trying to pin down the Ogre, then let struck the rubble with the impact of a lightning bolt, melting the
loose with their StG45s. The assault rifles sent a shower of high- bricks into slag and scattering the Germans with the force of its
velocity death cascading along the hull of the T14, knocking explosive impact. Two of the Germans stayed still when they
down the men from Millers squad like tenpins. crashed against the ground, but the third rose and tried to aim his
StG45 at Benton. The American shifted the course of the beam,
Miller glared at the SD regulars as they sprinted toward the sending the electrical discharge slamming into the German and
embattled tank. The commander had already abandoned the burning a hole clean through his chest.
turret, retreating down into the interior of the T14. Unlike its
counterpart, the remaining T14 didnt have a hull-mounted They called men like Benton, Zappers in the slang of the
machine gun and the Germans were much too close to use the overseas GI, and for all the awfulness of the bulky directed-
main gun. Miller tried to work the action of his Thompson, energy projector they carried, Miller wouldnt trade them for
intending to relieve the beleaguered tank, but found that his a platoon of Shermans. The electrocution guns did wonders
weapon had jammed during his violent scramble to save for spooking the Germans, giving them a taste of their own
himself. It turned out he didnt need to. The Waffen SD regulars medicine. The krauts could keep their monsters, Miller had
were old hands at knocking out tanks, as they sprinted toward it, President MacArthur and Nikola Tesla behind him.
they shouldered their rifles and tore hafthohlladung from their
belts. The shaped mines possessed strong magnets that would Automatic fire caused Benton to kill the energy shooting from
fix them firmly to an armoured hull. Even the heaviest armour his weapon and drop back into the dirt. Miller dropped with him,
plate wasnt able to stand up to the punch these insidious little trying to flatten himself as bullets whistled over their heads. He
bombs packed. There were entire scrapyards in the Ukraine that lifted his head just enough to see the German Ogre with the
gave ugly testament to just how proficient the Germans were at machine guns come circling around the burning tank, his face
slapping these nasties on even a mobile victim. contorted with rage, like some pagan god that had clawed its
way out of its own grave. The butchery the Ogre had wrecked
The T14, however, wasnt quite the sitting duck the Germans had on the partisans had been hideous enough that there was nobody
been expecting. The absence of a machine gun on the hull was left to fire on him either lying mangled in the street or else
because the extra space the gunner would occupy was taken up having fled into the park. The remaining T14 noticed the brutes
by a much different sort of equipment. The T14 Millers squad advance and swung its turret around to target him with the main
had hitched a ride on had been outfitted as an assault support cannon. The gun barked, but the shell crashed a dozen yards past
tank, expected to do its part in any close-in, house-to-house its intended target. Big as he was, the Ogre was a much smaller
fighting. As the Germans scrambled near the hull, the crew inside victim than the enemy armour and fixed emplacements that the
activated that special equipment, a bit of experimental science tankers were more used to aiming at. Before they could fire again,
from San Diablo called a Tesla-skin. The bulky generator the Ogre Miller had chased with his Thompson came back into
inside the tank sent a crackling current of electricity rippling view, firing a panzerfaust at the T14. The rocket cracked against
about the vehicle, sending 2,000 volts shooting through anything the turret, blackening the hull and twisting the metal. The T14s
touching the exterior of the hull. The Germans assaulting the turret refused to rotate as the tankers recognized their immediate
tank didnt know what hit them, two of them being thrown back threat, the ring bent in such a way that it had become locked in
as the electricity shot into them, leaving them smoking husks on position. The driver pivoted the tank sharply, causing it to slide
the street. The others turned to run, their morale shaken by the forward as the left track lunged into life.
gruesome display. Miller drew his pistol, determined that none
of them would reach cover, not after slaughtering his men. Before the tank could maneuver further, a gigantic shape
emerged from the Kommandantur, pushing its way through
Let me grease em, Sarge. Miller turned his head to find Private the rubble, dwarfing even the Ogres. Miller felt an icy chill run
Benton beside him. At least one man from his squad had acted down his back. Hed seen one of these before, in Toulon, but
quick enough to take advantage of his warning. Benton had that one had been dead. Hed been horrified by it then, even his
the dark plexiglass visor of his helmet down. Unlike the rest unimaginative mind easily capable of conjuring a picture of how
of Millers men, there was no armoured steel plate covering terrifying the thing had been when alive. Now that he saw one
Bentons chest, instead he wore a thickly insulated rubber smock roaring in the jagged fissure that gaped in the side of the hotel,
and immense padded gauntlets. Bentons weapon was fitted Miller realised that mental picture had been woefully short of
to his arm with plastic cuffs, held against his body to prevent the reality.
it from jumping when he fired it. The gun was an oversized
tube of non-conductive metal with a set of forked, copper It was at least twelve feet from the tip of its domed skull to
tongues protruding from the end. Miller nodded to Benton, the soles of its wide-toed feet. Its immense chest was five feet
reaching up and wrenching the crank to ignite the electrical across at the shoulders if it was an inch, its arms as thick around
powerplant Benton wore on his back and which was connected as a telephone pole. Most of the beast was covered in stringy
to his weapon by a series of cables. After the third rotation, the black hair, but Miller could see patches where the hair had worn
generator crackled into life. The Germans had already reached away, exposing dark grey skin. The head was the heavy-jawed,
cover, but Benton resolutely stood up and directed his fire at low browed visage of an ape, more kindred to some monstrous

10

Jeremy Bernhardt (order #2415176) 6


gorilla than anything else. Upon its brow, a serial number had SD officers face contorted into a wicked grin as he lowered his
been branded and the brutes massive body was covered in welts smoking StG45.
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 Then the Sturmaffe was at the tank. The monsters paws sank
weaknesses the German Fhrer was trying to purge from the into the armour plate as though it were grabbing a block of butter.
human race. Metal groaned and shrieked as the apes steel fingers tore into
the tank. The Sturmaffes fanged maw fell open in a bellow of
The apes arms were gone, long since cut away by Sonderbuero fury, veins sticking out on its sloped forehead. With an inhuman,
surgeons and replaced with mechanical limbs of steel and wire. Herculean effort, the ape held the tank in place, matching its
The monster brought its metal paws smashing against its own brawn against the frantically churning treads. Slowly, by inches
chest, producing a deep, rumbling roar like the growl of thunder. and degrees, it began to lift the T14, the tracks on its left side
Miller supposed the sound might be one of the reasons the grinding desperately in the empty air. Electricity from the Tesla-
Germans had designated these monsters Sturmaffen. skin crackled up and down the monstrous ape, yet it seemed
oblivious to the pain, simply intensifying its efforts.
The tank crew noted the appearance of the Sturmaffe and hastily
tried to maneuver the T14 around, to bring the main gun to bear Suddenly a stream of orange, dripping brilliance washed over
against the monstrosity. Even as they did, the giant ape was in the Sturmaffe, a stream of fire that doused the monster in liquid
motion, galloping across the ground like a charging bull. The flame. Hair curled into cinder and flesh blackened under the fire,
sight was fearsome, Miller could imagine it was even more so the ape tore its claws free from the side of the tank and dropped
for the men inside the tank. Certainly it was blind terror that to the ground, ripping at its burning body. Another stream
made the T14s commander throw back the hatch and rise from of flame spurted down into the Sturmaffes writhing figure,
the crippled turret to seize the .50 mounted there. He hadnt even igniting its body like some gruesome candle. The crack of rifles
worked the action of the machine gun before a Waffen SD regular and machine guns accompanied the streams of napalm, bullets
took his head off with a burst from his assault rifle. Framed in riddling the Sturmaffe and the Germans scattered outside the
the jagged opening beside the Sturmaffe were several Germans, Kommandantur. The Axis soldiers scrambled back into cover,
their faces hidden behind the expressionless breathing masks. the punishing fire forcing them to keep their heads low.
Only their leader went with his features exposed, a hard, cruel
countenance that was pulled to one side by a ragged scar that Miller turned his head to see a sight that brought a broad smile to
ran from temple to jaw. The officer wore a soft peaked cap, its his grimy face. Soldiers were charging down the avenue, spilling
brim polished to a gleaming shine, matching the riot of medals down the side street from the direction of the famed Avenue de
and decorations that covered the breast of his black tunic. The lOprea, American and Free French. At the forefront was a trio of

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Jeremy Bernhardt (order #2415176) 6


clanking, lumbering figures, encased from head to foot in thick side of the hotel. Benton sent a crackling stream of electricity
armour plate. A black face-plate of plexiglass surrounded what chasing after the monster, but the monsters luck was still
approximated the head of the lumbering machines, standing out holding strong. Miller cursed as he saw the fiend vanish into the
in stark contrast to the olive drab of the armour. Miller knew that smoky gloom of the Kommandantur.
behind each of those faceless glass bubbles, a GI was staring out
at the battlefield, navigating his path through the carnage like A weird quiet settled on the Kommandantur, disrupted only by
a one-man warship. Upon the left arm of each suit of armour the moaning of wounded and dying men. And something else,
was fastened an exotic weapon, the specialty of ARPA and their something off in the distance. It took Miller a moment for his
advanced weapons division. Two of these were still firing at mind to get around what he was hearing. Gunfire, and lots of it.
the German Sturmaffe, spraying jets of napalm from the flame Explosions too! It was coming from every direction.
throwers on their arms, trying to burn the awful monstrosity like
a pair of exterminators cleaning out a rat infestation. A grizzled-looking American wearing captains bars on a
decidedly non-issue brown vest strode toward Miller and Benton
The attentions of the two Buffalos did not go unnoticed. Several as they emerged from their cover in the park. A cluster of GIs
of the Waffen SD troopers redirected their fire, spraying high- and French soldiers had taken up covering positions outside the
velocity bullets at the walking tanks. The round pinged harmlessly Kommandantur while mechanics sprayed foam onto the crippled
from the hulls, depriving the power-armoured GIs of their Buffalo. There was a hard, granite-like quality about the set of
surrounding entourage of unarmoured comrades, who fell back the mans features, his iron-colored hair and his darkly tanned
for fear that some of the ricochets might hit them. The Buffalos body. Yet there was an almost exultant twinkle in the mans
themselves kept on coming, shifting their aim and hosing down frosty blue eyes, the mischievous mirth of a naughty child.
the rubble to force the Germans back. Miller saw several of the
masked SD troopers leap up, their bodies wreathed in flame. Sorry you boys got here first, the captain was saying. Soon
Living torches, they capered across the battlefield, their screams as I got word that the Kommandantur was making requests
muffled by the heavy masks they wore. It was a revolting sight, to surrender to De Gaulle, I knew something was wrong. The
Miller found himself firing his pistol at the burning men, not out Resistance has been feeding OSS intel that the SDs been
of rage, but out of mercy. moving stuff in quicker than von Choltitz was pulling stuff out.
Unfortunately, Alexander decided the best way to meet whatever
Growling, spitting mad and with a machine-gun in each massive the Germans had in mind was to dive right in.
paw, the helmeted Ogre rushed at the Buffalos, his twin weapons
roaring. One round struck a Buffalos flame thrower, punching Millers mouth opened in disbelief. You you mean this whole
through its fuel line and causing the entire side of the armour to thing its a trap?
become engulfed in fire. The Buffalo beat futilely at the flames,
trying to wipe the liquid off. The fire might not be able to reach With Paris as the bait! the captain agreed. You hear that
the operator deep inside the armour, but it could heat the steel gunfire? Theyre all over the city, crawling up from the sewers
plate to such a degree that he would be cooked. Bright sparks and the catacombs. Right in the middle of the liberation parade!
erupted from the sides of the suit and the Buffalos left leg and Damn near got General Bradley, from what I hear! Synchronized
arm ceased to work as the electronics were fried by the fire. The too, like a well-oiled machine. Give them Germans some credit,
Ogre gave a roar of triumph, then started concentrating his fire they might be murdering, looting, conniving huns, but nobodys
on the other Buffalo. got their talent for precision!

Even as the machine-gun rounds bounced off the hull of the Then then we didnt win? Now that it was staring himself in
armour, the Ogres brutal leer of savagery turned into an the face, despite his own misgivings and inability to accept the
expression of disbelief. The third Buffalo had lingered behind ease of their victory, Miller was having a hard time accepting
his squad, to better assist his comrades. Now that third Buffalo that hed been right.
opened fire. A big, tube-like device was fixed to the Buffalos
weapon arm and now this erupted into life, sending a brilliant Not by a long shot, the captain grinned back. Im gonna miss
blue stream of light searing into the German abomination. The this war when its over, sergeant. Fortunately Fritz has some
giant howled in defiance just before the particle beam smashed ideas to get us into extra innings. I think theyve got some notion
into his face. The chemically mutated flesh dripped off the Ogres to turn this place into another Stalingrad only this time they get
howling skull as the beam burnt its way through its target. In an to play the Russians!
instant, a steaming crater had been bored through the front of the
Ogres skull and out the back of its helmet. The hulking brute A loud boom rumbled from somewhere on the Champs Elysees,
crashed against the street like felled timber. causing even the buildings around the Kommandantur to vibrate.
Miller and Benton ducked in reaction to the violent boom, but
The sight was enough to knock that sneer of triumph off the the captain just kept on grinning. He saw their reaction and
face of the SD officer back in the Kommandantur. He roared laughed.
an order, then vanished into the hotel. The remaining Germans
broke cover, scurrying back into their headquarters. Miller saw Look at the bright side, boys. Theres nothing better in this
the Ogre with the field cap rise from behind the husk of the first world than job security.
T14 and scramble into the hole the Germans had blasted into the

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Jeremy Bernhardt (order #2415176) 6


before the war - From the shambles of a Germany Sixteen months later, when von Hindenburg dies, Hitlers power
devastated by rampant inflation and unemployment, terrorized base has grown to such a degree that he proclaims himself
by social and political unrest, crippled by draconian war Fhrer, supreme and sole leader of the German Reich. Under
reparations imposed upon her by the victorious Allies, a dark Hitlers control, Germany begins to expand her military, train a
saviour emerges. A small Bavarian political party founded by new air-force and explore every avenue of scientific and strategic
the arcane Thule Society becomes the power base for a beer- innovation that can be bent toward the purpose of making the
hall demagogue named Adolf Hitler. He reinvents the German German military the finest and best equipped in the world. It is
Workers Party, the DAP, as the National Socialist German not only the Fhrers power that expands, however. Heinrich
Workers Party, the NSDAP. An armed mob of paramilitary Himmler increasingly finds new areas for the SS to sink its
thugs called the SA, the Stormtroopers, provides the Party with talons into. Scientific studies, archaeological expeditions, even
brute force to protect Party meetings and to attack the Partys youth programs and charity drives all come under control of the
hated adversaries the Communists. Hitler and the Party are many departments within the new SS. Nowhere does Himmlers
catapulted onto the national scene when they stage an abortive reach extend more completely than in the arena of security and
coup in Munich, the Bavarian capital. Despite his attempt to intelligence. He creates a spy community within the SS, the SD,
seize control of the Bavarian government, many in Germany and places Reinhard Heydrich at its head. Heydrich soon creates
sympathize with Hitlers position that the government of a command structure above the SD, the RSHA, which controls
Germany is a weak, incompetent parasite that is doing nothing not only the SD but also the Gestapo and civilian police forces
to reverse the downward spiral of Germanys economy. He within Germany. As head of the RSHA, Heydrich becomes the
serves only nine months of a four-year jail sentence for his part third most powerful man in the Reich, behind only Himmler
in the insurrection. Now with followers all across Germany, and the Fhrer himself. The SD will stage a major coup when
Hitler expands his ambitions. He forms an elite from the SA, they sell forged documents to Soviet agents in Prague which
black-uniformed guardsmen charged with acting as his personal implicate Russian officers in collusion with the Germans
bodyguard the SS. Under the leadership of Heinrich Himmler, directly leading into Stalins brutal and bloody purge of 35,000
the SS will expand drastically beyond its original purpose and Red Army officers.
soon eclipse its parent organization.
Elsewhere, the western world reels from the 1929 collapse of
In 1933, the NSDAP controls 33% of the German Reichstag, the New York Stock Exchange. Unemployment reaches record
making them the largest party represented in the parliament. This numbers in the United States, forcing millions into bread lines
leads to Nationalist president Field Marshal Hidenburg forming and soup kitchens. It will take most of a decade for the US to
a coalition government with Hitler, who is made chancellor. claw her way out of what will be called the Great Depression.

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Jeremy Bernhardt (order #2415176) 6


Unable to contend with the crisis, the Republican party is voted agree to an armistice.
out of the White House and Democrat Franklin Delano Roosevelt
is elected president. He institutes a series of work programs In a last desperate attempt to preserve the peace, Prime Minister
and government assistance that gradually begins to recover the Chamberlain of Britain and Prime Minister Daladier of France
situation. As tensions increase in Europe, the US passes into law agree to German demands for the Sudetenland, a German-
a Neutrality Act which prohibits American financial aid to any speaking territory in Czechoslovakia. Representatives of the
country engaged in war and offers no protection to American Czechoslovakian government arent even allowed into the
citizens who enter a war zone. meeting that will decide the fate of their nation. With German
troops occupying the Sudetenland, Czechoslovakia begins to
Britain and France watch the growing militarization of Germany disintegrate as confidence in the government collapses. When
and fascist Italy with great anxiety. The French seek to make the province of Slovakia succeeds, German troops move in
alliances with nations in Eastern Europe, even going so far as to and add Bohemia-Moravia to the Reichs possessions. Poland
embrace Stalins USSR. The British try to maintain an official 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

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 conflict that will see Generalissimo
Francos Nationalist forces backed by Italy and Germany
against the Soviet-supported Republicans. Leery of
encouraging the conflict to spread, France and Britain
stay out of the Spanish Civil War, a position which sours technology Polish scientists are investigating. Already privy
their relations with Stalin. In the end, Francos fascists to the Fhrers ambitions in Poland, Heydrich pushes for an
will take control of the country. advance in the timetable for the invasion. October is agreed
upon as the launch date for a full scale invasion of Poland,
Across the globe, a terrible portent of things to come grips allowing the German ambassador to the USSR time to conclude
China. Chiang Kai-sheks Kuomintang consolidates its hold a non-aggression pact with Stalin. Alliances with Italy and the
over central China, ousting Communist and traditionalist forces. USSR fall into faster than the Fhrer anticipates, by the end of
Exploiting Chinas inner turmoil and without the consent of August both countries have agreed to not interfere with German
Japans civilian government, the Imperial Japanese Army stages ambitions in western Poland. Heydrich pushes for an advance
first an invasion of Manchuria and later presses on to occupy in the timetable. On August 31st, SD operatives in Polish army
Chinese cities like Shanghai and Nanking. The IJA establishes uniforms attack a German radio station near the Polish border.
puppet governments in Manchuria and Nanking as a pretence The next day, war will engulf Europe.
for their continued occupation of the region. General Zhukhov
and the Red Army successfully prevent the IJA from expanding 1939 - German forces invade western Poland, plowing through
their influence northward into Mongolia, forcing the Japanese to the numerically and technologically inferior Poles. This action

14

Jeremy Bernhardt (order #2415176) 6


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 influence, 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 five month war against Finland, claiming several Baltic
ports when the Finns are finally 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 scientific theories of
Serbian electrical genius Nikola Tesla, DEW would explore declares war on battered France two weeks before the armistice.
such outr technologies as electrically powered automatons, Fleeing to England, General Charles de Gaulle forms a Free
protective energy fields, death rays and comparatively mundane French government to oppose Petains Vichy regime.
devices such as rocket packs and miniaturized radios.
With France defeated, Allied forces evacuate Norway,
1940 The strange, tense period of peace that follows the abandoning the country to the Germans. Meanwhile, the USSR
conquest of Poland is broken in April when German forces expands its own operations, formally annexing Latvia, Estonia
conquer Denmark and invade Norway. British and French troops and Lithuania. Soviet demands for the territories of Bessarabia
help the Norwegians defend their country, but most of their and Bukovina are granted by the intimidated Rumanians. Soviet
resources are devoted to France, where it is obvious the major aggression causes Hungary, Rumania and Slovakia to ally
conflict will be fought. On the 10th of May, Germany launches themselves with the German-Italian Axis.
a massive attack on France and the Low Countries. Better
organized and co-ordinated than the British Expeditionary Force In Africa, Mussolinis armies stage attacks from the Italian
and the French army, the Germans quickly conquer Holland, colonies, invading British possessions in Kenya, the Sudan,
Luxembourg and Belgium. The heavily mechanized German British Somaliland, and Egypt. They also invade Greece from
panzer divisions punch through French defences, racing past the Italian-occupied Albania. Early Italian gains in Africa are quickly
battlefields of the first World War on an unstoppable push to the negated by General OConnors devastating counteroffensive.
coast. The German advance isolates the BEF and elements of the
French army in the north of France and what little of Belgium The Japanese government undergoes a drastic change when
remains unconquered. A hasty and desperate withdrawal is Prince Konoye becomes the new prime minister, appointing
implemented at Dunkirk to evacuate as many troops as possible General Hideki Tojo as Minister of War. The Japanese soon sign
before the Germans close in and seal off all possibility of retreat. the Tripartite Pact with Germany and Italy, a formal alliance of
Only the miracle of Dunkirk prevents the German victory from mutual assistance. Japanese forces occupy French Indochina in
being complete. an effort to cut off foreign aid to Chiang Kai-Sheks Chinese.

Demoralized by their losses in the north, hampered by a command The Battle of Britain encompasses a massive effort by the
structure that has all but collapsed and a government slipping Luftwaffe to destroy the British RAF in anticipation for a German
into chaos, the rest of France is swiftly conquered by the German invasion of the British Isles. U-boats prowl the North Atlantic,
army. A new fascist government is formed by Marshal Petain trying to cut off the steady stream of supply ships bringing much
and signs an armistice with Germany, allowing an independent needed food and material to Britain. By September, however,
French state based out of Vichy in the south of France while in an ill-considered change of policy, Goering shifts Luftwaffe
the Germans occupy Paris and the north. As a final insult, Italy bombing raids from RAF airfields to London and other civilian

15

Jeremy Bernhardt (order #2415176) 6


targets in an effort to break the will of the British people. In Iraq, Rashid Ali stages an uprising, deposing King Faisal II.
Although civilian casualties are hideous and much of London With the support of the Grand Mufti of Jerusalem, Haj Amin
is pounded into rubble, the change in strategy allows the RAF a el-Husseini, he whips large portions of the Iraqi military into
much needed respite to rebuild and gather its strength. open rebellion against the British. Overtures to Germany and
Italy lead Iraq to alliance with the Axis and both the Luftwaffe
In the United States, FDR announces his Lend-Lease policy and Italys Regio Aeronautica send bombers to support the Iraqi
which would allow the British government to purchase materials cause. The SD, seeing a perfect theatre to field-test their hideous
on credit in a strategy to circumvent US neutrality laws. weapons without endangering German soldiers, also makes
a contribution to the rebellion. However, the Iraqis are poorly
1941 The Italian offensives crumble as Greek and British equipped and poorly trained. Despite their fierce determination,
forces launch their own incursions into Italian-occupied they are quickly overwhelmed by the British and Indian forces
territories. The Greeks press into Albania and the British and pouring into their country. Rashid Ali and the Grand Mufti flee
their Commonwealth allies stage attacks against Italian colonies to Turkey only a few days before Baghdad falls and the country
throughout Africa, making tremendous gains against the poorly is subjugated by the British. Victory in Iraq does not end the
equipped and led Italian army. In order to bolster the failing campaign in the Middle East however, Commonwealth forces
Italian army and keep Mussolini in the war, German troops are press on into the French colony of Syria, vying with Vichy forces
sent to Libya and Field Marshal Erwin Rommel takes effective for control of the ancient country. Vichy claims of neutrality ring
command of Axis operations in North Africa. His counter attack hollow it is from Syrian airfields that both German and Italian
against Field Marshal Wavell will push the British back to the planes staged their attacks during the Iraq campaign. Within a
Egyptian frontier. month, the colony falls to the British and Free French.

Meanwhile, the Germans consolidate their gains and influence in Desperate to salvage the situation in North Africa, Field Marshal
Eastern Europe. German forces put down a rebellion by the fascist Wavell appoints General Neame commander of British forces
Iron Guard in Rumania, helping to stabilize General Antonescus in Egypt. The new commander heads to the front lines to assess
government, unleashing for the first time some of the horrific the tactical situation, accompanied by the Western Desert Force
weapons being developed by S-III. Yugoslavia is pressured commander General OConnor. Through their arcane methods,
into joining the Axis and the SD assassinates Hungarian Prime the reconnaissance mission is discovered by the mystics of the
Minister Teleki in order to coerce the Hungarian government SS and the information brought to Rommel. With the prospect of
into a more enthusiastic role regarding their alliance with the capturing two such prominent British commanders too promising
Reich. To counteract the growing Axis domination of Eastern to pass up, Rommel agrees to the plan the SS proposes to him,
Europe, the British back a rebellion in Yugoslavia that forces the sending a small unit of specialists to track and subdue the enemy
Germans to commit valuable resources to stabilizing the region officers. The specialists are a pack of werewolves, savage
and delays the more ambitious military campaign they have creatures maintained by the sorcerers of the Schwarze Sonne
planned. To remove the British presence in southern Europe, organization within the SS. The monsters successfully track down
German forces invade Greece, initiating a brutal campaign the generals, but in their feral fury they do not capture the men,
that will see the ancient nation subjugated by the invaders. The they slaughter them. Appalled, Rommel orders the SS out of his
SS plays a pivotal role in this invasion, employing their own theatre of operations. Rommels disgust at the unconscionable
unnatural weapons as they spearhead the assault. A fierce battle tactics of the SS spreads to other generals in the Wehrmacht,
is fought on the slopes of Mt. Olympus, the legendary seat of further souring the already tense and suspicious relationship
Greeces ancient gods. After the SS captures the mountain, between the SS and the regular German armed forces.
the Greek spirit is broken and the campaign degenerates into a
fighting withdrawal. The dark, arcane secrets the SS plunders The Fhrer assembles the largest invasion force seen in history
from the eldritch ruins atop Olympus they keep to themselves. for Operation Barbarossa, the attack on Soviet Russia. The
Germans send 110 infantry divisions, 17 armor divisions and
Pursuing the escaping British and Greek forces, General Student 13 motorized divisions and are supported by 14 Rumanian and
launches a massive invasion of Crete, depending heavily on a 2 Hungarian divisions. Soviet military strength is an imposing
bold and extensive para-drop of elite Fallschirmjaeger and the use 32 armored divisions and 138 infantry divisions and outnumbers
of terrible SD monstrosities, cyborg beasts the British derisively the airpower of the Luftwaffe by a factor of nearly three to
term Scarecrows and Emaciated Troops. At this stage, the one. However, much of the Soviet equipment is obsolete and
uncontrolled ferocity of the Emaciated Troopers is more of a in poor repair. The officer corps of the Red Army has suffered
liability than an asset and the advantage the SD has promised disastrously from Stalins purges, resulting in a critical shortage
General Student is far less than expected. Already outnumbered, of experienced and skilled commanders. Communist control over
the berserk rampages of several Emaciated Troopers further the Soviet military further reduces their efficiency, effectively
swells German losses in the operation. Heydrich successfully placing political officers in command of the military. Combined
shifts blame for the appalling decimation of the elite paratroops with insane orders dispatched from Moscow forbidding the
to poor planning and tactics on Students part rather than the Red Army from provoking an incident with the Germans, the
untried and untested nature of the SD weaponry. The Fhrer invading fascists make tremendous gains in the opening days
places a moratorium on large-scale paratroop operations and of Operation Barbarossa. When the restricting orders imposed
removes Student from active command of combat units. by Stalin are revoked a week into the invasion and a policy of
total resistance and scorched earth becomes the law of the

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land, the Germans are already deep inside Russia and striking In the Pacfic, Prince Konoye is replaced by General Tojo as
for their objectives at Leningrad and Moscow while the Finns Prime Minister of Japan. Less than two months later, a Japanese
have launched their own invasion in the north. The brutal fleet under the command of Admiral Nagumo launches a surprise
policies imposed by the Soviets and the ruthless implementation attack against the American naval base at Pearl Harbor in Hawaii.
of scorched earth tactics in the face of the advancing fascists The Japanese assault on Pear Harbor sinks five battleships and
cause many Russian peasants to welcome the invaders as damages three others, but the aircraft carriers that had been the
liberators. Entire Soviet divisions surrender to German forces objective of their attack are not present. Almost simultaneous
rather than die in the suicidal human wave assaults demanded with the attack on Pearl Harbor, the Japanese launch invasions
of them by Communist commissars. The initial good will of the of the Philippines, Malaya, Thailand, Hong Kong, the Gilbert
Russians quickly fades, however. Emboldened by the ease with Islands, Guam, Borneo and Wake Island. General MacArthur
which fascist forces have conquered Soviet territory, the Fhrer mobilizes the Filipino army and the US forces stationed in the
issues orders that see SS units roving behind the front lines Philippines in an effort to delay the Japanese as long as possible
ruthlessly stalking Russian communities for communists and before withdrawing to the Bataan Peninsula and the island
other undesirables while Wehrmacht troops are forbidden to fortress of Corregidor.
take commissars prisoner, commanded to execute any suspected
communist on sight. The SD has free reign to use injured Soviet 1942 - MacArthurs defense of the Philippines is shattered
soldiers in their abominable experiments, but the operatives of S- when Japanese pilots knock out the Calumpit Bridge, preventing
III make little distinction between Russian citizens and Russian his troops from withdrawing from Manila to Bataan. Although
soldiers. Such draconian policies result in several atrocities and the few defenders on Corregidor continue to resist, the troops
cause the Russian people to wonder if they have traded their trapped in Manila and the small force that has already reached
communist overlords for something even worse. Bataan are subdued within the first weeks of January. MacArthur
is ordered to abandon the Philippines and withdraws to Australia
The German invasion of Russia causes formerly antagonistic to organize Allied forces there. In the aftermath of their successes
nations to make overtures of alliance to Stalins brutal regime. in the Philippines, the Japanese invade the Dutch East Indies,
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 fields 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.
New Britain, Burma and Sumatra.
With German forces laying siege to Leningrad and within artillery In Russia, the Germans finally manage to stop the Soviet
range of Moscows suburbs, Stalin places his most capable counterattack, but before they can make any gains against the
military commander in charge of the defence of the Soviet capital. broken communists, the spring thaw sets in, turning the ground
Marshal Zhukov waits until the cold Russian winter sets in, and into a morass of mud and mire. Both sides of the conflict are
then launches a massive and fierce counterattack that catches unable to move large numbers of troops until conditions become
the Germans by complete surprise. The over-extended German more favourable. In an effort to break the deadlock, the Fhrer
lines quickly break and the myth of German invincibility is agrees to an alliance with a Russian nationalist group that has
shattered as fascist forces are forced back by the Soviet assault. been staging attacks against both German and Soviet forces
The Fhrer, in a fit of fury, relieves Field Marshal von Rundstedt from their bases deep in the Princept Marshes. The ROA, the
of command for abandoning Rostov in the face of Soviet attack. Russian Liberation Army, is commanded by a renegade Red
His rage at the reversal in Germanys fortunes in Russia also Army general, Andrei Vlasov, who sees himself as the champion
causes him to seize direct command of the German military, of the tsarist cause. The real power in his organization, however,
placing himself as Commander in Chief of the Wehrmacht. is the sinister creature known as the Prophet, a loathsome
echo of Russias tsarist past, Gregori Yefimovitch Rasputin, the

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Jeremy Bernhardt (order #2415176) 6


mad monk who advised the real tsars and who displays eerie in the North African desert. German gains are continual
and abominable powers of mysticism and hypnosis. Rasputin throughout the first half of the year, pushing the British out of
and his mystics instill a terrible fanaticism in the soldiers of the Libya, capturing Tobruk and forcing Auchinlek to withdraw
ROA, making them formidable foes and deadly allies for the to the defensive line at El Alamein. General Gott is appointed
Germans. The ROA soon proves its worth, annihilating Soviet by Churchill to take command of the 8th Army in Egypt from
forces at Kerch and helping the fascist campaign in the Crimea. Auchinlek, but Gott is assassinated by a German vampire in
A joint German-Russian force is created, called Army Group Cairo soon after his arrival. In the wake of Gotts death, General
Romanoff, detaching elements from the German Army Group Bernard Montgomery is appointed commander of British forces
South. The weakened Army Group South is tasked with capturing in Egypt. General Alexander takes command of British forces in
Stalingrad, unaware that the city has been reinforced by the the Middle East. While Rommel is undergoing treatment for a
Soviets to become what Stalin has termed his fascist beartrap. sudden illness back in Germany, Montgomery launches a major
Meanwhile Army Group Romanoff re-captures Rostov. Rasputin attack against the Afrika Korps at El Alamein. General Stumme,
offers the Soviet soldiers captured with the city the choice of who commands in Rommels absence, is killed by the sorcery of
joining the ROA. In what will become a common scene in ROA a British druid during the battle, resulting in a terminal failing
operations, those who refuse are impaled and left surrounding in the Axis command. By the time Rommel returns, the Afrika
the city in a grotesque forest of death. In retaliation, Stalin Korps has been routed and it is all he can do to salvage the
begins deploying NKVD psi operatives to military units, hoping situation and organize a withdrawl back into Libya, ignoring
to use their mental abilities to increase loyalty and morale in the Fhrers suicidal orders to not give up an inch of ground.
Soviet troops, as well as offsetting the reputed hypnotic powers Montgomery pursues his foe all the way back to the El Agheila
of Rasputin and his disciples. Commissars are given broader line on the Tunisian frontier.
powers in terms of taking direct command away from army
officers who display a lack of wilfulness. General Dwight D. Eisenhower is given command of American
forces for the European theatre. The first American operation
The Battle of Stalingrad sees both sides employing ghastly, is a joint campaign with the British to occupy Madagascar
inhuman extremes in the effort to butcher the enemy. The and prevent the Vichy colony from becoming a base for Axis
Soviets deploy chumans, hideous half-human apes that Soviet submarines and merchant raiders. In November, American
scientists have been breeding since the 1920s. The Germans, forces invade French West Africa, engaging Vichy troops.
in an effort to counteract the Soviet monsters, unleash a large General George S Patton Jr. captures Casablanca while General
number of experimental S-III abominations, many of which Anderson captures Oran in Algeria. In the face of American
escape German control and infest the sewers beneath the city. forces in Morocco and Algeria, Petain requests German forces
The SD sends supplies of experimental combat drugs to enhance to augment the Vichy army in Tunisia. However, the Vichy
the strength and endurance of German soldiers fighting in representatives in Morocco and Algeria sign an armistice with
Stalingrad. These are refined versions of the chemicals injected the Allies, heightening German suspicion of Petain. German
into early Emaciated Troopers, and their use increases not only forces in Tunisia disarm Vichy troops while other German units
strength and endurance, but also aggression. The combat drugs move in to occupy Vichy France. Rather than turn over the
manage to offset the initial threat posed by the chumans and the Vichy fleet to the Germans, Admiral Laborde scuttles the fleet
battle of Stalingrad sinks into a stalemate. while docked in the port of Toulon. The Allies launch a major
incursion into Tunisia, British and American forces staging from
In the winter, the Soviets again launch a massive counter- Algeria while Free French forces drive northward from Chad.
attack against the invaders. Mustering million soldiers The Germans and Italians move troops to thwart the advance
and a thousand of their new T34 tanks, the Soviets strike all and maintain the Axis presence in North Africa.
across the front, pushing the fascists back. Stalingrad becomes
a pocket of resistance deep behind the front, General Pauluss A US task force commanded by Admiral Halsey successfully
army effectively cut off from the rest of the Axis forces. Red attacks Japanese-held Wake Island. The 1st Marine Division,
Guard units make their first appearance, better equipped and supported by the rocket-pack equipped soldiers of the US Rocket
trained soldiers deployed by the Soviets as an answer for Waffen Corps, storms the island and overwhelms the Japanese garrison.
SS and other elite German fighting units. Red Guardsmen This is the first major reversal in the onslaught of the Japanese
undergo mental conditioning by Soviet psi agents, increasing juggernaut. A second Japanese invasion fleet is deployed to
their courage and loyalty to almost unbelievable levels, while Wake, landing some 5000 men on the island. However, the
Soviet attempts to recreate German combat drugs increase their attack is being staged as a diversion, hoping to draw American
physical capabilities. The sudden unleashing of these enhanced attention away from Midway and Admiral Yamamotos carrier
soldiers catches many fascist commanders by complete surprise. fleet. In the end, unable to overcome the reinforced defences the
In desperation, many Wehrmacht generals turn to the SD for a Americans have constructed, the Japanese bombard the island
countermeasure to Soviet chumans and Red Guard divisions. with biological weapons, leaving Wake an abandoned, plague-
The bio-mechanical horrors being created in the laboratories of infested rock in the middle of the Pacific.
Ohrdruf become commonplace on the Eastern front as reluctance
to employ the abominations gives way to necessity. Japanese naval operations in the Pacific continue to increase.
Invasion forces land in both Australia and New Guinea. A battle
Rommels Afrika Korps stages a major breakout from El with the Americans in the Coral Sea results in damage to one
Agheila, initiating another season of attack and counterattack Japanese carrier, but the Americans lose the Lexington and the

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Jeremy Bernhardt (order #2415176) 6


Yorktown is seriously damaged. The Imperial Japanese Navy also Port Moresby, gaining a strong foothold in the south of the
stages a daring naval assault that results in the fall of Rangoon. island. They use this stronghold as a staging ground for their
Japanese dominance of the Pacific suffers a setback at the Battle operations in Queensland. In an effort to cut off Hyakutes
of Midway, however, when Yamamoto loses two carriers and supplies, the Australians and Americans launch an attack on Port
suffers extensive damage to three others. Rather than risk further Morseby, successfully recapturing the city in October. After a
damage, Yamamoto withdraws. The Japanese believe they have November offensive by the Japanese to retake Port Morseby,
sunk only a single American carrier, USS Saratoga, unaware the IJA settles into defensive positions in the north, determined
that their attack has also resulted in the sinking of the Yorktown. to keep the Allies penned in the southern part of the island. In
This mistake leads Yamamoto to believe there are still three trying to push north through the jungles and swamps, the Allies
undamaged American carriers in the area and causes him to run a gauntlet of horrors as the Japanese throw everything they
abandon the plans to invade Midway. have at them. Biological weapons, native magic, primitive head-
hunters and the first appearance of the grotesque jungle fighters
After successfully defeating the defenders of Corregidor and the Americans dub bonsai boys are but a few of the nightmares
Singapore, the Japanese launch their invasion of Australia. the entrenched IJA calls upon to stymie the Allied offensive.
Imperial Japanese Army forces land in northern Australia
and occupy Darwin. Rallying the Australian army and what The campaign on the Asian mainland is characterised by the
American forces are on the continent, MacArthur leads the ruthlessness of the IJA, who freely employ the biological and
defence of Australia. Allied air supremacy is the deciding chemical weapons developed by Unit 731. The entire Chinese
factor, continually harassing Japanese attempts to break out 5th and 6th armies are virtually annihilated by Japanese biological
from the city and to land additional forces on the continent. In weapons and the British abandon Mandalay rather than see their
recognition of his stalwart defence, MacArthur is appointed own forces decimated by the same inhuman weapons. The
Supreme Commander of Allied Forces in the Southwest Pacific. British pull back into India, trying to form a defensive perimeter
His forces augmented by additional American troops fresh along the Burma frontier. The land route for supplies for China
from the US, MacArthur clears Darwin of IJA forces, driving has now been cut off by the IJA, leaving Chiang Kai-Shek in a
the Japanese into a hasty withdrawal. However, in August, the vulnerable position. However, Japanese losses in Australia and
Japanese return. With Allied efforts concentrated on a possible elsewhere embolden the British and in late November a probing
repeat attack on Darwin and the northwestern coast of Australia, expedition penetrates into Japanese occupied Burma.
the IJA stages a massive invasion of Queensland under General
Hyakute. MacArthur will spend the better part of the year American forces land in the Solomon Islands, initiating a bloody
trying to drive the Japanese from Queensland. ARPA provides campaign against the Japanese for control of Guadalcanal
Allied forces with new lightning cannons developed from which will last into December. Committed to their operations
the application of Teslas designs for wireless transmission of in Australia and New Guinea, the Japanese do little to support
electricity. As the Japanese move to the defensive, they begin to their garrisons in the Solomons, all but abandoning them to the
deploy biological weapons created by Unit 731 in China. An air American attack.
strike on the Japanese 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 Japanese 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
Japanese strongholds in Cairns and Cookstown, Kawaguchis
army is almost devoid of armor and has no air support. In a
final gesture of defiance 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 first Japanese killed in
the attack. After the Christmas Offensive, the Japanese presence
in Queensland is less than 5,000 men. General Blamey is given
the duty of hunting down the survivors.

In New Guinea, Japanese forces occupy much of the island.


To bolster their expert jungle fighters, the IJA 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, Japanese troops occupy

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Jeremy Bernhardt (order #2415176) 6


In May, SD chief and newly appointed governor of Bohemia, seen as a paper tiger, a wolf without teeth. After the Dieppe raid,
Reinhard Heydrich, is attacked by British-trained Czech the impression sets in that removing the Germans from France
assassins. The commandoes nearly succeed in their attempt on will be easy. The possibility that Dieppe was a lucky fluke is
the infamous Hangman of Prague, blasting his car to shreds voiced by some, but such pessimistic views are not favoured by
with a special grenade that contains botulinum toxin. The most Allied commanders. The belief that the campaign in France
shrapnel that embeds itself in Heydrichs back introduces the will be an easy one is too appealing to deny.
toxin to his system and the best doctors in the Reich are unable
to arrest its devastating spread. In desperation, the SD removes 1943 - The might of Germany is focused upon the eastern front
Heydrich to the S-III facility in Thuringia where he undergoes and combating the brutal counter-attacks of the Red Army.
a ghastly operation. Pushing the hideous technology they have Despite their best efforts, the Germans are unable to press their
been developing to its limits, the S-III scientists succeed in advance, forced to retreat before the numerically superior Soviet
saving Heydrichs life, but at the cost of his humanity. With 75% foe. Except for surrounded pockets of defenders left behind at
of his biological body discarded, Heydrich is more a thing of the cities of Ostrogozhsk, Kastornoye and Stalingrad, the Axis
steel than flesh, a hideous cyborg monstrosity. Heydrich launches forces have been pushed back to a defensive line formed by the
an investigation into the attempted assassination, his agents rivers Don and Donets in the south and the Oskol in the centre.
discovering that information was provided to the assassins by The Soviets lift the siege of Leningrad, bringing relief to the
the SS to help them strike down Himmlers hated rival. Using embattled city as German and Finnish troops are overwhelmed
this intelligence to blackmail Himmler, Heydrich succeeds in by a large deployment of Red Guards and widespread use of
separating the SD from its parent organization, recreating it as new Soviet rocket weapons.
an independent entity. Heydrich is now answerable only to the
Fhrer himself, no longer forced to compete with what he sees 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 infiltrated a psi operative
into the command centre of General Paulus and is
influencing 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


as the arcane superstitions of the Schwarze Sonne for funds and Kharkov employing ghastly arcane sorcery to annihilate the
support. He soon creates a Waffen SD, an armed military force citys defenders. The Fhrer is thrilled by their success and
within the SD comparable to the Waffen SS, but equipped with elevates the SS in his favour. Himmler, however, knows better
all the hellish technology that S-III and the other SD think-tanks the hideous cost for their victory the forces called to defeat
have been developing. Kharkov are not so easily dismissed and the city has become a
haunted, dreadful place where even the mystics of the SS cannot
Testing the defences of Festung Europa, a combined force of walk the deserted streets in safety. He issues orders that the ritual
Canadians, British, American rangers and Free French stage an used on Kharkov never be repeated and sets a cordon of SS
assault on the port of Dieppe. The attack catches the Germans troops around the ruins to prevent prying eyes from discovering
completely by surprise and their casualties are heavy. The Allies the horror and madness that now infests the very stones of the
destroy key facilities within the town, reducing its use as a port. Russian city.
After occupying Dieppe for several days, the Allied troops are
withdrawn when intelligence reveals that German panzers are The most dramatic example of the effort to stem the Soviet
finally moving to the town. The ease of the raid, the poor quality advance comes at Kursk and the German plan called Operation
of the German troops stationed in Dieppe, the slow reaction time Citadel. Striking in March, Field Marshal von Manstein leads
displayed by the German high command in Paris to move against a force of 800,000 Axis troops against Marshal Zhukovs 1.3
the Allies all combine to build a sense of hubris and arrogance in million entrenched Soviets. The Soviets possess a significant
Allied commanders. The much vaunted Fortress Europe is now advantage in armor, almost outnumbering the Germans by

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Jeremy Bernhardt (order #2415176) 6


a factor of 2 to 1. Zhukovs tactic is to draw the Germans out and Italians before they can also defect; further stretching Axis
and then butcher them in a series of defensive rings. Once the manpower in North Africa. With Montgomery advancing from
Germans had been broken in the attack, the Soviets would the east and Patton racing in from the west, the Germans are
launch a counter-offensive and drive the defeated fascists before caught between the anvil and the hammer. Using the ghastly
them, seizing the initiative from the Axis in the Russian theatre. living weapons supplied to him by the SD, von Arnim is able
Von Mansteins forces suffered heavy casualties as they battered to fend off an American advance into Tunisia, but squanders the
away against Zhukovs defences, and then were victimized advantage by fortifying his positions rather than pursuing his
by the Soviet counter-attack. However, the SD had also been retreating enemies. In the south, Rommel mounts his last assault
deployed to Kursk, bearing with them a weapon so terrible that as commander of the famed Afrika Korps, smashing against
its use required a specific command from the Fhrer himself. American positions in Kasserine and pressing into Algeria
Incensed by the turn the battle had taken, the Fhrer gave his before lack of fuel and lack of support for von Arnim forces
consent. The immense device was loaded into the gigantic him to retreat before Pattons counterattack. Although Patton
80cm mortar nick-named Dora by SD technicians. Sighting is able to thwart Rommels advance, the Desert Fox manages
on the battlefield, the mortar was fired and Zhukovs advancing to escape with most of his men. However, Rommels defeat is
horde vanished in a blinding flash of light and fire. The atomic just the excuse his enemies in the Italian High Command need
shell developed by the Kammlerstab had done its deadly work, to remove him from the North African campaign. Rommel is
reducing in an instant 300,000 Soviet troops and 1,500 tanks recalled to Germany, leaving behind his beloved Afrika Korps.
into blackened cinders. The Axis soldiers caught in the blast
were considered acceptable losses by the SD, the more important With Rommel gone, the Axis situation in North Africa steadily
thing was the breaking of Zhukovs assault and the retreat of the deteriorates. Montgomery smashes through the Italians guarding
Soviets from the field. Shaken to the core, the Soviets would not the Tunisian frontier and Patton presses against German
soon forget the terrible destruction visited upon them at Kursk positions all along the front. Von Arnims experimental weapons
and would live in terror that the Germans would deploy such a are crushed when the Allies spring their own surprise against the
device a second time. In a desperate effort to prevent a repeat of Germans, the new Buffalo powered armor. The mass deployment
Kursk, Stalin institutes a policy that limits the size of any Soviet of Buffalos crushes the unpredictable and experimental SD
army that can be assembled without his express permission. horrors. General von Arnim himself is a victim of the chaos that
His paranoid dabbling will handicap the efforts of Zhukov and ensues, struck down by a berserk Emaciated Trooper.
other Red Army generals in the years to follow, preventing them
from expelling the Axis invaders from their land. The Soviets Following the route of Axis soldiers in Africa and the capture
are unaware that the atomic shell used at Kursk represents six of hundreds of thousands of German and Italian prisoners, the
years of German efforts to refine and enrich uranium ore. It will Allies stage the invasion of Sicily. The fighting is fierce, the
be another six years before the SD can create a second such island hosts some ghastly secrets the result of a joint project
weapon. between Mussolini and Heydrich. Italian scientists, working with
SD supervision, have been working on a bacteria that attacks
The events at Kursk compel Stalin to attend the Tehran Conference the brain, inducing a condition not far removed from extreme
with Churchill and Roosevelt. The three world leaders meet to starvation. In such a state, the victims of the bacterium are reduced
discuss a planned invasion of France for the next year. American to an animalistic mentality, falling upon any living creature and
general Dwight D Eisenhower is named Supreme Commander devouring it with their bare hands. The SD had intended to find
of Allied forces and will lead both British and American troops a way to inoculate Axis troops against the bacteria then release
in the campaign. The ease of the Dieppe raid bolsters the it against the Soviets to depopulate vast sections of Russia.
confidence of the leaders that the western front represents the Now, with the Americans and British swarming over the island,
soft spot in Germanys defences. The conference nearly ends Heydrich issues a hideous order. The bacteria is released into
in tragedy when supernatural SS assassins try to strike down the the towns and villages of northern Sicily, creating wild mobs
leaders, thwarted only by agents of the British arcane weapons of maddened cannibals in the hopes that they will spread the
detachment who employ their own brand of magic to counteract infection to Allied soldiers. The plan is to make the Allies pay
Himmlers killers. such a heavy price for Sicily that any plans to invade Italy will
have to be abandoned. The cruel stratagem does stall the Allied
In North Africa, the fortunes of the Axis are devastated by the advance, early losses by American and British forces entering the
arrival of American forces under General George S Patton in infected areas are horrendous. However, the bacterium is very
Morocco. Caught between the British and the Americans, the fragile and unable to exist for long without a host. Implementing
Axis scrambles to get troops and equipment to the theatre. Many a policy of containment, the Allies are able to contain the
experimental SD devices are dispatched to Tunisia, coming infection to the coastal areas of northern Sicily, leaving them
under the control of German General von Arnim who stubbornly free to use the southern half of the island as a staging ground
refuses to detach any of the advanced weapon systems to his for the forthcoming invasion of Italy. By November, the Allies
rival, Field Marshal Rommel. Von Arnim thinks to steal all muster enough resources and manpower in Sicily to land the
the glory from the upstart Rommel. From the first, the Axis is British 8th Army on the Italian mainland in Calabria, the very toe
caught wrong-footed. The Vichy French in Morocco mount a of Italy. Landings by American forces soon follow. Panicked by
poor and half-hearted opposition of Pattons landing forces, the invasion of their homeland, the Italian government deposes
the French in Algeria are even worse, many of them marching Mussolini and sues for peace with the Allies.
to join the Allies. French warships are seized by the Germans

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The Germans, however, are not willing to concede Italy to their the Indian National Army. A fierce opponent of the Raj and the
enemies. Under Field Marshal Kesselring, the Germans stationed British Empire, Netaji makes common cause with the Japanese
in southern Italy mount a brutal defence, exacting a heavy toll on and leads his troops in battle against the Allies in Burma, as
the Allies. The SD rushes large numbers of Emaciated Troopers well as conducting terror attacks against the government and
and other, even more sinister weapons to support the campaign. British interests in India itself. Once again, the stranglers noose
The deposed Mussolini is rescued in a daring operation mounted becomes an image of horror as the remnants of the cult of Thugee
by German soldiers equipped with experimental jet packs under offer their services to Netajis rebel movement.
the command of SS Colonel Otto Skorzeny. Mussolini is placed
at the head of a new Italian government, the Repubblica Sociale In Britain, a top-secret project results in the construction of
Italiana, a puppet regime whose sole purpose is to keep Italy Colossus, an immense computer developed from the concepts of
in the war and prevent the Allies from threatening the mineral Tommy Flowers. This gigantic computer is a mechanical brain
resources the Germans have captured in the Balkans. that will be used to crack enemy codes, calculate battlefield
tactics and predict the consequences of any military action,
The Pacific theatre continues to devour lives as the British from simple bombing raids to mass invasions. The computers
attempt to push the Japanese from Burma, enduring the ghastly predictive abilities border on the fantastic and it becomes lynch-
germ-weapons developed by Unit 731. The Japanese opposition pin for British planning and strategy, the most closely guarded
in New Guinea becomes even more savage, recruiting entire secret in the Empires entire arsenal.
tribes of headhunters to slaughter isolated Australian and
American positions. The Buna road becomes a place of horror 1944 - The Allied attack in Italy intensifies as American and
for the Allies and strange stories of primitive magic filter back British troops crash against the German Gustav Line south
from the jungle. Most hideous of all are the Japanese kaijin, of Rome. The strongpoint in the Axis defense is the ancient
living monstrosities who have been tortured and mutilated by monastery of Monte Cassino, which had been converted into
their own scientists into murderous abominations. The kaijin an SD installation in 1942. From the horror house the Germans
are unleashed into the jungles, pointed in the rough direction of had made of the monasterys extensive crypts and cellars poured
enemy positions. Though of limited tactical use, the monsters forth an army of ghastly monstrosities that broke the momentum
devastate the already shaky morale of the enemy. Threat of of the Allied advance. Here Allied soldiers would first confront
being reduced to a kaijin is used to enforce discipline among the the titanic power of the awesome Sturmaffe, bio-mechanical
increasingly high numbers of Korean and Manchurian soldiers abominations grown by S-III geneticists. The infernal
being brought to reinforce the Japanese elements stationed in Feursoldaten also make their first hideous appearance before
New Guinea. Allied soldiers, incinerating men with the lethal chemicals that
surge through their twisted bodies. Krieghunden, loathsome war
General MacArthur stages the invasion of the Dutch East Indies, dogs with metal jaws and armor plate grafted to their tortured
personally leading the 503rd Parachute Regiment in their assault bodies hunted the rock-strewn slopes, splitting the silence of the
on Java. Despite a fierce Japanese resistance, the major cities night with the screams of their victims. The terror value of these
fall to the Americans before the end of the year. The loss of the fiendish living weapons was profound on Allied forces, turning
Dutch East Indies is a severe blow to the Japanese war machine, even battle hardened veterans into quaking bundles of fright.
denying the Imperial Japanese Navy the vital oil resources it That any manner of cordon could be maintained around the
needs to dominate the Pacific. A bloody attempt to retake Java Gustav Line was a testament to the tenacity and determination of
is beaten back by the US Navy, almost 30,000 Japanese soldiers British General Harold Alexander. Fresh forces were constantly
are lost when their transport ships are sunk approaching Java. rotated in to replace the traumatized and fatigued divisions
The IJN also loses thirteen destroyers, one cruiser and 35 facing the SD horrors of Monte Cassino. Free French, Moroccan,
transport ships. US loses are one cruiser and four destroyers. The Polish, Canadian, Indian, New Zealander and Australian units
difference is a grotesque lack of air cover by the IJN. Unwilling would all serve time on the bloody ground of Monte Cassino
to risk their aircraft carriers after the mauling they received at and the carnage of the Gustav Line. Unable to break through
Midway, the invasion force is depending on air cover from IJA the German defenses, Alexander was helpless to prevent the
airfields in French Indo-China. Meanwhile the American and infusion of elite Wehrmacht divisions to augment the SD forces.
Australian naval force is supported by shore-based fighters and Soon crack German fallschirmjaeger and gebirgsjaeger would
bombers. The inability to co-ordinate the Japanese forces results be lending their deadly skills to the abominable strength of the
in a slaughterhouse. The Japanese assault is called off and the SDs monsters.
surviving transports steam back to the Philippines. MacArthur
begins fortifying Java, certain that after they have licked their Unable to break through the Gustav Line, an attempt to bypass
wounds, the Japanese will be back. the hotly contested front was made. The American 5th army
under the command of General Mark Clark staged landings at
Trying to recover from their military setbacks, the Axis Anzio in the north of Italy. Vastly outnumbered by fascist Italian
powers incite rebellion and insurrection wherever they can. and German forces, Clark was forced to abandon an abortive
The governments of Argentina and Bolivia topple as German- rush for Rome and strengthen his positions. Months of stalemate
backed military coups depose the presidents of both South ensued as more and more American troops landed at Anzio
American countries, installing nationalist governments that are while Field Marshal Kesslering continued to bolster his own
more favourably inclined toward the Axis. The Japanese lend forces entrenched in the cave-ridden hill country overlooking
their full military support to Netaji, an Indian exile and leader of the beachhead. German artillery, notably the immense rail-gun

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Jeremy Bernhardt (order #2415176) 6


nicknamed Anzio Annie by American soldiers in a moment Turkey does not bend to the will of the Reich, then it will be
of morbid humour, took a relentless toll on the men fortifying broken into rubble and ash.
the beaches. It would not be until June that Clark finally was
able to mount an offensive. Like the SD in the south, Clark In the Pacific, joint American, British and Chinese operations
too had received unusual materiel to support his operations. drive the last Japanese forces from Burma. The campaign
Portable, hand-held Tesla weapons, the latest refinement in continues into French Indo-China where the Japanese resistance
the experimental technologies being developed by ARPA were intensifies and the deadly biological weapons being developed
dispatched to General Clarks beachhead. Equipped with these in Manchuria continue to take a deadly toll on Allied forces.
devastating weapons, small squads of Americans began stalking In separate actions, American forces invade Guam and the
the Alban Hills and silencing the entrenched German artillery. Japanese colony of Saipan. Neither campaign is an easy one
The new Tesla weapons gave each squad the striking power of and the US marines will be bogged down in months of hard
a tank platoon and the long stalemate was broken. Through this fighting to wrest the islands from the Japanese. Plans to employ
breach, Clark began moving his forces. the islands as air bases from which to launch B-29 bombers
against the Japanese home islands will be abandoned following
Instead of pursuing the plans of General Alexander, which the 1944 US elections and a change in the command structure of
called for a strike inland to surround the German 10th Army and the American military.
cut off the supply routes feeding the Gustav Line, Clark instead
turned his forces south, determined to reach Rome and liberate The biggest naval battle in the history of the war unfolds around
the Italian capital. Mussolinis fascist forces fiercely contest the MacArthurs return to the Philippines. Landing elements of the
American push on Rome, forcing Clark to fight for every street US 6th Army on islands in the Leyte Gulf, MacArthur makes
and alleyway. This protracted assault allows the Germans time his dramatic return to the country he had been forced to flee
to close the fragile supply line between Clarks forces and his two years earlier. Initial resistance from the Japanese is minimal,
beachhead at Anzio. By the time Clark wins his way clear and but it was only the quiet before the storm. Three immense
crushes the last fascist resistance in Rome, he is surrounded Japanese fleets are already steaming toward the Philippines to
by Germans on all sides. The American 5th Army has captured contest the American incursion and protect the vital supply route
the city from the Italians only to be besieged by the Germans. between Borneo and Japan. When the naval battle commences,
Clark digs in, determined that the surrounded Americans will the lurking forces of General Yamashita counter-attack the
not relinquish their claim on the city any easier than Mussolinis American ground forces, initiating a bloody three days of
fascists. relentless combat. The powered Buffalo armor is a weapon that
the Japanese counter in terrible and hideous fashion, deploying
A final, sinister action in the Italian theatre occurs in the ancient living bullets, soldiers with surgically implanted explosives,
ruins of Pompeii. Learning of an SS plan to raise an undead legion the Imperial Japanese Armys answer to the airborne kamikaze.
from the ruins with their eldritch sorceries and flood Italy with The naval engagement, the Battle of Leyte Gulf, is split between
an army of deathless soldiers, the Allies stage a daring assault in two separate engagements.
an attempt to thwart the sinister plot. Armed with the occult lore
of centuries, the British Office of Arcane Armaments combats The southern force of Admiral Nishimura is opposed by the
their ruthless counterparts in the Schwarze Sonne. However, battleship fleet of Rear Admiral Oldendorf and a trap that had been
the SS has pursued avenues of research that the British have prepared especially for Nishimura. Nishimuras fleet consists of
refused to consider and it is this black power that decides the the old, obsolete battleships Yamashiro and Fuso, the cruiser
conflict, for what is the magic of man beside the might of Hell? Mogami and four destroyers, with another fleet commanded
Reluctantly, the British employ the only option left to them to by Admiral Kiyohide Shima numbering two cruisers and eight
defeat the Germans and prevent the necromancy of the SS from destroyers. Oldendorfs fleet numbers six battleships, eight
overwhelming the Allied forces struggling in Italy. Using an cruisers, 28 destroyers and a large number of torpedo boats. It is
ancient druidic ritual, British agents cause Mt Vesuvius to erupt, a significant force and should have overwhelmed the Japanese
bringing volcanic destruction to the countryside. Once more, fleets. However, air reconnaissance has not understood the deadly
Pompeii vanishes beneath a cloud of ash and a stream of molten changes that Nishimuras battleships and Shimas cruisers have
lava, burying with it the insane dreams of the SS. undergone. The small cruisers and obsolete dreadnaughts have
been converted into carriers for a most lethal cargo the Ohka,
Continuing the pattern initiated by the military coups in a rocket-powered flying bomb piloted by one of the Jinrai Butai,
Argentina and Bolivia, the Germans incite civil war in Turkey, an elite pilot corps established especially for deployment of these
backing the claim of Ahmed IV Nihad on the title of Sultan of suicide weapons. Each of Nishimuras dreadnoughts carries six
the Ottoman Empire. Supported by German troops, Turkish of the unstoppable rocket-bombs, while Shimas cruisers each
rebels and the Muslim SS divisions created by the exiled Grand carry two more. They prove a hideous surprise for Oldendorfs
Mufti, Ahmeds forces clash with those of Mustafa Ismet Inonu, ships, slamming into his battleships before they can even be
president of Turkeys republican government. With the western identified, much less shot down. Every one of the American
Allies already committed to campaigns in Italy and France, battleships is struck so badly that they have to be abandoned.
Inonus government receives little in the way of aid against Two cruisers are sunk by Ohkas, with another badly crippled in
his enemies. The Germans pursue their campaign against the the attack. The destroyers and torpedo boats make Nishimura
Turkish republic with a vengeance, having learned of Inonus pay a heavy price for his success, however, sinking the Fuso and
secret dealings with the Allies, the Fhrer has ordered that if leaving the Yamashiro to fall prey to the guns of the surviving

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Jeremy Bernhardt (order #2415176) 6


battleships. Of the cruisers, only Admrial Shimas Ashigara with his own measures, he is assisted once again by the sinister
escapes, retreating with the surviving IJN destroyers. SD, which supplies an entire array of experimental weapons to
supplement the Wehrmachts conventional ones.
The centre arm of the attack represents the heart of the IJN and is
commanded by Admiral Yamamoto himself. Three battleships, Rommels preparations are put to the test on June 6th, when the
twelve cruisers, thirteen destroyers, the super battleships Yamato Allies attempt to invade Normandy. The attack is spearheaded
and Musashi, the aircraft carriers Akagi, Hiryu and Soryu and by the landings of British and American airborne deep behind
the new pride of the IJN, the super-carrier Shinano. Between his German lines. These landings go far from as planned. Nearly two
four carriers, Yamamoto boasts over 350 aircraft. It is this naval in five gliders are destroyed by obstacles and traps constructed
juggernaut that faces the American fleet. Catching Admiral by Rommel when they attempt to land in fields and pastures.
Halseys carriers, Yamamotos planes relentlessly hammer the Many American paratroopers are lost when they land in flooded
US fleet. Supplemented by ground-based aircraft from Luzon, regions, drowning in the black waters or being electrocuted
Yamamoto scores early against the immense US fleet, claiming by SD traps. Hordes of Emaciated Troopers, crafted from the
six aircraft carriers. However, it is a drop in a very big ocean, even endless supply of broken humanity being sent back to Germany
with his losses; Halsey has 11 aircraft carriers, six battleships, 13 from the Russian front, are dispatched to track down the
cruisers and 57 destroyers. The vengeful Americans pursue the scattered survivors. With SD forces dealing with the paratroops,
retreating Japanese aircraft, following them back to Yamamotos the Wehrmacht concentrates its strength against the beachheads.
fleet. The ensuing engagement costs Yamamoto two of his Vast numbers of Goliath robot tanks are deployed to the coast
carriers and the Musashi. Wounded, the Japanese fleet begins to from their staging areas throughout Normandy. Unable to deploy
retreat. Determined to wipe out Yamamoto, Halseys fleet gives real panzers without the express permission of his Fhrer,
chase, leaving the Leyte landing forces supported by a small Rommel has circumvented the issue with these sinister new
detachment of light carriers and destroyers. weapons. Allied forces are further shocked to find themselves
facing a new SD abomination, the Rohlingsoldaten, gigantic
Jisaburo Ozawa commands the northern arm of the Japanese ogre-like brutes each carrying the firepower of a machine gun
attack force, a fleet consisting of four aircraft carriers and two nest. Under the watchful eye of the SD and their creations, even
WWI-era battleships that have, like the Yamashiro and Fuso been the conscript soldiers who form much of Rommels forces fight
converted into Ohka launchers. With his fleet are three cruisers with determination and ferocity, knowing only too well what
and nine destroyers. Late in rendezvousing with Yamamotos will be their fate if the Allies should breakout from their tenuous
powerful fleet, Ozawa is in time to distract Halseys pursuit. hold on the beaches. The combination of defensive positions,
Mistaking Ozawas ships for those of Yamamoto, Halsey gives advanced technology and the ghastly horror of SD abominations
chase. Outnumbered and outgunned, Ozawas fleet is sent to is enough to keep the Allies trapped on the shore. In only a few
the bottom by Halseys planes, only a few of the destroyers and hours, Eisenhower realizes the mistake he has made. Emboldened
cruisers managing to escape back to Japanese ports for repairs. by the ease of the Dieppe raid, none of the Allied generals is
However, Ozawas sacrifice 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 fleet 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 five of her fellows
to burn. Yamamotos fleet 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 Japanese torpedo
bombers. Seeing the invasion fleet 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 Japanese fleet, the Americans take the opportunity to
withdraw the forces that had been landed on Leyte under orders
from President Henry Wallace who is horrified 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 Japanese.

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 fields, tank traps, and glider obstacles. Along

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Jeremy Bernhardt (order #2415176) 6


prepared for this kind of a fight. Feeling the full weight of his Command to assassinate their Fhrer, the OKH is disbanded
failure, Eisenhower gives the order to withdraw while they can by the furious dictator. Many generals and commanders are
still salvage some of their men. The Germans continue to punish executed for having taken part in the plot. His own peripheral
the invaders even as they scramble back into their boats, many role in the plot concealed by the SD, Rommel is appointed to
SD abominations lunging down onto the beaches to sate their the new post of Kriegsmarshall, supreme commander of the
inhuman bloodlust, ignoring the withering fire slamming into German armed forces. At the same time, in collusion with
them from the Allied ships. At the end of the day, the Allies have Himmlers SS, Heydrich takes the opportunity to implicate
left almost 200,000 casualties in Normandy. What was to have Luftwaffe commander Hermann Goering in the plot. Removed
been the beginning of the end for the Axis has instead become a from his prestigious position, Goering is allowed to commit
moment of tragedy and despair for the Allies. Eisenhower gives suicide rather than face the humiliation of a show trial before
a brief speech to the press, assuming personal responsibility for the vicious Volksgerichtshof of Roland Freisler. General Robert
the failure in Normandy. Ritter von Greim replaces Goering as head of the Luftwaffe,
instantly implementing policies that will eliminate the corrupt
The tragedy of D-Day casts a long shadow over the western and inefficient policies of his predecessor.
Allies. Churchill is hard-pressed to maintain the resolve of
Britain. In the US, a disastrous attempt to silence the stories As Kriegsmarshall, Rommel reassigns himself to that theatre
coming back from Britain results in even greater public outcry. he feels most needshis personal involvement, the eastern front.
Trying to gain control of the situation, playing for time to Earlier in the year, the Soviets had made inroads into the Crimea
turn the hideous defeat into a rallying cry for the forces of and Marshal Zhukov had launched a devastating offensive in
democracy, President Roosevelt imposes a news black out in the the north from Leningrad, pressing against the northern flank
United States, keeping any word of the D-Day landings from the of the Axis and capturing territories in Finland and along the
American people. However, he is unable to prevent the rumours, Baltic. Rommel takes a hand in bolstering the defenses opposing
to stifle the stories drifting down from Canada or being spread Zhukov, coordinating with von Greims air forces. Seeking to
by German agents. The attempt to suppress the information, prevent the Soviets from recapturing the rich oil resources of
even for a few days, destroys the trust and faith of the American the Crimea, Rommel orders a joint offensive by the German
people in their president. When the news at last breaks, there Army Group South and the joint German-Russian Army Group
is no positive spin the administration is able to put on it. Riots Romanoff against into the Crimea. For once outnumbered by
break out in New York, Boston and even Chicago, a traditional their Axis enemies, the new, smaller armies deployed by Stalin
stronghold of Roosevelt supporters. Senators become even more for operations in the Crimea are swiftly brushed aside, forced to
vocal in their opposition of the administration and words like retreat back into the Ukraine. With the Crimea pacified, Rommel
conspiracy and impeachment are whispered in the halls of turns his eyes eastward. Once more, the panzers are poised to
Washington. Already in poor health, stress takes its toll on the press into the heart of the USSR.
president and he dies little more than a month after the D-Day
landings. Vice-president Henry Wallace succeeds Roosevelt, but 1945 - Fresh from his victory in the Crimea, Rommel is ready
the change does little to improve the sentiment of the American to press on deeper into the Ukraine and relieve the trapped army
people. Unpopular in even the best of times, accused of leftist of Field Marshal Paulus, however orders from Berlin call him
and pro-Soviet leanings, President Wallace is the centre of the away from the Eastern Front. The Fhrer has lost patience with
continuing controversy and even many who defended Roosevelt events in Turkey; it is taking Ahmed IV too long to crush the
have no qualms about turning on Wallace. Wallace is unable resistance of his countrymen. The Fhrer wants Turkey firmly
even to get the nomination of his party in the 1944 elections it under Axis control in order to press the campaign and strike at
is the ticket of Harry Byrd and Harry Truman that the Democrats the oil rich Middle East. Already, the Fhrer has assembled the
offer the voters. Incensed by what he sees as the chicanery of 1st Waffen SS Panzer Army under OberstgruppenFhrer Sepp
politicians who dont understand how to run a war, General Dietrich and dispatched it to aid the heir to the Ottoman throne,
MacArthur accepts the Republican nomination, running with but he distrusts the capabilities of Dietrich and wants the proven
New York Governor Thomas Dewey. The election will result in skills of a regular army Field Marshal to supplement Dietrichs
a mandate for MacArthur. Like the general, the people want a straightforward and direct methods. Rommel is quick to see
president who understands war and will spare them from any the benefits of such a campaign to the war effort as a whole
more D-Days. his time in North Africa has made him keenly appreciate the
crippling effect of fuel shortages and relentless Allied bombing
In the wake of the D-Day disaster, General Eisenhower is of Romanian oil fields has made finding alternate sources a
relieved of command. Churchill insists on a British replacement priority.
as Supreme Commander and President Wallace does not oppose
him. While Field Marshal Montgomery is the obvious choice, The Turkish campaign is a brief and bloody affair. Caught
his lack of popularity with American commanders causes between the SS troops of Dietrich, the regular Axis forces of
Churchill to instead appoint General Alexander as the new Rommel and their own countrymen, Inonus supporters are
Supreme Commander, giving Alexander a post-dated rank of decimated, forced to retreat into the hills of Armenia. The Allies,
Field Marshal so that he will become senior to Montgomery. watching with horror as Turkey falls, establish lines of defence
Across the Channel, Rommels success in repulsing the Allies in Palestine and Jordan, determined to block the Axis powers
in Normandy has once again put him in favour with his Fhrer. from driving through into Egypt and Arabia. However, the Allies
Following a disastrous attempt by members of the Army High do not have the resources and manpower to effect a complete

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Jeremy Bernhardt (order #2415176) 6


defense, the harsh desert terrain of the Middle East conspires with most of their German counterparts. Pattons firepower is
against such tactics, something which Rommel knows quite further augmented by what the Lightning Brigade, an armored
well. Consolidating an immense army consisting of Germans, company outfitted not with conventional weaponry but the new
Italians, Romanians, Bulgarians and Iraqis, Rommel thrusts energy and pulse weapons being developed by ARPA. These
his troops across the Turkish frontier almost in the same hour weapons are powerful enough to cut through even the thickest
as Ahmed IV is reinventing himself as Sultan Mehmed VII. German armor however the trick becomes convincing Rommel
Rommel pushes east rather than south, driving through Syria to let these deadly Tesla weapons get close enough to unleash
and northern Iraq to seize the oil fields of Iran. their terrible power.

While Rommel dashes to seize the oil fields of Iran, Dietrich The Germans continue to supply Rommels Panzer Armee
prepares to move into Palestine. From the very start he is hindered Asia with the best the Reichs industry can provide. The Maus
at almost every level. A capable division-level commander, super-heavy tank is dispatched to counteract the American T28
Dietrich is almost overwhelmed by the logistics of moving while the immense Ratte land dreadnought provides a hideous
million men. His command is further fragmented by its disparate infusion of long distance firepower. The SD is not shy about
elements. While he is in firm control of the SS elements of his providing all manner of insidious support to Rommels efforts in
army, the Turks exist within their own command structure Iran, lending some of their most horrific experiments to combat
while the Syrian and Iraqi freikorps answer to their own American rocket troops and armored Buffalo. Even with the
commanders. These freikorps prove especially troublesome in support of his nations industry, Rommel is extremely cautious,
their relations with the Turks, understandably less than excited manoeuvring his forces in a complex game of cat and mouse
about the prospect of a new Ottoman Empire where they will with Patton. Like two master chess players, Rommel and Patton
again be subject peoples. More rebellious still are the Vichy move their armies through the deserts, eagerly waiting for the
French formerly garrisoned in Syria, proving so truculent that other to make the first mistake.
Dietrich employs them only for rear-echelon duties. The biggest
handicap, however, comes from the meddling of Dietrichs Breakthroughs in the NKVDs psi experiments provide the
own superior Heinrich Himmler. Just days before the planned weapon Stalin has been waiting for a horrific psionic disruptor
attack, Himmler places himself in defacto command of the army, that can confuse and cripple enemy soldiers over a great distance.
radioing orders to Dietrich from SS headquarters in Berlin that Coupled with other ghastly developments by Soviet scientists
have less to do with changing tactical situations and more to that enable gifted operatives to produce concentrated blasts
do with the occult whims of Weisthor and the Schwarze Sonne of psionic energy to unleash against the minds of their enemies
mystics. and the terrifying potency of those NKVD agents of sufficient
psionic power as to be classified as talents, Stalin is at last ready
Although Dietrich enjoys some early successes in Syria, he to move against the Axis invaders. Two immense armies are
is soon brought up short by the British forces that have been assembled and unleashed. In the north, Marshal Zhukov crashes
assembled in Palestine. Including significant numbers of Indian, through German defenses, the ghastly psi-disruptors rendering
Egyptian and Jordanian soldiers, the Allied army in Palestine large numbers of the defenders reeling even before the first shots
is commanded by Field Marshal Montgomery, among the most are fired. Zhukovs assault will envelop the entirety of Latvia and
capable commanders in the Empire. The manifold problems of Estonia, devour half of Lithuania and consume nearly a million
Dietrichs command, the impossibility of integrating the disparate Axis soldiers. Zhukov separates his command, some of his troops
elements of his army into a unified whole, and the greater converging on the Polish border to cut off the supply lines from
strategic capabilities of Montgomery conspire to overwhelm Germany, others sweeping back into the Ukraine to annihilate
the technological and numerical superiority of the Axis forces. the trapped armies of Hoth, Guderian and von Manstein. On the
Within sight of the ancient walls of Jerusalem, Dietrichs eastern front, a second army under the command of Marshal
army is forced back, eventually assuming defensive positions Aleksandr Vasilevsky slams into Army Group South and Army
in the mountainous Golan Heights. The failure of Himmlers Group Romanoff, forcing them to abandon their attempt to relieve
expedition into the Levantine incenses the Fhrer, causing his Field Marshal Paulus in Stalingrad. Vasilevskys offensive drives
preference to shift once more from the arcane mysticism of the the Germans back across the Don River and a fierce campaign
SS to the ghastly technologies of the SD. ensues to retake the Crimea. However, Army Group Romanoff
retreats into the mountainous, heavily forested Caucuses. The
After two months of almost uncontested campaigning through escape of the Russian traitors incenses Nikita Khrushchev,
Iraq and Iran, Rommels forces finally face an opponent that is Marshal Vasilevskys political officer from the NKVD. Unlike
a more serious threat than the small British garrisons and poorly most of the politruks and zampolits attached to the Red Army,
equipped Persian militia. The American 7th Army disembarks Khrushchev maintains the rank and powers of a full commissar,
at Abadan. The US force is heavily armed and mechanized, able to countermand military orders he considers not to be in
commanded by General Patton, Rommels old adversary from the best interest of the Communist Party. Rather than pursue the
Tunisia. Outfitted with the new M26 Pershing, the heavy retreating Germans and press their offensive into the Ukraine,
M6 battle tank and the super-heavy T28 tank destroyer, the Khrushchev orders nearly half of Vasilevskys soldiers to turn
Americans had learned from their previous experiences at D- south and pursue Army Group Romanoff into the Caucuses.
Day and in Tunisia. While the light M4 Sherman continues Destroying the traitors, Khrushchev declares, is more vital to
to function as the backbone of Pattons armored columns, he the survival of the Soviet Union, even more vital that destroying
now has tanks sufficiently armored and armed to go toe-to-toe a German army.

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Jeremy Bernhardt (order #2415176) 6


Hounded by the psionic bloodhounds of the NKVD, vastly Heydrich is not interested in maintaining control of the city. He
outnumbered by the fearless hordes of the Red Army, fighting wants Paris to become a bloodbath, he wants the city reduced to
a running battle in one of the most inhospitable wildernesses in cinders, the very name of the French capital to become a byword
the world, it is a battered shell of an army that finally emerges for horror and suffering. Peiper uses his grotesque resources
from the Caucuses to join forces with Rommel at Tabriz in the to make Heydrichs hideous vision a reality. The Allies enter
north of Iran. The infusion of Russians however, is far from a Paris without so much as a shot being fired. Cheering crowds
boon to Rommel. Vaslov and Rasputin have little interest in of Parisians welcome them with open arms. Then, in the very
assisting the Germans in their actions against Patton, intent midst of the celebrations, as the illusion of victory settles over
instead upon revenging themselves upon Khrushchev and the liberators, the abominations of the SD strike. Rising from the
the Soviet army that has driven them from the Motherland. sewers and catacombs beneath the city, hundreds of Emaciated
Unaccountably, the Russians are able to requisition enormous Troopers, Sturmaffen, Feursoldaten and even worse nightmare
amounts of resources from the German High Command, both amalgamations of flesh and steel fall upon the liberators with
in material and manpower to pursue their reckless incursion the ferocity of wild beasts. By nightfall, the city is a warzone,
into the underbelly of the USSR. While Rommel is forced to isolated clusters of soldiers trying to hold their own against
beg for every tank and infantry division, the Russians seem to Peipers inhuman forces. The triumph of those first hours in
get whatever they ask for. Many within his command credit the Paris will become a bitter memory to the men who continue to
fortunes of the Russians not upon the favour of Berlin but upon battle the creatures of the SD through the winter, stalking their
the eerie influence Rasputin, an influence, it is whispered, that hideous quarry through the dank sewers and macabre catacombs
reaches as high as the Fhrer himself. of the Parisian underworld.

While the Italian theatre settles into a tense stalemate with Winter finds the Germans mounting a concentrated counter
Kesselrings Germans and Mussolinis fascists holding the north attack against the Allies in France. Advancing from the west are
of the country and the Allies and the Italian Republic holding 300,000 Spanish fascists under General Jose Moscardo Ituarte
the south of the country, Field Marshal Alexander uses Italy while from the east comes 200,000 Germans under Field Marshal
as a staging area for one of the boldest adventures of the war Walther Model and the 25,000 strong Milice, the paramilitary
another attempt to penetrate the walls of Festung Europa. fighters of StandartenFhrer Joseph Darnand, detached to the
In February the Allies send million men charging onto the invasion forces by Marshal Petain. The attack proves a gruesome
beaches of France. Using intelligence provided by the French surprise to the Allies. Though they continue to enjoy numerical
Maquis and British operatives in occupied Europe, Alexander advantage over their Axis adversaries, the Allies are forced to
chooses the south of France as his objective, striking against give ground before the enemy advance, resulting in many small
the coastline in Vichy controlled France. Resistance from the pockets of resistance as American and British soldiers fall back
fascist French is much weaker than that posed by Rommels into the cities. The Germans in particular are extremely well
troops in Normandy and the abominations of the SD. Entire equipped with a large number of tanks. In desperation, many
regiments defect to the Allied cause, marshalling behind General American units begin using robots, heretofore employed only as
Charles de Gaulle and his Free French forces. Field Marshal machines for brute labour, in a combat role, setting them against
von Rundstedt is prevented from reacting to the Allied invasion German Goliath tanks and the inhuman creatures of the SS and
quickly by orders that are issued from Berlin. Once again, the SD. The 1st US Rocket Corps is trapped in the French city of
Fhrer is convinced that the attack is a deception and that the Avignon by a combined Milice/German force, enduring months
real invasion will strike at Calais. By the time von Rundstedt is of siege as the Axis troops relentlessly try to retake the city.
allowed to send appreciable forces south to bolster the rapidly
degenerating situation of Marshal Petains troops, over a million The Pacific theatre continues to find the Japanese Empire in
Allied troops have landed in France and are thrusting up through retreat. Before the face of determined Allied attacks in Indo-
the centre of the country. China, the Imperial Japanese Army is driven from the former
French colony. The Chinese forces of Chiang Kai-shek press into
By October the Allies have penetrated deep enough into Japanese controlled sections of China, pounding the puppet state
France that they move on Paris. General Omar Bradley leads of Nanking with artillery at the height of the campaign. Maos
the American 3rd Army in this endeavour while General de communist guerrillas stage raids into Manchuria, sabotaging
Gaulle leads his Free French in the liberation of their capital. the rail system sending troops and supplies to the embattled
The German military governor of Paris, General Dietrich von Japanese in the south.
Choltitz fears the destruction of the cultural and artistic centre,
horrified that history will hold him to blame for such hideous After gaining the presidency, MacArthur makes the recapture
carnage. Von Choltitz withdraws his garrison, declaring Paris of the Philippines his top priority. This is not simply to honour
an international city and abandoning it to the advancing Allies. his promise to the Filipino people, but also from a strategic
The SD, however, has much different plans. Heydrich himself point: control of the Philippines will allow the Allies to choke
orders nearly all SD personnel in France to converge on Paris off Japans link to their oil supplies in Borneo and Sumatra.
and deny the city to the enemies of the Reich. A force of 20,000 MacArthur recalls the disgraced General Eisenhower, giving
men and SD abominations converge on Paris in the hours after him the opportunity to redress his guilt over the failure at
von Choltitz withdraws. Commanding operations in the city D-Day by placing him in charge of a second invasion of the
is a military officer recruited into the SD from the Waffen SS, Philippines. This time American forces attack the southern
StandartenFhrer Joachim Peiper. Peipers orders are clear, island of Mindanao, seeking to use Mindanao as a staging area

27

Jeremy Bernhardt (order #2415176) 6


for further operations against Yamashitas forces. A new, more Mutos forces swiftly occupy Anchorage and stage as far inland
mobile and lightly armored version of the Buffalo is provided as Fairbanks. Although meeting dogged resistance at first, it
by ARPA for Eisenhowers invasion force. It is felt that the new does not take the Japanese long to use the element of surprise
armor suits will be able to function better in the harsh jungle to crush the American defenders. In the months to come, Muto
conditions than their heavier forebears. Nick-named Antelope, consolidates his hold on the Alaskan coastline and sends probing
these new weapons prove their value early on in the attack by expeditions as far as the Canadian Yukon.
employing their Tesla cannons to destroy Japanese suicide boats
as they try to ram American landing craft. A concerted American response to Mutos invasion is forestalled
by the events that follow it. As a diversion from the Alaskan
Simultaneous with the army invasion of Mindanao, Admiral attack, the Japanese send a small fleet under the command of
Halsey lands the 2nd Marine and 3rd Marine divisions under Admiral Soemu Toyoda to attack San Francisco. A terror attack,
the command of General Holland Smith in the Admiralty Toyodas small fleet boasts 35 torpedo bombers converted
Islands. The plan is to seize the islands and use them to block into kamikaze weapons. With the lights of San Francisco on
the Japanese route to Sumatra should operations on Mindanao the horizon, Toyoda gives the command and the suicide pilots
fail. The Marines find the campaign anything but easy the launch from his aircraft carriers. The bombers have been fitted
Japanese have been using the Admiralty Islands as a dumping with special tanks that contain a cocktail of disease strains
grounds for many failed experiments and uncontrollable kaijin developed by Unit 731, when they crash into the streets of the
that have been deemed to dangerous too employ in New Guinea. Californian city, virulent horror scatters across the metropolis.
Safe within their underground fortresses, the Japanese garrison In the weeks to come, outbreaks of plague, cholera, typhus
almost pities the Americans as the ghastly fiends created by Unit and less identifiable sickness cripple the city and bring it to its
731s ruthless experimentation relentlessly attack the Marines. knees. MacArthur, realizing that the diseases running rampant in
The fighting on Los Negros Island is so fierce and terrible that San Francisco cannot be allowed to spread orders a quarantine
the Marines come to call the place Blood Rock. established around the city. Miles of barbed wire and thousands
of armed guards maintain the cordon around San Francisco,
Pressed on all sides by the Americans and their Allies, Premier determined to prevent the infection from spreading across the
Tojo demands that the battle be taken back to the Americans. country. Physicians work around the clock to try to undo the
By attacking the American homeland, Tojo hopes to break the nightmare that has been unleashed by the kamikazes, but the
will of the American people and force their leaders to accept variety and combination of infections are a hurdle that seems
an armistice that will allow Japan to retain all of its remaining almost insurmountable.
territories. Admiral Yamamoto is a vocal opponent of Tojos
plan, warning that they should not repeat the mistake they made South America erupts into conflict as the war spreads into
at Pearl Harbor. Tojo and his generals remain obstinate, however. Latin America. An Axis-backed coup in Mexico finds President
A large invasion force sets out from Japan, its objective the Camacho fighting a civil war against his own people. Paraguay
Alaskan mainland. The force is commanded by General Akira forms an alliance with Argentina, hoping to recapture territories
Muto, selected for his ruthlessness and unswerving loyalty to lost to Bolivia, while Peru joins the Axis camp in return for
the Emperor. The troops under Mutos command, however, assistance with their own disputes with Ecuador. Pressured by
are largely colonials from Korea and Manchuria, soldiers the Argentina, Bolivia abandons its alliance with the Axis and makes
General High Staff feel are completely expendable. The invasion common cause with Brazil and Chile to combat the belligerent
of Alaska is considered a risky venture by even the most vocal of Axis powers. The Japanese, with their enormous Type XXI
its proponents. It is a psychological rather than a tactical victory submarines launch kamikazes against the Panama Canal, striking
that the IJA hopes for by staging this attack. a terrible blow against the American Navy when they damage
the canal and effectively cut off the American Atlantic
and Pacific fleets.

In an attempt to knock Japan 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 6th, the B-29
bomber Enola Gay drops an atomic bomb on the
Japanese capital. While destroying much of the
Japanese government and claiming almost 200,000
lives, the atomic bomb fails to break the Japanese
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 Japans
civilian government and it is whispered even the
Emperor fears to continue the war.

28

Jeremy Bernhardt (order #2415176) 6


Retaliation for the atomic bomb attack comes not from Japan rule. Awesome weapons of destruction rain down upon the earth,
but from Germany. News of the annihilation of Tokyo forces blasting the land itself into a blackened cinder. Mankind stands
desperate action on the part of the Fhrer, who fears a similar on the edge of midnight as the wheel of history turns toward its
fate for Berlin. An experimental weapon being developed by darkest hour.
Sonderbeuro 13s Kammlerstab is fitted onto a Junkers Ju 390
Amerika Bomber. The German bomber stages from occupied
Norway, flying 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 fizzle, 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 conflagration as the chemicals within the bomb
are exposed to the outside air incinerates all of Manhattan and
scorches the New Jersey 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 conflict.


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

29

Jeremy Bernhardt (order #2415176) 6


1908 Oct. 14, 1933 - Germany quits the Oct. 1, 1936 - Franco declared head of
League of Nations. Spanish State.
Jun. 30, 1908 A massive explosion
takes place in Siberia, destroying 1934 1937
hundreds of square miles of forest. Its
cause remains unknown. Jun. 9, 1934 - The Sicherheitsdienst (SD) Jun. 11, 1937 - Soviet leader Stalin
becomes the sole German intelligence begins a purge of Red Army generals.
1918 service under Reinhard Heydrich.
Jun. 20, 1937 - Soviet ANT-25 plane
Nov. 11, 1918 - World War One ends Jun. 30, 1934 - The Night of the Long successfully makes a transpolar flight
with German defeat. Knives. from Moscow to Vancouver.

1919 Jul. 25, 1934 - Germans murder Austrian 1938


Chancellor Dollfuss.
Apr. 28, 1919 - League of Nations Mar. 12/13, 1938 - Germany announces
founded. Aug. 2, 1934 - German President Anschluss (union) with Austria.
Hindenburg dies and Adolf Hilter is
Jun. 28, 1919 - Signing of the Treaty of appointed Fhrer of Germany. Aug. 15, 1938 - A strange object crashes
Versailles. outside of Czernica, Poland. The alien
1935 device is studied by Polish scientists for
1923 the next nine months.
Mar. 16, 1935 - Germany violates the
Nov. 8/9, 1923 - The Beer Hall Putsch. Treaty of Versailles by introducing Aug., 1938 - Lavrentiy Beria, head of
military conscription. the NKVD, creates the Special Design
1926 Bureau (SDB) to compile all scientific
1936 research being done in the Soviet Union
Sept. 8, 1926 - Germany admitted to under one roof.
League of Nations. Feb. 10, 1936 - The German Gestapo is
placed above the law. Aug. 12, 1938 - German military
1929 mobilizes.
Mar. 7, 1936 - German troops occupy the
Jan. 6, 1929 - Heinrich Himmler Rhineland. Oct. 15, 1938 - German troops occupy
appointed head of the Schutzstaffel (SS). the Sudetenland; Czech government
May 9, 1936 - Mussolinis Italian forces resigns.
Oct. 29, 1929 - Stock Market on Wall conquer Abyssinia.
Street crashes. Dec., 1938 - The Psi Bureau is created
Jul. 18, 1936 - Civil war erupts in Spain. under the SDB to track the psychic
1930 phenomenon taking place in the Soviet
Union.
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.

Jul. 14, 1933 All other political parties


outlawed in Germany.

30

Jeremy Bernhardt (order #2415176) 6


1939 1940
Mar. 15/16, 1939 Czechoslovakia Jan. 8, 1940 - Rationing
is divided between Germany, Poland begins in Britain.
and Hungary. Puppet state of Slovakia
created. Mar. 12, 1940 - Finland
signs a peace treaty with
Mar. 28, 1939 - Spanish Civil war ends. Soviets.

May 22, 1939 - Germans sign Pact of Mar. 16, 1940 -


Steel with Italy. Germans bomb Scapa
Flow naval base near
Aug. 23, 1939 - Germans and Soviets Scotland.
sign Nonaggression Pact.
Apr. 9, 1940 -
Aug. 25, 1939 - Britain and Poland sign Germans invade
a Mutual Assistance Treaty. Denmark and Norway.

Aug. 31, 1939 - British fleet mobilizes; May 10, 1940 - Germans invade Jun. 28, 1940 - Britain recognizes Gen.
Civilian evacuations begin from London. France, Belgium, Luxembourg and the Charles de Gaulle as the Free French
Netherlands; Winston Churchill becomes leader.
Sept. 1, 1939 - Germans invade Poland. British Prime Minister.
The SD captures the crashed alien device Jul. 1, 1940 - German U-boats attack
recovered by the Poles and moves it to May 15, 1940 - Holland surrenders to the merchant ships in the Atlantic.
Germany. Germans.
Jul. 5, 1940 - French Vichy government
Sept. 3, 1939 - Britain, France, Australia May 26, 1940 - Evacuation of Allied breaks off relations with Britain.
and New Zealand declare war on troops from Dunkirk begins.
Germany. Jul. 10, 1940 - Battle of Britain begins.
May 28, 1940 - Belgium surrenders to
Sept. 4, 1939 - British Royal Air Force the Germans. Jul. 23, 1940 - Soviets invade Lithuania,
attacks the German Navy. Latvia and Estonia.
Jun. 3, 1940 - Germans bomb Paris;
Sept. 5, 1939 - United States proclaims Dunkirk evacuation ends. Aug. 3-19 - Italians occupy British
neutrality; German troops cross the Somaliland in East Africa.
Vistula River in Poland. Jun. 10, 1940 - Norway surrenders to the
Germans; Italy declares war on Britain Aug. 13, 1940 - German bombing
Sept. 10, 1939 - Canada declares war on and France. offensive against airfields and factories
Germany; Battle of the Atlantic begins. in England.
Jun. 14, 1940 - Germans enter Paris.
Sept. 17, 1939 - Soviets invade Poland. Aug. 15, 1940 - Air battles and daylight
Jun. 16, 1940 - Marshal Ptain becomes raids over Britain.
Sept. 27, 1939 - Warsaw surrenders to French Prime Minister and head of the
Germans; Reinhard Heydrich becomes fascist Vichy Regime. Aug. 17, 1940 - Germany declares a
the leader of new Reich Main Security blockade of the British Isles.
Office (RSHA). Jun. 18, 1940 The Fhrer and
Mussolini meet in Munich; Soviets begin Aug. 23/24, 1940 - First German air
Sept. 29, 1939 - Germans and Soviets occupation of the Baltic States. raids on Central London.
divide up Poland.
Jun. 22, 1940 - France signs an armistice Aug. 25/26, 1940 - First British air raid
Nov. 8, 1939 - Assassination attempt on with the Germans. on Berlin.
The Fhrer fails.
Jun. 27, 1940 - The National Defense Sept. 3, 1940 - Germany plans Operation
Nov. 30, 1939 - Soviets attack Finland. Research Committee (NDRC) is created Sealion (the invasion of Britain).
by American President Roosevelt.
Dec. 14, 1939 - Soviet Union expelled Nikola Tesla becomes a prominent Sept. 7, 1940 - German Blitz against
from the League of Nations. member. England begins.

31

Jeremy Bernhardt (order #2415176) 6


Nov. 23, 1940 - Romania joins the Axis Apr. 27, 1941 - Greece surrenders to the
Powers. Germans.

Dec. 9/10, 1940 - British begin a western May 1, 1941 - German attack on Tobruk
desert offensive in North Africa against is repulsed.
the Italians.
May 10, 1941 - Deputy Fhrer Rudolph
Dec. 29/30, 1940 - Massive German air Hess flies to Scotland.
raid on London.
May 10/11, 1941 - Heavy German
1941 bombing of London; British bomb
Hamburg.
Jan. 22, 1941 - Tobruk in North Africa
falls to the British and Australians. May 15, 1941 - Operation Brevity begins
(the British counter-attack in Egypt).
Feb. 11, 1941 - British forces advance
into Italian Somaliland in East Africa. Jun. 4, 1941 - Pro-Allied government
installed in Iraq.
Feb. 12, 1941 - German General Erwin
Rommel arrives in Tripoli, North Africa. Jun. 8, 1941 - Allies invade Syria and
Lebanon.
Feb. 14, 1941 - First units of German
Afrika Korps arrive in North Africa. Jun. 14, 1941 - United States freezes
German and Italian assets in America.
Sept. 13, 1940 - Italians invade Egypt. Mar. 7, 1941 - British forces arrive in
Greece. Jun. 22, 1941 - Germany attacks Soviet
Sept. 15, 1940 - Massive German air Union as Operation Barbarossa begins.
raids on London, Southampton, Bristol, Mar. 11, 1941 - President Roosevelt
Cardiff, Liverpool and Manchester. signs the Lend-Lease Act. Jun. 28, 1941 - Germans capture Minsk.
The NDRC is replaced by the Advanced
Sept. 16, 1940 - United States military Mar. 27, 1941 - A coup in Yugoslavia Research Projects Agency (ARPA).
conscription bill passed. overthrows the pro-Axis government.
Jul. 3, 1941 - Stalin calls for a scorched
Sept. 27, 1940 - Tripartite (Axis) Pact Apr. 3, 1941 - Pro-Axis regime set up in earth policy.
signed by Germany, Italy and Japan. Iraq.
Jul. 10, 1941 - Germans cross the River
Oct. 7, 1940 - German troops enter Apr. 6, 1941 - Germans invade Greece Dnieper in the Ukraine.
Romania to support the Antonescu and Yugoslavia.
government. Jul. 12, 1941 - Mutual Assistance
Apr. 14, 1941 - Rommel attacks Tobruk. agreement between British and Soviets.
Oct. 12, 1940 - Germans postpone
Operation Sealion until Spring of 1941. Apr. 17, 1941 - Yugoslavia surrenders to Jul. 14, 1941 - British occupy Syria.
the Germans.
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 fleet 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


9th Army.

32

Jeremy Bernhardt (order #2415176) 6


Jul. 26, 1941 - Roosevelt freezes Fog decree. but survives the attack thanks to the
Japanese assets in United States and cybernetic and genetic research of the
suspends relations. Dec. 8, 1941 - United States and Britain SD.
declare war on Japan.
Aug. 1, 1941 - United States announces Jun. 10, 1942 - Germans liquidate Lidice
an oil embargo against aggressor states. Dec. 11, 1941 - Germany declares war in reprisal for Heydrichs assassination.
on the United States.
Aug. 14, 1941 - Roosevelt and Churchill Jun. 20, 1942 Germans capture
announce the Atlantic Charter. Dec. 16, 1941 - Rommel begins a retreat Sevastopol.
to El Agheila in North Africa.
Aug. 20, 1941 - German siege of Jun. 21, 1942 - Rommel captures Tobruk.
Leningrad begins. Dec. 19, 1941 - The Fhrer takes
complete command of the German Army. Jun. 25, 1942 - Eisenhower arrives in
Sept. 19, 1941 - Germans take Kiev. London.
1942
Oct. 2, 1941 - Operation Typhoon begins Jun. 30, 1942 - Rommel reaches El
(German advance on Moscow). Jan. 1, 1942 - Declaration of the United Alamein near Cairo, Egypt.
Nations signed by 26 Allied nations.
Oct. 16, 1941 - Germans take Odessa. Jul. 1-30, 1942 - First Battle of El
Jan. 13, 1942 - Germans begin a U-boat Alamein.
Oct. 24, 1941 - Germans take Kharkov. offensive along east coast of USA.
Jul. 5, 1942 - Soviet resistance in the
Oct. 30, 1941 - Germans reach Jan. 21, 1942 - Rommels counter- Crimea ends.
Sevastopol. offensive from El Agheila begins.
Jul. 13, 1942 - Germans begin a drive
Nov. 13, 1941 - British aircraft carrier Jan. 26, 1942 - First American forces toward Stalingrad in the USSR.
Ark Royal is sunk off Gibraltar by a U- arrive in Great Britain.
boat. Jul. 30, 1942 The German Army
Apr. 23, 1942 - German air raids begin Group South is split into two distinct
Nov. 20, 1941 - Germans take Rostov. against cathedral cities in Britain. and separate commands. The diminished
Army Group South continues toward
Nov. 27, 1941 - Soviet troops retake May 26, 1942 - Rommel begins an Stalingrad while the Russian-led Army
Rostov. offensive against the Gazala Line. Group Romanoff assaults Rostov.

Dec. 5, 1941 - German attack on May 27, 1942 - SS Leader Heydrich Aug. 7, 1942 - British General Bernard
Moscow is abandoned. attacked in Prague. Montgomery takes command of Eighth
Army in North Africa.
Dec. 6, 1941 - Soviet Army launches a May 30, 1942 - First thousand bomber
major counter-offensive around Moscow. British air raid (against Cologne). Aug. 12, 1942 - Stalin and Churchill
meet in Moscow.
Dec. 7, 1941 - Japanese bomb Pearl Jun. 4, 1942 - Reinhard Heydrich of
Harbor; Germany issues the Night and the SD is nearly killed by Czech agents Aug. 17, 1942 - First all-American air

33

Jeremy Bernhardt (order #2415176) 6


attack in Europe. Nov. 11, 1942 - Germans and Italians Jan. 14-24, 1943 - Casablanca
occupy Vichy France. conference between Churchill and
Aug. 18, 1942 - First Waffen SD units Roosevelt. During the conference,
are dispatched to the Eastern Front by Nov. 19, 1942 - Major Soviet winter Roosevelt announces the war can end
Heydrich. offensive begins. With the new T34 tank, only with an unconditional German
the Soviets are able to completely halt surrender.
Sept. 2, 1942 - Rommel driven back by the Axis advance into Russia.
Montgomery in the Battle of Alam Halfa. Jan. 18, 1943 - Soviets establish supply
Nov. 24, 1942 - Unable to maintain land lines to Leningrad, breaking the German
Sept. 1, 1942 - Battle of Stalingrad supply routes, the Germans attempt to siege.
begins. supply Stalingrad from the air.
Jan. 23, 1943 - Montgomerys Eighth
Sept. 13, 1942 - First Soviet chuman Dec. 2, 1942 - Professor Enrico Fermi Army takes Tripoli.
units appear at Stalingrad. sets up an atomic reactor in Chicago.
Jan. 27, 1943 - First bombing raid
Sept. 23, 1942 - Soviets begin to Dec. 13, 1942 - Rommel withdraws from by Americans on Germany (at
close the jaws of their bear trap at El Agheila. Wilhelmshaven).
Stalingrad. General Paulus loses most of
his armor in a pathetic counter-attack. Dec. 16, 1942 - Soviets defeat Italian Feb. 4, 1943 - Axis forces begin to push
troops on the River Don in the USSR. back the Soviet offensive.
Oct. 4, 1942 - The SD dispatches the first
of its enhanced soldiers to assist the Dec. 26, 1942 - Germans begin a general Feb. 14-25, 1943 - Battle of Kasserine
Germans at Stalingrad. withdrawal in the face of renewed Soviet Pass between the U.S. 1st Armored
offensives. Division and German Panzers in North
Oct. 9, 1942 - Stalin reinforces the Africa.
command powers of his commissars, Dec. 31, 1942 - Battle of the Barents Sea
hindering tactical flexibility of Soviet between German and British ships. Mar. 2, 1943 - Germans begin a
forces. withdrawal from Tunisia, Africa.
1943
Oct. 14, 1942 - First Red Guard Mar. 5, 1943 - Germans re-occupy
divisions are sent to the fighting at Jan. 7, 1943 - ARPA facility at San Kharkov.
Stalingrad. Diablo attacked by German agents.
Nikola Tesla killed. Mar. 16-20, 1943 - Battle of Atlantic
Oct. 25, 1942 - Axis push in the climaxes with 27 merchant ships sunk by
Caucasus resumes. Jan. 8, 1943 - Soviets continue to allow German U-boats.
Nov. 8, 1942 - Operation Torch begins small numbers of German soldiers to
(U.S. invasion of North Africa). reach Stalingrad and what Stalin calls Mar. 20-28, 1943 - Montgomerys Eighth
his fascist meatgrinder. Army breaks through the Mareth Line in
Tunisia.

34

Jeremy Bernhardt (order #2415176) 6


Mar. 25, 1943 - German Operation Sept. 23, 1943 - Mussolini installed May 20, 1944 - The dreaded
Citadel leads to the biggest tank battle as leader of a new fascist regime in Sonderbuero-13 is created as a
in history. Zhukovs Red Army breaks northern Italy. subsidiary of the SD.
the German attack, but suffers hideous
losses when the SD fires an atomic shell Oct. 1, 1943 - Allies enter Naples, Italy. May 25, 1944 - Germans retreat from
into their advance. The Soviets fall back Anzio.
in the wake of this assault. Oct. 13, 1943 - Italian Republic declares
war on Germany; Second American air Jun. 5, 1944 - American 5th Army fights
Apr. 6/7, 1943 - Axis forces in Tunisia raid on Schweinfurt. its way into Rome from Anzio, but is
begin a withdrawal toward Enfidaville as completely cut off by German forces.
American and British forces link. Nov. 18, 1943 - Large British air raid on
Berlin. Jun. 6, 1944 - Allies defeated in
May 7, 1943 - Allies take Tunisia. Normandy as D-Day landings fail to
Nov. 28, 1943 - Roosevelt, Churchill, provide a foothold into German-held
May 13, 1943 - German and Italian Stalin meet at Teheran. Europe.
troops surrender in North Africa.
Dec. 24-26, 1943 - Soviets launch Jun. 9, 1944 - Soviet offensive against
May 16/17, 1943 - British air raid on the offensives on the Ukrainian front. Finland begins.
Ruhr.
1944 Jun. 12, 1944 - General Eisenhower
May 22, 1943 - Dnitz suspends U-boat relieved of command. Field Marshal
operations in the North Atlantic. Jan. 6, 1944 - Soviet troops advance into Alexander becomes new Allied Supreme
Estonia and Latvia. Commander.
Jun. 10, 1943 - Pointblank directive to
improve Allied bombing strategy issued. Jan. 17, 1944 - First attack toward Jun. 13, 1944 - First German V-1 rocket
Cassino, Italy. attack on Britain.
Jul. 9/10, 1943 - Allies land in Sicily.
Jan. 22, 1944 - Allies land at Anzio. Jun. 22, 1944 - Operation Bagration
Jul. 19, 1943 - Allies bomb Rome. begins (the Soviet summer offensive).
Jan. 27, 1944 - Leningrad relieved after a
Jul. 22, 1943 - Americans capture 900-day siege. Jul. 1, 1944 - An expedition is made by
Palermo, Sicily. members of the 4th Special Department to
Feb. 15-18, 1944 - Allies bomb the the Tunguska blast site. Few survive and
Jul. 24, 1943 - British bombing raid on monastery at Monte Cassino. a direct correlation between the blast of
Hamburg. 1908 and the Soviet psi phenomenon is
Feb. 16, 1944 - Germans counter-attack established.
Jul. 25/26, 1943 - Mussolini arrested against the Anzio beachhead.
and the Italian Fascist government falls; Jul. 3, 1944 - Soviets invade Lithuania.
Marshal Pietro Badoglio takes over and Mar. 4, 1944 - First major daylight
negotiates with Allies. bombing raid on Berlin by the Allies. Jul. 10, 1944 - President Roosevelt
dies and is succeeded by vice-president
Jul. 27/28, 1943 - Allied air raid causes a Mar. 15, 1944 - Second Allied attempt to Wallace.
firestorm in Hamburg. capture Monte Cassino begins.
Jul. 20, 1944 - German assassination
Aug 17, 1943 - American daylight air Mar. 18, 1944 - British drop 3000 tons attempt on the Fhrer fails.
raids on Regensburg and Schweinfurt in of bombs during an air raid on Hamburg,
Germany; Allies reach Messina, Sicily. Germany. Jul. 30, 1944 - Soviets capture Kiev.

Sept. 8, 1943 - Italian surrender is Apr. 8, 1944 - Soviet troops push Axis Aug. 1, 1944 - Polish Home Army
announced. forces back across the Dniepr River. uprising against Germans in Warsaw
begins. Expect the aid of the Soviets
Sept. 9, 1943 - Allied landings at Salerno May 9, 1944 - Soviet troops recapture driving down from Lithuania.
and Taranto. Smolensk.
Aug. 14, 1944 - Implicated in the
Sept. 11, 1943 - Germans occupy Rome. May 11, 1944 - Allied attempt to break assassination attempt, Hermann Goering
the Monte Cassino defense fails when the commits suicide and is succeeded by
Sept. 12, 1943 - Germans rescue SD dispatches hundreds of Emaciated General Robert Ritter von Greim as head
Mussolini. Troopers to the line. of the Luftwaffe.

35

Jeremy Bernhardt (order #2415176) 6


Caucasus. In the north, a defensive Mar. 25, 1945 - Rommels forces invade
cordon is established along the Iraq.
Daugava River to contain the
Soviets. Apr. 1, 1945 - Allies take Valence.

Jan. 15, 1945 - A German-backed Apr. 5, 1945 - Allies take St Ettienne.


coup in Turkey begins a violent
campaign to restore the Ottoman Apr. 12, 1945 - Allies capture Lyon.
sultans.
Apr. 15, 1945 - The Germans capture
Feb. 4-11, 1945 - MacArthur, Beruit.
Churchill, Stalin meet at Yalta.
Apr. 18, 1945 - Rommel captures
Feb. 13/14, 1945 - Dresden is Baghdad, driving out the British.
destroyed by a firestorm after Allied
bombing raids. Apr. 21, 1945 - General George S.
Patton Jr. is dispatched to Arabia to
Feb. 14, 1945 - Operation Dragoon command the US 7th Army. Their express
launched against occupied France. mission is to stop Rommel.
Nearly one million Allied soldiers
land in the south of France. Apr. 30, 1945 - Allies capture Dijon.

Feb. 20, 1945 - The Turkish May 2, 1945 - Allies capture Moulins.
Aug. 25, 1944 - Erwin Rommel is government is driven into exile by the
appointed Kriegsmarshal of all German new sultan and his German supporters. May 5, 1945 - Pattons forces cross into
military forces for his successful defense An entire Waffen SS army moves into southern Iraq.
in Normandy. He is sent to the Russian Turkey, poised to seize the resources of
Front to recover the situation there. Palestine and Jordan. May 5, 1945 Japanese forces land in
the Aleutian Islands, moving into Alaska.
Sept. 26, 1944 - Soviet troops occupy Feb. 25, 1945 - Montgomery is placed
Estonia. in charge of Allied defenses in Palestine, May 19, 1945 - First clash between
fearing a German attack from Turkey. elements of Panzer Armee Asia and the
Sept. 28, 1944 - A concentrated Axis US 7th Army.
attack begins to push the Soviets back in Feb. 26, 1945 - Allies capture Toulon.
Lithuania and Finland. May 21, 1945 - After a long and brutal
Mar. 1, 1945 - Rommel arrives in Turkey campaign, Montgomery stops Dietrichs
Oct. 2, 1944 - Warsaw Uprising ends as at the head of Panzer Armee Asia. army before it can reach Jerusalem.
the Polish Home Army surrenders to the Dietrichs force crumbles in the face of
Germans. Mar. 5, 1945 - Allies capture Marseille. the defeat, many of his Syrian and Vichy
troops deserting. Montgomery doesnt
Oct. 10-29, 1944 - Soviet troops capture Mar. 7, 1945 - Germans take Kiev. realize how completely Dietrich has been
Riga. beaten and fails to pursue him back into
Mar. 15, 1945 - German attacks in the Lebanon.
Nov. 7, 1944 - General Douglas Middle East begin. An SS army led by
MacArthur beats Harry Truman for the Sepp Dietrich strikes south into Syria, May 22, 1945 - Allies capture Toulons.
presidency of the United States. advancing toward Palestine and Egypt
while Rommel leads his force eastward May 25, 1945 - Allies capture Limoges.
Dec. 1, 1944 - Soviets recapture Minsk. toward Iraq and the oil fields of Iran.
May 27, 1945 The final Japanese
1945 Mar. 16, 1945 - Allies take Montpellier. invasion force pushes into Alaska.

Jan. 8, 1945 - The Soviet offensive Mar. 21, 1945 - Damascus is captured by Jun. 1, 1945 - Allies capture Orleans.
is halted largely by von Greims Axis forces.
devastating Luftwaffe and the large Jun. 5, 1945 - Patton begins a full scale
numbers of jet-powered dive bombers Mar. 21, 1945 - Allies capture Avignon. attack against Rommel.
supporting Rommels ground forces.
Mar. 22, 1945 - Germans retake Jun. 8, 1945 - Elements of Rommels
Jan. 12, 1945 - Rommel begins a Kharkov. forces cross into Iran.
concentrated attack on Soviet lines,
driving toward the Crimea and

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Jeremy Bernhardt (order #2415176) 6


June 8, 1945 The Japanese launch Patton is forced to give ground before Sept. 1, 1945 - Rommel retakes Baghdad.
a chemical/biological attack on San Rommels new offensive.
Francisco leaving the city a plague- Sept. 15, 1945 - Almost pushed back into
infested ruin that is quickly quarantined Aug. 6, 1945 The USAAF drops a Arabia by Rommel, Patton goes back on
by the US government. new type of bomb on Tokyo, hoping to the offensive when 25 Super-Heavy T-28
knock Japan out of the war and force tanks are delivered to the US 7th Army.
Jun. 10, 1945 - The campaign Patton will the Emperor to sue for peace. The Sept. 17, 1945 - Bordeaux falls to the
describe as the Foxhunt begins. The US atomic bomb devastates the city, killing Allies.
7th Army pursues Rommel through the 200,000 and leveling 70% of Tokyo. The
deserts of Iraq and Iran. destruction only intensifies Japanese Sept. 20, 1945 - Heavy fighting stalls the
resolve and the surviving government Allied advance west at Reims.
Jun. 20, 1945 - Patton captures relocates to Kyoto.
Baghdad. Oct. 20, 1945 - Patton recaptures
Aug. 8, 1945 - The US 3rd Army and Free Baghdad.
July 16, 1945 Two Japanese AM-class French forces move on Paris.
submarines attack the Panama Canal Oct. 21, 1945 Allies capture Toulon.
from the Atlantic, crippling Atlantic- Aug. 12, 1945 - Against the Fhrers
Pacific fleet movements. orders, General von Choltitz abandons Oct. 25, 1945 - German forces are
Paris to the Allies. The SD, however, pushed into northern Iraq and eastern
Aug. 5, 1945 - The first of the grotesque stays behind to wage a guerrilla war Iran.
Ratte super-tanks arrive in Iraq. from the sewers and catacombs beneath
the city. Oct. 31, 1945 - The remains of Army
Group Romanoff emerge from the
Aug. 13, 1945 - Paris is officially Caucasus and link up with Rommel.
liberated.
Nov. 10, 1945 - Montgomery goes on
Aug. 14, 1945 A German Ju-390 the offensive against Dietrich. The
appears in the skies above Manhattan Germans and their allies are now firmly
and drops a fuel-air bomb code- entrenched in Syria and Lebanon,
named Drachefeur on the metropolis. however.
Hundreds of thousands are incinerated
as the German bomb ignites the Nov. 11, 1945 - Rommel stages another
atmosphere. The attack is retaliation drive into Iran to secure the oil fields,
for the bombing of Tokyo and a grim supported by Army Group Romanoff.
warning to MacArthur that any similar
attack against Germany will be returned Nov. 16, 1945 - Patton joins with Iranian
in kind. and British forces to oppose Rommels
new campaign.
Aug. 22, 1945 - Allied attack on
Bordeaux begins. 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 fighting
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

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army 300,000 strong pushes northward Dec. 20, 1945 Spanish forces capture Dec. 26, 1945 Vichy and Italian troops
from the Spanish frontier. Toulouse. recapture Toulon.

Dec. 18, 1945 Germans capture Reims. Dec. 22, 1945 Germans capture Dijon. Dec. 28, 1945 Germans capture
Orleans.
Dec. 19, 1945 Vichy troops occupy Dec. 23, 1945 Germans begin to
Lyon. reinforce Odessa, intending to use the Dec. 30, 1945 Paris is isolated from
city as the fulcrum for supplying their Allied lines. German forces prepare to
Dec. 20, 1945 Soviet forces take Pinsk. armies in the Ukraine, using Bulgarian lay siege to the city.
The situation in the east has deteriorated ports and the Black Sea to maintain lines
to a state where German forces in the of supply.
Ukraine face the possibility of being **All events in italics are Alternate
completely cut off from their lines of Dec. 24, 1945 Spanish forces capture Events of History
supply. Bordeaux.

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Jeremy Bernhardt (order #2415176) 6
All the combatants in AE-WWII have a number of characteristics
that define how they fight, 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 special abilities
models RC, the better.
Many models have special abilities or skills that make them
close combat (cc) This is a models skill in fighting far more capable than the average soldier. These abilities are
when things get up close and personal. It represents both his detailed below.
defensive and offensive capabilities when up close.
aim - Skilled soldiers can take their time when shooting,
armor (a) Armor is the amount of protective gear and preferring a precisely placed shot rather than a hail of bullets.
natural ability to avoid damage that a model possesses. This Models with this ability can take the aim action by spending
number may be modified by cover and other factors during 1 AP and designating a target. More than 1 AP can be spent
game play. in this way, but each option listed below can only be selected
once. On the models next ranged combat attack, that model
strength (s) The physical strength of a model. This can choose one of the following options before an attack roll is
attribute determines the damage a model inflicts when made, so long as the attack is against the designated target.
striking an enemy in hand to hand combat.
Increase the weapons Strength by +1.
drive (dr) This number expresses the soldiers Ignore the +1 penalty for long range.
motivation on the battlefield and ability to continue fighting Reduce a targets cover bonus by -2.
even in the direst of situations. Any model with a Drive of Choose a target when shooting into close combat.
zero routs and may surrender to the enemy. See the Morale Choose to strike passengers or crew in a vehicle.
section for more information on Drive and its effects.
If a model taking the aim action takes any other action before
wounds (w) Some models are able to sustain a number of shooting or fires on a target other than the one designated during
injuries before being removed as a casualty. When a model the aim action, the bonuses from the aim action are lost. Aim
suffers its last wound, it is removed from the battlefield. actions can be carried over from one turn to another, however
if a model designated in the aim action moves out of line of
base size sight, any AP spent aiming are lost and cannot be carried over
The size of a models base becomes important for determining a to another target.
number of factors. Models come in a number of base sizes, each
with a corresponding measurement. Vehicles do not have a base apathetic - Apathetic models do not care about their fellow
size and instead take up as much space as the actual model. 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
base size measurment
rout. However, their apathy extends to commanding officers
Small 30mm (~1) and models with this ability may never have their Drive raised
Medium 40mm (~1) through special abilities or by being joined by other models.
Large 50mm (~2)
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

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Jeremy Bernhardt (order #2415176) 6


attack. The model will remain berserk for the remainder of the wounds with any weapon. Models with this ability increase the
game and must be the first model activated each turn. Strength of any attack they make by two.

command - Officers are trained to shout orders and maintain slow - Some models are unable to move quickly about the
order on the battlefield. Models with this ability are able to battlefield, instead plodding along through the rubble and gunfire.
rebuild the lost Drive of friendly units or individuals. For 1 Slow models are unable to use the Sprint/Charge action.
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 solo - Solo models do not work well with others and are unable
to be within Line of Sight. This increase cannot raise the Drive to join, or be joined by other individuals or units.
attribute above its starting value. A model with this ability
cannot use it on themselves. stand and take it (x) - Certain models are either
too stupid or too brave to take cover when met with a hail of
crack shot - A model with this ability is so skilled that they gunfire. Models with this ability never need lower than X to
are able to ignore up to a +2 cover bonus against models they resist suppression fire. Thus, a model with Stand and Take It
shoot at. This ability stacks with any gained through the aim (3) always needs a three or lower to ignore suppression fire,
ability. A model with crack shot cannot fire more than one shot regardless of their current Drive or any penalties due to multiple
per Action Point spent and still gain the bonus from this ability. suppression shots, etc.
A model with this ability can choose not to use this ability in
order to fire more than one shot per Action Point. steady hands - A model with this ability is able to ignore
the penalties for long range during ranged combat.
flight - Some models are able to fly. These models, when
making a move action, are able to ignore intervening terrain and sure-footed - Sure-footed models are able to move
models as they move through the air. through difficult ground as easily as flat ground. Models with
this trait move at their full movement score through difficult
frightening - Genetically altered creatures, twisted magic, ground (rather than half) and can sprint/charge through difficult
or even ferocious animals often invoke fear among enemy ground.
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 battlefield 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 first 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.
unintelligent - Models with this ability are unable
impervious (x+) - Some powerful individuals are able to to think intelligently and are thus unable to capture certain
withstand significant damage, shrugging off blows that would objectives during scenarios. See the individual scenarios and
kill a lesser individual. Impervious models are able to ignore secondary objectives to determine if an unintelligent model is
any attack that has bypassed their armor on a roll of X or higher able to capture objectives.
on a single d6. Thus, a model with Impervious (5+) can ignore
any attack on a roll of five or six. unstoppable - Even after sustaining a lethal wound, some
individuals do not immediately fall, instead continuing to fight
inspiring - Inspiring models invoke feelings of loyalty, until they finally collapse and expire. When reduced to zero
camaraderie, and patriotism in their fellow soldiers. All friendly wounds, models with this ability are not removed as a casualty
models within line of sight of an inspiring model gain a temporary until the end of their next activation and are able to function
+1 Drive as long as they remain within LoS. Routing models normally until they are removed.
that gain LoS to an inspiring model rally. Inspiring models do
not benefit from their own bonus, but do gain the bonus from walking fire - Some soldiers are able to slowly move
other inspiring models. A unit may only receive the bonus from across the battlefield, guns blazing. Models with this ability are
a single inspiring model. able to move and fire with just about any weapon. All weapons
used by models with this ability gain the Move and Fire trait
lethal - Lethal models are skilled killers, able to inflict mortal (see Weapons pg. 53).

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troop type/training level tesla device (restricted) The American forces have
brought their own technological wonders to the battlefield.
Forces in AE-WWII are categorized in two ways. First, they Heavily armored powered suits, electrical weapons and
are separated into Training Levels. This represents the training mechanical robot soldiers are being deployed alongside standard
and skill of a model or unit and determines the number of action infantry to stem the tide of the German abominations. These
points they receive each turn. Secondly, models or units are Tesla Devices are proving quite successful and further advances
given a Troop Type, which defines what category of troops the in such technology are bound to be seen in the years to come.
model or unit belongs to. Tesla Devices usually require the presence of a Mechanic
or other Specialist; see the specific army list for specific
troop types restrictions.
Infantry
Cavalry action points
Support
All models possess a number of Action Points that allow them
Abomination to take various actions in a single turn. The number of Action
Tesla Device Points possessed by a model is determined by their Training
Psi Level. For a list of possible actions a model can undertake, as
well as more detailed rules regarding actions and Action Points,
Specialist
(see Actions pg. 48).

infantry The staple of all armed forces taking part in any training level action points
conflict, the infantry represents the backbone of every military.
Green 1
Ranging from veteran soldiers to grunts, infantrymen are the
typical soldier, regardless of who they are fighting for. Regular 2
Veteran 3
specialist Specialists are highly skilled individuals with Elite 4
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 unit types
comrades. There are three basic classifications of unit types in AE-WWII:
squads, individuals, and heroes.
cavalry Tanks and other vehicles are used frequently on
the battlefield, and though they are rare in skirmishes and other
small engagements, they still find their way into many battles. squads
A squad consists of a group of soldiers acting in concert with
support (restricted) Support forces are generally one another on the battlefield, due to either training or simply a
infantry soldiers given heavy weapons. From machine guns to mob mentality. All models in a squad must maintain cohesion.
explosives, support forces are a highly sought after and quite Simply put, no model in a squad may voluntarily end its turn
capable of decimating large numbers of infantry quickly and outside of 4 inches of another member of his unit. If during play
often pose a threat to heavily-armored targets. Not as common a model finds itself outside of squad coherency it must expend
as standard infantry, a detachment may only possess one all available Action Points to bring itself back into coherency.
Support selection per three Infantry troop selections made. 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.
abomination (restricted) German scientists have
begun to field soldiers altered through genetic engineering, Though each model in a squad acts rather independently of one
mechanical enhancement, or other terrible methods. These another, the squad is activated as a whole. Models within a
super-soldiers are drawn from all walks of life and altered squad do not have to spend their full allotment of action points
animals and people are becoming more and more common on before another model within the squad begins spending their
the battlefield. Abominations usually require the presence of action points. This allows models in a squad to coordinate their
a Mad Doktor or other Specialist; see the specific army list for actions with one another, acting in tandem.
specific restrictions.
Members of a squad have their own attributes, but share a single
psi (restricted) The NKVD, a Soviet counterintelligence Drive attribute. When the Drive of a member of a squad is
organization, has begun to train soldiers that have shown strange reduced, all members of that squad suffer the loss of Drive.
mental powers. As the psi phenomenon in Stalins Russia
grows, the NKVD taps into these abilities and uses them against individuals
the abominations of Germany. Psi units usually require the Individuals are models that act independently on the battlefield,
presence of an NKVD Psi Officer or other Specialist; see the but lack the command and control abilities of a hero. The number
specific army list for specific restrictions. of Individuals in a force will generally be small.

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Individuals act independently upon a battlefield, but may join impervious (4+), meaning that every time they suffer an
any squad on the battlefield, further bolstering the units morale. attack bypasses their armor, they roll 1d6 and on a 4-6 they
An individual may at any time join a friendly squad on the ignore the attack.
battlefield simply by moving to within squad coherency. An
individual is by no means obligated to join the squad however. A brute
player should announce his intention to attach the individual to There are some soldiers that tower above their comrades
the squad upon ending the individuals activation. An individual that sustain injuries that would kill another man and that are
joining a squad must maintain cohesion as all other models of capable of tearing their enemies to pieces with their bare
the squad must. An individual attached to a squad activates at the hands. These hulking masses of muscle are looked up to
same time as the squad he is now part of, but retains his original (quite literally) by their fellow soldiers, who know that, as
activation points. An individual wishing to leave a squad must long as theyve got the brute on their side, victory is almost
declare so before the squad that he had joined has been activated. assured.
An individual may under no circumstances leave a squad which
has any models engaged in close combat. Brutes gain the following adjustments to their attributes:
+1 CC, +2 S, and +2 W.
A squad with an attached individual uses the highest Drive
attribute in the squad. This allows individuals to join a squad In addition, Brutes are unstoppable. When reduced to zero
with a lower Drive to boost their morale. Individuals joining wounds, they are not removed as a casualty until the end of
units that are under the effects of a rout will instantly bolster that their next activation and are able to function normally until
units, rallying the members of the unit and raising their Drive to they are removed.
the individuals current level.
marksman
heroes Skilled with any firearm, many soldiers were accomplished
In war, some individuals rise above the rest and prove marksmen but not part of a sniper team. These troops were
themselves as truly unique. The heroes of AE-WWII stand out counted upon by their comrades to use their expert skills
from the more common soldiers, bringing character, strength, on the battlefield. They were often the recipients of awards
and courage to the detachments in which they belong. Heroes for their skill, using patience and keen vision to hit nearly
can be found among nearly all forces from all ranks and are a any target.
welcome addition to any army.
Marksmen gain the following adjustments to their attributes:
Generally, every detachment can only possess one hero. In -1 RC.
scenarios and campaigns where varying detachment compositions
are used, it may be possible to field more heroes. Only certain In addition, Marksmen can use the aim ability to take extra
models can be upgraded to heroes; see the individual army lists. time on a shooting attack in order to gain bonuses to their
Models that are upgraded to heroes should be marked as such. attack.

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,
modifications 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. natural leader
Charisma, grace under pressure, and stern resolve are
Archaeologists gain the following adjustments to their just three of the traits of the natural leader. Able to turn
attributes: +1 DR. a potential rout into a winning charge, natural leaders
take command of the battlefield and every soldier in their
Archaeologists always carry some form of ancient artifact detachment. Not always carrying the rank of an officer,
that, some believe, protects the hero from harm. Whether these men lead by example, never shying from combat or
this is true or merely luck, these heroes have the surprising dangerous situations. They throw themselves into the fray
ability to live to see another day. Archaeologists are 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
Pathfinders are always at the head of any detachment they
are a part of. Soldiers and officers that are often sent behind
enemy lines on daring solo missions, pathfinder heroes
are the scouts and lookouts of their units. Pathfinders
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.

Pathfinders gain the following adjustments to their attributes: hero types american
+1 M, +1 DR.
eccentric millionaire
Pathfinders are also sure-footed, able to move through With the draft in full effect in the United States, many
difficult ground as easily as flat ground. Heroes with this wealthy and important people find themselves unable to
trait move at their full movement score through difficult avoid military service. In addition, eccentric and elitist
ground (rather than half) and can sprint/charge through dilettantes willingly enlist, viewing the war as something
difficult ground. 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 find frustrating. This fine
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
war hero may only receive one extra special order regardless of the
The war hero is a soldier above soldiers, the epitome of the number of Eccentric Millionaire heroes they have.
armed forces. The war hero is skilled in
all manner of warfare and has earned a movie star
name for themselves as the ideal trooper. fact vs fiction The draft in the United States meant that
A jack-of-all-trades, war heroes can be people from all walks of American life
relied upon to use all their skills, guile Many movie stars such as saw military service. With the American
and luck to get the job done and achieve Jimmy Stewart and Clark Gable fascination with celebrities and the rise
all objectives. Cutting through swathes joined the US military during of Hollywood, the fame many movie stars
of enemy soldiers, the war hero follows World War II. enjoyed quickly followed them to the
orders and rallies those around him to do battlefield. More than most soldiers, the lives
the same. of movie stars during the war was watched
closely by the American people, and those in command
War Heroes gain the following adjustments to their knew that. Thus, every effort was made to keep them safe,
attributes: as their loss would be a blow to morale back home.
-1 RC, 1 C, +1 DR, and +1 W.
The War Department has assigned two GIs to follow the
hero and document his life, providing the people back in

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the United States with a firsthand look of how America is and machinery. Technicians are skilled gear-heads with a
winning the war. The reporters first duty is to protect knack for all things mechanical. Though not necessarily
the movie star, as well as to film his actions during the war. trained in technical fields (like a Mechanic), technicians
Along with the hero, these embedded reporters form a single are still quite adept at fixing broken devices and, as such
squad, functioning exactly as described as detailed in Unit are often accompanied by repaired or pieced together
Types (see Unit Types pg. 42). mechanical weapons.

Movie Star heroes can never join any unit apart from The presence of a Technician allows an additional Green
Embedded Reporters. Tesla Device selection to be taken when determining
detachment composition. This is above and beyond any
Embedded Reporters normally allowed by other models (such as a Mechanic),
Type: Regular Infantry as well as above the normal number of selections of a
Composition: 2 Embedded Reporters detachment composition (essentially allowing a free Green
Equipment: M1 Carbine selection). This selection is compulsory and cannot be
M RC CC A S DR W exchanged.
3 4+ 2 3 2 3 1 hero types german

rocket hero assassin


Though significantly limited in numbers, the Tesla Rocket Many soldiers and officers received special training or
Packs developed by the United States military are being simply developed the skills necessary to become feared
field tested on all fronts of the war. Typically reserved for assassins. These killers were used against military and
specially-trained soldiers, some outstanding individuals civilian targets alike, sometimes separating from their
have managed to procure such devices. Armed with this detachments to eliminate key personnel.
experimental equipment, as well as the T1A1 Tesla Pistol,
these heroes fly into combat, leading their men to victory. Assassins gain the following adjustments to their attributes:
-1 RC, +1 CC.
Rocket Heroes gain the following adjustments to their
attributes: -1 A, +1 DR. Assassins are also lethal, increasing the Strength of any
attack they make by two.
Rocket Heroes trade their existing equipment with a Tesla
Rocket Pack, which increases their Movement attribute to
6 and gives them the flight ability. They may also trade
their existing weapon for a T1A1 Tesla Pistol or Thompson
M1A1.

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.
technician
With the sudden and significant gains being made by the For each of the heros attributes (M, S, A, W), roll 1d6; on
US military in the field of Tesla technology, more and more a 1-2 the attribute is lowered by one (minimum of one), on
soldiers are finding themselves relying on high-tech devices a 3-4 the attribute stays the same, and on a 5-6 the attribute

45

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is increased by one. These adjustments are permanent and than imprisonment. Criminal heroes are usually loners,
determined at the time the hero type is selected. rarely making friends among their fellow soldiers. As such,
they are most often placed with other members of their
In addition, Lab Rats suffer from terrible and random kind, grouped into small units of crooks. Most are cynical,
alterations that manifest themselves in different ways. hardened, roughnecks that make surprisingly good troops.
Every turn, when the hero is activated, roll 1d6 and consult Criminals are often stalwart in the face of danger, able to
the chart below to determine what happens to the Lab Rat. keep their cool regardless of the circumstances.

roll effect Criminals gain the following


fact vs fiction adjustments to their attributes:
1 Hero loses 1 AP this turn
+1 DR.
2 No effect Units of criminal soldiers were
3-4 Hero gains +1 AP this turn seen in use by the Red Army Criminal heroes can never
during the war. join any unit apart from
5 Hero becomes lethal
Criminal Recruits.
6 Hero becomes impervious (4+)
Gulag Recruits
Type: Green Infantry
Composition: 3 Criminal Soldiers
Equipment: SVT-40
M RC CC A S DR W
3 5+ 2 2 2 3 1
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 officers and enlisted soldiers with
these strange abilities can be seen on the battlefield.

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 Latent Psis gain the following adjustments to their attributes:
normally allowed by other models (such as a Mad Doktor), +1 DR.
as well as above the normal number of selections of a
detachment composition (essentially allowing a free Green A Latent Psi can select one of the following psychic abilities
selection). This selection is compulsory and cannot be that can be used during the game. This is in addition to
exchanged. any existing psychic abilities the individual may already
possess and a player cannot select the same ability for a
hero types russian single individual more than once.

criminal mental stun: A Latent Psi is able to telepathically


Whether a petty thief or convicted murderer, Russian forces stun his opponents, causing them to pause and often
gave criminals a second chance using military service rather forget what they were doing. For 1 AP, a Latent Psi

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can force an enemy model to lose 1 AP. The victim The presence of a Chuman Parent allows an additional
can attempt to resist this ability by rolling 1d6; if Green Psi selection to be taken when determining
they roll equal to or lower than their current Drive detachment composition. This is above and beyond any
attribute, they do not suffer a loss of AP. The target normally allowed by other models (such as an NKVD Psi
of this ability must be within 12 and line of sight. Officer), as well as above the normal number of selections
of a detachment composition (essentially allowing a free
clouded minds: Trained to reach out with Green selection). This selection is compulsory and cannot
their thoughts and obscure themselves, Latent Psis be exchanged.
can make themselves difficult 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.

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In order to play a game of AE-WWII you will need the following actions
supplies:
All models in AE-WWII are able to take different actions during
1. At least one 6 sided die, hereafter referred as a d6. each game turn. The number of Action Points and the types of
2. A form of measuring inches; tape measure, measuring actions a model may undertake are described in this section.
stick, etc.
3. Suitable models representing the forces involved in action points
the conflict. Action Points (AP) are awarded to a model based upon their level
4. A field to battle on. Preferably a space no smaller than of training. Green troopers, being either poorly trained or not
4ft. x 4ft. trained at all, receive one Action Point per turn. Regular troopers
are considered to have experienced some regimented training and
the turn have seen combat before. Regular troopers receive two Action
Points per turn. Veteran troopers are above and beyond the scope
A game of AE-WWII is divided into turns. Each turn, players of the normal soldier. They are often extensively trained units
activate the units of their forces and perform actions such as and/or soldiers and often times have seen extended combat.
movement and ranged combat. Turns take the form of a you-go- Veterans receive three Action Points per turn. Elite soldiers are
I-go order, with each player activating a unit and the opposing by far the most skilled and deadly individuals on the field of
player activating a unit. Play continues in this fashion until all battle; they receive four Action Points per turn.
units have been activated before another turn begins.
training level action points
initiative Green 1
Players must first determine which side has the initiative at Regular 2
the beginning of each turn. Each player rolls 1d6 and adds the Veteran 3
highest Drive attribute from his detachment currently on the
battlefield. The player with the highest overall score has the Elite 4
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 Action Points that are not used by the end of the turn are lost and
procedure is repeated until there is a clear winner. The player are not carried over to the next turn. Once a model is activated
with the Initiative may choose to activate a unit first or force his a single action is announced, the Action Points are spent and
opponent to activate one. Game play then proceeds as follows: the action is taken before the next action is announced. It is
not necessary to announce all of a models actions prior to
1. Player 1 activates a unit, resolving all of their actions determining the outcome of each action.
before continuing to the next player.
2. Player 2 next activates a unit. action types
3. Players repeat steps 1 and 2 until all units have been
activated this turn. If a player has no units left to activate, There are four types of actions an individual or unit can
the other player continues activating their remaining undertake; movement, ranged combat, close combat and special
units, one at a time, until all units have been activated. actions.
4. Initiative is rolled and a new turn is begun.
movement
activating units All models move across the battlefield engaging enemy models
Units on the battlefield are and capturing objectives. A model spends 1 AP to move
activated, one at a time, and can in house their Movement attribute in inches; difficult terrain
take actions by spending Action can slow this amount. Models must sometimes spend
Points. Once a unit is activated the Litko Aerosystems Inc creates Action Points to change their facing. A model must
model(s) in that unit must complete tokens specifically for use in complete all movement gained from a single action
their actions before another unit AE-WWII games. point before taking another action. Thus, a model
is activated. No unit may be spending 1 AP to move three inches could not move
activated more than once per turn two inches, take another action, and then take their final
unless specifically indicated under one inch of movement.
the rules of play.
Sprinting is a special action related to movement. For specific
Prior to activating a unit, players should take a moment to check movement rules, (see Movement pg. 49).
that units current Drive. Units with a Drive of zero rout; see the
Morale section for more information. ranged combat
Nearly all models carry firearms and use these weapons to

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eliminate enemy forces. A model can engage in ranged combat if actions related to close combat. For specific close combat rules,
it possesses a RC attribute. The number of Action Points needed (see Close Combat pg. 59).
to fire a weapon is based on the Rate of Fire of that weapon and
some weapons require more than one AP to fire while others special actions
allow multiple shots per Action Point spent. See the Weapons Special actions are actions that a model can take that do not
section for the Rates of Fire of different weapons. fall into any of the other three categories. They usually allow
models to make special attacks, perform non-typical actions, or
Suppression Fire is a special action related to ranged combat. use special abilities. Not all models will be allowed to take every
For specific range combat rules, (see Ranged Combat pg. 50). special action and special actions can cost a varying number of
Action Points.
close combat
When guns just wont cut it, models sometimes need to engage Special actions relating to another type of action (movement,
in close combat, using fists, knives, and other melee weapons to ranged or close combat) can be performed by any model, and
dispatch the enemy. Models can engage in close combat with these rules can be found under their specific sections. The
an enemy model that they are in base contact with. Making a special abilities of many models allow special actions, and these
close combat attack costs one Action Point and all combatants actions can be performed only by models with these abilities.
involved in the melee are able to strike during a single close Rules for these abilities and actions can be found under the
combat attack. Characteristics section and include such things as the aim and
command actions.
The Charge, Withdraw and Focused Attack actions are special

For every Action Point spent on movement, a model may move obstacles
up to their Movement attribute in inches. This movement must Certain terrain features (high walls, etc) halt movement
be taken in the models forward facing (see Facing pg. 50), but entirely, preventing a model from moving any further.
does not otherwise need to be in a straight line. The model These are called obstacles and must be circumvented rather
maintains its original facing direction after movement. Models than moved through or over. A model defines an obstacle
may not move through friendly models. as any hard terrain feature that is taller than the model.
Hard terrain simply means any terrain feature that can
difficult terrain reasonably be considered impassable; a hedge, for example,
Broken ground, trenches, hedges, fences and other terrain may be taller than a model but could be moved through.
slow the movement of soldiers on the battlefield. Some terrain Players should agree ahead of time what terrain features are
impedes the movement of troops. Which terrain is counted as considered obstacles.
difficult terrain should be clearly determined by the players
before the game begins. Terrain features that are shorter than a model (even slightly)
can be moved over or through, but count as difficult terrain.
Models moving through difficult terrain may only move half of Use the models base size to determine the height of the
their Move attribute in inches, rounded up to the nearest half- model. Vehicles use the actual height of the model, rather
inch. Models moving through or over difficult terrain may not than base size, for distinguishing between obstacles and
use the Charge or Sprint actions. They may however use the difficult terrain.
action to get to difficult terrain, but must then halt, losing any
remaining movement points.

The high wall on the left is considered an obstacle


for the emaciated trooper.
An example of difficult terrain.
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facing degrees from the models facing, while the rear arc represents
The direction a model is facing becomes important for the 180 degree arc opposite the models facing.
determining which direction a model can move and shoot, as
well as allowing opponents to sneak up behind them and attack See the Vehicles section (pg. 62) for information about vehicular
from the rear. In general, the facing of a model is based on facing and arcs.
which way the model is looking. A models facing should be
clear, and if there is any doubt as to a models facing, players changing facing
should clearly denote the facing of a model by marking the A model is allowed to change their facing once per turn
models base. 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 difficult terrain.

The Charge action is similar to the Sprint action in all respects;


A models facing determines its forward and rear arcs of vision. however the charging model ends their movement in close
Non-vehicle models have two arcs, a forward and a rear arc, combat with an enemy. See the Close Combat section (pg. 59)
determined by the models facing. The forward arc extends 180 for more details on charging.

ranged combat strength of the attack is determined once and applies


to all targets.
A model using the shooting action may make a ranged attack 6. The target may be allowed an armor roll to resist the
against an enemy model within line of sight. damage of the weapon. Subtract the Armor attribute
of the target (modified by cover, etc) from the total
1. The shooting model declares its target. strength of the attack. The total is the number needed
2. Line of sight and cover are determined. to resist the attack on 1d6; if the target rolls equal to
3. Range is measured. If the target is beyond the range or greater than this number, the damage is shrugged
of the weapon, no damage can be done and any AP off and the target takes no damage. If the total is
spent shooting are wasted. greater than six (7 or higher), then no armor roll is
4. The shooting model makes an attack roll using 1d6. If possible, the attack was too powerful and overcame
the roll is equal to or greater than the shooting models the targets armor. If the total is less than one (0 or
RC attribute, the attack hits the target. Certain lower) the attack has no effect and is unable to surpass
modifiers may be applied before the attack roll is the targets armor. If the armor roll fails (the target
made. rolled below the number needed) then the target
5. The strength of the attack is determined. This is suffers a wound.
done by adding a static number to the roll of one or
more d6. Consult the weapons chart on page 55 to Example: A German Trooper fires a KAR98 at an Airborne and
determine the strength of the attack for each weapon. hits. The base strength of the weapon is 4 + d6. The German rolls
Some weapons may affect multiple targets with a a 3 for a final weapon strength 7. The Airborne has an armor of
single attack (area of effect, template), in this case the 3 so his armor roll is 4+.

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Final Weapon Strength Armor = Armor Roll cover type cover bonus
Light 1
7. Wounds are applied and casualties removed. Many (Hedges, Fences, High Grass,
attacks have the potential to inflict multiple wounds. Crops, Bushes, etc.)
If the final strength of an attack is 11-14, the attack Medium 3
inflicts two wounds. If the final strength of an attack (Woods, Buildings, Vehicles, Crates,
is 15-19, the attack inflicts three wounds. For every Barrels, etc.)
five points of strength above 15, an attack will inflict
one additional wound. Thus, an attack with a final Heavy 8
strength of 25-29 will inflict five wounds. (Bunker, Tank, Trenches, etc.)

line of sight
With a few exceptions (indirect fire 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 fired
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.
Model A is behind medium cover. Model B has no cover.

elevation
Troops in elevated positions are usually able to get better angles
of fire 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 1 has LoS to Models A & B while Model 2 does


not have LoS to either Model A or B.

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 fire.

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.
This model is in an elevated position.
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range quite effective at keeping
All weapons are given a range listed in inches. This is the in house enemy soldiers pinned
maximum range of the weapon; models outside of this range down, unable to return
cannot be injured by the weapon. Indirect weapons that scatter Suppression fire is an effective fire or move from cover.
outside of the maximum range of the weapon can still affect way to keep your enemy pinned
targets normally. Range is measured after a target has been down. Use weapons with a When a model wishes
designated, if the target is outside of the maximum range of the high RoF. to attempt to suppress
weapon, the shooting model does not make an attack and cannot an enemy, it selects an
choose another target (their action is wasted). enemy in range and fires.
The player with the shooting model determines how many shots
Shooting models suffer a +1 penalty to their RC attribute when will be taken, and can spend multiple AP to fire more than once
shooting at models far away. An enemy model is considered to try and suppress the target (see below). Models in the same
at long range if they are over half the maximum range of the unit can combine fire, spending many AP to attempt to suppress
weapon being shot. Thus, a weapon with a range of 24 would a single target.
impose a +1 penalty when used against models over 12 away.
No to-hit roll is needed; the shooting model simply sprays the
shooting into close combat area with bullets in the hopes of keeping their enemy pinned
Ruthless soldiers, crack shots, and other daring troops sometimes down. The target of the suppression fire then rolls 1d6 and
show little regard for the well-being of their fellow soldiers must get equal to or lower than their current Drive attribute (see
and fire into close combat, potentially injuring their comrades. Morale for more information on Drive). Models in cover add
Models may fire into close combat. Doing so follows the standard the cover bonus of the cover they are in to their current DR.
rules for ranged combat (above), however an additional step is However, for every shot fired, the target receives a -1 penalty
added to determine which models are struck by the attack. to the target number. A model spending 2 AP and shooting a
weapon with a rate of fire of 3:1 would impose a -6 penalty to
1. The shooting model makes an attack roll for each shot the target number.
being taken, one at a time. Penalties are applied based
on the closest enemy model (for range purposes, etc). Target Number = current DR + cover shots fired
2. Once a shot hits, randomly determine which model in
the melee was hit; every model has an equal chance of If the target succeeds (rolls equal or lower), they suffer no
being shot. penalties and may act freely. If the target fails the check (rolls
3. Once the target has been determined, roll strength/ higher), they are considered suppressed. Counters or other
armor as detailed above. markers can be used to designate suppressed models.
4. Remove casualties if necessary.
5. Continue until all shots have been resolved, Suppressed models must seek cover (if not in cover when
recalculating which model is struck based on any suppressed) and must remain in cover until they are no longer
casualties. suppressed. Suppressed models may take no actions other
than movement, and this movement cannot take them out of
Shooting into close combat is the only way a model may strike cover at any time. Certain special actions or abilities can be
more than one unit or individual with a single AP spent on used by suppressed models; see the individual action or ability
ranged combat. 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 modifiers 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 fight as normal.

the weapons of war


The NCO firing into close combat has an equal chance of hitting
either of his soldiers as hitting the sturmaffe. Even the most well-trained soldier are nothing without their
suppression fire (special action) weapons, and as the war grinds down, all those involved begin
Sometimes a trooper doesnt shoot to kill, but instead lays down to develop newer, deadlier weapons. All ranged weapons in
a hail of shots designed to force an enemy to take cover and AE-WWII have similar statistics and function in much the same
keep their head down. This is called suppression fire and can be way, despite subtle differences.

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The Range of each weapon represents the maximum number of ing. Models with a Strength score of 5 or higher can ignore this
inches the weapon may fire. Weapons shooting over half their restriction.
maximum range impose a +1 penalty to the shooting models
RC. indirect - Mortars, grenades, and other such weapons can be
used against enemies not within line of sight. An indirect weap-
All weapons have a Strength made up of two parts, a static on can be fired/thrown up to its maximum range, but attackers
number and a number of six-sided dice (d6) that combine to do not suffer the standard long range penalties. Models using
form the weapons final Strength when striking a target; see the an indirect weapon do not have to target an enemy, but instead
Ranged Combat rules above for more information. select a point on the battlefield.

Ranged weapons also possess a Rate of Fire (RoF) that If the attack roll is successful, there is a one-in-three chance (1-2
determines how many shots per action each weapon is capable on 1d6) that the weapon strikes the selected spot, otherwise it
of. The first number represents the number of shots the weapon scatters 1d6 in a random direction beginning from the chosen
takes, while the second shows the number of AP needed to fire point. If the attack roll is unsuccessful, there is a one-in-three
that many shots. Thus, a weapon with a RoF of 3:1 is capable chance (1-2 on 1d6) that the shot scatters 1d6 randomly,
of shooting three shots per AP spent to fire. Some weapons fire otherwise roll 2d6 and use the highest individual die roll to
relatively slow and take more than a single AP to fire one shot determine how far the shot scatters in inches.
(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 fire Some indirect weapons, such as mortars, require that another
such weapons once every other turn. Multiple shots must all be friendly model be within line of sight of the target. In addition,
applied to the same model and cannot be walked to another some indirect weapons have a minimum range that they can
model in the unit; shooting models must spend additional AP to be fired. See the individual weapon descriptions for more
fire on another target. information.

With few exceptions, a model may only fire a single ranged mental - Mental weapons directly attack the minds of their
weapon in any given turn. Models with more than one ranged targets. Rather than using a normal Armor roll to resist a hit
weapon must wait until their next activation before using another from a Mental weapon, targets use their current Drive value plus
ranged weapon. 1d6 (unmodified by cover bonuses or any other bonus normally
applying to an Armor roll).
Finally, many weapons possess special rules or traits that are
listed in the Notes section of the Weapons List (pg. 55). move and fire - Weapons with this feature are able to be
fired while on the move. Using a single AP, a model with one of
x aoe - Heavy weapons and grenades cause explosions that these weapons can move (as per standard movement rules) and
can affect multiple targets. Area of effect (AoE) weapons af- fire at any point during movement. Models with a move and fire
fect all models within a radius of X inches. Generally, area of weapon may attempt suppression fire while moving.
effect weapons ignore cover bonuses to armor, unless the center
of the area is outside the object/terrain providing cover. Thus, no cover - Targets struck by a weapon with this feature do not
an AoE attack whose central point is on the other side of a stone receive a bonus to their Armor for being in cover.
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 find 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 fired but can make a free change of fac-

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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 fired. 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.

in house Some models are equipped


with devices allowing
Individuals that join squads ammunition to be fed into
can be used to reload heavy the weapon, ignoring the
weapons. need for reloading. See the
individual unit descriptions
for more information.

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.

spotter - Mortars and other such weapons cannot be fired


blindly with any chance of striking an enemy. Thus, such weap-
ons require another friendly unit to spot the target and direct the
weapons fire when attacking an enemy unit that is not within
LoS of the firing 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 flame-


throwers, affect many targets along their line
of fire and do not operate like conventional
weapons. These weapons use a template to
determine what models are struck by them when
fired. 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.

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weapon list

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 Rifle 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

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weapon descriptions m2-2 flame-thrower: A US-made version of the German
Flammenwerfer, the Flame-Thrower was used to clear out
pistol: Pistols were used by all forces in World War II, carried trenches and buildings. The Flame-Thrower fires a single
by officers and enlisted men alike. Pistols ranged from semi- column of flame out to its maximum range (8), extending from
automatics to revolvers and came in many forms and calibers. the barrel of the weapon. All models within of this line of
fire are struck, with no attack roll needed. Models struck by a
grenade: From potato-mashers, to pineapples, to lemons, Flame-Thrower do not gain a cover bonus to Armor.
grenades are commonly used on the field of battle by every army
in the world. Able to be thrown short distances by hand, most m9 bazooka: The bazooka was a man-portable anti-tank
troops carry a few of these for taking out heavy weapon nests or rocket launcher used as an infantry anti-tank weapon. It was
enemy vehicles. one of the first weapons based on the High Explosive Anti-tank
(HEAT) shell to enter service. The bazooka produced a large
Grenades that scatter stop when they strike medium or heavy back-blast and smoke cloud, which often gave away the location
cover, walls, and other obstacles. of the shooter. Two- or three-man bazooka teams usually consist
of a gunner and other soldiers that aid in the reloading of the
A model can throw a grenade(s) and fire another ranged weapon weapon, carrying additional ammunition.
during the same activation.
m2 60mm mortar: This was the standard light infantry mortar
m1 garand: The M1 Garand was the first semi-automatic rifle used by the American forces. Weighing only 19 kg, the M2
in the world to be generally issued to infantry. The M1 Garand mortar could be easily moved, aimed, and fired by two- or three-
became the standard issue rifle for the United States military man teams. The M2 mortar had significant advantages over its
prior to the outbreak of World War II. The M1 is a gas-operated, German equivalent, able to fire much further. The M2 60mm
semi-automatic rifle that uses an eight-round clip of .30-06 Mortar has a minimum range of 12.
caliber rounds.
Mortars require a spotter, someone to provide rough coordinates
m1 carbine: The M1 Carbine is a lightweight semi-automatic to the mortar team. A mortar may only target a unit or location
carbine that became a standard firearm in the United States that is within line of sight of a friendly unit. Only Infantry,
military. The M1 Carbine is similar in design to the M1 Garand, Support, and Specialist units may act as spotters for mortar
but smaller, lighter, and capable of a greater rate of fire due to teams.
a different gas and trigger system. This also resulted, however,
in a significantly decreased effective range and muzzle velocity. t1a1 tesla pistol: Another experimental weapon, this
The M1 Carbine is most often used by paratroopers, mechanics, firearm is an attempt to miniaturize the massive electrical gun.
medics, and rear-line soldiers. Currently, the T1A1 Tesla Pistol is only found among elite
soldiers such as officers, OSS agents, and Rocket Troops. Like
m12 sniper rifle: An evolution of the M1E8 variant of the its larger counter-part, the blast from a T1A1 Tesla Pistol arcs
Garand, the M12 sniper rifle has begun to see use throughout through even the thickest cover; models struck by it do not gain
the war. Focusing on long range, advanced optics and a more a cover bonus to Armor.
powerful shot, the M12 has proven quite effective in the hands
of American snipers. tesla electrical gun: This experimental device uses large
capacitors to fire an arc of electrical energy, which then explodes
thompson m1a1: The Thompson submachine gun is favored in a high-voltage blast. Commonly mounted on Buffalo Tesla
by soldiers and civilians alike for its compactness, large .45 ACP Device units, these devices are seeing use as heavy weapons.
bullet, and high volume of automatic fire. The M1A1 model is The Tesla Electrical Gun fires a single arc of energy out to its
used by the United States Army, often used by scouts, NCOs maximum range (8), extending from the barrel of the weapon.
and patrol leaders. All models within of this line of fire are struck with no attack
roll needed. At the terminus of this line, all models within 1
bar m1918a2: The BAR is a gas-operated, air-cooled, are automatically struck. Models struck by a Tesla Electrical
magazine-fed automatic rifle that fires from an open bolt. The Gun do not gain a cover bonus to Armor.
BAR was originally intended as a light automatic rifle, but is
used in the light machine gun role with a bipod. As built for the browning m2 machine gun: The Browning M2 is a
United States military, the BAR was chambered for the standard common .50-caliber machine gun used on both air and ground
service round of that period, the .30-06 Springfield. vehicles. It also sees action in the hands of stationary infantry
units when mounted on a tripod, but its size and weight makes it
browning m1919: The Browning M1919 is a .30 caliber too cumbersome to be carried by units in the field.
machine gun widely used as a light infantry, co-axial, mounted,
aircraft, and anti-aircraft machine gun. Weighing over 30 pounds kar98k: The Karabiner 98 Kurz (often abbreviated Kar98k or
and capable of an exceedingly high rate of fire, the M1919 is K98k) is a bolt-action rifle adopted as the standard infantry rifle
operated by two- or three-man teams, with one man feeding by the Wehrmacht. The rifle is prized for its effective range and
belts of ammunition into the weapon while the other fires. its accuracy, but has a relatively slow rate of fire. The KAR98k
is used by nearly every branch of the German military, in all

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theatres of the war. increased the size of the firing tube and, therefore, the rocket
being fired. This allows a more powerful explosive to be
gew 43: The Gewehr 43 is a semi-automatic rifle developed by launched. Panzerschreck teams are made up of two or three
Germany. Its increased rate of fire has more than made up for soldiers, one firing and the other two carrying ammunition and
the reduced range and accuracy as compared to the KAR98k. assisting in reloading.
The improvement over the KAR98k and other bolt-action rifles
has made the GEW 43 an important addition to the German granatenwerfer 36 mortar: Smaller and far lighter
arsenal. than American mortars, the Granatenwerfer 36 had a much
shorter range and delivers much smaller ordnance to its target
stg44: The Sturmgewehr 44 combines traits of carbines, but is able to be moved with far greater speed than its American
submachine guns and automatic rifles. The counterparts. The Granatenwerfer 36 Mortar
StG44 bridges the gap between rifle and fact vs fiction has a minimum range of 6.
submachine gun with a moderate rate of fire, The StG44 was one of the first
decent range and average striking power. assault rifles ever created. Mortars require a spotter, someone to provide
German troops find the StG44 useful in rough coordinates to the mortar team. A
urban combat, complimenting the MP40 and mortar may only target a unit or location that
light machine guns. is within line of sight of a friendly unit. Only
Infantry, Support, and Specialist units may
German snipers use StGs modified with a Vampyr scope, an act as spotters for mortar teams.
advanced sniper scope capable of operating at night. These early
advances in optics made German snipers deadly under cover of mg 34: The MG 34 is a predecessor to the MG 42, though it is
darkness. A model using a StG with a Vampyr scope ignores the similar in design and function. Though the MG 34 cannot match
+1 penalty for firing at long range. Keep in mind that models the rate of fire of the MG 42, its slightly longer range makes it
with the crack shot ability can only fire one shot per Action Point ideal as a vehicle-mounted weapon.
spent and still gain the bonus from this ability.
mosin-nagant 1891/30 sniper rifle: The Mosin-Nagant
mp40: The Maschinenpistole 40 is a submachine gun developed is a bolt-action, magazine-fed rifle in use since the late 1890s
for and used extensively by Germany. The rate of fire and recoil in the Soviet Union. Known for their long range and accuracy,
of the weapon are low making it more manageable than other these rifles are steadily being replaced by their semi-automatic
contemporary submachine guns. counterparts, the SVT-40. When fitted with a scope, these rifles
are still quite effective the hands of Soviet snipers.
wa46: The WA46 represents an evolution in German rifle
manufacturing. The first bullpup style rifle this weapon is svt-40: Replacing the obsolete Mosin-Nagant bolt-action rifles,
delicate and expensive to manufacture. However its range and the SVT-40 and its predecessor the SVT-38 are gas-operated,
firepower are nearly unmatched on the field of battle and find self-loading weapons that are capable of higher rates of fire and
use in the hands of Wehrmacht snipers. The weapon carries with quicker reload times than the Mosin-Nagant 1891/30s. Though
it a sense of elitism and status among the sniper elite. they have been used as sniper rifles, the SVT-40 proves to be
somewhat less accurate than the 1891/30. As a standard infantry
mg42: The Maschinegewehr 42 is a light machine gun weapon they are undeniably superior.
extensively used by the German military.
The MG42 has an unprecedented rate of fire, fact vs fiction ppsh-41: This submachine gun did not
unmatched by any other single-barreled light The rate of fire of the MG42 arrive in the hands of the troops until 1942, by
machine gun. The sound the MG42 makes was significantly higher than which time the Red Army was fighting for its
is so distinctive and frightening; the United any other machine gun during life. The lethal effect of the PPSh was much
States Army has created training films to aid the war. appreciated by the soldiers in the field. Unlike
soldiers facing such a weapon. the Sten or M3, the weapon was finished to
a high standard and more importantly proved
flammenwerfer 35: The Flammenwerfer (literally, utterly reliable even in the depths of a Russian winter. In fact,
flames-thrower) was a German flamethrower used to clear it proved so popular that the German Army seized any captured
out trenches and buildings. The Flammenwerfer fires a single examples for their own use, even modifying some to fire their
column of flame out to its maximum range (8), extending from own 9 mm round.
the barrel of the weapon. All models within of this line of
fire are struck, with no attack roll needed. Models struck by a ptrs anti-tank rifle: The Red Army was alone among
Flammenwerfer do not gain a cover bonus to Armor. the major combatants in that it never produced a viable anti-
tank weapon for its infantry throughout the course of the war.
panzerschreck: An anti-tank rocket launcher designed by Instead, this Russian rifle saw widespread use against the ever
the German military, the Panzerschreck (Raketenpanzerbchse) heavier German tanks. It was useless in a frontal assault, and
fires a rocket-propelled shaped charge warhead. The technology the weapon was too cumbersome to consider stalking for a rear
for the Panzerschreck was stolen from the American bazookas engine shot. Instead, against tanks it was used to target soft
early in the war and improved by the Germans, who have points such as visor screens or periscopes, blinding the crew.

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While it may seem a desperate tactic, an entire generation of sg-43: The SG-43 is a heavy machine gun introduced in 1943
super heavy sniper rifles currently exists to target vulnerable by the Red Army of the Soviet Union. It often sees use as a
electronic equipment in an identical fashion. It was also useful vehicular mounted weapon, being very bulky and difficult to
against buildings or bunkers. move by infantry forces.

dp-28 light machine gun: The DP is the standard Red


Army light machine gun throughout the Great Patriotic War. It
saw its first major use with the Communist forces in the Spanish
Civil War and was modified 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 fits 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 flamethrower in


Red Army service is particularly difficult to gauge. The weapons
were initially issued to infantry units but were gradually pulled
back into specialist formations. As flame-throwers were not
necessarily assigned to each Division, quite how many would be
on hand is difficult 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 simplified ROKS-3 model. Both
types disguised the usual pipe and nozzle arrangement as a rifle
to deter enemy snipers from picking off the operator.

The ROKS-3 fires a single column of flame out to its maximum


range (8), extending from the barrel of the weapon. All models
within of this line of fire 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
(unmodified by cover bonuses or any other bonus normally
applied to an Armor roll).

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close combat facing in close combat
To be able to fight effectively in close combat, soldiers need
For each action point spent by any combatant in a melee, a single to be able to see their opponent, and attackers gain significant
round of combat is fought. advantages by attacking from behind. Facing determines in
which direction a model is looking (see Movement pg. 50) and is
1. Each opponent rolls a d6. Each player applies the important in close combat. A model can effectively fight against
number rolled to the CC attribute of the trooper in any model that it is facing in close combat; when fighting models
close combat. The player with the higher number it is not facing, a model suffers from a number of penalties.
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.
2. 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 modifier to both The OSS Agent suffers penalties for being attacked from the rear arc.
their CC and Strength attributes applied to the attack made at the
end of their movement. The bonus to the CC attribute does not If an attacking model is in its opponents rear arc during close
count for breaking ties in a close combat attack. combat, its enemys CC attribute is cut in half (round down).
This penalty applies to all attacks made against a model in close
focused attack (special action) combat from enemies in its rear arc. In addition, if a model
Sometimes, a severely outmatched soldier must forgo defense being attacked from its rear arc scores a hit against an enemy in
to make an effective strike in close combat. In doing so, they its rear arc, it does not inflict damage but instead can turn to face
leave themselves open for attack, but may be able to bring down the attacker without expending any Action Points.
a more skilled opponent. When making a Focused Attack action
in close combat, a model may choose to gain a bonus to a single A model may only actively (rather than reactively) attack models
attack while taking a penalty to all other close combat attacks in its forward arc.
until their next activation. This bonus may be up to the models
CC attribute and applies to both Strength and CC. Until the leaving close combat (special action)
models next activation, it suffers a penalty to its CC attribute There will often come a time when an individual will find
equal to the bonus gained. This may allow a lesser opponent to themselves severely outmatched in close combat. When faced
perhaps wound his enemy despite the superiority of his foe(s). 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,
A model may only make one Focused Attack per turn, but living to fight another day.
may make additional close combat attacks in the same turn. A
Focused Attack cannot be combined with a charge. As an action (costing 1 AP), a model engaged in close combat
may attempt to leave combat, moving at their standard movement
Example: A US Airborne soldier (CC 3) is fighting a rate away from their enemy. To do so, the model wishing to leave
Sturmaffe in close combat and is quite overwhelmed. The combat must make a successful attack against all enemy models
Airborne chooses to take the Focused Attack action and with which they are engaged in close combat. The attacks are
chooses to gain a bonus of +2 to both its Strength and Close resolved normally, however no damage is dealt by the victor.
Combat attributes. After this attack is resolved, the Airborne If the withdrawing model is unable to beat their opponent(s),
is at a -2 to its CC attribute until its next activation. The they may not withdraw and are forced to remain in the combat;
Airborne could choose to take a bonus from +1 to +3, with otherwise they may withdraw from combat, immediately moving
a corresponding penalty following the focused attack. their standard movement rate away from their enemy.

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Some combatants are quite large, able to push around smaller against three opponents has a -2 penalty to all close combat
opponents and simply wade through hordes of enemies without attacks. In the instance of multiple combatants and rear arc
slowing down. Models that are mounted on medium or large attacks, reduce the CC attribute of the model before halving.
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
inflict 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.
in house
Models withdrawing Gang up on models wherever
from close combat possible.
cannot use the Sprint/
Charge action. Because the sturmaffe is a large model it does not suffer penalties
for being outnumbered.

multiple combatants Larger combatants are able to take on more than one opponent in
In close combat, the key to victory is often to overwhelm your close combat without difficulty. For each increase in base size
enemy. A soldier involved in close combat against more than (1.5, 2, etc), a model is able to engage an additional enemy in
one enemy may be quickly outnumbered and dragged down. A close combat without suffering a penalty to their CC attribute.
model in close combat is able to defend against as many foes as Thus, a Sturmaffe (2 base) can fight against three enemy models
they like, however they take a -1 penalty to their CC attribute at once without any penalty; should a fourth enemy model come
for each opponent after the first. Thus, a model in close combat into contact with the ape, it will then suffer a -1 penalty to its
CC attribute.

Just as important as keeping soldiers alive is making sure they penalties to drive
remain on the field of battle. Managing the morale of the troops Throughout the game, units suffer penalties to their Drive
can quickly become a daunting task as units and detachments attribute. Some penalties are temporary; these penalties remain
begin to suffer casualties. Soldiers can become demoralized as in place until the conditions causing their loss is removed. Other
their comrades begin to fall or rout and players can find their penalties are permanent; they can only be removed by special
forces abandoning the mission. abilities such as command.

Morale is an important part of AE-WWII. The morale of a unit temporary drive penalties
or individual is measured using their Drive attribute. Most Some penalties to Drive are temporary, lasting only as long
models have a Drive score; as certain conditions are met. While these conditions are
those that dont are either in house in place, the affected units Drive is reduced. As soon as
immune to the effects of As mentioned earlier, doing a the condition imposing the temporary Drive penalty is
morale or are too mindless quick check of a units current removed, the penalty is no longer in effect. The following
to be effected by morale. Drive as its being activated is are examples of temporary Drive penalties.
an easy way to keep track of
The Drive attribute of each morale. Leaving fallen models Units struck by certain weapons (those with the
unit or individual can be on the battlefield is another terrifying attribute) suffer a reduction in their Drive
lowered during a battle as easy way to remind yourself of score through their next activation.
soldiers on the field watch current Drive penalties. Some models are frightening, which imposes a Drive
their fellow troopers fall penalty as long as enemy models are in base contact
to enemy fire. When a with the model.
models Drive attribute reaches zero, that model succumbs to For every friendly unit that is currently in rout, every
fear and either surrenders to the enemy or flees the battlefield. other friendly unit has their Drive reduced by one.
Players can use special orders, the special abilities of certain Other abilities, special orders, scenario rules or
models and any other available methods to try and boost the weapon effects may impose temporary Drive
dropping morale of units. 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: The American forces are suffering morale losses. The OSS Agent has been
killed, causing a -1 Drive penalty to all American units.
Each casualty a squad suffers, their Drive is reduced Unit A suffers only a -1 Drive penalty as a result of the killed OSS Agent.
by one. Unit B suffers an additional -1 Drive penalty due to a casualty in the unit.
Each wound an individual suffers lowers that models Unit C is suffering from a -1 Drive penalty because they have suffered a
Drive by one. wound (the unit is an individual) as well as a -1 Drive penalty for being in
For every friendly unit removed as a casualty, every base contact with a terrifying model; these penalties are in addition to the
-1 Drive for the loss of the OSS Agent.
other friendly unit has their Drive reduced by one.
Unit D has suffered enough Drive losses to be in rout; all models in the
Other abilities, special orders, scenario rules or unit will flee during their next activation unless their Drive can be raised
weapon effects may impose permanent Drive through the use of the command ability or other means.
penalties.

A units drive may never fall below zero. However, Individuals that join a squad in rout (see below) immediately
permanent drive penalties are always applied before bolster the squads Drive to the individuals current value. When
temporary drive penalties. When a units Drive is already an individual that has already joined a squad leaves that squad,
zero, a new permanent Drive penalty will effectively replace the squads Drive becomes the lower of either its current value
a temporary Drive penalty already in place. A temporary or its original value. If this drops a squads Drive to zero, it
Drive penalty can never prevent a permanent Drive penalty enters rout during its next activation.
from being applied.
rout
squads and drive When a units Drive attribute is reduced to zero, it is considered
All models within a squad share the same drive attribute. They in rout. Routing models will either surrender or flee the field of
fight together, die together, and will suffer the effects of a battle as quickly as possible, hoping to fight another day.
dwindling morale together. When a squads Drive reaches zero,
all models in the squad are in rout. If a model is in close combat when its Drive attribute reaches
zero, that model surrenders and is removed from the table. This
individuals and drive takes place at the beginning of that models activation, giving
Individuals do not share their Drive attribute with other models, players a chance to boost the models Drive before it is forced
but instead act of their own accord on the battlefield. One to surrender. Certain scenarios and secondary objectives require
exception to this is individuals that have joined a friendly squad. players to keep track of surrendering models; these models are
This individual shares its Drive attribute with the squad it has otherwise counted as casualties for purposes of attrition and
joined and when its Drive reaches zero, it and all members of other factors.
the joined squad are in rout. A unit with a joined individual
uses the highest current Drive value present in the squad. If an Models not in close combat when their Drive reaches zero flee,
individual joins a squad, the individual becomes a member of trying desperately to leave the battlefield. When a model with
that squad for purposes of Drive loss; thus they would no longer a Drive of zero is activated, it must move as quickly as possible
suffer penalties for wounds, but instead would suffer penalties (taking the Sprint action, if possible) towards the closest table
to Drive for casualties. edge and off the table. Fleeing models may try to avoid enemy

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adjustments to certain other models Drive attributes.
models, where possible, but otherwise must move along the
Certain special orders and scenario special rules may
quickest possible path towards the nearest table edge.
positively impact a units Drive score.
If some, but not all, of a squads models are engaged in close
combat when the squads Drive reaches zero those models in When a routing unit has their Drive attribute raised above zero,
close combat surrender and are removed as casualties while they are able to regroup and recover. At their next activation,
those not engaged in close combat rout as described above. routing models that have a Drive above zero may immediately
regroup, acting normally.
regaining drive
As units begin to lose Drive, it may become difficult to prevent vehicles and drive
a chain reaction whereby the entire detachment begins to rout. The rules for how vehicles and their crew respond to losses of
Certain situations can boost the Drive of a model that has Drive is discussed below in the Vehicles section.
lost morale, eventually rebuilding a models Drive back to its
original value. With few exceptions, no ability or rule can raise When a vehicle is destroyed (i.e. its last Wound is removed)
a models Drive above its original value. it counts as a friendly unit being removed as a casualty for
Drive purposes. The crew of a vehicle, though able to operate
Just like effects that lower a models Drive, effects that boost a outside of the vehicle, does not count as a friendly unit for Drive
models Drive happen instantly, raising the Drive of all models purposes once outside of the vehicle.
affected immediately. Players must use the methods listed below
to effectively manage the morale of their troops, lest they face a Alternatively, if the entire crew of a vehicle has been removed as
full rout. The following list details ways to raise the morale of a casualties while still inside the vehicle, but the vehicle remains
model that has lost Drive. intact (at least one wound remaining), the vehicle now becomes
inoperable and this counts as a friendly unit being removed as a
Individuals can join squads, allowing them to use casualty for Drive purposes.
the Drive of the individual rather than the unit (see
Individuals, above). Thus, when a vehicle is destroyed, all other friendly units on the
Officers and other such models have the command ability, battlefield have their Drive reduced by one. If the vehicle crew
allowing them to spend AP to give units a boost to their disembarks and is subsequently removed as a casualty this does
Drive (see the command ability). not impose a penalty to the Drive of all other friendly units on
Certain heroes possess abilities that will provide the battlefield.

Vehicles are key elements to any military force, be it simple handling - Vehicles also possess an additional attribute
transport vehicles or massive tanks. Though AE-WWII is a that measures how maneuverable the vehicle is. All
skirmish game, players may wish to field vehicles as part of vehicles possess a Handling (H) score. This attribute is
their detachment. The rules presented here allow players to used during movement and gives vehicles the opportunity
add vehicles to their games, helping their forces move and fight to change facing without expending AP, as well as to move
across the battlefield. over and through difficult terrain. A vehicles Handling
is adversely affected by damage to the vehicle; for every
vehicle characteristics wound a vehicle has suffered, its Handling drops by one, to
a minimum of zero.
Just like other models on the battlefield, vehicles possess
characteristics that determine their strengths, weaknesses, and special abilities
special abilities. Vehicles use the same characteristics as other Vehicles possess special abilities specific just to them. They can
models, but with slight differences. also have special abilities found on other models (see Special
Abilities pg. 40). Below are listed the special abilities reserved
attributes just for vehicles.
Vehicles use the same seven attributes found with other models.
In some instances, like Armor and Wounds, these attributes apply enclosed compartment - Vehicles with an enclosed
directly to the vehicle while in other cases, such as Drive and crew compartment provide protection for their crew against
Ranged Combat, these attributes are a reflection of the abilities enemy fire. Crew members receive heavy cover (+8 cover
of the crew. It is not necessary to differentiate between these bonus) against any attacks that can target them, rather than
two until the crew disembarks the vehicle, at which point they medium cover. Note that this applies to crew only and does
operate using their own attributes, which are listed with each not extend to non-crew passengers.
vehicle entry.

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open-topped - Open-topped vehicles allow passengers crew roles
easy access to get in and out of the vehicle, as well as giving There are four standard roles of crew members, each able to
them the opportunity to fire from the vehicle with little perform specific tasks while in a vehicle. Crew members may
difficulty. Non-crew passengers in an open-topped vehicle only ever take actions specific to their role in the vehicle; thus, a
can fire from the vehicle. However, enemy troops can gunner could not drive and a driver could not operate a vehicles
choose to target non-crew passengers in the vehicle (these weapons. Crew members that possess the vehicle commander
passengers get medium cover against attacks). ability may also spend AP to use the command ability.

passenger space (x) - In addition to the crew drivers - Drivers are responsible for moving the vehicle
compliment (which may include passengers) the vehicle around the battlefield. Drivers may only take actions
is able to accommodate additional passengers, acting as pertaining to movement. Some vehicles may possess more
a transport. X is the number of additional passengers the than one driver. If this is the case, each driver may take
vehicle can carry. Models on a medium base (see Base Size actions pertaining to movement, essentially combining their
pg. 40) count as two models for the purposes of passengers, Action Points to move the vehicle.
and models on a large base count as four models.
gunners - Gunners fire weapons mounted to the vehicles
vehicle commander - Some vehicle crews possessed they crew. A vehicle may only fire one weapon for every
skilled soldiers, trained to command the crew, as well as gunner present, and if a vehicle possesses more weapons
other troops. A vehicle that possesses a vehicle commander than it has gunners, some weapons may not be fired. Only
has one crew member (usually a passenger or gunner) that one gunner may fire any single weapon per turn, thus
has the command ability. This ability can only extend to the multiple gunners could not fire the same weapon in the
crew of the vehicle the commander is in, unless the crew same turn. Aside from spending AP to fire a weapon, the
disembarks, in which case the vehicle commander can use only other action gunners can take is to reload the weapons
the command ability as normal. It is important to denote they are firing.
which member of the crew is the vehicle commander to
determine which model spends AP to use the command loaders - Loaders work with gunners to keep a vehicles
ability and, in the instance this model is killed, the vehicle weapons loaded and ready to fire. Generally, the only action
and its crew no longer possess the command ability. loaders can take is the reload action required by certain
weapons.
troop type/training level
Vehicles possess both a Troop Type and a Training Level. For passengers - Passengers are passive members of a
the most part, vehicles will be of the Cavalry troop type. A vehicles crew, usually just along for the ride. Passengers
vehicles Training Level is a measure of the abilities of the crew cannot generally undertake any actions pertaining to
to operate the vehicle and is used to determine the number of AP the vehicle. Often times, passengers will not belong to
the vehicles crew receives each turn. the vehicle crew and will be other units that are being
transported in the vehicle. In this case, these models act
unit type as passengers, and activate with the vehicle crew until such
Vehicles are neither squads nor individuals and thus, do not have time when they disembark.
a Unit Type. On the battlefield, they act as independent models
in most respects. The crew of a vehicle, however, forms a squad Passengers can sometimes fire their weapons from a vehicle.
and they follow the rules pertaining to squads. See the Special Abilities of certain vehicles to find out which
vehicles allow such actions.
vehicle roles
Vehicles possess a wide variety of roles and are used in many Passengers can use any Special Abilities they possess while
ways on and off the battlefield. A vehicles Role is important within a vehicle. However, models must adhere to any
when selecting forces (see Force Organization pg. 70) and restrictions placed upon them by the Special Ability.
generally describes the most common uses for the vehicle.
Some vehicles fit more than one role. crews and line of sight (los)
Crews inside a vehicle are able to draw line of sight both within
vehicle crews and outside of the vehicle normally. Thus, vehicle crew members
can be considered to be within line of sight of any other model
Vehicles are only as good as their crew. Inexperienced vehicle inside the vehicle; this is important for abilities such as command
crews can quickly lead a vehicle to disaster and prove to be and inspiring.
a liability to the forces around them. At the same time, elite
vehicle crews can do things with a vehicle few thought possible, Models outside of a vehicle can only draw line of sight to
pushing their vehicle to the limits of its use. All vehicles possess passenger models inside an open-topped vehicle or to the vehicle
a crew; soldiers dedicated to the use of that vehicle. These crew itself. Models outside of a vehicle cannot draw line of sight to
members each act independently from one another, but work in vehicle crew members. Certain special abilities (such as aim) do
tandem to operate the vehicle. allow models to draw line of sight to vehicle crew members that
are otherwise unable to be targeted.

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injuring crew Unlike regular squads, vehicle crews (including non-crew
When enemy models attack a vehicle, they are typically unable passengers) must all spend Action Points simultaneously. This
to target the crew or passengers. Exceptions to this exist, such means that every member of the crew must spend their first AP
as the aim ability and open-topped vehicles. If an ability allows before any member of the crew can spend their second and so on.
crew or passengers to be targeted by an enemy, these models Crew members can choose not to spend Action Points, instead
receive medium cover (+3 cover bonus) as they are able to duck delaying their actions; however these skipped AP are lost. For
down and attempt to avoid injury. actions requiring more than one Action Point, crew members
can only take the action after the last AP needed is spent (in the
Area of effect (AoE) weapons that target a vehicle will affect instance of weapons with a RoF of 1:2, the model fires the shot
the crew inside, including non-crew passengers, as well as the after the second AP is spent).
vehicle. Unless such an attack specifically targets crew or non-
crew passengers, all models inside the vehicle are allowed a cover embarking/disembarking
bonus to their armor. Template weapons (as opposed to AoE Soldiers often have need to get in and out of vehicles, be they
weapons) do not affect vehicle crews unless able to specifically crew or passengers. Units may take a special movement action
target the crew (in the instance of open-topped vehicles, etc). to embark or disembark from a vehicle. Any model within one
inch of a vehicle may spend 1 AP to climb aboard, provided the
crew morale vehicle is able to carry them. Any model already in a vehicle
Vehicle crews are subject to morale the same way other units are may spend 1 AP to leave the vehicle and is immediately placed
and can rout or abandon their vehicles if their Drive dwindles. within one inch of the vehicle.
Vehicle crews share a single Drive attribute, like all squads,
and can suffer from conditions that reduce their Drive that non- movement
vehicle units do not suffer from. Vehicles move very quickly compared to foot soldiers and
are capable of rapidly deploying troops across the battlefield.
In addition to the conditions that reduce Drive listed above (see Vehicle movement is handled in the same way as with other
Morale pg. 60), vehicle crews also suffer a -1 penalty to Drive models, with a few exceptions listed below. Vehicles move a
for the following conditions: number of inches equal to their Movement attribute for each AP
spent by their driver(s).
Each casualty the crew suffers, their Drive is reduced by
one. Most vehicles are able to take the Sprint action and may even
Each wound the vehicle suffers lowers the crews Drive by change facing during a Sprint, though this will prompt a Handling
one. check (see below). Vehicles that sprint use all AP from any
If a vehicle fails a Handling check (see below), the Drive drivers. As stated above, the Sprint action is undertaken once
of the crew is lowered by one until their next activation. all the AP from all drivers are spent; this becomes important
for determining when gunners and those within open-topped
When a vehicle crews Drive is reduced to zero, they can react vehicles can fire during a vehicles movement.
in a number of different ways. If the vehicle has only a single
wound left, the crew bails out. On the vehicles next activation, vehicles and facing - Vehicles have more facing arcs
the crew must disembark. If the vehicle has more than one than other models. Vehicles have four distinct arcs: forward,
wound remaining, the crew retreats, suffering from rout as rear, left and right, each represented by a single side of the
normal. This means they must flee off the battlefield by the model. A vehicles facing, for purposes of movement, is
fastest means possible, moving off the closest table edge. If based on its forward arc. Line of sight and firing arcs of
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 fire, 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.

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vehicular weapons are dependent on the weapons and their being struck has made their attack, they are then subject to a
gunners (see below). hit from the vehicle, as if they had lost close combat.

Vehicles receive a number of free 90-degree turns per turn If the vehicle beats the model being struck in the close
equal to their Handling attribute. These may be taken at combat attack roll, or if the model being struck opted not
any time during movement and otherwise function using to move out of the way of the vehicle, the vehicle rolls 1d6
the rules for changing facing (see Facing pg. 50). Each and adds its Strength score, inflicting a hit on the model
90-degree change of facing beyond this number costs 1 AP being struck. The model is allowed an armor roll to resist,
from the vehicles driver(s). as normal.

Vehicles taking the Sprint action can use one or more of After the attack(s) have been resolved, the vehicle must
their free 90-degree turns during the Sprint action, however make a Handling check or suffer from a breakdown, as
this prompts a Handling check. detailed above. If the Handling check is passed, the vehicle
may continue its turn as normal.
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 difficult 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 The airborne is being rammed and will suffer a hit unless it beats
the vehicle in a Close Combat attack.
members may disembark and attempt to repair a broken
down vehicle; any member of the crew (not including non- ranged combat - Gunners can fire vehicular mounted
crew passengers) may spend 1 AP to make a repair check. weapons as the vehicle moves across the battlefield. Attacks
The player then rolls 1d6 and on a roll of 6 the vehicle made by vehicles are resolved in the same way as normal
is repaired and able to move again. For every additional ranged combat attacks, with a few minor differences.
Action Point spent by members of the crew players add one
to the repair check. Thus, if two crew members spend 2 AP The facing of a vehicle does not necessarily indicate the
each, they can repair the vehicle on a roll of 3 or higher. facing of that vehicles weapons. The facing of each
weapon is listed in the armament section of each vehicles
combat description. Each weapon may only draw line of sight along
Vehicles are often armed with a vast array of weaponry and are its facing. Some weapons are mounted on turrets, which
nearly always subject to enemy fire. Vehicles engage in combat allow the weapon to change facing at will, firing from any
differently that most models, the details of which are listed arc.
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

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close combat - Vehicles do not engage in close combat When a vehicle suffers its last wound, it is destroyed,
the same way other models do. The only way a vehicle unable to function. The vehicle remains on the battlefield
can injure a model in close combat is by ramming it (see as a smoldering piece of terrain. Models cannot embark
Ramming pg. 65). Some models however, may wish to into a destroyed vehicle nor can its weapons be used. Crew
attempt to injure a vehicle by attacking it in close combat. and non-crew passengers inside a destroyed vehicle must
Close combat attacks against vehicles are resolved the same disembark on their next activation.
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.

jeep (willys, gaz-64, kbelwagen)


army: Any
type: Regular Cavalry
role: Light Transport, Light Command
crew: 1 Driver
armament: None
M RC CC A S DR W H
9 4+ 4 5 6 4 2 4

special abilities:
Open Topped
Passenger Space (3)

options:
A swivel-mounted machine gun can be added to a Jeep. 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
M RC CC A S DR W
3 4+ 2 3 2 4 1
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 efficient at transporting troops across the
battlefield. Often used as command vehicles jeeps were fast and reliable and could also find use as scout vehicles.

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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
M RC CC A S DR W H
6 - 3 6 7 4 3 3

special abilities:
Open Topped
Passenger Space (7)

crew attributes:
Regular Infantry
M RC CC A S DR W
3 4+ 2 3 2 4 1
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 find use by every side of the conflict and these trucks, though rarely armed or armored, are possibly
the most common vehicle used during the war.

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)
M RC CC A S DR W H
9 4+ 3 8 8 5 3 3

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
M RC CC A S DR W
3 4+ 2 3 2 4 1
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 fitted with radio equipment to keep in contact with nearby forces. The M20 is fast,
maneuverable, but has enough armor to withstand most small-arms fire.

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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)
M RC CC A S DR W H
7 4+ 2 6 7 4 3 2

special abilities:
Open Topped
Passenger Space (7)

crew attributes:
Regular Infantry
M RC CC A S DR W
3 4+ 2 3 2 4 1
Crew Equipment: M1 Carbine (American), PPSh-41 (Soviet)

One of the first 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 fire out. The M2 half-track was made available early during the war to the Soviet
Union through the Lend-Lease program.

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)
M RC CC A S DR W H
8 4+ 3 7 7 4 3 3

special abilities:
Open Topped
Passenger Space (4)

crew attributes:
Regular Infantry
M RC CC A S DR W
3 4+ 2 3 2 4 1
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.

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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)
M RC CC A S DR W H
8 4+ 3 7 7 4 3 3

special abilities:
Enclosed Compartment

crew attributes:
Regular Infantry
M RC CC A S DR W
3 4+ 2 3 2 4 1
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
battlefield. 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 fire but is vulnerable to anti-vehicular weapons.

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)
M RC CC A S DR W H
9 4+ 3 7 7 4 3 3

special abilities:
Enclosed Compartment

crew attributes:
Regular Infantry
M RC CC A S DR W
3 4+ 2 3 2 4 1
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 firepower while protected by 15mm armor
plates.

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The group of models a player brings to battle is called a An additional Hero upgrade may only be used on Individuals
detachment and is made up of soldiers and units of varying that have the option to be upgraded to a hero.
Training Levels and Troop Types. When selecting forces for
their detachment, players begin by selecting a Detachment Type. Additional Special Orders may only be selected from those
Each Detachment Type provides players with a basic framework normally allowed to the detachment.
with which to build their force. The Detachment Types determine
the detachment composition, how many heroes a detachment Upgrading an existing units Training Level may only be done
automatically receives, if any vehicles can be selected, the on units that have this option. Vehicles can be upgraded in this
number and type of special orders available, as well as a simple way.
theme. Players then choose the units in their detachment as well
as any other items, such as vehicles and special orders, based on detachment types
the Detachment Type selected.
cavalry detachment
Each selection represents one unit from the players army list. Armored fighting vehicles form a large part of the war and give
Each of these selections could represent a single model (such infantry units support and the ability to quickly move across the
as a Sniper or Officer) or a squad (such as a pair of Airborne battlefield. Cavalry Detachments have a small number of in-
Soldiers); the composition of each selection is based on the fantry fighting alongside a pair of vehicles. These detachments
players army list. are mobile and often heavily armed and armored, making it dif-
ficult for unprepared forces to neutralize.
Many units have the option of increasing their Training Level,
making them more skilled. These models or units benefit from
an increase in AP, but now count as a different selection in detachment composition
the Detachment Composition (all based on their new Training 1 Veteran Selection, 2 Regular Selections, 2 Green
Level). Players should be able to clearly keep track of the Selections
Training Level of their soldiers and soldiers with an upgraded
Training Level should be easily differentiated from those with heroes
a lower TL. One Individual may be upgraded to a Hero, as long as that
Individual has this option.
Players can develop their own detachment types and certain
scenarios and campaigns will also call for detachment types that restrictions
vary from the ones found here. None.

troop type restrictions vehicles


Some Troop Types cannot be taken in a standard Detachment Cavalry Detachments may select any two vehicles from the
Composition unless certain conditions are met. Players must following roles: Light Scout, Light Command, and Light
keep in mind these restrictions when choosing their forces. See Transport.
the individual army lists as well as the Troop Type descriptions
above for specific restrictions. special orders
Cavalry Detachments may select one Special Order from
options the following list: Change of Orders, Coordinated Attack,
In addition to the various choices players make when forming their Daredevil Driver, Jury-Rig, Keep Moving, Momentum, and
forces, each detachment allows players one or more opportunities Tertiary Objective.
to further customize their force. With these options, players can
remove a unit selection from their detachment, exchanging it options
for a number of different alternatives. Players have the option Players have the option of removing one unit selection and
of removing one or more unit selections and exchange them exchange it for the following: another unit selection of a
for the following: another unit selection of a lower Training lower Training Level, upgrade an additional Individual to
Level, upgrade an additional Individual to a Hero, an additional a Hero, an additional Special Order, upgrade an existing
Special Order, upgrade an existing units TL by one (Green to units TL by one (Green to Regular, etc), upgrade a vehicle
Regular, etc), upgrade an existing vehicle selections role (Light selections role (Light to Medium, etc).
to Medium, etc).
standard themes
When a unit is exchanged for another unit of lower TL, this new Cavalry Detachments are themed around their vehicles, as
unit must adhere to any restrictions placed on the detachment, these are the primary focus of the force. These detachments
as well as any Troop Type restrictions. The new unit must be at can range from a transport vehicle and the soldiers inside,
least one TL below the unit being replaced. to a heavy-hitting armored fighting vehicle with infantry

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support. Experimental units can also be used to increase learned that these experimental units are greatly needed if the
the effectiveness of the detachment. war is to be won.

command detachment detachment composition


Officers and NCOs make their way across the battlefield, shouting 1 Elite Selection, 1 Veteran Selection, 3 Regular Selections,
orders and ensuring that objectives are met. These leaders 2 Green Selections
surround themselves will skilled soldiers that follow their orders
to the letter and travel in specially-designed command vehicles. heroes
Command Detachments can also call on their superiors for One Individual may be upgraded to a Hero, as long as that
support that comes in the form of special orders. Individual has this option.

detachment composition restrictions


1 Elite Selection, 2 Veteran Selections, 2 Regular None. Any restrictions on experimental units (Abominations,
Selections Tesla Devices, Psi Units) are lifted, removing the need for
required Specialist units (such as a Mechanic or a Mad
heroes Doktor) in order to select experimental units.
Two Individuals may be upgraded to a Hero, as long as
those Individuals have this option. vehicles
Experimental Detachments may not select any vehicles.
restrictions
At least half (round up) of the units in a Command special orders
Detachment must be of the Infantry, Specialist, or Support Experimental Detachments may select one Special Order
troop type. from the following list: Broken Axle, Change of Orders,
Coordinated Attack, Surrender, Take Cover and Tertiary
vehicles Objective.
Command Detachments may select any one vehicle with
the Light Command role. options
Players have the option of removing one unit selection and
special orders exchange it for the following: another unit selection of a
Command Detachments may select two Special Orders lower Training Level, upgrade an additional Individual to
from the following list: Artillery Support, Broken Axle, a Hero, an additional Special Order, upgrade an existing
Change of Orders, Coordinated Attack, Daredevil Driver, units TL by one (Green to Regular, etc).
Faulty Technology, Fix Bayonets, Jury-Rig, Keep Moving,
Miscommunication, Momentum, Scouts, Spy, Stragglers, standard themes
Surrender, Surveyed Ground, Take Cover and Tertiary Each army is able to field experimental units specific to
Objective. their army list. With an Experimental Detachment, players
can field a large amount of these units. The primary focus
options of an Experimental Detachment is the experimental units
Players have the option of removing two unit selections and themselves. A horde of genetic Abominations or a handful
exchanging each of them for the following: another unit of mechanized infantry are just some of the options with
selection of a lower Training Level, upgrade an additional an Experimental Detachment. These units are often
Individual to a Hero, an additional Special Order, upgrade supported by infantry units that make up for deficiencies
an existing units TL by one (Green to Regular, etc), upgrade in these experimental units, but many times Experimental
a vehicle selections role (Light to Medium, etc). Detachments are made up of nothing but these rare units.

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
officer or NCO and his retinue, or an Intelligence Officer
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 battlefield. These
technological terrors are often supported by infantry who have

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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 field 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.

infantry detachment restrictions


Infantry Detachments are the most common detachments found At least half (round up) of the units in a Motorized Infantry
on the field of battle. Made up of common soldiers, these Detachment must be of the Infantry, Specialist, or Support
detachments participate in nearly every kind of engagement troop type.
the war has seen and can be as versatile or as specialized as a
commander wants. vehicles
Motorized Infantry Detachments may select any one vehicle
detachment composition from the Light Transport role.
1 Elite Selection, 1 Veteran Selection, 3 Regular Selections,
3 Green Selections special orders
Motorized Infantry Detachments may select one Special
heroes Order from the following list: Change of Orders,
One Individual may be upgraded to a Hero, as long as that Coordinated Attack, Daredevil Driver, Fix Bayonets, Jury-
Individual has this option. Rig, Keep Moving, Momentum, Take Cover and Tertiary
Objective.
restrictions
At least half (round up) of the units in an Infantry Detachment options
must be of the Infantry, Specialist, or Support troop type. Players have the option of removing one unit selection and
exchange it for the following: another unit selection of a
vehicles lower Training Level, upgrade an additional Individual to
Infantry Detachments may not select any vehicles. a Hero, an additional Special Order, upgrade an existing
units TL by one (Green to Regular, etc), upgrade a vehicle
special orders selections role (Light to Medium, etc).
Infantry Detachments may select two Special Orders from
the following list: Artillery Support, Broken Axle, Change standard themes
of Orders, Coordinated Attack, Faulty Technology, Fix The most famous motorized infantry were the
Bayonets, Keep Moving, Momentum, Parachute Assault, Panzergrenadiers. Their speed and mobility made them
Scouts, Stragglers, Surrender, Surveyed Ground, Take infamous during the Blitzkrieg, which was used quite
Cover and Tertiary Objective. effectively during the early parts of the war. Motorized
infantry detachments are often used ahead of standard
options infantry forces to secure important objectives or gain ground
Players have the option of removing two unit selections and quickly during a prolonged engagement.
exchanging each of them for the following: another unit
selection of a lower Training Level, upgrade an additional reconnaissance detachment
Individual to a Hero, an additional Special Order, upgrade Sent ahead of the rest of their forces, Reconnaissance
an existing units TL by one (Green to Regular, etc). Detachments are mobile, forward units that scout enemy
positions and perform a variety of other high-risk tasks. They
standard themes often operate without any support from other units and must rely
Infantry Detachments can have widely varied themes, on their skills as forward observers to complete their missions.
but the focus of these forces is usually larger numbers of
troops. These troops are often supported by heavy weapon detachment composition
teams, specialist units, or experimental devices. Infantry 2 Veteran Selections, 3 Regular Selections, 2 Green
Detachments can fill nearly any role on the battlefield and Selections
prove to be one of the most versatile detachment types.

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heroes Support unit for every three Infantry units.
One Individual may be upgraded to a Hero, as long as that
Individual has this option. vehicles
Support Detachments may not select any vehicles.
restrictions
At least half (round up) of the units in a Reconnaissance special orders
Detachment must be of the Infantry, Specialist, or Support Support Detachments may select one Special Orders from
troop type. the following list: Artillery Support, Broken Axle, Change
of Orders, Coordinated Attack, Faulty Technology, Fix
vehicles Bayonets, Keep Moving, Momentum, Parachute Assault,
Reconnaissance Detachments may select one vehicle with Surveyed Ground, Take Cover and Tertiary Objective.
the Light Scout role.
options
special orders Players have the option of removing one unit selection and
Reconnaissance Detachments may select one Special exchange it for the following: another unit selection of a
Orders from the following list: Artillery Support, Change lower Training Level, upgrade an additional Individual to
of Orders, Coordinated Attack, Daredevil Driver, Jury-Rig, a Hero, an additional Special Order, upgrade an existing
Keep Moving, Miscommunication, Momentum, Scouts, Spy, units TL by one (Green to Regular, etc).
Stragglers, Surveyed Ground, Take Cover and Tertiary
Objective. standard themes
Support Detachments are the heavy-hitters of the infantry.
options They use larger numbers of heavy weapons and special
Players have the option of removing one unit selection and equipment to provide fire support for other detachments, be
exchange it for the following: another unit selection of a they infantry or cavalry. Often adding to the effectiveness
lower Training Level, upgrade an additional Individual to of these detachments are experimental units, which are
a Hero, an additional Special Order, upgrade an existing seeing more widespread use throughout the war. Support
units TL by one (Green to Regular, etc), upgrade a vehicle Detachments tend to be less mobile that other detachments
selections role (Light to Medium, etc). and instead must rely on their awesome firepower to
neutralize enemy units and claim objectives.
standard themes
Reconnaissance Detachments focus on speed and mobility. veteran detachment
Using these traits, units in these detachments often attempt After years of war, some fighting units have become far more
to outmaneuver their enemy, as well as rushing to claim skilled than those fresh off the boat. Whether through
objectives. Reconnaissance Detachments use lightly armed experience or training, veteran detachments have what it takes
and armored vehicles, as well as infantry support and to form an effective fighting force.
occasionally experimental units that add to the mobility of
the detachment. Reconnaissance Detachments are often detachment composition
made up of specialists and forward observers such as snipers 1 Elite Selection, 2 Veteran Selections, 4 Regular
and Intelligence Officers. Selections

support detachment heroes


Squads with multiple heavy weapons provide vital support for One Individual may be upgraded to a Hero, as long as that
infantry and cavalry forces alike. Capable of anti-armor as Individual has this option.
well as anti-infantry fire, Support Detachments bring awesome
firepower to bear and, along with other infantry teams are a restrictions
force to be reckoned with. At least half (round up) of the units in a Veteran Detachment
must be of the Infantry, Specialist, or Support troop type.
detachment composition
1 Elite Selection, 1 Veteran Selection, 3 Regular Selections, vehicles
2 Green Selections Veteran Detachments may not select any vehicles.

heroes special orders


One Individual may be upgraded to a Hero, as long as that Veteran Detachments may select one Special Order from
Individual has this option. the following list: Artillery Support, Broken Axle, Change
of Orders, Coordinated Attack, Faulty Technology, Fix
restrictions Bayonets, Keep Moving, Momentum, Parachute Assault,
At least half (round up) of the units in a Support Detachment Scouts, Stragglers, Surrender, Surveyed Ground, Take
must be of the Infantry, Specialist, or Support troop type. Cover and Tertiary Objective.
In addition, players may select one Support unit for every
Infantry unit, rather than the standard requirement of one

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options broken axle: When performing a difficult maneuver, an
Players have the option of removing one unit selection and enemy vehicle suffers a malfunction and breaks down. Once per
exchange it for the following: another unit selection of a game choose an enemy vehicle (any unit of the Cavalry type) as
lower Training Level, upgrade an additional Individual to it makes a Handling check. This check automatically fails and
a Hero, an additional Special Order, upgrade an existing the vehicle suffers a break down (as described in the vehicle
units TL by one (Green to Regular, etc). rules). This break down may be repaired normally.

standard themes change of orders: Often during battle, the conditions of


Apart from detachments that have simply been around, the conflict change, forcing officers to re-think their objectives.
veteran detachments can easily represent elite or specialized Once per game, at any time, you can draw a new secondary
troops such as Airborne, Fallschirmjger, or Soviet Guard. objective.
Veteran Detachments are often made up of a smaller
number of more skilled soldiers, usually supported by a coordinated attack: Acting in tandem, two of your units
heavy weapon team. Experimental units (Abominations, attempt to outmaneuver the enemy. Once per game, during your
Tesla Devices, Psi Units) are sometimes added to Veteran activation portion of the turn, you may choose to activate two
Detachments to give them an extra edge. 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.

special orders fix bayonets: With a courageous rallying cry, your troops
prepare for close combat. Once per game all friendly units of
Sometimes forces in the midst of combat receive special orders the Infantry, Specialist or Support type gain a +1 bonus to their
or intelligence on enemy positions and other important factors. CC and S attributes. This bonus lasts through the end of the
These dirty tricks can often be just as important, or even more current turn.
vital, to securing victory over ones enemies than the troops
themselves. jury-rig: Your vehicles crew is able to perform a quick patch-
job on their vehicle after it has broken down. Once per game,
artillery support: Your forces have artillery support you may use this special order to automatically pass any repair
during the battle. Once per game, beginning on turn two, check made to fix a broken vehicle. Note that a model must still
a friendly unit can designate a target for your artillery. Only spend at least one Action Point and be in base contact with the
Infantry, Specialist, and Support units may designate a target. vehicle in order to use this special order.
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 keep moving: Once per game choose a friendly unit that has
1 or 2 the shot scatters 1d6 in a random direction, otherwise already been activated in the current turn. This unit may be
it scatters 2d6 from the designated target (a scatter die can be activated again this turn. This special order can only be used on
used to determine the direction the shot scatters). Wherever the a unit once per turn (in the instance of multiple Keep Moving
artillery strike lands, all models within a 3 radius suffer a hit orders).
equal to Strength 8+2d6. Only one artillery strike can be called
per turn. miscommunication: You have managed to supply false
information to the enemy. Once per game you can force an
in house opponent to draw a new secondary objective. This special order
Artillery support can be both must be used by the end of the third turn of the scenario.
terribly powerful and
exceedingly inaccurate. 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

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initiative is rolled as normal. 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
parachute assault: Some of your units arrive on the placed so as to put models into (or out of) difficult terrain.
battlefield 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 battlefield 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 battlefield; that unit then arrives on
the battlefield 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 battlefield 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 battlefield. Beginning on turn two, roll The ruined building in the top picture is moved back through the
a die (d6), on a roll of 1, the unit arrives on the battlefield, use of the surveyed ground special order, leaving the models placed
in the building now in the open.
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 take cover: Preparing for heavy enemy fire, your troops
the unit on the table (1 or 2 on turn three, 1-3 on turn four, etc) take cover making them more difficult to injure. Once per game
until the unit is in play. This special order may only be selected choose a friendly unit that has just been activated, before any AP
once. are spent. This unit may only spend Action Points for movement
and may not sprint or charge. Until the units next activation,
surrender: Once per game, choose an enemy unit that is models in that unit gain a +2 cover bonus to their Armor in
in within line of sight and 12 of a friendly model. This unit addition to any already gained from other sources.
immediately has their drive lowered by 1; if this lowers a units
Drive to zero they immediately surrender and are removed from tertiary objective: You may draw an additional
the battlefield. Models removed in this way are considered secondary objective. This must be used at the beginning of
casualties and count as surrendered models for the purposes of the game, as secondary objectives are drawn. If one of the
certain objectives. two secondary objectives is completed, it counts towards the
secondary objective victory condition, as normal. If both of
surveyed ground: Your forces have detailed information these two secondary objectives are completed, one fulfills the
about the battlefield and use this information to their advantage. secondary objective victory condition as normal, while the other
After all forces have been deployed, a player using this special can go towards any other victory condition (attrition rate or
order may choose to move any one single piece of terrain on primary objective).
the battlefield. The piece of terrain selected may not be one
specifically 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 battlefield.

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scenarios scenarios have Detachment Compositions that differ from
the standard ones presented above (see Force Organization
Battles in AE-WWII are rarely stand-up fights, but more often pg. 70).
take the form of small skirmishes, with both sides trying
desperately to achieve some minor objectives that will swing If an unplanned scenario is selected, players select
the course of the war in their favor. All sides of the conflict must their Detachment Composition prior to determining the
out-gun, out-maneuver, and outnumber their enemy if they are scenario. This represents the fog of war, that neither side
to prove victorious. is aware of the specific conditions of the battle.

In AE-WWII, players take part in scenarios that usually involve In either instance, scenarios can be chosen randomly from
a primary objective, two players, and a single detachment per the charts below, or agreed upon ahead of time by all
player. Each scenario is designed to be a small, yet important players.
battle between two forces that can be played in a short period of
time, generally completed in six to eight turns. 3. choose attacker and defender
Regardless of if the scenario is planned or unplanned, most
Each scenario falls into one of two categories: planned or scenarios require that one player be the attacker and the
unplanned. Planned scenarios are thought out engagements other the defender. This is used to determine deployment
where all sides taking part in the battle know the objectives zones, primary objectives, and other variables of the battle.
before the battle is fought. These are clear-cut skirmishes where Some scenarios specify which player is the attacker or the
all sides have the opportunity to tailor their force to the specific defender, while most can be selected randomly or agreed
mission at hand. Unplanned scenarios are random conflicts upon by the players
taking place in the fog of war. None of the forces involved
knew of the enemys position or composition and, though not 4. select detachments
necessarily prepared for combat, battle ensued. Unplanned As with selecting the scenario, choosing Detachment
scenarios are chaotic, unorganized, and often very unbalanced. Compositions is done at different points in the pre-
game process depending on what scenario type is being
When players sit down to play AE-WWII, they should use the played. In either event, players select their Detachment
method below to determine what scenario is going to be played. Composition using the methods described above (see
Players can choose to forgo this method and instead select a Force Organization pg. 70).
specific scenario, or not use a scenario at all, however we feel
the method below provides the most entertainment. In planned scenarios, players are well aware of the
particulars of the mission (such as objectives, attacker/
choose scenario type (planned vs. unplanned) defender, etc) prior to selecting their Detachment
planned unplanned Composition. This allows each player involved in the
Choose Scenario Select Detachments scenario to tailor their forces to the conditions of the
scenario, as well as inject an element of strategy as the
Choose Attacker & Defender Choose Scenario
players try to out-think their opponents even in these early
Select Detachments Choose Attacker & Defender stages.
Draw Secondary Objectives Draw Secondary Objectives
Deployment Deployment 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
1. choose scenario type sometimes the most interesting. Players selecting their
(planned vs. unplanned) Detachment Composition for unplanned scenarios have
Players can decide if they are going to play a planned or no information to rely upon and instead must guess what
unplanned scenario either by agreeing with each other, or forces, objectives, and combat conditions they are likely to
by random determination. To randomly determine what encounter on the field of battle.
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 5. draw secondary objectives
planned scenario will be played. Once the particulars of the scenario are determined,
players each randomly select a secondary objective. If
2. choose scenario agreed upon ahead of time, players can opt to choose their
If a planned scenario is selected, the specific scenario secondary objectives, but this usually results in added
is chosen before players choose their Detachment tooling of forces and removes an element of randomness
Compositions. This is done to allow players to tailor and excitement from the game.
their forces for the specific scenario and because some

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If a secondary objective is drawn that a player is incapable At the end of a game, players calculate which victory conditions
of achieving (for example, the Destroy the Abominations were met by their side. Only one player is able to claim the
objective and the opposing player fields no Abomination primary objective victory condition, but both players are able
units), a new secondary objective is drawn immediately to claim the secondary objective and attrition rate conditions.
prior to the beginning of the first turn. Whichever player claimed the most number of victory conditions
is the victor. If both players claimed the same number of
More information on secondary objectives is given below conditions, there is no clear winner and the battle remains
(see below). undecided.

6. deployment scenario descriptions


The final phase in the pre-game setup, players deploy their
forces as determined by the individual scenario. Then the a bridge too far [planned]
game begins! Enemy forces are attempting to cross a vital bridge. If the
bridge cannot be held, it must be destroyed, despite orders to
victory conditions the contrary.
Each scenario has a number of conditions that must be met by
either side to determine victory. As in real war, sometimes there set-up
is no clear winner or loser, and battles can often result in a tie. When the battlefield is set, a single bridge must be placed
Three specific victory conditions are used in AE-WWII. somewhere towards the center of the table.

1. primary objective Players must decide which force will be the attacker and
Each scenario will have a primary objective for each force which will be the defender. If this is not agreed upon ahead
taking part in the battle (see the scenario descriptions of time, both players roll 1d6 and the player with the highest
below). Only one side can complete the primary objective roll chooses.
for each scenario. Primary objectives represent the reason
why the forces are present on the battlefield and the key
means by which one side or another will achieve victory.

2. secondary objectives
Secondary objectives are random goals that often arise
during combat. Targets of opportunity, field tests of new
units, and other such tasks are sometimes just as important
as primary objectives in determining success on the
battlefield.

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 primary objective
objective through the use of Special Orders. Each The attacker is attempting to take control of a vital bridge
secondary objective has its own conditions for success; see that will allow access further into enemy territory. The
the individual secondary objective descriptions (pg. 82) for bridge is too important to be destroyed and the defenders
their specific conditions. forces have been ordered
to hold the bridge at all fact vs fiction
3. attrition rates costs. However, the This scenario is based off of
As World War II grinds down into small skirmishes and defender knows that if the movie with the same name,
prolonged engagements, attrition rates become quite the attacking soldiers take which told of the Allied attempt
important to all sides of the conflict. Numbers are vital the bridge, countless lives to take control of the
and keeping soldiers alive and fighting is just as important will be lost attempting to German-held bridge in
as meeting primary or secondary objectives. retake it. Arnhem, Belgium.

All players involved in a battle should determine their The attacker must claim
total model count prior to beginning the game (but after the bridge, driving off all defending models. If, at the end
Detachment Compositions are selected). During the of the game, the attacker has units present on the bridge
game, each player should keep track of the number of their and the defender does not, they have claimed the bridge and
models that were removed as casualties. If a player is able completed the primary objective. If the defender has any
to eliminate over two-thirds of the enemy detachment, they units left on or within 6 of the bridge or the attacker has no
have achieved a high enough attrition rate in order to claim units on or within 6 of the bridge, the defender can claim
this victory condition. the primary objective.

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The defender may have the option of destroying the bridge until all units are deployed. The defending player should
(see below). If the bridge is destroyed, neither side can deploy at least one unit inside hard cover.
claim the primary objective.
scenario rules
deployment Voluntary Withdrawal
The defender selects which side of the bridge they are Terrain Feature: Bunker
defending. The defending player then deploys their entire
detachment anywhere on the defenders side of the bridge escort [planned]
or on the bridge itself. The attacker then deploys their entire An important individual must be safely escorted through the
force anywhere outside of 12 of the bridge. area. Enemy forces however, have learned of this persons
presence and hope to eliminate the VIP and have sent troops to
When deploying their forces, the defender must choose a take out the target.
location on the defenders side of the bridge that will be the
detonation point. The detonation point must be within 12 set-up
of the bridge. Players must decide which force will be the attacker and
which will be the defender. If this is not agreed upon ahead
scenario rules of time, both players roll 1d6 and the player with the highest
Turn Limit (6) roll chooses.
Voluntary Withdrawal
Terrain Feature: Bridge primary objective
The defender is attempting to escort a VIP from one edge
At any time during the game, any infantry, specialist, or of the battlefield to the other while the attacker is hoping to
support model from the defenders detachment within 1 of kill the VIP. If the defender can take the VIP from one side
the detonation point can spend 1 AP to destroy the bridge. of the battlefield to the other (moving the VIP off the table),
The bridge is instantly destroyed and all models on or within they can claim the primary objective. If the attacker is able
6 of the bridge suffer a Strength 6+2d6 hit from the blast to eliminate the VIP (removing them as a casualty), the
(roll Strength separately for each affected unit). Models on attacker can claim the primary objective. If the VIP is not
the bridge after it has been destroyed are placed on the side removed as a casualty, but does not successfully cross the
of the bridge that they were closest to when the bridge was battlefield, neither side can claim the primary objective.
destroyed.
deployment
bunker assault [planned] The defender selects a table edge that represents their
Forced into a difficult position, the attacker finds themselves deployment zone. The table edge opposite the one selected
facing a fortified enemy. The attackers troops must attack where is the edge that the VIP must leave the table from in order
their enemy is well armed and entrenched making them nearly for the defender to claim the primary objective.
impossible to eliminate.
The attacker deploys first, placing their entire force on the
set-up table. None of the attackers models may be within 12 of
Players must decide which force will be the attacker and the defenders table edge. The defender then deploys their
which will be the defender. If this is not agreed upon ahead entire force anywhere within 6 of their table edge.
of time, both players roll 1d6 and the player with the highest
roll chooses. In addition to the defenders forces, they must deploy the
VIP.
The defenders forces receive at least one piece of hard in house
cover (pill-box, etc) placed somewhere in their deployment
zone. Vehicles and the keep
moving special order can be
primary objective used to quickly get the VIP off
Both sides hope to take advantage of this encounter and the battlefield.
inflict as much damage upon the enemy as possible, while
driving their opponent from the battlefield. At the end of scenario rules
the game, whichever side still has models on the table is Turn Limit (6)
successful in claiming the primary objective. Voluntary Withdrawal
Compulsory Units:
deployment VIP (Individual)
Both players roll 1d6 and the player with the highest Type: Regular Specialist
score chooses which table edge they would like as their Composition: 1 VIP
deployment zone, the opposing player receives the opposite Equipment: Pistol
table edge as their deployment zone. Both players then take M RC CC A S DR W
it in turn to deploy one unit within 12 of their table edge
3 5+ 2 3 1 4 2
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Jeremy Bernhardt (order #2415176) 6


prisoner exchange [planned] Compulsory Units:
A prisoner exchange has been arranged between both sides. Prisoner (Individual)
Meeting at a predetermined location, both forces watch one Type: Regular Specialist
another closely as the prisoners are exchanged. One side Composition: 1 Prisoner
however, has decided to betray their enemy and launches a Equipment: None
surprise attack. Now each side must grab their prisoner and M RC CC A S DR W
escape, while trying to eliminate their former hostage.
3 5+ 2 0 1 4 1
set-up
Players must decide which force will be the attacker and push the line [planned]
which will be the defender. If this is not agreed upon ahead Enemy forces in the area are attempting to gain ground,
of time, both players roll 1d6 and the player with the highest launching an attack designed to capture more territory. Fighting
roll chooses. The attacker is the one that will betray their for every inch of ground, the attackers must push forward while
opponent during the exchange. the defenders hope to repulse their advance.

Both sides meet in a large, open area. An area clear of set-up


terrain should be present in the center of the battlefield and The table is divided into three even sections (see below);
terrain can be set up surrounding this area. This clearing is 16 deep on a 4x4 table.
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 battlefield and to safety. Whichever player
can move their prisoner off the battlefield 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 battlefield 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 Players must decide which force will be the attacker and
deployment zone. which will be the defender. If this is not agreed upon ahead
of time, both players roll 1d6 and the player with the highest
Players take it in turn placing units, beginning with the roll chooses.
attacking player. Units must be placed within that players
table half and may not be placed within the exchange area primary objective
or within 12 of an enemy unit. The attacker is attempting to push into the center of the
battlefield, driving the enemy from it and gaining ground.
In addition to each players forces, they must deploy a If, at the end of the game, the attacker has any number of
prisoner belonging to the opposing player. Prisoners must models in the contested zone and the defender has none,
be deployed at the edge of the exchange area, closest to the attacker has completed the primary objective. If, at the
the player that is deploying them. Thus, if the Soviet and end of the game, the defender has any number of models
German armies are exchanging prisoners, the Soviet player in the contested zone or the attacker has no models in the
deploys the German prisoner in the exchange area closest to contested zone, the defender has completed the primary
the Soviet forces. objective.

scenario rules deployment


Turn Limit (6) The attacker chooses which side of the table they would
Beginning with the second turn the attacker can like to set up on. The defender then deploys their entire
declare that they are betraying their opponent. This detachment anywhere within the zone furthest from the
declaration must be made prior to the initiative roll. attackers table edge, as well as the contested zone. The
Until the attacker declares themselves as attacking, attacker then deploys their entire detachment within the
neither side may shoot, engage in close combat, enter zone closest to their table edge and may not have any
the exchange area, or cross into the opposing players models within 12 of an enemy model.
deployment zone. Prisoners may move across the
exchange area at any time.

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scenario rules in the attackers control as long as the attacker has
Turn Limit (6) a model within six inches of the prisoner. If, on the
Voluntary Withdrawal prisoners activation, the attacker has no models
within six inches of the prisoner, the prisoner reverts
the last patrol [planned] to the control of the defending player. Prisoners have
A patrol has been organized meant to slip into enemy lines and the same statistics and special abilities they normally
capture as many enemy prisoners as possible before slipping possess, however have only one wound. Prisoners
back to the safety of their own position. The enemy must hold do not carry weapons after they have been captured.
off the offensive as long as possible and bring reinforcements to Each prisoner counts as a separate unit for activation
respond quickly, so as to prevent their own men from falling into purposes. Prisoners are immune to Drive losses and
their enemys hands. are not considered part of the attackers detachment
for the purposes of morale.
set-up
Players must decide which force will be the attacker and escalating engagement [unplanned]
which will be the defender. If this is not agreed upon ahead Both forces have happened across one another on the battlefield.
of time, both players roll 1d6 and the player with the highest However, each side has only a small portion of their detachments
roll chooses. and must wait for reinforcements to arrive before the enemy can
be effectively dealt with.
At the center of the battlefield is a piece of terrain where
some of the defenders forces begin the game and where the set-up
attacker will make their initial attack in the hopes of taking There is no clear attacker or defender in this scenario.
enemy prisoners. Both sides are caught off guard and rush to eliminate their
enemy. In the end, whichever side remains in control of the
primary objective battlefield is the victor. However, it must be determined
The attacker is attempting to capture one or more enemy which edges of the table represent the players deployment
models and remove them from the battlefield. If the attacker zone. This can be agreed upon by the players, or each player
can defeat at least one enemy model in close combat and can roll 1d6 and the player with the highest roll can choose
move that model off a table edge, they can claim the primary which side their forces will enter from; the other players
objective. If, by the end of the game, the attacker has not deployment zone will be the table edge opposite from the
moved a captured enemy model off any table edge then the one chosen.
defender can claim the primary objective.
primary objective
Unintelligent models may not capture enemy models. Both sides hope to take advantage of this chance encounter
and inflict as much damage upon the enemy as possible,
deployment while driving their opponent from the battlefield. At the
The defender chooses which side of the table their end of the game, whichever side still has models on the
reinforcements will enter the battlefield from. The opposite table is successful in claiming the primary objective.
table edge up to the halfway point between these two table
edges is the attackers deployment zone. deployment
Each player makes a list of their detachment compositions,
The defender then places one unit in the center of the by selection, in any order they choose. This list will
battlefield, anywhere within three inches of the center point determine which selections become available each turn.
of the table. This unit must be of the Infantry, Support or
Specialist troop type. Both players roll 1d6 and add the result to the highest Drive
rating in their detachment; the player with the highest total
The attacker then deploys their entire detachment anywhere chooses which player places their first selections.
on their half of the battlefield. None of the attackers models
may be closer than six inches to an enemy model. The player chosen to place first then places the first two
selections from their list anywhere on the battlefield. After
scenario rules placement, these two selections must be within 12 inches of
Turn Limit (6) one another.
The remainder of the defenders detachment moves
onto the battlefield on Turn 2. Once each of these The next player then places both of their selections, each
units is activated they may move onto the table from within 12 inches of each other, anywhere on the battlefield,
the defenders table edge. so long as they are not within 18 inches of any enemy
models.
Once any model from the defenders forces has been
defeated (losing its last wound) in close combat, that The game begins.
model is considered captured and becomes controlled
by the attacker as a prisoner. The prisoner remains Every turn, after initiative is rolled, players can choose to

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activate the next selection on their list in addition to those scenario rules
that are on the table. This selection is then brought onto the Turn Limit (6)
table via that players table edge. Only one new selection Voluntary Withdrawal
can be brought onto the table each turn.
A model in base contact with a supply marker can
scenario rules spend 1 AP to pick up and carry the supplies. A model
Voluntary Withdrawal may only carry one supply marker at a time and a
model carrying a supply marker may not engage in
foraging [unplanned] ranged combat and suffers a 1 penalty to their CC
A supply drop has gone astray and forces in the area have attribute score while carrying the marker. If a model
happened across stockpiles of weapons, ammunition, and is removed as a casualty, it drops its supply marker.
rations. Each side must rush to possess the dropped supplies Routing models do not drop carried supply markers.
and deny the enemy much-needed equipment.
scattered [unplanned]
set-up Whether through miscommunication or simple bad luck, one side
There is no clear attacker or defender in this scenario. In of the conflict is scattered all across the battlefield. Disorganized
the end, whichever side recovers the most supplies is the and caught unaware, they are set upon by the enemy and must
victor. However, it must be determined which edges of the quickly regroup and mount a coordinated defense.
table represent the players deployment zone. This can be
agreed upon by the players, or each player can roll 1d6 and set-up
the player with the highest roll can choose which side their Players must decide which force will be the attacker and
forces will enter from; the other players deployment zone which will be the defender. If this is not agreed upon ahead
will be the table edge opposite from the one chosen. of time, both players roll 1d6 and the player with the highest
roll chooses.
Before deployment, between three and nine (d6+3) supply
markers are placed on the battlefield. Each player places a primary objective
marker in turn; markers cannot be placed within 12 of a Both sides hope to take advantage of this chance encounter
table edge or within 6 of another supply marker. and inflict as much damage upon the enemy as possible,
while driving their opponent from the battlefield. At the
primary objective end of the game, whichever side still has models on the
Both sides are trying to gather up as many supplies as they table is successful in claiming the primary objective.
can before withdrawing. At the end of the game, whichever
side has captured the most supplies can claim the primary deployment
objective. If both sides have captured the same number of At the beginning of the game, the attacker deploys the
supplies, or if neither side has captured any supplies, neither defenders detachment, placing each unit anywhere on the
force can claim the primary objective. table. When placing the defenders forces, the attacker
may not place any units within 12 inches of a table edge or
Unintelligent models may not pick up supply markers. 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.

deployment set-up
Each player rolls 1d6 and the player with the highest roll There is no clear attacker or defender in this scenario.
can choose which player begins deploying their detachment. Both sides are caught off guard and rush to eliminate their
Each player takes it in turn placing a unit within 6 of their enemy. In the end, whichever side remains in control of the
selected table edge. Once all units are deployed, initiative battlefield is the victor. However, it must be determined
is rolled. which half of the table represent the players deployment

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zone. This can be agreed upon by the players, or each player scenario special rules
can roll 1d6 and the player with the highest roll can choose
which side their forces will deploy in; the other players compulsory units Scenarios with this rule require a
deployment zone will be the table edge opposite from the player (or players) to take special units specific to the scenario.
one chosen. These units never take up slots from the players detachment and
are fielded in addition to the players full detachment. Unless
Before forces are deployed, six numbered air strike markers otherwise specified, these units do count for morale, attrition
are placed on the table (dice are ideal). The markers must be and other factors.
evenly spaced from one another. On a 4x4 table, markers
are placed 8 from each players short table edge and 16 terrain feature Certain scenarios require specific pieces
from each players long table edge. of terrain to be present on the battlefield. These terrain features
usually require specific 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 field 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
primary objective are still quite capable of victory.
Both sides hope to take advantage of this chance encounter
and inflict as much damage upon the enemy as possible, secondary objective descriptions
while driving their opponent from the battlefield. At the
end of the game, whichever side still has models on the assassination
table is successful in claiming the primary objective. An important member of the opposing forces must be
eliminated.
deployment
After the players have determined their deployment zones, prerequisites: None
both players roll 1d6 and the player with the highest roll objective: Choose an enemy model. This model must
chooses which player will place their first unit. Each player be an individual. Write down the model on a piece of paper
then places a single unit anywhere within their deployment and place it with this card. Once this model is removed
zone before the opposing player places one of their units. from the table as a casualty, you have completed this
This continues until all models have been placed on the objective. If this model is removed from the table for any
table. No model may be within 12 of an enemy model. other reason (rout, moving off a table edge, etc), you have
failed to complete this objective.
scenario rules
Voluntary Withdrawal breakthrough
You are trying to get men behind enemy lines to scout the enemy
Every turn beginning with the first, before initiative position.
is rolled, a series of air strikes hit the battlefield,
potentially striking models from either force. prerequisites: None
Between one and three air strikes hit the battlefield objective: Choose a friendly unit. Write down the unit
every turn. For each air strike, roll 1d6 to find out on a piece of paper and place it with this card. This unit
which marker is used as the center-point of the must leave the field of battle from the furthest table edge
strike. Each air strike will deviate from this target; from where it began play. If any models from this unit
roll 1d6, on a 1 or a 2 the air strike deviates 1d6 in move off of the furthest table edge from where they began
a random direction, one a roll of 3 through 6 the air play, then you have completed this objective. Unintelligent
strike deviates 2d6 in a random direction. All models models do not count towards completing this objective.
within 2 of the point an air strike lands suffer a
Strength 6+2d6 hit. capture
An enemy soldier possesses information vital to your operations.
This soldier must be captured and taken back to base, so they

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can be interrogated. prerequisites: American Objective, you must possess
at least one Tesla Device.
prerequisites: None objective: All Tesla Devices must survive the battle. If,
objective: Choose an enemy model. This model must at the end of the game, no Tesla Device units have been
be an individual. Write down the model on a piece of paper removed as casualties, you have completed this objective.
and place it with this card. This model must be defeated
in close combat and removed as a casualty in order for this field test
objective to be completed. Alternatively, this objective can A batch of Abominations has reached your forces and is ready to
be completed if the chosen model surrenders (see Morale). be put to the test in the field.
If this model is removed from the table for any other reason
(shooting casualty, rout, moving off a table edge, etc), you prerequisites: German Objective, you must possess at
have failed to complete this objective. Unintelligent models least one Abomination.
may not capture enemy models. objective: All Abominations must survive the battle. If,
at the end of the game, no Abomination units have been
defense removed as casualties, you have completed this objective.
A strategic point on the battlefield must not fall into enemy hands
at all costs. field test
The NKVD has assigned a number of Psi units to your detachment
prerequisites: None that require field testing.
objective: Choose a piece of terrain located no more
than two inches away from the starting position of one of prerequisites: Soviet Objective, you must possess at
your models. Write down this piece of terrain on a piece of least one Psi unit.
paper and place it with this card. At the end of the game, objective: All Psi units must survive the battle. If, at
you must possess at least one model within two inches of the end of the game, no Psi units have been removed as
this piece of terrain. In addition, there may be no enemy casualties, you have completed this objective.
models within two inches of this piece of terrain when the
game ends. If you do not have a model within two inches offense
of this piece of terrain, or the enemy possesses at least one A strategic point on the battlefield must be captured at all
model within two inches of this piece of terrain, you fail costs.
to complete this objective. Unintelligent models cannot be
used to claim this objective. prerequisites: None
objective: Choose a piece of terrain located no more
delaying action than two inches away from the starting position of an enemy
Your forces are trying to keep the enemy tied up while other model. Write down this piece of terrain on a piece of paper
operations take place somewhere else in the area. 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
prerequisites: None terrain. In addition, there may be no enemy models within
objective: Your forces must remain on the field of battle two inches of this piece of terrain when the game ends. If
for at least six turns. At least one friendly model must be you do not have a model within two inches of this piece of
on the table at the end of turn six in order to complete this terrain, or the enemy possesses at least one model within
objective. If the scenario does not last at least six turns, you two inches of this piece of terrain, you fail to complete this
have failed to complete this objective. objective. Unintelligent models cannot be used to claim
this objective.
destroy the abomination
The Germans have gone too far in their crimes against nature. test subjects
The German abominations must be purged from the world. Genetic manipulation and research requires a large supply of
test subjects. These must be gathered from enemy forces.
prerequisites: Soviet and American Objective, enemy
possesses at least one Abomination. prerequisites: German Objective
objective: All German Abominations (Emaciated objective: Count the number of enemy models. By
Troopers, etc) must be destroyed. If, at the end of the the end of the game, you must eliminate at least 25% of
game, all German Abominations have been removed as these models as casualties (round up) in close combat.
casualties, you have completed this objective. If any Alternatively, this objective can be completed if these
German Abominations are removed from the table for any models surrender (see Morale pg 60). Casualties inflicted
other reason (rout, moving off a table edge, etc), you have by unintelligent models do not count towards this total.
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 field.

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Jeremy Bernhardt (order #2415176) 6


Campaigns are a number of scenarios linked together by a and campaign-specific units, and create some new scenarios or
common thread (story, map, etc) and are a big focus of AE- objectives to add even more flavor to the campaign.
WWII. Campaigns allow players to develop intricate stories,
backgrounds, and plots that will greatly enhance their gaming An example of a story-based campaign is included; see A Fools
experience. In a skirmish game, such as this, injecting a little Errand (pg 87).
story into your games is easy and the system presented here is
meant to help in that process. map-based campaigns
Some campaigns use a map as a focal point. Players begin with
In a campaign, players take the same troops through many a sizeable force (usually larger than the standard detachment
scenarios, gaining experience and skill along the way, as well as composition) in one or more starting locations on the map and
suffering casualties and taking on replacements. The scenarios then move their forces across the map, encountering enemy
of a campaign often have special rules, alternate detachment units and other hazards as they move. A detailed story can be
compositions, and heroes and units specific to the story. interwoven into the map, with players having clear-cut objectives
Campaigns require extra record keeping as players must track in varying locations on the map.
the progress of their forces. It is this progress however, that
makes campaigns a pleasant diversion from one-off games. Map-based campaigns can be as detailed or as simple as players
like. Individual scenarios can be matched with specific 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 flexibility 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-specific units, and other creative items can also
be scattered across the map, forcing players to rush to these
key locations. Clearly defined campaign objectives should be
campaign types decided ahead of time and can include things like capturing
the most territories, inflicting the most casualties, or capturing
There are many different ways of organizing a campaign. From specific territories.
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 An example of a map-based campaign is included; see The
a number of campaign types that we feel are appropriate for use Rockets of St. Michele (pg 96).
in AE-WWII. Players are free to take the examples given here
to develop their own campaign types. campaign structure

story-based campaigns Whether players are participating in a story or map-based


Story-based campaigns follow a cohesive story, usually put campaign, all campaign types follow a certain structure that
together by a single player, though players can also collaborate details what scenarios are being played, what happens following
on a story. When the story is written, a number of scenarios each scenario, and the overall flow of the campaign. Campaign
are selected or created to help tell the story and as the scenarios structures can be as linear or as fluid as players like and should be
are played, the story unfolds. Story-based campaigns can be used to give players an idea of how the campaign will progress.
linear or free-form, with a predetermined story arc prepared or
a flexible, changing story. In campaigns where a number of objectives
possible outcomes exist, a campaign tree may be created, with All campaigns have clearly defined objectives that must be met in
the story built in. order for one side or another to claim victory. Many campaigns
will have multiple objectives and, like scenarios, could result
Story campaigns are easily created and players need only to in a draw. Some campaigns will also possess objectives that
develop a simple plot and tie together a number of scenarios are specific to each force involved in the campaign. Thus,
in order to form a story-based campaign. Players can then players may have very different objectives from one another.
alter the standard detachment composition, add compulsory It is important that the objectives for the campaign are clearly

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defined before the campaign is begun. Once a campaign has been Before a campaign begins, players select a detachment type
completed, the details of the victory conditions and the outcome that they will use throughout the campaign. Some campaigns
of the campaign are described in the Aftermath section. may allow for the selection of multiple detachment types, but
generally players will use only one detachment type for the
scenarios duration of the campaign, allowing players to stick with a central
Campaigns are made up of a number of scenarios all linked theme for their forces. In most cases, once the detachment type
together by a common thread. In a map-based campaign, these is selected, players fill their campaign detachment, just as they
scenarios can be based on specific locations or conditions on the would a standard detachment however the number of selections
map, while in a story-based campaign scenarios are selected to per detachment is increased depending on the length of the
best fit the plot. A brief description of the available scenarios campaign. Generally, the number of selections in a detachment
should be listed in order to familiarize players with them prior to is doubled for every two or three scenarios in the campaign.
play. The details of each scenario, including changes to existing Thus, a campaign with six scenarios would give players three
scenarios and campaign-specific scenarios should also be laid times the number of selections in their detachment; a detachment
out for players to view. with three Regular slots would now have nine. The number of
vehicles, if any, as well as hero choices, is likewise increased.
Each scenario in the campaign should include an Aftermath Special Orders are selected prior to scenarios, so there is no need
section as well, explaining how the loss/victory of each force to choose these when building a campaign detachment.
involved affects the campaign.
Prior to each scenario, players pull units from their campaign
aftermath detachment to fill out their standard detachment (of the same
The Aftermath section of each campaign should detail the final type as that selected when creating the campaign detachment).
details of the campaign, including victory conditions, objectives If there are insufficient units available (due to casualties), players
and other pertinent information. It helps to include a small story may find themselves unable to fill the entire detachment. As
describing the outcome and the overall effect the campaign had the campaign progresses, the size and strength of the campaign
on the units involved, the territory in which the campaign was detachment will grow and shrink, based on reinforcements,
fought, and the War as a whole. casualties, and experience.

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 find 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-specific units
campaign unfolds. Players must keep track of experience points, Many campaigns include squads or individuals that are
casualties, requisition points, and detachment composition of necessary for the story or structure of the campaign.
their forces during a campaign. Specific heroes, elite squads of soldiers, or new and
unique super-science units can all be found specifically in
campaign detachment composition campaigns, though their use outside of a campaign would
Players participating in a campaign select a number of be overbalancing. In most campaigns, players will find
detachments that will take part in the campaign. From these a section where these campaign-specific units are listed.
detachments, players draw their troops for each scenario. As Many times, these units have special abilities or attributes
the campaign progresses these detachments grow and shrink and that are above and beyond the units found in a forces army
gain experience points. list.

Rather than using a single detachment in a campaign, players Campaign-specific units are always extras that do not take
will generally have a larger pool of units from which to pull up any slots from the campaign detachment.
from as the scenarios in the campaign are played out. This pool
is called a campaign detachment and is simply a larger version compulsory units
of one of the existing detachment types. During scenarios, players may be forced to take certain
units. These required units are called compulsory units and

85

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must be taken if they are present within a players campaign replacing losses
detachment. Usually compulsory units are specific to the When individuals or full squads are lost (see Casualties,
campaign (such as unique heroes, etc), but some scenarios below), players can spend RP to replace the lost unit. But
can call for other non-campaign-specific units. when only a few members of a squad are killed, players
must still use RP to replace them. When some, but not all,
Compulsory units are bonus models that are taken above of the members of a squad are killed, players must spend
and beyond the scenario detachment composition. If a RP equal to half the units total value (based on the Training
player is unable to take the required units, players should Level of the squad), no matter how many models are lost.
check the scenario to determine what affect this might have. Replacing partial squads in this way reduces the experience
Generally players unable to take compulsory units will be at of the squad (see below) but otherwise the new models
a significant disadvantage during the scenario. 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.

requisition points casualty roll result


As a campaign progresses, players will gain Requisition Points
1 Just a scratch
that can be used to help keep their units well-supplied and gain
more resources with which to defeat their enemies. 2-4 Out of action
5-6 KIA
Players gain Requisition Points for participating in the battle and
for each victory condition their forces achieve during a scenario. just a scratch: The model is knocked unconscious
In most campaigns, players receive 10 RP after every battle as or dazed during the battle, but finds themselves unharmed.
well as 10 RP for each victory condition following a scenario. The model is not injured or killed and may return to combat
Some scenarios in a campaign will grant more or less RP for the very next scenario.
each victory condition, or grant bonus RP for story- or map-
based conditions that are met during the campaign. out of action: Though they are injured during combat,
the soldiers wounds are not fatal. Models that are out
Following each scenario, players may spend their RP to increase of action may not participate in the next scenario, but are
the size of their campaign detachments, replace fallen or otherwise unharmed. Players may not replace models that
promoted units and to purchase vehicles. Units that are added to are out of action. In map-based campaigns models are out
the campaign detachment must fit into the standard detachment of action for one campaign turn.
composition; thus, a detachment that does not allow a vehicle
selection cannot use RP to purchase a vehicle. Vehicles killed in action: The model is killed, giving their life
purchased in this way always have a Regular training level. in service of their country. Models that are killed in action
must be replaced using Requisition Points.
detachment requisition
selection point cost Certain special orders, secondary objectives, and other
special rules may result in models being captured by the
Green Slot 10
enemy. These models are lost, considered KIA and can
Regular Slot 20 be replaced following the scenario. Creative players may
Veteran Slot 30 devise trades for captured models, with one player giving
Elite Slot 40 Requisition Points, conceding territories, or other items of
importance in order to get their captured model(s) back.
Light Vehicles 30
Special rescue scenarios could also be played to try and
Medium Vehicles 50 recover captured soldiers.
Replacing Partial Squads the RP Cost of the Squad

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Vehicles roll on the same chart above, though out of action Units can also lose EP as a campaign progresses. Squads that
represents the time it takes to repair the vehicle, while lose models (killed in action) and must replace them lose half of
killed in action simply means the vehicle was beyond their current EP, down to the minimum for their Training Level.
repair. Vehicles must make a casualty roll in addition to This loss cannot make units drop below their existing Training
any injured crew. Level.

experience Elite units that gain experience continue to increase their


As soldiers participate in combat, they quickly learn the horrors attributes for every 10 EP gained above 30. Thus, an Elite unit
of war. Troops that have survived for months and even years on with 50 EP gains two additional increases to their attributes, as
the front lines are far more skilled and more experienced that detailed above.
soldiers that are fresh off the boat. These veteran warriors are
an important part of any force and experience quickly proves Individuals can spend EP, cashing in 10 EP in order to become
itself more important than numbers or equipment. a hero. If the individual is able to become a hero (see the unit
descriptions), 10 EP are deducted from the models total and
Units that take part in a campaign learn as the campaign the individual is allowed to choose a hero type. Players cannot
progresses and gain experience, making them better soldiers. choose to spend EP if this loss would result in the individuals
As models gain experience, their Training Level increases, as do Training Level decreasing. This option can only be taken once
their attributes. Heroes can emerge through combat experience and individuals can never possess more than one hero type, nor
as well, and players can quickly develop story and background can they change hero types at a later time.
for their more experienced units.
sample campaign a fools errand
Every unit gains experience points as they progress through
a campaign. The amount of experience points a unit has can March 30, 1945
increase and decrease throughout the campaign, and players
should keep careful track of the EP each unit has. Experience I dont like it any more than you do Jim, said Colonel Jablonsky
points are gained in the following ways: with his typical forthrightness, but orders are orders.

Units earn 2 EP for simply participating in the scenario. A strong breeze was blowing in from the south, bringing with
Units earn 1 EP for each victory condition achieved by it a slight chill and the faint smell of seawater. It had been just
their side during the scenario. over a month since the Americans had set foot on French soil,
At the end of every scenario, players receive 1 EP for this time for good, and Lieutenant Colonel James Cole walked
each victory condition achieved by their side during the slowly alongside his superior officer. There was a pause in their
scenario. These EP can be divided among the units that conversation as a pair of trucks drove past carrying troops to the
participated in the scenario as the player sees fit. front.
An opposing player can choose to nominate one unit from But sir, diverting an entire battalion on the orders of a civilian
their enemys detachment that they feel performed well rubs me the wrong way, said James as the roar of the engines
during the scenario. This unit receives 1 EP. faded.

As a unit gains EP, their Training Level increases and they Well now, said the colonel, you wouldnt be reporting to
become more skilled. Consult the chart below to determine a Agent Breeman, youll just be following his lead. The OSS has
units TL based on their EP. Note that units begin with a number assured me that their man knows what hes doing.
of EP based on their TL (thus, a Regular unit begins the campaign
with 10 EP). The pair reached a large tent and paused before entering.
Colonel Jablonsky could undoubtedly tell that he had done little
When a unit increases their TL through experience, they are to dissuade his subordinates doubts.
allowed to increase one of their attributes by a single point
(or decrease in the case of RC). Move and Armor cannot be Dont worry Jim, Colonel Jablonsky said, youre in charge.
increased this way. This increase is permanent and cannot be
lost if the units TL drops due to replacements. Lifting up the flap of the tent, the two stepped into the dark room
where a number of other officers waited. Among them were 1st
training experience Battalions company commanders Captain Sam Murray, Captain
level points Mark Nolan, Captain Martin Adams, and Captain Shawn Conley.
Also present were the Colonels aid and a man James had never
Green 0
seen before. Dressed in civilian clothes, the man wore a long
Regular 10 trench coat, black leather gloves, dark pants, and heavy boots.
Veteran 20
Elite 30 The officers and the aid saluted while the man James could only
assume was OSS Agent Breeman waited for the colonel to get
comfortable. James nodded in the direction of his men and the
briefing began.

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Tomorrow morning at 0430, Colonel Jablonsky started, 1st costs. Needless to say, whatevers important to our enemy is
Battalion will be dropped two clicks north of the town of Nyons, important to us. It is vital that we take Nyons from German
located about one hundred kilometers north of our current hands.
position. Your mission is the liberation of Nyons from enemy
hands. Agent Breeman? This time it was Captain Adams of C Company
speaking up. What is it that the krauts find so important to stay
The officers of the 1st Battalion, 515th Parachute Infantry when the rest of their army is fifty clicks north?
Regiment leaned in to a small table where a map of southern
France was located, seeing the small town located in the middle Were not sure, responded Agent Breeman, and for an instant
of the French countryside. It was clear to James that his officers James thought he detected the slightest pause in the mans voice;
were ill at ease. but just like that, it was gone. But we do know that the enemy is
hunkered down and ready for a fight. They are well entrenched
Sir, said Captain Murray, always one to speak his mind, if I and should prove quite difficult to remove.
might ask why it is that 1st Battalion is being reassigned. I was
under the impression we would be moving out with the rest of the Whats their strength? James spoke up for the first time,
13th Airborne Division to support the attack on Montlimar. immediately drawing the attention of Agent Breeman and the
rest of the men.
The colonel cast a wayward glance at the civilian who remained
quietly standing in the shadows of the darkened tent. James was Giving him a brief look of approval, Agent Breeman answered.
unable to read the mans expression, but it seemed apparent that We believe that only a single company is defending the town,
the colonel may have been as uncertain about this mission as with no armor or artillery support.
James was.
And theyre all inside the town, continued James.
You were Captain, answered the colonel, but 1st Battalion is
being reassigned based on new intelligence gathered from the Yes, answered Agent Breeman. If we parachute in north of
Office of Strategic Services. Nyons has now been designated the town, we can come at them from three sides. The river to the
as a priority. south will prevent their easy escape, but I honestly dont think
theyll run. Once were in the town, Ill make contact with the
But Sir, continued Captain Murray, with the bulk of the kraut French resistance and we can use their help to eliminate any
army in this region defending Montlimar, do we expect to meet further enemy forces in the area.
heavy resistance in the town? Why the sudden interest?
We? said James.
Colonel Jablonsky shifted uneasily. The colonel was young and
relatively inexperienced, but James had learned that he was a Colonel Jablonsky stepped forward, ignoring the question.
bright officer with a knack for strategy. The Colonel had seen Elements of our ground forces will be in the area and can
the 515th PIR through the landing a few weeks earlier and the provide support if you run into trouble, he said. Youll
Jumping Wolves had pulled through to quickly earn a reputation outnumber them Jim, but theyre dug in pretty tight.
as one of the best airborne regiments in the XVIII Airborne
Corps. Looking at his officers, James turned to face the Colonel and
Agent Breeman. We can take them Colonel. Well get them
Ill direct your question to OSS Agent Rick Breeman, said the out of there and be back in
colonel, clearly happy to turn things over. time to come to your rescue at
Montlimar.
With that, Agent Breeman stepped into the light and made his
way to the table, standing next to Colonel Jablonsky. He was a A chuckle came from his
stern looking man in his early forties. He stood tall, with thick men, while Agent Breeman
brown hair and steely brown eyes. His face was weathered, and remained stone-faced. The
it was instantly clear he had seen his share of combat; probably colonel smiled and gave James
operating well behind enemy lines aiding the French resistance. a concerned look.
But despite his rough demeanor, he carried an instant likeability
and James found that his resentment and uncertainty, which had Just be careful Jim, he said.
been quite strong, vanished upon seeing this man. He trusted Yes sir, answered James.
him, and for the life of him, James couldnt figure out why.
The Colonel saluted and
Good morning gentlemen, Agent Breeman said in a forceful dismissed James and his
tone. Ive been stationed in France for the past few months officers, who left the tent.
and intelligence reports have led me to Nyons. Here, Ive made Agent Breeman gave James an
initial contact with French resistance fighters that have provided approving nod as he left.
me with evidence that the German forces stationed here have a
vested interest in the town and are prepared to defend it at all The five men had gotten no

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Jeremy Bernhardt (order #2415176) 6


more than a few meters away before Captain Murray spoke up. muscular form was the ideal specimen of German physique. It
was not his appearance, or even his demeanor that cause the
A civilian, Jim? His concern was clear. Do I get this right, doctor to worry, but instead the black and silver insignia on his
hes jumping with us? sleeve bearing the letters SD that brought concern to Schiblers
mind.
The other captains nodded their agreement. At least James
wasnt alone in his worry. Herr doctor, said the SD agent, nodding slightly as he pushed
the hair from his eyes.
Order are orders, as the colonel would say, said James, trying
to put his men at ease. Well outnumber them nearly four to Herr Reiser, replied the doctor in a shaky voice. What brings
one; Im not too worried. you here?

James paused as he tried to believe his own words. Turning from the prisoner the Sicherheitsdienst agent faced the
doctor, who could now see a bloody baton in the agents hand.
Besides, what could the krauts possibly be protecting? he
wondered aloud. 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.
The screams coming from below made even the doctor nervous.
A skilled physician and geneticist, he had performed countless According to my sources, glancing back to the prisoner
experiments on prisoners of war and was responsible for some the agent continued, concern is warranted. It appears that a
of the latest breakthroughs in genetic research. His cruelty was member of the American OSS has infiltrated Nyons and learned
well known throughout the region and countless tortured souls of your location.
had left this world in the catacombs beneath the chteau. But the
recent arrival from Germany had quickly made himself at home, Sweat began to appear on Doctor Schiblers brow. It was well
and from the sounds emanating from below, he was far crueler known what failure meant to the Sicherheitsdienst.
than Doctor Schibler could ever hope to be.
Impossible! replied the doctor. My sources in the town
Reaching the bottom of the stairwell the doctor waited for the would have told me. Allow me to check
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 sufficient 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 It is too late for that, interrupted the SD agent.
black uniform, the polished black boots that seemed unable to
remain dirty; the doctor was already intimidated. Agent Reiser began slowly moving towards the doctor, who
was trying not to break his powerful gaze. Doctor Schiblers
As he slowly moved towards the open cell, he could see the face knees began to shake and he felt nauseous. The SD agent stood
of the prisoner, strapped to a simple wooden chair sitting in front directly in front of him and leaned in close, so that the doctor
of the visitor. The prisoners face was a bloody pulp and he was could smell his breath.
barely recognizable. Blood covered his shirt, which was torn
open revealing bruises all across his torso. Indeed, the man had Are your experiments ready for deployment, said the agent.
been badly beaten.
N-n-nearly, answered the doctor.
Reaching the open door, the visitors head turned revealing a
surprisingly young face. Grey eyes looked out from behind black A grin crossed Agent Reisers lips.
hair that had fallen out of place during the beating. His thin but

89

Jeremy Bernhardt (order #2415176) 6


Good, he said, the Americans will be here soon. Reiser has learned of the arrival of this equipment and sent a
small team to intercept and destroy as much of it as possible,
And with that, the SD agent turned and left, the sound of his thus crippling the continued American offensive.
boots ringing through the dank stone hall.
a clandestine meeting
campaign structure Now inside the town, the American forces begin to finish off
A Fools Errand is a two player, story-based campaign in which the small pockets of German soldiers still hidden in Nyons.
American forces are attempting to liberate the French town of OSS Agent Rick Breeman makes contact with French
Nyons from German hands. Led by OSS Agent Rick Breeman, resistance fighters in the town to learn of a terrible secret
the Americans come to learn that terrible experiments are being the Germans have been hiding in a chteau just outside of
performed by the Germans just outside of town. With SD Agent town. But the German SD Agent knows of this meeting and
Alfred Reiser watching over them, the Germans attempt to repel hopes to keep their secret by eliminating all those that have
the American forces, which vastly outnumber them. Both sides heard of the chteau.
must call upon experimental technology in order to achieve
victory; victory that means total control of the town. lavault chteau
The Lavault Chteau stands just outside of the town of Nyons.
The campaign is comprised of five scenarios, each preceding the This large, provincial estate was taken over by German
others whose outcome will affect the scenarios that follow. As forces during the early days of the war, and the people of
the campaign progresses, players will gain access to new troop Nyons speak of it in hushed tones. Terrible experiments go
types, which are limited in the opening scenarios. on at the chteau, and the townspeople often go missing,
rounded up by German soldiers. Screams can be heard
campaign objectives from the chteau and at night, terrible inhuman howls roll
The primary objective of the campaign for both sides is the across the countryside. Members of the 1st Battalion of the
total control of the town of Nyons. The American forces are 515th Parachute Infantry Regiment take themselves to the
attempting to wrest the town from German control, while the chteau hoping to eliminate the last remnants of the German
garrison of Wehrmacht and Volkssturm try desperately to hold forces in Nyons, uncertain of what they might find.
off the American attack. Whichever side can control the town
will prove the victor in the campaign. counterattack
With hordes of Abominations at their side, the remaining
There is only one objective for the campaign: to take (or maintain) German forces in the area surrounding Nyons rush the
control of Nyons. This is accomplished in the final scenario town, hoping to launch a counterattack that will drive
(Counterattack); the player able to claim the primary objective the Americans once and for all out of the region. Beaten
in that scenario is the winner of the campaign. Each scenario and beleaguered, the men of the 1st Battalion gather what
leading up to the final battle for Nyons is just as important remaining Tesla Devices they have and mount a stern
though, as each side must use the resources gained through these defense, desperately trying to hold on to the town they
early victories to build a successful force for the final scenario. fought so bitterly to take.
Thus, players must work to minimize casualties, earn experience
and requisition points, and claim victory conditions during the aftermath
first four scenarios in preparation for the last battle. The campaign concludes with one side in clear control of
Nyons. Following the Counterattack scenario, the winner of
scenarios that scenario has won the campaign. If the Germans have won,
the American forces are driven from the town and the German
the invasion of nyons genetic experiments have proven themselves in some of their
The 1st Battalion of the 515th Parachute Infantry Regiment first field tests. Should the American forces win the day, the
has landed just outside of the French town of Nyons on the Germans are destroyed and the abominations purged from the
morning of April 1, 1945. They make their way to the town town.
unimpeded only to find a small number of German soldiers
well entrenched and awaiting their arrival. Outnumbering Players can determine casualties and experience following the
their enemy, the Americans must drive the Germans deeper last scenario and use their forces in other campaigns. Players
into the town or else be repulsed by the defenders and forced can also determine the overall attrition rates and the number of
to regroup. secondary objectives claimed throughout the campaign, which
could show that victory proved too costly for the winning side.
new equipment
After the initial attack on Nyons, the Americans find alternatives
themselves suffering more casualties than expected. While The campaign presented here is but one possible way to tell
the German forces in the town do whatever they can to the story. A number of options exist if players chose to run the
fight off the attackers, the Americans are able to call in vital campaign differently or more than once.
reinforcements. The experimental Tesla Devices arrive by
transport and give the Americans an edge in the continued multiple players
attack on the town. However, the German SD Agent Alfred If more than two players wish to participate in the campaign,

90

Jeremy Bernhardt (order #2415176) 6


a number of options exist to make this adjustment. First, if include farms, town outskirts, town central, southern bridge,
more than one American or German player is present, the and the chateau. The scenarios presented here could be tied
starting detachment composition can be divided among the to specific territories and players could use a number of
players. Thus, a game with two American players would other scenarios to fill out the rest of the map. Other key
have two detachments. All players play in each scenario territories and objectives could be created as well. Such a
and forces with more than one player combine detachments campaign could have varying victory conditions and last a
during the scenario. number of turns agreed upon ahead of time by the players.

Another option is to allow each player a full detachment, detachment composition


as detailed below and players alternate or choose their Though the detachments the players will be using in the campaign
opponents for each scenario. Scenarios can be played represent a small portion of the forces battling over Nyons, each
more than once, as there are more forces than those present player commands roughly a platoon of troops. As these troops
in the players detachments participating in the attack on meet with success on the battlefield, achieving victory conditions
Nyons. Each scenario could represent different parts of during scenarios, players will be able to increase the size of their
the campaign to take the town. Players could also simply detachment using Requisition Points, which can also be used to
have larger games, with multiple players per side, each replace fallen troops.
player using a full detachment rather than a shared one, as
explained above. These large games would take longer and Each player may select a single detachment type when creating
require larger playing surfaces, but would make for very their Campaign Detachment however the number of selections
interesting stories. for each detachment is doubled, giving players a larger pool
from which to pull units when building a detachment for each
including soviets scenario. Thus, a detachment type that typically grants three
Though this campaign focuses on an attack by American Regular selections would give that player six Regular selections.
forces on a German town, it could easily be altered to fit a The number of vehicles, if any, as well as hero choices and
Soviet force. Changing the location of the campaign from options, is also doubled. Special Orders are selected prior to
France to western Russia would pit the Soviets against the the scenario, so there is no need to choose these when building
Germans and require only minor alterations to the story and a campaign detachment.
scenarios. In this case, it would be Soviet forces attacking
the town and discovering the presence of the German The campaign places restrictions on which detachment types may
genetic experiments. 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 fill the slots of a standard detachment. The
detachment a player must field 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 fields a single Infantry detachment
each scenario, pulling units from the campaign detachment as
detailed above (under Campaign Detachment Composition).

If multiple players are involved, joint operations between campaign-specific units


American and Soviet forces could take place somewhere in
German territory, with both Allied detachments getting into 1. american - OSS Agent Rick Breeman (Hero)
enemy lines in order to take an important German town. type: Elite Infantry
Using the options for multiple players (above) would allow composition: 1 OSS Agent
Soviet and American forces to be used against the Germans equipment: 2 Pistols, Grenades
without difficulty. M RC CC A S DR W
map-based campaign 3 3+ 3 3 3 6 2
A Fools Errand is designed as a linear story-based campaign, special abilities:
but can easily be altered to suit a map-based campaign style. Because of their skill with their pistols, OSS
In this case, players could work together to create a simple Agents may fire both guns while on the move.
map with a small number of territories that represent the This increases the RoF of the OSS Agents pistols
town and the surrounding area. Possible territories could by 1 (2:1); otherwise these attacks are treated like

91

Jeremy Bernhardt (order #2415176) 6


a regular pistol. deployment
Hidden Deployment The defender selects a table edge (preferably one with
heavy cover) and deploys their entire detachment within
2. german - SD Agent Alfred Reiser (Hero) 24 of this edge. The defender should place some of their
type: Elite Infantry forces in heavy cover. The attacker then deploys their entire
composition: 1 SD Agent detachment within 12 of the opposite table edge but may
equipment: MP40, Pistol, Grenades not deploy any models within 10 of an enemy.
M RC CC A S DR W
scenario rules
3 4+ 4 3 3 6 2
Voluntary Withdrawal
special abilities:
Inspire Terror: The reputation of the SD agents aftermath
was such that all those that crossed their path Players receive 10 RP for participating in the battle as
feared them. Known for brutal interrogation well as 10 RP for each victory condition achieved. Units
techniques and psychotic tendencies, these agents participating in the scenario gain experience as described
were able to demoralize even the most hardened above. Casualties are determined as described above.
soldiers with but a glance. For 1 AP an SD Agent
can attempt to reduce the Drive of an enemy unit american victory: The American forces are
by one. The enemy unit must be within 12, able to push the German defenders deeper into the
in line of sight, and must roll lower than their town. With the initial invasion a success, OSS Agent
current Drive on 1d6 or their Drive is lowered by Breeman halts the American advance momentarily in
one. order to make contact with the French resistance as
well as oversee the arrival of vital new equipment.
scenario descriptions
german victory: Volkssturm and Wehrmacht
scenario 1 soldiers are able to hold off the American attack, buying
the invasion of nyons [planned] time for the geneticists at the chateau to complete their
work. The town is besieged and the Americans await
The 1st Battalion of the 515th Parachute Infantry Regiment has the arrival of new equipment that will help them take
landed just outside of the French town of Nyons on the morning Nyons for good.
of April 1, 1945. They make their way to the town unimpeded
only to find a small number of German soldiers well entrenched tie: Neither side can claim victory, as the forces able
and awaiting their arrival. Outnumbering their enemy, the to hold the outskirts of the town suffered heavy losses
Americans must drive the Germans deeper into the town or else during the attack. Both sides pause to recoup their
be repulsed by the defenders and forced to regroup. losses and re-supply.

compulsory units scenario 2


american: OSS Agent Rick Breeman new equipment [planned]
german: None
After the initial attack on Nyons, the Americans find themselves
set-up suffering more casualties than expected. While the German
The American player is the attacker, while the German forces in the town do whatever they can to fight off the attackers,
player defends the town. The battlefield should be set up the Americans are able to call in vital reinforcements. The
with terrain pieces like buildings and ruins heavier on the experimental Tesla Devices arrive by transport and give the
one side of the table, as the Americans are entering the town Americans an edge in the continued attack on the town. However,
from the fields to the north. During set-up, the German the German SD Agent Alfred Reiser has learned of the arrival
player is allowed to place one piece of heavy cover (pill of this equipment and sent a small team to intercept and destroy
boxes, trenches, etc) anywhere on the table. This hard as much of it as possible, thus crippling the continued American
point will give the defender a significant edge during the offensive.
battle.
compulsory units
primary objective american: OSS Agent Rick Breeman, 2 Mechanics
The American forces marching on Nyons are attempting (Veterans, see scenario details for more information)
to drive off the German defenders, while the Germans german: SD Agent Alfred Reiser
must defend the town at all costs. Both sides hope to push
back their enemy, forcing them to regroup. At the end of set-up
the game, whichever side still has models on the table is In this scenario, the American player is defending while the
successful in claiming the primary objective. German player is the attacker. The battlefield can be set
up any number of ways, but should include areas of open
ground and trees as the American re-supply is taking place

92

Jeremy Bernhardt (order #2415176) 6


on the outskirts of town. Tesla devices can be targeted by enemy fire. Robot Troopers
and Buffalo Power Armor sustain wounds as they would
primary objective if they were activated. Tesla Rocket Packs and Electrical
The attacker is attempting to destroy as many of the Tesla Guns that are hit by enemy fire have an Armor of 2 for the
Devices as possible, limiting the American forces use of purposes of resisting damage; if these items sustain any
these items during the wounds, they are destroyed.
rest of the campaign. in house
The American troops aftermath
are trying to keep these A well-placed artillery or Players receive 10 RP for participating in the battle as
devices intact in order mortar attack can eliminate well as 10 RP for each victory condition achieved. Units
to aid them in taking multiple Tesla devices with participating in the scenario gain experience as described
and holding the town. a single shot. above. Casualties are determined as described above.
If, at the end of the
scenario, over half of the Following this scenario, the Tesla Devices and Mechanics
American Tesla devices (see below) have been destroyed, used by the Americans are added to the American campaign
the attacker can claim the primary objective; otherwise, the detachment after casualty rolls made due to losses the new
defender claims the primary objective. units may have suffered during the scenario. Any surviving
units can be used by the American forces from this point
deployment on, however no new Tesla Devices may be purchased using
The defender selects a table edge and deploys a number RP. This means that, if no Tesla devices are lost during the
of deactivated Tesla devices within 6 of this table edge. scenario, the American player adds 2 Buffalo units (Regular),
The defender begins with the following deactivated Tesla 2 Robot Trooper units, 2 Tesla Electrical Gun units (Green
devices: 2 Buffalo Power Armor, 6 Robot Troopers (2 or Regular), and 2 Rocket Troop units (Regular) to their
units), 2 Tesla Electrical Guns (2 units), and 4 Tesla Rocket existing campaign detachment. Losses to partial units can
Packs (2 units). These models/units are non-functioning be re-supplied using RP. The American player must protect
and cannot be used until certain conditions are met (see these devices as they cannot receive new ones for the rest
below). of the campaign.

Once these are placed, the defender places their entire american victory: With new Tesla devices,
detachment anywhere on the battlefield, but not within 10 the American forces have the edge they need to take
of a Tesla Device and not within 12 of a table edge. control of Nyons. American forces press into the
town, driving the remaining enemy troops into hiding.
After the defender has placed their entire detachment and
the deactivated Tesla Devices, the attacker deploys their german victory: Though the German forces
entire detachment. No model from the attackers force can are able to destroy many of the Tesla devices, the
be within 12 of a Tesla Device or an enemy model. American forces are still able to push into the town,
taking firm control of Nyons. The remaining German
scenario rules troops go into hiding or retreat to the infamous
Turn Limit (6) Lavault Chteau.

The American Tesla devices begin the game deactivated tie: Significant damage is caused to many of
and cannot be used until activated by a Mechanic. Any the Tesla devices the Americans received, but the
Mechanic model can, at the cost of 1 AP, activate a Tesla Germans are unable to maintain control the town. The
device that they are in base contact with. Robot Troopers that Americans must hunt down the remaining German
are activated form units of up to three models (the first three forces while OSS Agent Breeman contacts the French
Robot Troopers that are activated form one unit, etc). Once resistance to help, as well as to determine why the
a unit of Buffalo Power Armor (one model) is activated, a Germans control Nyons.
Mechanic may get into the armor for an additional AP, at
which point the Buffalo functions as a normal Veteran unit scenario 3
of its type and the Mechanic is removed from play. Models a clandestine meeting [planned]
with the Infantry or Support troop types can pick up and
use Tesla Electrical Guns once they have been activated; Now inside the town, the American forces begin to finish off the
such models replace their weapon with the Tesla Electrical small pockets of German soldiers still hidden in Nyons. OSS
Gun and must be in base contact with the Tesla device in Agent Rick Breeman
order to pick it up. Models with the Infantry troop type makes contact with French in house
and in base contact with an activated Tesla Rocket Pack can resistance fighters in the
Using multiple snipers and
pick up the pack and begin to use it, giving them the flight town to learn of a terrible
the coordinated attack special
ability. Keep in mind that whole squads should all be given secret the Germans have
order can quickly eliminate the
Tesla Rocket Packs otherwise they will find themselves out been hiding in a chteau
French resistance fighters.
of coherency. just outside of town. But

93

Jeremy Bernhardt (order #2415176) 6


the German SD Agent knows of this meeting and hopes to keep american victory: Armed with knowledge of
their secret by eliminating all those that have heard of the the existence of Lavault Chteau, the American forces
chteau. prepare an attack whereby they hope to eliminate the
German presence in Nyons once and for all.
compulsory units
american: OSS Agent Rick Breeman, 2 French german victory: Though they were able to
Resistance Fighters (one unit) eliminate the French Resistance Fighters before any
french resistance fighters (Squad) vital information could be gleaned about Lavault
type: Regular Infantry Chteau, the German forces prepare for the inevitable
composition: 2 French Resistance Fighters attack by the Americans on their last stronghold.
equipment: KAR98k
M RC CC A S DR W tie: The Americans are able to learn that something
3 4+ 3 2 2 4 1 sinister is taking place at Lavault Chteau just outside
the town. They tread carefully, preparing an offensive
german: SD Agent Alfred Reiser while the German forces left in Nyons plan to mount a
stalwart defense.
set-up
The American forces are the defenders and the German scenario 4
forces are the attackers for this scenario. The scenario lavault chateau [planned]
takes place well within the town, so the battlefield should
represent this with many buildings (ruined or otherwise). The Lavault Chteau stands just outside of the town of Nyons.
An open area should be present in the center of the table This large, provincial estate was taken over by German forces
where the meeting is taking place. 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,
primary objective and the townspeople often go missing, rounded up by German
The German forces are attempting to kill off the French soldiers. Screams can be heard from the chteau and at night,
resistance fighters meeting with OSS Agent Breeman before terrible inhuman howls roll across the countryside. Members of
they can reveal the location of the chteau. If the German the 1st Battalion of the 515th Parachute Infantry Regiment take
player is able to kill both French resistance fighters (see themselves to the chteau hoping to eliminate the last remnants
above), they are able to claim the primary objective. If the of the German forces in Nyons, uncertain of what they might
American player is able to remove both French resistance find.
fighters from the battlefield alive by moving them off any
table edge, they are able to claim the primary objective. If, compulsory units
at the end of the game, only one French resistance fighter has american: OSS Agent Rick Breeman
been moved off the battlefield (not removed as a casualty), german: SD Agent Alfred Reiser, 2 Mad Doktors, 2
neither player may claim the primary objective. Rohlingsoldat, 4 Feuersoldat (2 units), 2 Sturmaffe, 6
Emaciated Troopers (2 units) (see scenario details for
deployment more information)
The American player deploys his forces first. OSS Agent
Rick Breeman and the unit of French Resistance Fighters set-up
must be deployed in the center of the battlefield. All other The American forces are the attacker, making their way
models must be placed within 6 of one of these three to the chteau, while the Germans prepare to defend the
models. After the defender has deployed all their forces, the building. The chteau is just outside of the town, located
German player deploys their entire detachment anywhere among grassy fields and farmland. The battlefield should
on the table. No attacking models may be placed within 12 have a single building located towards one end of the table.
of a defending model. Areas of trees, stone and wooden fences, and even some
trenches can all be placed among the relatively open ground
scenario rules leading up to the chteau.
Turn Limit (6)
Compulsory Units: French Resistance Fighters (see primary objective
above) The American forces are attempting to storm the chteau. If,
at the end of the game, the American player has any models
aftermath within 6 of the chteau, they are able to claim the primary
Players receive 10 RP for participating in the battle as well objective. The German forces must eliminate as many
as 10 RP for each victory condition achieved; in addition, Americans as possible, preventing them from reaching the
the American player receives an additional 5 RP for each chteau. If there are no American forces within 6 of the
French Resistance Fighter that was able to leave the chteau at the end of the game, the German player can claim
battlefield (not as a casualty). Units participating in the the primary objective. For the Americans, unintelligent
scenario gain experience as described above. Casualties are models cannot be used to claim this objective.
determined as described above.

94

Jeremy Bernhardt (order #2415176) 6


deployment tie: Neither side a clear victor, the American forces
Players take it in turns placing their units on the battlefield. withdraw into the town. After a moment to regroup,
Each player rolls 1d6 and the player with the higher roll the Germans launch a counterattack on the town.
chooses which player will place the first unit on the table.
Each player then places a single unit until all units have scenario 5
been placed on the table. The defender must place all their counterattack [planned]
units within 12 of the chteau, while the attacker must
place their units within 12 of the table edge furthest from With hordes of Abominations at their side, the remaining German
the chteau and not within 12 of an enemy model. The forces in the area surrounding Nyons rush the town, hoping to
German player may not deploy any Abominations at this launch a counterattack that will drive the Americans once and
time (see below). for all out of the region. Beaten and beleaguered, the men of the
1st Battalion gather what remaining Tesla Devices they have and
scenario rules mount a stern defense, desperately trying to hold on to the town
Turn Limit (6) they fought so bitterly to take.
Voluntary Withdrawal
Terrain Feature: The Chteau compulsory units
American: OSS Agent Rick Breeman
Beginning on turn 3, the hordes of Abominations erupt from German: SD Agent Alfred Reiser
the chteau, pouring forth onto the battlefield to destroy the
American attackers. The German player may activate two set-up
Abomination units per turn beginning on turn 3. These units The final battle for Nyons takes place with both sides
emerge from the chteau and are placed in base contact with fighting between and in the ruined buildings of the shattered
the building once activated. They may then act normally. town. The American forces are on the defensive while the
Each turn, the German player may continue to add two new German forces, with their horrible Abominations, launch a
Abomination units to the battlefield. vicious attack on the town. Though the American forces do
not have time to prepare an adequate defense, a few extra
aftermath pieces of rubble or obstacles such as sandbags can be placed
Players receive 10 RP for participating in the battle as on one side of the table to represent the American lines.
well as 10 RP for each victory condition achieved. Units
participating in the scenario gain experience as described primary objective
above. Casualties are determined as described above. Both sides of the conflict are battered and beaten. There
is little chance of reinforcement and this final battle will
Following this scenario, the Abominations used by the determine who controls the town. Neither side is willing to
Germans are added to the German campaign detachment back down as retreat means failure. At the end of the game,
after casualty rolls made due to losses the new units may whichever player has models remaining on the battlefield is
have suffered during the scenario. Any surviving units can able to claim the primary objective.
be used by the German forces from this point on, however
no new Abominations may be purchased using RP. This deployment
means that, if no Abominations are lost during the scenario, The defender selects a table edge and deploys their entire
the German player adds 2 Rohlingsoldat, 4 Feuersoldat (2 detachment within 24 of this edge. The attacker then
units), 2 Sturmaffe, 6 Emaciated Troopers (2 units) to their deploys their entire detachment within 12 of the opposite
existing campaign detachment. Losses to partial units can table edge.
be re-supplied using RP. The German player must protect
these creatures as they cannot receive new ones for the rest scenario rules
of the campaign. Voluntary Withdrawal

american victory: The American forces are able aftermath


to force their way into the chteau, but are quickly Though this scenario represents the final scenario of the
overwhelmed by the Abominations hiding within. campaign, players can still track experience, casualties,
Though the attack was a success, the remaining and resource points to use their detachments in later games.
German forces, now backed by their terrible genetic Players receive 0 RP for participating in the battle as
experiments launch a desperate counterattack on the well as 20 RP for each victory condition achieved. Units
town in the hopes of driving off the Americans. participating in the scenario gain experience as described
above. Casualties are determined as described above.
german victory: Overwhelmed by the genetic
hordes, the American forces fall back to the safety american victory: The German counterattack is
of the town. SD Agent Reiser orders an immediate stopped and, despite the heavy American casualties,
counterattack, keeping the momentum this victory the 1st Battalion is able to claim victory and total
has provided. The German forces hope to remove the control of the town of Nyons. With the help of OSS
Americans from Nyons once and for all. Agent Breeman, the American forces search the ruins

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of Lavault Chteau for the German secrets of genetic seats and prepared to hurl themselves from the relative safety of
engineering, hoping to aid them in their defense against the plane into enemy-held territory. On the minds of the soldiers
these new frightening units. The Tesla devices have were reports of terrible new weapons being seen on battlefields
proven themselves effective in the field and will now across Europe; monstrous beasts and mutant soldiers fighting
see widespread use throughout all theatres of the war. alongside German troops. Staff Sergeant Hoffman had yet to
The victory at Nyons is hopefully one of many for the encounter one himself but had been to many briefings discussing
Americans as they continue their invasion of France. these abominations. He shared his mens fear.

german victory: Backed by their genetic hordes, Enemy anti-aircraft fire began to burst through the air and the
the Germans emerge from the chteau to reclaim the ride became bumpy. Struggling to stay on his feet, Daniel
town of Nyons. Able to inflict terrible casualties on the looked back towards his men, hoping to find some courage or
Americans of the 1st Battalion, the remaining German optimism among their war-weary faces. He found none. It was
forces take control of Nyons and protect their vital then that the green light came on indicating it was time to jump.
secrets of genetic engineering from the Americans. SD Closing his eyes Staff Sergeant Daniel Hoffman leapt from the
Agent Reiser is able to gather damaged Tesla devices plane and began his fall towards the distant earth.
and interrogate prisoners, revealing vital clues as to the
new weaponry being fielded by the Americans. The ***
abominations have proven themselves a key element Cutting himself from his parachute, Daniel readied his weapon
to German victory and Nyons is eventually abandoned and gathered his gear. Calling together the men from his squad
and its genetic experiments used in other fronts of the he took stock of their position and status. A quick check revealed
war. no injuries on landing and that all his men were accounted for.
His first birthday present.
tie: Casualties mount on both sides and, after the
fighting has died down, German and American forces It only took a few minutes for the men from his squad to gather
find themselves too weak to secure the town. The together but by then it became clear that the rest of the platoon
American forces withdraw from Nyons, waiting for was absent. Looking into the horizon Daniel saw planes
reinforcements before they can try again, while the dropping other Airborne troops up and down the coast, but the
remaining German forces gather up what technology nearest units appeared to be a few miles away. This was to be
they can from Lavault Chteau before fleeing the town. expected but Daniel hoped they could all reach the rendezvous
As is becoming more common in the war, no one wins, point without difficulty. He and his men quickly began to move
everyone dies. east, cautiously making their way through the tall grasses and
hedge rows of the French countryside.
sample campaign
the rockets of st. michele Pushing their way through a thick hedge, Daniel found himself
beside an old dirt road that ran south towards the small town
February 3rd, 1946 of St. Michele; a town that was being used as a German
headquarters in the area. Silently ordering his men to take cover
Todays my birthday, said Staff Sergeant Daniel Hoffman over Daniel looked down the road, scanning for any evidence of
the roar of the planes engines. He wasnt speaking to anyone nearby enemy troops.
in particular, rather reminding himself of the significance of the
day. A private, seated beside him on the planes bench seats That evidence was realized as German voices drifted up the
turned to Daniel and cracked a smile. 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
Happy birthday sarge, he said before returning to his silent men disappeared back behind the hedge row and out of sight of
reverie. the slowly advancing Germans. Watching through the bushes
Daniel was able to spot a pair of Wehrmacht making their way up
Staff Sergeant Hoffman returned to his own thoughts, pondering the road on what he assumed was a standard patrol. There was
how little the anniversary of his birth meant during the war. most likely a jeep or checkpoint nearby but there was an outside
Every day marked a memorable moment for the troops fighting chance these men were part of a larger squad in the area.
all over the world, moments that dwarfed such insignificant
events such as birthdays and anniversaries. Today, Sergeant The movement of one of the men was awkward and jerky and
Hoffmans 28th birthday, would instead mark the occasion where Daniel was uncertain why until a noise reached him that caused
Allied paratroopers were dropped into the north of France to his heart to sink. The loud bark of dogs rushed up the road and
put a halt to German rocket attacks against Great Britain. Such stopped the Germans in their tracks. Any element of surprise
an event, Daniel thought, made his birthday seem paltry in Daniel and his squad might have was soon to be lost as the dogs
comparison. had undoubtedly caught their scent. But there was something
unusual about the animals sound, something that felt unnatural.
Daniels thoughts were interrupted when a call came back from An alien sound, the barking did not come from normal hounds
the planes cockpit indicating they were nearly over the jump but instead from something that no longer belonged to the animal
site. With practiced ease the men of his platoon rose from their kingdom.

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Was ist das? said one of the Germans as the barking became The other beast, having dispatched its first victim turned towards
louder. Daniel could see both men raise their MP40 submachine Daniel. Though it had no eyes, he could feel its gaze upon him,
guns but was still unable to catch a glimpse of the dogs. Not certain it had selected him to be the next to die. Daniel raised his
wanting to lose the element of surprise, Daniel and his men burst Thompson to fire as the dog lurched forward on reconstructed
forth from their positions to catch the Germans in an ambush. pneumatic hind legs. His weapon discharged, letting loose
bursts of deadly ammunition right into the animals face. Blood
Gunfire erupted as the Airborne launched their attack. As sprayed over the dusty road as the dog slammed into the ground
Daniel cleared the bushes he saw that there were, indeed, only directly in front of the terrified Staff Sergeant. Unwittingly,
two German soldiers and they were clearly unprepared for the Daniel held down the trigger, emptying his entire clip into the
attack. But as he broke from cover to fire on the enemy, Daniel creature, which now lay before him a bloody mess. It was only
saw the two huge beasts that had nearly cost them the element after a fellow soldier placed his hand on Daniels shoulder that
of surprise. Each was massive, rippling with muscles that were he was able to snap out of his panic and compose himself.
clearly too large for their frame. Pieces of the animals had
been replaced with metal and one of the dogs lower jaws had Taking stock of the situation, Daniel instructed his men to
been removed and replaced with razor-sharp steel teeth. Tubes check further down the road for more enemy troops nearby and
and strange devices could be seen emerging from beneath the to secure their position. As some of his men checked on their
creatures skin. What disturbed Daniel most was that the dogs fallen comrade, Daniel bent down to get a closer look of the
eyes had been removed and he could see little that would indicate animal that had nearly cost him his life. The thing was a true
how the animals were even able to see.

The dog handler was killed quickly, taken


completely by surprise before he could even
return fire. His companion raised his weapon to
fire, 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 first 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 rifle.
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 fire 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.

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terror, a perfect killer with incredible instincts. grid squares that are used to reference the location of important
points of the region as well as the location of both German and
What mind could have conceived of such a thing? Daniel American forces.
wondered aloud.
initial deployment
The scene was disrupted by a sudden rumble rolling across the When the campaign is begun, players must decide where
battlefield. Their attention turned to the southwest, Daniel and their detachments are deployed on the map. The German
his men saw smoke billow forth from a distant wood. A massive detachments are initially deployed in either the town of St.
metal cylinder rose from the depths of the trees rushing into the Michele (1 on the map) or at the site of the V-4 rockets (4
air. They were witnessing the launch of the deadly V-4 rockets, on the map). Players in control of the German detachments
the newest in Germanys arsenal. Turning to the east and the decide which detachments will be placed in these locations.
west, dozens of other rockets from all over the surrounding area This decision should be made in secret before the deployment
took flight from other hidden positions, all with the combined of any opposing detachments has been determined.
purpose of wreaking chaos and destruction upon the British.
Each American detachment has its starting position
Watching the rockets rise quickly through the air before arcing determined randomly as they drop in via parachute or
to the north towards their inevitable destination, Staff Sergeant glider. The American player(s) roll 1d6 for each detachment
Daniel Hoffman wondered at the marvels of the technology to determine which landing zone they will arrive in (1-
needed to create such an amazing and terrible weapon. His sense 2: Landing Zone 1, 3-4: Landing Zone 2, 5-6: Landing
of amazement quickly faded as his thoughts turned towards the Zone 3). Then another d6 is rolled to determine which
innocent civilians that would suffer at the hands of the rockets. corresponding grid square the detachment arrives in; this
Countless had already died and many more would perish if they is that detachments initial deployment zone. It is possible
were not stopped. His destination before him, Daniels mission that two detachments will arrive on the same grid square.
was clear. For Daniel, February the 3rd now had new meaning.
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 battlefield, 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
first. 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 first 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
campaign structure each turn sequence in that order. This order will remain in
The Rockets of St. Michele is a two to six player, map-based effect for the current turn and, at the end of the turn a new
campaign in which American forces are attempting to destroy order will be determined in the same way.
one of the deadly V-4 rocket emplacements being used to attack
Great Britain. A small part of a larger Allied operation, American Each turn follows a sequence, each portion of which is
forces have landed in the north of France in an effort to alleviate described below. The following is the sequence of each
the constant bombardments taking place against the British. The campaign turn:
Germans, knowing an attack in imminent, attempt to repel the
American forces and continue their attacks across the channel. 1. Determine Acting Detachment Order (above)
2. Declare Battles
The campaign takes place over ten turns during which American 3. Determine Outcome
and German forces attempt to accomplish primary and secondary 4. Movement
campaign objectives in order to achieve victory. Each side is 5. Supply
comprised of three separate detachments working in unison and
each detachment is able to move, fight and accomplish objectives declare battles
during any given turn. Not every campaign turn will result in battles being fought.
During each campaign turn detachments have the option of
The focus of the campaign is a map of the small town of St. engaging in battle against enemy detachments in adjacent
Michele and the surrounding territory. This map is comprised of grid squares. Beginning with the first acting detachment

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(determined above), players announce whether the After the battle has been fought, a victor is determined as
detachment will engage in battle. A player can declare an normal for the scenario. The losing detachment(s) is moved
attack against an enemy detachment as long as the enemy to a legal adjacent grid square selected by the victor and may
detachment is in a grid square adjacent to the declaring not otherwise move, claim campaign objectives or engage
detachment and the declaring detachment hasnt already in the rest of the campaign turn. Victorious detachments can
been engaged in battle by another enemy detachment this choose to move into the grid square previously occupied by
turn. the retreating detachment but may not otherwise move this
turn. Victorious detachments can claim objectives during
Following the detachment order for the turn, detachments a turn in which they fought a battle. In the event of a tie,
declare whether or not they will engage in battle that turn. neither detachment moves from their original position or
Once a detachment has been attacked it cannot choose to can claim objectives during this campaign turn.
declare battle and instead must determine the outcome of
the attack (see below). Once all detachments have chosen If, at any time, there are no legal grid squares for a
to engage in battle or not, the outcomes of the declared detachment to retreat to the detachment is wiped out and
battles are determined. cannot be used during the rest of the campaign.

It is possible for more than one detachment to engage in All detachments taking part in a battle gain 10 RP for each
battle against a single enemy detachment, so long as the victory condition achieved during the scenario. Units gain
above criteria are met. Experience Points and track casualties as described above
(see Experience and Casualties pg. 86-87).
determine outcome
Following the acting detachment order, the outcomes of Once the outcomes of all battles have been determined the
battles declared this turn are determined. The detachment that campaign turn continues with Movement.
declared the battle is considered the attacking detachment,
while the opposing detachment is considered the defending movement
detachment. It is possible that a detachment can be both Detachments that have not engaged in battle can choose to
the attacking and defending detachment in the instance that move into an adjacent grid square, making their way across
it declares a battle against an enemy detachment and has a the battlefield. Following the acting detachment order,
battle declared against it by a different enemy detachment; detachments take it in turn moving. A detachment can
in this case there is no clear attacker or defender. move into any adjacent grid square not already occupied
by an enemy detachment. A detachment can choose not to
Before battle takes place, defending detachments have the move in any given campaign turn.
option to retreat, fleeing the scene of the battle without
actually engaging the enemy. In this case, no battle is fought. If, at any point during the turn, a detachment is located
Instead, the retreating detachment moves into an adjacent on a grid square with a road the detachment may move
grid square not occupied by an enemy detachment and the an additional grid square, provided this grid square is not
attacking detachment(s) can choose to remain in their original occupied by an enemy detachment.
position or move into the grid square previously occupied by
the retreating detachment. Retreating detachments cannot Detachments that have engaged in battle this turn move as
otherwise move, claim objectives, or participate in the rest described above (see above).
of the campaign turn and do not gain any Requisition Points
for the battle. Attacking detachments whose opponent After all detachments have moved (or not), players are able
retreats gain 10 Requisition Points for the battle and cannot to re-supply their forces.
move this turn other than into the grid square previously
occupied by the retreating detachment but can otherwise supply
participate in the campaign turn. At the end of each campaign turn each side gains Requisition
Points in order to re-supply their forces. At the end of each
If the defending detachment chooses not to retreat a battle campaign turn each side receives 10 RP. In addition, any
is fought. If the defending detachment in located in a grid RP gained through battles are added to this total for a pool
square with a specific campaign objective then a planned of RP that can be distributed throughout all of a sides
scenario is used with the scenario determined by the detachments. If more than one player is present per side
specific grid square. Otherwise an unplanned scenario is they should work together to determine how these RP are
randomly generated. See below for scenario descriptions best spent. Players need not spend all available RP and may
and a chart to determine which unplanned scenarios will be save any and all RP for later turns.
used. In any event the attacking detachment is considered
the attacker during the scenario while the defending Once players have determined their available Requisition
detachment is considered the defender. In the instance Points and used them to re-supply their forces, the campaign
that no clear attacker or defender is determined prior to the turn ends and players repeat the process for the next turn.
scenario being determined, roll randomly as described in
the specific scenario being fought.

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campaign objectives the German forces are unable to launch further rockets
Rockets of St. Michele has numerous campaign objectives that (see above). This means that, at the end of turn ten, if the
both sides can achieve in order to claim victory. Throughout the Germans have remained in control of the launch site for the
campaign each side will earn Victory Points by accomplishing entire game they earn a total of 10 Victory Points.
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 In addition to launching the V-4 rockets the Germans are
side with the most number of Victory Points is the winner of attempting to drive off the American attackers. For every
the campaign. Each objective and the Victory Points gained by victory the Germans claim over the Americans, the German
achieving them are listed below. forces earn 1 Victory Point. In order to gain this VP German
detachments must claim overall victory during a scenario
american objectives against American forces; alternatively the Germans may
The primary objective for the American forces is to find claim one Victory Point if American detachments retreat
and destroy the V-4 rocket platform. While the location of rather than engage in battle.
the launch site is already known to all players (location 4
on the map), destroying it may prove a little more difficult. requisition points
If an American detachment moves into the V-4 launch site At the end of the campaign, the number of available RP
(location 4 on the map) and no German detachments are each side possesses grants additional Victory Points. RP
present, it is assumed the Americans destroy the platform spent throughout the campaign do not count towards this
unchallenged. If a German detachment is present, a battle total, only the final amount of RP available after the end
is fought over the location (see Scenarios, below). If of turn ten. For every full 50 RP a side possesses it gains
the Germans are ever not in control of the V-4 position an additional Victory Point. Thus, if at the end of the
the Americans destroy the platform, preventing further campaign, a side possesses 137 RP they gain two additional
launches. Once the V-4 launch site has been destroyed, the Victory Points. These VP are added to the total of the side
Americans claim 8 Victory Points. before an overall victor is determined.

One of the secondary objectives of the Americans is to make scenarios


contact with a French Resistance agent hiding in the area. When a battle is fought the scenario used is determined by
The agent has been pursued by the Germans and needs to the grid square the battle takes place in. If the defending
be evacuated from the area immediately. If the Americans detachment(s) is located on a grid square with a specific location
are able to control the farmhouse where the agent is hiding a planned scenario is used; the specific scenario is determined
(location 2 on the map), they are able to locate the French by the specific location. See the list of scenarios below. If the
Resistance agent and help him escape the region. Doing so defending detachment is not location on a grid square with a
earns the Americans 3 Victory Points. The German forces location that calls for a specific scenario then an unplanned
in the area are unable to find the agent on their own, only scenario is used. To determine the unplanned scenario, use the
able to draw him out if a battle is fought at the farmhouse following chart.
(see Scenarios, below).
1d6 roll unplanned scenario
The Americans are able to claim another secondary objective
1-2 Escalating Engagement
if they are able to recover the supplies from a downed glider
that crashed in the area (location 3 on the map). If the 3-4 Scattered
Americans are able to control the downed glider without 5-6 Welcome to Hell
German resistance they earn 2 Victory Points. In addition,
they may claim a bonus of 10 Requisition Points. planned scenarios
The following specific locations use the corresponding
Finally, if the American forces are able to control the town planned scenarios for all battles fought in that grid square.
of St. Michele uncontested, they gain 5 Victory Points. To
gain this objective the Americans must have a detachment map location planned scenario
in the town of St. Michele (location 1 on the map) at the end
(1) St. Michele Bunker Assault
of turn ten.
(2) Farmhouse Rescue the French Resistance Agent
german objectives (3) Downed Glider Foraging
The primary objective of the Germans in the area is to (4) V-4 Launch Site Destroy the V-4
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 aftermath
are able to launch rockets into Great Britain. Doing so earns After the end of turn ten the campaign concludes and the side
the German forces 1 Victory Point for each launch. There with the most Victory Points is declared the winner. In the case
do not need to be any German detachments in grid square of a tie, no clear victor is evident and neither side can claim
with the launch site in order for a rocket to be launched. victory. If the Germans prove victorious then the American
If the American forces ever gain control of the launch site attack was unsuccessful even though the V-4 rocket position

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rockets of st. michele campaign map

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may have been destroyed; the bombardment of Great Britain for three detachments per side. Each detachment is created
continues unabated. Should the Americans win the day, their separately and each detachment can be of a different detachment
offensive against the German V-4 rocket positions has proven type. If multiple players are involved in the campaign then
successful and their allies in the United Kingdom can enjoy a each player can create their own detachment, but players should
momentary respite from the constant bombardment from the coordinate with one another when creating detachments.
German rockets.
Each detachment follows the standard rules for detachment
Players can determine casualties and experience following the creation and represents a single campaign detachment. The
last turn and use their forces in other campaigns. Players can composition of each of the three campaign detachments should
also determine the overall attrition rates and the number of be recorded and throughout the campaign players will track
secondary objectives claimed throughout the campaign, which experience, casualties and reinforcements for each casualty
could show that victory proved too costly for the winning side. separately though, again, players on the same side should work
together throughout the campaign to track their detachments.
alternatives
The campaign presented here is but one possible way to tell A few restrictions are placed on the detachment types selected
the story. A number of options exist if players chose to run the by both sides. American forces cannot select detachments
campaign differently or more than once. of the following types: Cavalry, Motorized Infantry and
Reconnaissance. Both American and German forces must select
more players a detachment of the Veteran or Infantry detachment type and may
Though the campaign is designed for two to six players, it only select one Experimental detachment. These restrictions are
can easily be expanded to include more. If more than three not meant for balance but instead are designed to maintain the
players per side are available, more detachments can be used feel of the campaign; American forces have little vehicle support
per side with each player controlling a single detachment. If during this operation, for example. Players are free to ignore
the game is expanded in this way, the map could be enlarged these restrictions if they so choose.
otherwise it could become too cramped.
campaign-specific units
including soviets Unlike other campaigns, there are no campaign-specific units in
Though this campaign focuses on an attack by American this campaign. Players are free to add campaign-specific units
forces on a German town, it could easily be altered to fit a such as German V-4 technicians and the French Resistance agent
Soviet force. Changing the location of the campaign from if they so choose.
France to western Russia would pit the Soviets against the
Germans and require only minor alterations to the story and scenario descriptions
scenarios. In this case, it would be Soviet forces attacking
the German V-4 rocket position, which is being used to While most of the scenarios available to players during the
launch rocket attacks into the Soviet Union. campaign are already presented above, the following scenarios
are specific to the campaign though they could easily be used
If multiple players are involved, joint operations between during one-off games.
American and Soviet forces could take place somewhere in
German territory, with both Allied detachments getting into rescue the french resistance agent
enemy lines in order to take an important German town. [planned]
American forces in the area surrounding St. Michele have been
story-based campaign made aware of a French Resistance agent that requires rescue.
Rockets of St. Michele can be converted into a story- Hiding in a nearby farmhouse, German forces have been yet
based campaign with little difficulty. Rather than using a unable to find the agent and the Americans hope to reach him
map to track the movements of the various detachments, before the Germans do.
players can create a tree of scenarios that take the forces
in the area through the attack on the German V-4 position. compulsory units:
Initial scenarios would require American forces to land and american: French Resistance Agent (Individual)
regroup in the area before moving on to St. Michele and the type: Regular Specialist
V-4 position. Scenarios where the Americans must recover composition: 1 French Resistance Agent
supplies from the downed glider and make contact with the equipment: KAR98k
French Resistance agent could also be included. The story M RC CC A S DR W
would culminate in an American offensive on St. Michele
3 4+ 3 2 2 4 2
and/or the V-4 rocket platform. Converting the campaign
to a story-based campaign would only require a little work set-up
by players and make for an interesting alteration to the The battle takes place in and around a farmhouse outside of
campaign. the small town of St. Michele. Surrounding the farmhouse
are hills, woods, stone walls and wooden fences. A building
detachment composition representing the farmhouse should be placed in the center
As mentioned earlier, Rockets of St. Michele is designed of the table.

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The defender selects a table edge that represents their destroy the v-4 [planned]
deployment zone. The table edge opposite the one selected Having located the site of the V-4 rocket platform, the Americans
is the attackers deployment zone. launch an attack to destroy the launch site and alleviate the
British who have suffered at the hands of the German rocket
primary objective attacks. The German forces in the area move to prevent the
The defender is attempting to escort a French Resistance Americans from eliminating their ability to bombard the United
agent from the center of the battlefield to off the table while Kingdom, hoping to continue their launches.
the attacker is hoping to kill the agent. If the defender
can move the French Resistance agent off the battlefield set-up
(moving them off any table edge), they can claim the The V-4 rocket platform is located in the woods surrounding
primary objective. If the attacker is able to eliminate the the town of St. Michele. A piece of terrain representing the
French Resistance agent (removing them as a casualty) the V-4 platform should be placed in the center of the table. A
attacker can claim the primary objective. If the agent is not clearing surrounding the platform can be protected by stone
removed as a casualty, but does not successfully leave the walls, barbed-wire fences, and small buildings. German
battlefield, neither side can claim the primary objective. players may include one piece of hard cover (bunker, pill-
box) somewhere on the table. Outside of this clearing
deployment should be placed many sections of woods and trees though
The attacker deploys first, placing their entire force on a single open road could be left open leading into the area.
the table within 6 of their table edge. The defender then
deploys their entire force anywhere within 6 of their table The attacker selects a table edge that represents their
edge. In addition to the defenders forces, they must deploy deployment zone.
the French Resistance agent who must be deployed within
2 of the farmhouse. primary objective
The American forces are attempting to destroy the V-4
scenario rules rocket platform. Doing so requires the platform to be struck
Voluntary Withdrawal by a heavy weapon or artillery strike or the use of explosives
Terrain Feature: Farmhouse carried by the American forces. See below for rules on
Compulsory Units: French Resistance Agent (see destroying the platform. If, by the end of the game, the
above) American forces are able to destroy the platform they may
claim the primary objective. If the Americans are unable
aftermath to destroy the platform, the Germans claim the primary
Players receive 10 RP for participating in the battle as objective. If the German forces rout, the Americans destroy
well as 10 RP for each victory condition achieved. Units the platform and claim the primary objective.
participating in the scenario gain experience as described
above. Casualties are determined as described above. deployment
The attacker selects a table edge and deploys their entire
american victory: The American forces are able detachment within 6 of this edge. The defender then
to rendezvous with the French Resistance agent and deploys their entire detachment anywhere on the table but
help him escape the pursuing Germans. The agent is not within 12 of the attackers table edge or an attacking
able to flee the area, providing the Allies with much model.
needed intelligence on German operations in France.
scenario rules
german victory: Finally locating the French Voluntary Withdrawal
Resistance agent that has eluded them for so long, the Terrain Feature: V-4 Rocket Platform
Germans stop the Americans from helping him escape
from their clutches. The information provided by Destroying the V-4 rocket platform can be done in one
the agent helps the Germans undermine Free France of two ways. First, if the platform is struck by a heavy
operations in the area for months to come. weapon attack it may be destroyed. The platform has
an armor of 12 and three wounds for the purposes
tie: Regardless of whether the French Resistance of being attacked by heavy weapons. In addition
agent is able to escape from German hands or not, the to attacking the platform with heavy weapons, all
cost for the American forces surrounding St. Michele American units of the Infantry, Support and Specialist
has been high. Both American and German troops in troop type are considered to be carrying explosives
the area find themselves battered as a result of their that can be used on the platform. Unintelligent
clash over the farmhouse and neither side can claim a models do not possess explosives. At any time
clear victory over the other. 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

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Jeremy Bernhardt (order #2415176) 6


time the platform is destroyed it explodes and inflicts german victory: Driving off the Americans, the
a Strength 8+2d6 hit on all models within 12 of the Germans are able to maintain control of the V-4 rocket
platform. platform and prevent its destruction. Their operations
against the United Kingdom continue and the deadly
aftermath rockets continue to bombard positions across the
Players receive 10 RP for participating in the battle as English Channel.
well as 10 RP for each victory condition achieved. Units
participating in the scenario gain experience as described tie: Casualties mount and the battle for control of the
above. Casualties are determined as described above. V-4 platform is hard fought by all sides. The battle
has been a costly one and even though some objectives
american victory: The V-4 rocket platform has have been met, neither side is able to claim a clear
been destroyed, indicating a significant American victory.
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. in house
Using suppression fire is a good
way to keep models with explo-
sives from reaching the V-4.

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Jeremy Bernhardt (order #2415176) 6


Private Mark Hensfield stared desultorily at the metal tin resting from New York, some kind of construction worker before
in his lap. He sighed, swirling his fork through the unappealing Pearl Harbour changed everything. Kaiser had a wary, almost
grey mess. Ever since landing in Normandy, he thought. I must unnatural sort of attentiveness to detail, a characteristic that
be cursed. What were the odds that every C Ration he was issued had kept himself and more than a few of his comrades in one
would have a tin of that damned pork luncheon meat? Clearly piece on Omaha and in the weeks since. Unfortunately, Kaiser
it was somebody upstairs had decided to have a good laugh at also had a rude, abrasive sort of humour and rarely passed an
Hensfields expense. opportunity to use it. Hensfield knew the corporal was sizing
him up as a target.
The rifleman sighed, dropping his fork into the tin. He looked
up from his abandoned meal, his eyes canvassing the small Damn pork again, Hensfield swore. Kaiser grinned, staring
encampment and the other men of his squad. Theyd been moved down at his own C Ration. He played with his canned meat
up to the French frontier a few weeks ago, one link in a chain of ration, deliberately displaying the beans and franks so that
armed humanity that stretched from Antwerp to the Alps. The Hensfield couldnt help but see it. Hensfield knew he was being
Sarge had lost little time securing an old foresters lodge as their baited but asked anyway. Dont suppose youd trade, Bob?
CP. Winter was in high gear and things were rough enough in
the snow-covered forest without freezing in some fox hole every I might, Kaiser considered, his words slurred by the food in
night. The only problem was that the lodge wasnt big enough to his mouth, if it didnt taste so good. Kaiser made a show of
shelter the whole squad every night. Four lucky stiffs would get swallowing, like he was some character in a matinee cartoon.
to sleep beneath its ramshackle wood roof while the rest would
be toughing it out in the open. None of this garbage tastes good, groused the soldier beside
Kaiser. Ruben Gonzalez was a squat, powerfully built Mexican
The rest of the squad were huddled around the small gas-powered from the hinterlands of Texas. Hed been complaining about
stove which formed their best defence against the frigid night. the chow ever since theyd arrived at the staging areas in
Bill Piper, a wiry tough from some flyspeck in the middle of England. Every time he sent a letter back to his wife in Cross
Montana, had his nose buried in some trashy pulp magazine Plains, he pleaded with her to send care packets of picante sauce
hed finagled off a supply officer in Lorient. Hensfield let his and Tabasco. Army chow and even the French cuisine theyd
attention linger for a second on the lurid cover painting, some managed to wrangle was too plain for the palate of a man whod
screaming dame with half her dress hanging off one shoulder grown up on the searing flavours of jalapeno peppers. As the
trying to fend off a snaggle-toothed Jap while a white-smiled biggest dogface in the squad, Gonzalez lugged around the units
G-man pumped lead in the general direction of the Japanese BAR, the heavy automatic rifle leaning against the side of the
spy. Hensfield shook his head. Piper was addicted to that sort of foresters hut. The Browning went through ammo like John
garbage, once he started on one youd be better off trying to start Barrymore through a liquor cabinet and it was Hensfields job
a conversation with a brick wall. to carry extra ammo for Gonzalez. He needed it too, Gonzalez
might be the biggest guy in the outfit, but he was also the worst
Sitting beside Piper was Gunsel. His real name was Tony shot. On a good day hed be lucky to hit King Kong at thirty
Fremi, but everybody called him Gunsel on account that before yards.
the war hed been a gangster in Chicago. Gunsel was an ice-
cold killer before the Army ever turned him loose on the krauts, Sorry nobody thought to rustle up some Tex-Mex before picking
the sort of character it gave Hensfield the willies to be around. a fight with the Germans, Kaiser retorted. But I dont think
Scuttlebutt had it that Gunsel had been busted down from Ike was exactly worried about stockpiling chilli powder while
sergeant for shooting prisoners during Kasserine. Whenever The Fhrer was busy teaching everybody over here to speak
anybody asked him about it, the sharp-faced Italian would just German. sides, Id just as soon they didnt start packin what
smile wolfishly. Most people didnt bother asking again. the hell you guys call them things? Kinda half way between a
rat and a turtle.
A little ways from Gunsel was Private Fitch. Hensfield couldnt
remember his first name, he was a replacement theyd picked Armadillo, Piper said, nose still buried in his magazine.
up after getting mauled by the 5th Fallschirmjaeger outside
Avranches. He was a good kid, Hensfield supposed, with an Right, amarillo, Kaiser laughed. Just as soon we didnt have
almost puppy-dog eagerness to please his squad-mates. Hensfield them stuffin them things in our K-rats! That might go down
started to say something to Fitch, then noticed the grey meat he okay in Texas, but we got class up in Brooklyn!
was eating from his C Ration. More of that damn pork!
Pinche gringo, Gonzalez muttered under his breath, turning his
Something eating you, Hensfield? back to the chuckling corporal.

Hensfield turned as he heard his name. Corporal Bob Kaiser Ah, dont take it so bad, Gonz, Kaiser said, setting down his now
was watching him with an inquisitive look in his eye. He was empty tin of franks. Maybe the Sarge ll bring back some real

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grub from the patrol. He turned toward Fitch. Even kraut k-rats Boop! a gravely voice called out from the darkness. The entire
would make a nice change, hey Greenie? Kaiser punctuated his squad gave a sigh of relief, rising from their cover, shouldering
question by slugging the young soldiers shoulder. Fitch rolled their weapons. Gunsel looked heartbroken as he holstered
back with the punch, rubbing at his shoulder. Hensfield could his pistols. Emerging from the blackness was a tall, broad-
see some of the color drain from Fitchs boyish face. shouldered man bearing sergeant stripes on his helmet and field
jacket, his Thompson sub-machine gun held casually at his side.
You really think theyll run into any krauts? he asked, a nervous If nothing else, the fact the man wore only his field jacket would
timbre in his voice. have told Hensfield that the man advancing toward their camp
was Sergeant Gavin Mitchell. The Sarge was from Alaska and
Make for a nice change, Gunsel said, polishing the barrel of his behind his back his men called him Iceball. It was just like the
carbine with an old wool sock. Havent seen any action round Sarge to be running around in his field jacket when everyone
here all month. else was shivering in their trench coats. Popular wisdom held
that no one would ever see Mitchell wearing a coat because
The ex-gangsters scratchy voice seemed to make the air even by the time he felt he needed one any normal person would be
colder. Nobody needed to be reminded that Gunsels trigger frozen solid.
finger was getting itchy. Hensfield hoped the patrol didnt come
back with prisoners. Thought I could catch you mugs sleepin, the Sarge said as
he strode toward the camp. Shoulda known better. There was
Not likely too either, Kaiser told the Italian. All the krauts have a touch of pride in his voice as he made the observation. Fitch
left are old men and little boys. He looked aside toward Fitch. hurried over to the stove and poured some coffee for the Sarge.
No offense Greenie, he winked. The Wehrmachts gutted the
Siegfried Line a long time back to shoot up the Ruskies. Aint Run into any trouble, Sarge? Kaiser asked. Mitchell paused to
nothin between us and Berlin except a few cows and some rear- take the steaming tin cup from Fitch before answering.
echelon rejects. All Ikes got to do is give the word and we just
kick the door in. 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
Hensfield shook his head. I dont know. When I was down at up in their pillboxes. The Sarge sucked down a deep breath of
division there were rumours floating around about a SS tank cold air as he finished his coffee, then tossed the dregs of the cup
army thats gone missing. Nobody knows where they went. 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
Probably a buncha Hitler Youth decided they were tired of pay with Miller and Kowalski.
playin soldier, Kaiser said. Aint no way our intelligence boys
would misplace a whole kraut army. As the sergeant mentioned the absent men, Hensfield could hear
the familiar tromp of boots and rattle of metal sounding from the
Hensfield pressed closer to the gas stove, warming his hands woods. He smiled. Maybe Miller or Kowalski or Pletcher would
near the hot steel sides. They were also talking about some have something decent in their C-rats that they wouldnt mind
sorta new kinda kraut soldier. Supposed to be meaner than a trading. Then the smile flickered and faded as Hensfield noticed
commando and tougher than a marine. Kaiser unlimbering his weapon, an intense look on the corporals
face. Hensfield found himself following Kaisers lead. The rest
They mention the bogeyman too? scoffed Kaiser. Suddenly the of their squad, their attention on the Sarge, didnt seem to notice
corporal spun around, snatching up his M1 from where it rested Kaisers action.
on the snowy ground beside him. The rest of the squad knew
better than to question the corporals instincts, every man diving The footsteps in the woods grew silent, the rattle of metal against
for his weapon. Gunsel dropped his unloaded rifle and drew the metal grew still. But the silence didnt linger as it had before.
pistols resting on his hips. It was a mismatched pair, a British Instead, the quiet was broken by an explosive growl, a roar like
Webley and a German Luger, but Hensfield had seen firsthand screeching steel. Hensfield saw little sparks of flame flare in the
how proficient the gangster was with his weapons. black woods. Sergeant Mitchell spilled into the snow, toppling
to the ground like a puppet with its strings cut. Hensfield could
The soldiers pointed their weapons into the darkened forest, see a gory, fist-sized hole in the NCOs back, steam rising from
watching the fir trees for any sign of movement. Hensfield the wound as the icy air chilled the Alaskans warm blood.
thought he could hear the sound of boots crunching through the
snow. Kaiser heard it too, the corporal gesturing with his finger, The growling roar sounded again, flashes of flame dancing in the
indicating the position of whoever was making the noise. darkness. Hensfield threw himself to the cold ground as enemy
fire chewed up the camp. He saw Fitchs shoulder explode as a
Betty! Kaiser called out, ducking down behind the stove as round struck him, the young rifleman crumpling to the earth in
he shouted the challenge. The other members of the squad took a screaming heap. Gonzalez was hit too, taking two shots right
positions behind a few large rocks and the large woodpile at the in the chest, thrown back by their impact as though hed been
side of the hut. The footsteps stopped, the forest falling silent kicked by a mule. Kaiser ducked behind the stove again, firing
except for the hiss of the stove. Hensfield could almost feel the a round in the direction of the sniper. The German returned fire
tension crawling down his back as the silence grew. and Kaiser threw himself flat as bullets chewed through the

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metal stove. One round caught his hand and Hensfield realized
there were fingers in the spray of blood and snow that flew 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 fire into the door, sending splinters of
wood dancing in every direction. Hensfield 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 Hensfield saw something light up
in the darkness. At first he thought it was their attacker trying to
finish 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, Hensfield thought he could
hear the clatter of metal against metal again.

Hensfield, 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 fifty yards.
Think you can pick him off from here? Gunsel gestured with threatened to unbalance him. Hed come through D-Day and
his pistols toward the carbine still clutched tightly in Hensfields Avranches and Lorient, there was no way he was going to get
hands. His meaning was clear. The German was too far off to be gunned down in some forgotten corner of the French frontier!
certain of hitting him with a pistol shot at such range and in the He had to get a grip on himself, remember his training, focus on
dark. But a carbine could get the job done. the fact that if he kept thinking about getting killed, he would
be killed. Hensfield began to measure his breath, tried to regain
Hensfield lifted himself to his knees, trying to aim his weapon. control of his own body. Focus Mark, or youre a dead man.
He found that he couldnt keep his arms steady, his entire body
trembling. He looked back at Gunsel, shaking his head. Too Then the German emerged from the darkness and any thought of
shook up, he apologized. Id miss. control and composure flew right out the window.

Gunsel groaned, muttering a curse under his breath. Alright, The kraut was huge, built like he could come out best in a
just keep low then. Let the krauts get close then we both open fistfight with Frankenstein. The German wore a heavy black
up on them. You dont haveta hit them, just keep them distracted great coat over his grey tunic and fatigues, but Hensfield could
for me! see the silver collar insignia on the tunic where the coat was
open near the top, the twin sowilo runes and grinning deaths
Hensfield swallowed hard, nodding his head in understanding. head of the SS.
He tried to ignore Fitchs screaming, tried to focus on the sound
of the advancing Germans. A troubling thought came to him The light came from some sort of lamp fitted to the side of the
as he began to pick out the crunch of boots marching through helmet the German wore. The soldats face was covered by a
the snow. Tony, he hissed. It sounds like theres only one of heavy gasmask-like contrivance, giving the German an almost
em? The realization brought a chill that had nothing to do with insect-like countenance. The gun clutched in the soldats gloved
the cold to Hensfields chest. When the German had opened up, hands was like nothing Hensfield had ever seen, like a road
hed assumed it was a machine gun crew from the damage that accident between a Thompson and something out of Flash
had been done. Now, it seemed, all that destruction had been Gordon. Dangling from one of the Germans wrists was the
the work of one man. What the hell kind of gat is this kraut source of the rattling metallic sound that had accompanied his
using? advance, three sets of American dog tags. Hensfield felt sick as he
realised who the tags must belong to. The German had followed
Dont matter, Gunsel swore, eyes fixed on the advancing light Sergeant Mitchells patrol back to the CP, killing the stragglers
from the Germans torch. He wont be usin it much longer. as he silently made his way through the patrol. The dagger the
soldat wore on his belt told Hensfield how such murderous work
The light drew closer, the sound of metal jingling became distinct had probably been done.
enough to pick out easily from Fitchs moans. Hensfield tried to
tighten his grip on his carbine, fighting down the nerves that The German stopped as he came near the camp, his mantis-

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like face turning from side to side as he inspected his brutal around his wrist to join the other tags he had claimed. The
handiwork. Hensfield risked a look at Gunsel, but for once the German rose and moved onto where Kaisers body was strewn.
gangster seemed as intimidated as anybody else. This kraut was a Hensfield could see now why he had resisted Gunsels shots so
far cry from the old men and little boys that were supposed to be remarkably. Through the torn greatcoat he could see some sort of
manning Germanys West Wall. He didnt even seem human. armored plate, like what a medieval knight might be expected to
wear. No wonder Gunsels pistol shot hadnt done any damage.
The soldat turned his head toward movement on the ground,
fixing his attention on Kaisers bloodied form. Hensfield thought The soldat crouched down beside Kaiser and removed the
he could see the Germans eyes narrow behind the red lenses of corporals tags. He lingered over the dead man, seeming to study
his mask. He raised his assault rifle, aiming it at Kaiser as the something. The German reached into Kaisers jacket, retrieving
corporal tried to crawl his way toward Gonzalezs abandoned a pack of cigarettes from one of the pockets. American cigarettes
BAR. The weapon roared, a short burst of fire punching into were highly valued by the German soldiers, when they took
Kaisers back. After that, the corporal was still. prisoners it was said they confiscated smokes even before they
confiscated weapons.
Kaisers death seemed to break the spell. Gunsel threw himself
from behind his cover, roaring obscenities at the German and The German stared at the pack of cigarettes for a long moment.
blasting away with his pistols. Uncharacteristically for the His other hand slowly rose toward his face, touching the inhuman
Chicagoan, most of the rounds were off target, dancing through mask. The gloved hand holding the cigarettes tightened, crushing
the snow around the German. A few hit their target, however, them in its fist. The German stood up, angrily tossing the ruined
one tearing through the soldats coat to rip through the army cigarettes to the ground. Hensfield saw the soldat turn in his
beneath. Another glanced off the side of the Germans helmet. A direction. Panic clawed at the rifleman. The German was coming
third struck his chest, causing the German to stagger backwards. for his dog tags. When he did, hed discover that Hensfield was
Hensfield could see blood spilling from the soldats wounds, still alive!
but impossibly, he didnt fall. Instead the German swung his
weapon around, letting a full burst chew through Gunsels body. Hensfields mind struggled to fight down his panic, tried to
The shredded remains of the Italian were hurled back, splashing formulate some plan of action, some way to turn the tables of
against the woodpile, bathing Fitch in a fresh coat of blood. the gruesome German soldier. When the kraut pushed him over
The young soldiers screams intensified as he was drenched in with his toe, Hensfield would open up on him with his carbine.
Gunsels gore, but another burst from the Germans weapon Yeah, and when he missed the Germans assault rifle would turn
made him quiet. him into mulch! Hensfield tried to think of something else, but
all that came to him was to shut his eyes and pray.
With Gunsel dead, the German looked about the camp again,
his insect-like face studying each of the sprawled GIs. Hensfield The stillness of the night was broken by the noise of boots
struggled to keep still, knowing if he betrayed the slightest tromping through the snow. Hensfield risked opening his
motion he was a dead man. The German seemed satisfied with eyes. The German had turned away, was facing out into the
his inspection, Hensfield could hear him crunching his way darkness. Beyond, in the trees, Hensfield could see dozens of
through the snow. The rifleman saw some of the Germans blood lights shining, lights exactly like that burning on the side of the
dripping into the ground as the soldat walked toward the Sarges soldats helmet.
body. There was something wrong with it, like something
had been mixed into it somehow. It wasnt red like blood was The German gestured toward the trees. Los vorwarts. The
supposed to be, but had thick ropes of puss-green in it. The smell voice that rumbled from behind the Germans mask was guttural
of it threatened to make Hensfield gag. and tinny at once, booming across the devastated CP. Hensfield
decided that something in the mask must have amplified the
The German rolled Sergeant Mitchell onto his back and reached Germans words. He could see the shadowy figures moving
down, ripping the dog tags from around his neck. Hensfield among the trees stalking away from the clearing, heading west
watched as the insect-faced soldat wrapped his gruesome trophy and deeper into the American-occupied zone. The soldat who
had slaughtered Hensfields squad watched them for a few
moments, and then strode off to join them.

Hensfield shuddered with relief when the rancid stench of the


Germans chemically altered blood no longer filled his lungs. The
rifleman 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 fielding. 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) 6


Jeremy Bernhardt (order #2415176) 6
technologists of the reich history
Sonderbuero 13 is the organisation within the SD which oversees The SD, or Sicherheitsdienst, began as the internal security
the development of advanced technologies for the Reich. Very division of the SS, operating very much as the intelligence
little technological research is conducted in Germany without and espionage arm of the SS. The SD was created in 1931 by
the sanction and support of Sonderbuero 13, only the occult Reinhard Heydrich, recruited into the SS by Heinrich Himmler
studies of the SS and practical refinement research conducted for the express purpose of establishing an intelligence branch
by German industry for the Heereswaffenamt (Army Weapons within the organization. Himmler little understood the ruthless,
Development) operate without SD control. power-hungry nature of his associate, however. One of the first
acts of the SD was to begin gathering files on every German they
While the SD leaves witchcraft and other arcane mummery to the felt to be of interest including members of the Party. Such files
SS and allows the Wehrmacht to continue to adapt and modify were quite extensive and often contained damaging intelligence
existing technologies, such as the manufacture of new variants about the individuals, information that might put their loyalty
of the Goliath radio-controlled tankette and the type XXI U-boat, to Fatherland and Fhrer in question. Using blackmail and the
Sonderbuero 13 has established firm control over experimental simple threat of what secrets he might know, Heydrich soon
sciences. Within their sphere of control are programs designed became the number two man in the SS, second only to Himmler
to create new synthetic fuels, studies to develop light-weight, himself. When the SA, the querulous rabble of thugs and ruffians
diamagnetic alloys for aircraft, and all atomic research being that had served the Party as its stormtroopers during its rise to
conducted in the Reich. In addition to research, Sonderbuero power, began to become more liability than asset it was Heydrich
13 is also empowered to manufacture and field test the devices who concocted the plan to remove their threat. Confiding his
it develops, allowing the SD to maintain strict control over plan to Himmler and Hermann Goering, the three convinced The
anything its scientists create from inception to realisation. A Fhrer that the head of the SA, Ernst Roehm was disloyal and
military body within the SD, the Waffen SD, actually deploys planning to stage a putsch against the Fhrer. The result was the
these weapon systems in combat, fighting alongside the regular Blood Purge. The leaders of the SA were arrested all across
German army as an attached, but independent command.

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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 fixture 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 Office), 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 significant amount of its budget on
occult researches. Heydrich had no use for his superiors mania his agents monitored the Polish army as the craft was studied
for proving the veracity of ancient myths of Thule and Atlantis, at a facility outside Warsaw, spying on the Polish scientists and
with his determination to use occult powers to restore the German carrying back to Germany documents and photographs relating
people to the superhuman level of their Aryan forefathers. to the mysterious craft. It quickly became apparent to Heydrich
Heydrichs beliefs were in science and technology, not arcane that the Flugscheibe was far beyond anything known to modern
superstition. The proof of German superiority would be found man. There were tantalizing hints at a technology centuries
with science, not black magic. Every mark Himmler spent ahead of current thinking. The man who controlled such secrets
sending SS researchers to Tibet and Brazil offended Heydrichs could reshape the world in his own image.
sensibilities and obsession with efficiency. The matter became
even worse as the influence over Himmler of a German mystic The remains of Czechoslovakia had been divided up between
calling himself Weisthor grew. Germany, Poland and Hungary. For the moment, The Fhrers
territorial ambitions were sated. He had designs on Poland, but
Heydrich brought the excesses of Himmler to the attention was hearkening to the advice of his generals, that he consolidate
of the Fhrer, thinking to discredit and depose his superior. his gains and continue to build his army before making any claims
The showdown, however, did not favour Heydrich. Himmler against Poland. The generals considered that a campaign in late
arranged a demonstration for the Fhrer, a demonstration of 1940 would be best. Such a situation did not suit Heydrichs
occult powers. The exhibition convinced the Fhrer that the needs. The Poles had already been studying the Flugscheibe
worst of Heydrichs claims were unfounded, that there was for over a year, who could say for certain that they would not
genuine merit behind the research Himmler was conducting. soon make some profound discovery that would transform the
However, he did consider Heydrichs assertion that Himmler nature of any conflict with them. Worse, could Heydrich risk
was ignoring scientific research in favour of his occult studies a another year trying to keep the existence of the Flugscheibe
valid one. To ensure that all avenues of research were properly from Himmler and his other rivals in the Party? Heydrich began
explored, the Fhrer ordered that Heydrich be placed in charge feeding intelligence to the Fhrer that indicated Poland was
of all SS technological research. growing increasingly belligerent. After carving territory from the
carcass of Czechoslovakia, now the Poles might be entertaining
Heydrich had just settled into his new position as chief of the ideas about the free city of Danzig and Eastern Prussia. Every
SS science division and was still fuming over his unsuccessful instance of Polish discrimination against ethnic Germans living
bid for control of the entire SS, when intelligence reached him in Poland found its way in exaggerated form to the Fhrers
regarding a remarkable occurrence in Poland. SD agents reported desk. Heydrich knew well the volatile temper of his Fhrer and
that a strange object had crashed outside the Polish town of that the steady stream of reports would soon kindle his rage. A
Czernica, a disc-shaped flying craft that seemed to operate on promise that an agreement could be reached with Stalin to divide
extremely advanced technology. Heydrich at once implemented Poland between Germany and the USSR, ending the threat of
measures to ensure that this intelligence would reach no one else Soviet resistance to German expansion in Poland, overcame the
in the Reich. Controlling the RSHA, he ensured that operatives of Fhrers final qualms.
the Gestapo and other intelligence services filing similar reports
were silenced. On the matter of the Czernica Flugscheibe, Heydrich concocted a bogus attack against a German radio
only Heydrich himself was to be kept informed. For months, station at Gleiwitz, dressing executed concentration camp

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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 classified,
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
artificial as the craft they had piloted. This astounding discovery
soon opened an entirely new avenue of research for Heydrichs
scientists if the creatures were artificial, 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
prisoners in Polish army uniforms and scattering them around working with the Flugscheibe crew and all their research to
the battlefield. The incident gave the Germans justification this new facility, where they could conduct their experiments
to combat Polish aggression and on September 1st, 1939, unobserved and in secrecy. The entire project was given the
the German army launched its blitzkrieg into Poland. Close designation S-III. The facilitys situation in Poland would
behind the vanguard was Heydrich and his SD, racing across make it ideal to the needs of the S-III scientists. Prison camps
the war zone to secure the facility where the Flugscheibe was in the region would provide a steady source of slave labour and
being studied. With the same ruthless efficiency and brutality human test subjects for the amoral experimenters. The avenue of
that had characterised his rise to power, Heydrich and his men research they were exploring promised to recreate humanity, to
captured the compound and within hours the Flugscheibe and perfect the human race. Before such a prospect, petty concerns
everything associated with it was on its way back to Germany like conscience and emotion had no place.
and a subterranean fortress beneath Thuringia at Ohrdruf, code-
named Die Drachenhohle The Dragons Hole. Even with his scientists making incredible advances, Heydrich
ensured that he found time for his political ambitions. He
While Europe exploded into war, Heydrich took steps to continued to overstep Himmlers authority, bypassing his
make the Dragons Hole the most secure installation in all of superior to confer directly with the Fhrer about the operations
Germany. An entire division of hand-picked SS veterans, men of the RSHA and the SS science division. Heydrich continued
with loyalties to Heydrich rather than Himmler, were based to use his files to eliminate any threat to his power base. He
at the facility to provide security. Two enormous flak towers, had become the most feared man in the Reich, someone it was
immense bunker-like structures ten stories high and with walls whispered was being groomed to become the next Fhrer. In 1941,
twenty feet thick, were erected above the facility to protect it Heydrich is appointed Reichsprotektor of Bohemia and Moravia
from aerial bombardment. Miles of barbed wire and dozens of in occupied Czechoslovakia. It is an important appointment, and
concrete blockhouses surrounded the facility, supplemented by many within the Party take it as further evidence of Heydrichs
extensive mine fields. Prying eyes, German or otherwise, would increasing influence over the Fhrer.
find getting into the Dragons Hole a suicidal prospect. With his
typical grisly humour, Heydrich ensured that the remains of all While Heydrich and the SD increasingly slipped from his control,
infiltrators and spies were interred in a small burial ground just Himmler was anything but idle. He tasked those Gestapo and SD
within the gates of the facility. agents he could still trust with watching Heydrich, monitoring
his every move. A man as ambitious as the RSHA chief would
Hundreds of scientists from across Germany and later from the sooner or later make a mistake, and when he did, Himmler
occupied lands of Europe would be brought to Ohrdruf to lend was determined that he would be there to exploit his rivals
their expertise to the formidable task of unlocking the secrets misfortune. Weisthor and the other mystics within the Schwarze
behind the captured Flugscheibe, only the rocket facilities Sonne organization, the occult arm of the SS, used their black
at Pennemunde would boast a similar gathering of scientific arts to observe the threads of fate surrounding Heydrich,
minds. To oversee the operation, Heydrich recruited SS watching for that moment when he would be most vulnerable.
Obergruppenfuhrer Hans Kammler, who, in addition to sharing In 1942, the moment came.
Heydrichs passion for ruthless efficiency, was also a doctor of
engineering and had enough of a scientific mind to understand The British Special Services infiltrated two ex-patriot Czech
the work of the scientists now placed under his command. The commandoes, Jan Kubis and Jozef Gabcik into Bohemia for the
entire project at the Dragons Hole soon became known as the express purpose of assassinating Heydrich. Himmlers mystics
Kammlerstab the Kammler Group. informed him of the plot and the Reichsfuerher SS took steps
to ensure that the British plot would succeed. He arranged for
In addition to the Flugscheibe itself, the Poles had recovered the information to be passed to the two assassins advising them
bodies of its crew. The three small, scrawny bodies became a as to when would be the opportune time to strike. Thinking

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the information originated from the Czech resistance, the two procedure was a success. His biological body ravaged by the
commandoes acted upon the information, waiting for Heydrichs botulinum toxin, almost 75% of Heydrichs body was discarded
staff car as he drove to a meeting in Prague. The plot almost by his scientists and replaced with steel and wire. Heydrich
failed, Gabciks gun jamming as he opened fire. Instead of emerged from the operation even less human than he had been
speeding off, Heydrich ordered his driver to stop, drawing a before it, more machine than man, a cyborg.
pistol and intending to gun down his would-be assassin. Kubis
reacted at once, tossing a grenade he had been given by the The recovered Heydrich made confronting Himmler the first
British at Heydrich. The explosive detonated under the car, priority in his new life. Although the SS had covered its tracks
driving shrapnel into Heydrichs back. While the commandoes well, the SD had found some evidence linking Himmler to the
fled, Heydrich was rushed to the nearest hospital. Czech underground and the assassination attempt. Heydrich
understood that Himmler was too powerful to eliminate right
The Fhrer immediately dispatched the finest physicians in the away, so instead he delivered an ultimatum. Himmler would
Reich to attend Hyedrich, but even their best was not enough. not obstruct Heydrichs intention to separate the SD from SS
The British grenade had contained botulinum toxin and the command, nor the transfer of the science division from SS to SD
deadly substance was ravaging Heydrichs body, condemning control. In return, Heydrich would not inform the Fhrer about
him to a slow and excruciating death. There was nothing that the SS connection with the events in Prague. It was an ultimatum
could be done. Heydrich, in a moment of lucidity, ordered that Himmler knew he could not afford to refuse. However, Heydrich
specialists from the S-III facility in Poland be sent for. The team had not anticipated The Fhrers reaction to his cyborg body. To
of scientists administered strange chemicals to their commander, the Fhrer, Heydrich had become an abomination, a disgusting
placing him in a deep coma, then departed as quickly as they corruption of the Aryan ideal. The Fhrer was revolted merely
had arrived, taking Heydrich with them as they returned to die being in the same room as Heydrich, barely able to tolerate the
Riese. cyborgs presence. No longer would Heydrich have the favour
and ear of his Fhrer. The position of governor of Bohemia and
Meanwhile, Himmlers SS and Gestapo conducted a brutal Moravia was stripped from Heydrich, the RSHA dismantled
and savage investigation into the assassination. The Czech and command of the Gestapo restored to Himmler and the SS.
underground was virtually annihilated through Himmlers Moreover, despite the incredible progress displayed by groups
efforts. The simultaneous investigation by Heydrichs SD was such as the Kammlerstab, funding to Heydrichs science projects
impeded and blocked at every step by the efforts of the Gestapo. was vastly reduced. Heydrich had gained his independence from
Even so, the SD was able to track down Kubis and Gabcik to a Himmler, but it had cost him much.
church in Prague. However, efforts to take the men alive failed
when the two commandoes collapsed the tunnels beneath the Even the disfavour of the Fhrer was not enough to stop a man
church rather than be captured. The SDs hope of drawing a as ambitious and driven as Heydrich, however. He still had the
direct connection between the assassination and the SS died SD and with it their files. He used the information from his
with the two commandoes. records to tighten his hold over many prominent and powerful
Germans. While his official budget had been cut, the coffers of
Himmlers plot to eliminate his chief rival in the Reich would Heydrichs SD swelled with donations and funds diverted from
have succeeded but for the efforts of the S-III group. Among virtually every ministry in the Reich. The experimentation and
the areas of study the scientists had been pursuing was the research at die Drachenhohle and die Riese not only continued,
replacement and augmentation of organic structures with but expanded.
mechanical components. Although their margin of success had
been limited, with their commander, S-III realised that failure In 1944, with the campaign in Russia beginning to sour and the
was not an option. They initiated the most ambitious, large Fhrers mind turning increasingly toward wonder weapons
scale replacement of biological components with mechanical that would win the war for Germany, Heydrich saw an avenue
replacements they had yet attempted. Against all odds, the 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 defensive weapon over Sonderbuero 13 facilities, being fitted
horrible and ghastly they would shock even the Fhrer. Heydrich with a device that can disrupt and even shut down the electronics
had lost none of his ability to manipulate his leader, soon in airplanes. An infantry variant of the device is currently being
virtually all scientific research in the Reich was placed under tested, fitted with an explosive charge and used as something
the command of the newly created Sonderbuero 13, itself a akin to a guided rocket against an enemy position. A Fuerball is
subsidiary of the SD and answerable to Reinhard Heydrich. unmanned and guided by radio control.

In 1946, Sonderbuero 13 is the most technologically advanced kugelblitz


organization in the world, a chilling display of knowledge without The Kugelblitz is an even more exotic flying device than the
morality, of innovation without conscience. The horrifying Fuerball. A massive ten foot diameter disc-shaped object, the
weapons and grotesque creatures produced by the scientists of Kugelblitz operates on a vortex engine that employs etheric energy
Sonderbuero 13 are an example of what the brave new world to power it. The Kugelblitz is constructed from diamagnetic
promised by The Fhrer will look like if his armies prevail. materials, allowing it to partially offset the pull of gravity. At
present, Sonderbuero 13 has been unable to achieve altitudes
organization higher than a few hundred feet and speed remains a sluggish
Sonderbuero 13 is a vast bureaucracy within the power structure 30 mph. However, with a sound principle in hand, efforts to
of the SD. It has access to its own military forces, the Waffen overcome such obstacles are already under way and may soon
SD, which is organized identical to its parent organization, the yield effective vortex-engine saucers to defend the skies over
Waffen SS. Although limited, the Waffen SD does have its own Germany. At present, the Kugelblitz is employed as an infantry-
panzer corps and artillery brigades; officially these are strictly support weapon. Its ability to hover allows it to navigate terrain
for purposes of defending Sonderbuero 13 facilities and to that would be impassable to panzers and other armored vehicles,
supplement Waffen SD experimental task forces when field giving it an edge over enemy forces. The Kugelblitz typically
testing new weapons on the battlefield. Waffen SD units also has a crew of three: pilot, gunner and navigator/loader. Variants
act as semi-independent forces attached to larger Wehrmacht of Kugelblitz sport everything from 40mm anti-tank gins to
divisions. Due to the exotic and often experimental nature of quad-mounted MG42s. One variant even features the KSK and
the weapons developed by Sonderbuero 13, only SD forces are the sonic Luftkanon developed by the Wehrmacht.
allowed to deploy them on the battlefield. Officially this is done
to ensure that these weapons are not captured by the enemy, troops
but the truth is that Heydrich is less concerned with the enemy In addition to the exotic weapons systems Sonderbuero 13 has
capturing these devices than he is with his rivals in the Reich developed, the S-III group has researched even more uncharted
getting them. territory, seeking to transform the German soldier himself into a
living engine of war. Exploiting technology and insights gleaned
Sonderbuero 13 forces will sometimes operate with allied Axis from the extraterrestrial occupants of the Czernica Flugscheibe,
forces, such as the Spanish or Rumanian armies or even the the scientists of S-III have unlocked a Pandoras Box of ghastly
ROA (Russian Liberation Army) but will never be found co- creation and set it loose upon the battlefields of the world.
ordinating with the SS. The rivalry between the leaders of the
two organizations has colored relations between the SD and abgezhertsoldat
SS. Moreover, the technology of Sonderbuero 13 and the occult Early experiments with amphetamines during the invasion of
devices of the Schwarze Sonne represent two vastly antagonistic Poland proved unsatisfactory and the project sat in hiatus until it
trains of thought. was absorbed into the domain of Sonderbuero 13. With the ruthless
resources of Sonderbuero 13 at its disposal, the project was set
weapons free of the constraints imposed by funding and ethics. Now able
Sonderbuero 13 has developed a number of exotic applications to employ whole scale human experimentation, the project was
both from the study of the Czernica Flugscheibe and independent able to develop a chemical that could be injected into the veins
research conducted outside the Kammlerstab. Among these of a soldier that would greatly enhance combat performance.
innovations have been new forms of synthetic fuel, such Under the influence of these chemicals a soldiers strength and
as Schaumkohle, liquid oxygen and even aluminium dust. endurance are vastly increased while the pain centres in the brain
Advanced ram-jet engines, sucking the very air pressing upon an are retarded, rendering the soldier almost completely immune to
aircrafts wings into its engines to act as fuel. Dimagnetic alloys pain. Side-effects include increased aggression, a numbing of
that act to repulse the earths gravitic forces. Intense magnetic the senses of touch and taste, and addiction to the chemical. The
waves that intercept enemy radar. Even the potential of the atom combat chemical (dubbed V-stoff by the scientists) is expelled
to generate power has been explored by the men working under from the body through respiration, so to increase the longevity
Sonderbuero 13. of a dose, abgezhertsoldat are issued special filtration masks that
recycle the chemical when they exhale and allow it to be inhaled
fuerball back into their system, thereby prolonging the duration of the
The Fuerball is a small, circular device roughly four feet in chemicals effect.
diameter. It is powered by an exotic variety of ram-jet that
sucks air through the semi-porous skin of the vehicle. This Abgezhertsoldat are a result of several Sonderbuero 13
powers electric turbines inside the device which in turn provide technologies coming together. Attempts to improve V-stoff
it is motive energy. The Fuerball is employed extensively as a 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 press of a button, the SD controller can inject paralysing drugs
ability to feel pain. Unfortunately, the chemical also burned out into the creatures body, allowing it to be safely recovered once
the subjects brain, leaving only a mindless, homicidal rage. it has slaughtered the enemy.
Obviously useless for large scale implementation on soldiers,
the SD nonetheless found a use for the enhanced V-stoff. It was Allied troops have adopted the nickname Emaciated Trooper
discovered that the enhanced stamina of the subjects increased for the abgezhertsoldat in an effort to make the creatures sound
their bodies ability to accept mechanical implants, the major less imposing and to bolster the morale of those soldiers who
stumbling block to German cybernetic research. With a steady might be expected to encounter them. In order to ensure that
supply of crippled German soldiers and Soviet POWs, S-III they remain activated for as long as possible, abgezhertsoldat
began manufacture of a new and hideous weapon in the arsenal units are often accompanied by physicians who administer V-
of the Reich. stoff to them directly on the battlefield.

The abgezhertsoldat encountered on the battlefield are used as sturmaffe


close assault troops by the SD. Fitted with mechanical claws and Sturmaffen derive from S-III experiments to recreate the process
other brutal weaponry, these semi-human creatures are unleashed used to create the synthetic crew of the Flugscheibe. It was
against the enemy in a snarling, psychotic mass. Physically discovered that the pilots had, in some way, been artificially
scrawny from the chemicals they have been exposed to; the grown in baths situated within a chamber on the craft. Through
creatures are incredibly strong and fast, often with mechanical years of experimentation, S-III managed to decipher in part the
replacements for their limbs. They are deployed with radio- workings of these devices and attempted to employ them to
controlled syringes surgically embedded in their bodies. At the 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 indefinitely. 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
fitted 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, fire-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
flamethrowers on the battlefield, 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 flames without the
need for bulky tanks of fuel. Armed with these devices, the
flame-immune soldiers were able to generate gouts of fire 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 battlefield.

Since their creation, the German feuersoldat are seeing more use
on the field of battle. Used in areas where the enemy relies on
flamethrowers and other incendiary weapons, the feuersoldat
pour flames over everything they see. Most are pyromaniacs,
delighting in the sounds, smells, and sights of their enemy
alight. Though susceptible to small-arms fire, these troops have
become feared across all fronts of the war.

rohlingsoldat capable of laying down devastating firepower. In order to


Another product of German genetic engineering, the increase their longevity on the battlefield, steel plates were bolted
rohlingsoldat is a hulking mass of muscle and strength. Able to to the troopers body, saving on the time and money needed to
enhance the human muscular and skeletal systems, geneticists develop special body armor for these massive soldiers.
created monstrous soldiers with nearly double the mass of a
normal human. These brutes, while slow, quickly proved to be In recent months the rohlingsoldat has seen extensive use
an effective weapon in the battlefields of Europe. throughout the German military. Their intimidating presence
causes most enemy soldiers to pause upon seeing them plod
Though they excel at close combat, few were able to reach across the battlefield.
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

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sd agent
elite infantry (individual)
M RC CC A S DR W
3 4+ 4 3 3 6 2 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.

in house
The SD Agents inspire terror
ability is quite powerful when
combined with the surrender
special order or used prior to
suppression fire.

german officer
veteran infantry (individual)

M RC CC A S DR W
3 4+ 4 4 2 6 2
composition: 1 German Officer
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 officers that have led their forces into victory time and time again.
With courage and a keen mind, German officers command some of the
best soldiers the world has ever seen.

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mad doktor
veteran specialist (individual) composition: 1 Mad Doktor
equipment: Pistol, Syringe
M RC CC A S DR W
3 6+ 1 2 1 4 2 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
Mad Doktors Inoculation Chart women concoct living weapons that the SS brings to bear against
D6 Syringe Germanys enemies.
Inflict two wounds on a single model in house
1
from the inoculated squad
2-3 The model gains +1 AP Pulling a Dan: The Mad
Doktors inoculate ability can
4-5 The model gains +2 Strength be used on enemy models.
6 The model becomes impervious (4+)

wehrmacht sniper
regular specialist (individual)
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.

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strumaffe
regular abomination (individual)
M RC CC A S DR W
5 - 4 2 6 4 5 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 difficult for even the SD and the
Mad Doktors to control once enraged.

wehrmacht heavy weapon team


regular support (squad)
M RC CC A S DR W
3 4+ 3 3 2 4 1
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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feuersoldat
regular abomination (squad)
M RC CC A S DR W
3 5+ 3 4 2 4 2
composition: 2 Fire Soldiers
equipment: None
Weapon R S RoF Notes
special abilities:
Template, Feuerbogen: Feuersoldat are able to generate an arc of flames
Feuerbogen 8 3+d6 1:1
Terrifying (feuerbogen) that shoots off their fingertips 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 flammenwerfer.
Feuersto: When enraged, Feuersoldat explode in a burst of
flames (feuersto), burning all those around them. For 1 AP,
a Feuersoldat can strike all models within 1, inflicting 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 fire and cannot
be harmed by flame-throwers or other sources of fire and are
immune to the terrifying effects of such weapons.
Frightening

options:
The squads Training Level can be increased to Veteran.

The fire soldiers, or torches as the Allies call them, are genetically
and cybernetically altered soldiers able to spout flames from their
very fingertips. Armed with strange devices that spew forth fire, the
feuersoldaten are themselves immune to the effects of these flames.
Their fiery nature makes them unable to carry any equipment but they
act as living weapons and inspire terror in their enemies.

wehrmacht
regular infantry (squad)
M RC CC A S DR W
3 4+ 3 3 2 4 1
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.

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krieghund
regular specialist (squad)
handler
M RC CC A S DR W
3 4+ 3 3 2 4 1 composition: 1 Wehrmacht Handler and 2 Krieghund
equipment: KAR98k
krieghund
special abilities:
M RC CC A S DR W Their sense of smell is so keen, Krieghund are able to detect
5 - 3 1 4 - 1 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 fight 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)
M RC CC A S DR W
2 5+ 4 4 5 4 3
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 flesh 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-fitted machine guns or panzerschrecks
without any difficulties. Many of these hulking soldiers have steel
plates grafted to their skin, making them difficult to injure and even
after they have been wounded they continue to fight with little regard
to their injuries.

volkssturm group leader


regular infantry (individual)
M RC CC A S DR W
3 4+ 3 3 2 5 2
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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volkssturm
green infantry (squad)
M RC CC A S DR W
3 5+ 2 3 2 3 1 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 fill in the gaps. Used primarily as defenders, the
Volkssturm is made up of the old, the young, and the infirm. But what
they lack in skill they make up for in determination and prove to be
underestimated by their enemies.

volkssturm heavy weapon team


green support (squad)
M RC CC A S DR W
composition: 3 Volkssturm Soldiers 3 5+ 2 3 2 3 1
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.

abgezhertsoldat
green abomination (squad)
M RC CC A S DR W
3 - 4 3 3 4 2 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.

123

Jeremy Bernhardt (order #2415176) 6


lab 138 (experimental detachment)
mindedness, laying down waves of bullets from his MG-42. Gunter
doktor klein takes an almost child-like glee at watching the enemy fall to his fire.
(elite mad doktor)
M RC CC A S DR W the pyre
(regular feuersoldat squad)
3 6+ 1 2 1 4 2
M RC CC A S DR W
equipment: Pistol, Syringe
3 5+ 3 4 2 4 2
special abilities: Innoculate, Scientist
Doktor Rudolph Klein is the scientist in charge of the SDs Laboratory equipment: None
138, which is responsible for the creation of the genetic terrors special abilities: Feuerbogen, Feuersto, Fire Immunity,
Sonderbureau-13 has unleashed upon the world. Doktor Klein is a Frightening
skilled scientist whose expertise had led the abominations of the SD to The two feuersoldaten that make up Doktor Kleins unit refer to
countless victories over their enemies. themselves as The Pyre and are true pyromaniacs. In stark contrast to
Gunters recklessness, the Pyre moves through the battlefield cautiously,
oberleutnant goddard placing themselves in the right position to counter enemy movements
(veteran german officer) with a burst of flame. After the battle is over, the men of the Pyre delight
M RC CC A S DR W in breathing deeply the charred remains of their enemies.
3 4+ 4 4 2 6 2
first abgezhertsoldat squad
equipment: MP-40, Pistol, Grenades (green emaciated troopers)
special abilities: Command M RC CC A S DR W
An Oberleutnant in the SD, Goddard is learning the ins and outs of
3 - 4 3 3 4 2
Sonderbuerau-13s genetic experiments and their application on
the field of battle. Having been placed at Doktor Kleins laboratory, equipment: Mechanical Claws
Goddard has taken these abominations into the field and, along with special abilities: Frightening
the Doktor, hopes to better understand their effectiveness against the One of three units of adbezhertsoldat brought into the field by Doktor
enemies of Germany. Klein, these emaciated troopers are thrown at the enemy with reckless
abandon. Doktor Klein is able to produce these creatures in large
hounds of hell quantities and thus feels little remorse when they are brought down by
(regular krieghund squad) enemy fire.
handler
M RC CC A S DR W second abgezhertsoldat squad
(green emaciated troopers)
3 4+ 3 3 2 4 1
M RC CC A S DR W
krieghund 3 - 4 3 3 4 2
M RC CC A S DR W
equipment: Mechanical Claws
5 - 3 1 4 - 1
special abilities: Frightening
equipment: StG44 One of three units of adbezhertsoldat brought into the field by Doktor
Karl Braun has formed a unique bond with the krieghunds produced by Klein, these emaciated troopers are thrown at the enemy with reckless
Doktor Kleins Lab 138. Though these beasts have been genetically and abandon. Doktor Klein is able to produce these creatures in large
cybernetically altered, they are still dogs and these animals respond to quantities and thus feels little remorse when they are brought down by
Karls commands without hesitation. Karl takes the death of each dog enemy fire.
hard and viciously avenges any harm that comes to his animals.
third abgezhertsoldat squad
gunter (green emaciated troopers)
(regular rohlingsoldat) M RC CC A S DR W
M RC CC A S DR W 3 - 4 3 3 4 2
2 5+ 4 4 5 4 3
equipment: Mechanical Claws
equipment: MG-42 special abilities: Frightening
special abilities: Unstoppable, Frightening One of three units of adbezhertsoldat brought into the field by Doktor
Even Doktor Klein is uncertain who Gunter was before he was brought Klein, these emaciated troopers are thrown at the enemy with reckless
to Lab 138 for genetic alteration. After the treatment Doktor Klein abandon. Doktor Klein is able to produce these creatures in large
came to calling the rohlingsoldat Gunter and the creature responded quantities and thus feels little remorse when they are brought down by
to the name well. Now, Gunter wades through combat with a single- enemy fire.

124

Jeremy Bernhardt (order #2415176) 6


wehrmacht optics harness

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
packs
harness coat
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)

fire

skin
feuersoldat
skin
Basecoat - 965 Prussian Blue
Highlight - 961 Sky Blue
Shadow - 899 Dark Prussian Blue

fire
Basecoat - 01 White (VG)
metal 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.
125

Jeremy Bernhardt (order #2415176) 6


Jeremy Bernhardt (order #2415176) 6
The krauts had us pinned down but good. We were scouting turret popped open and out hopped a kraut officer, all black
the farmland outside Mauriac, trying to pinpoint a battery of uniform and grinning face. He wiped a handkerchief at the side
88s that had been pounding the supply convoys something of the turret where some of the zimmerit had been chipped by
fierce. Situation had gotten so bad that the Red Ball Express our bullets, then latched himself onto the coaxial MG34. When
was refusing to budge from the supply dumps at Avignon. The he slid back the action on that machine gun, I knew it was Death
flyboys hadnt been able to spot the German artillery, wherever itself grinning down at me. The hull gun might not be able to hit
Fritz had them dug in, they were dug in but good. Naturally us, but that turret gun sure as hell could.
that meant us foot sloggers would be picking up the air forces
slack. Wouldnt have been so bad except the area was rotten with Then, suddenly, there was a loud crack and the tank officer
snipers, hardcore Milice who would rather see krauts in Paris flopped down against the side of the turret. I risked lifting
than Americans. 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
Snipers or no, the LT wanted those 88s everybody at division B-westerns. He was running at the panzer, a Webley in one
was catching three kinds of hell because of the havoc those guns hand and a grenade in the other. The Germans inside the panzer
were causing. My squad drew the short straw and got the job and mustnt have seen him, cause they kept right on shooting at
there wasnt a man of us too happy about that, let me tell you. us to keep our heads down. That changed a few seconds later,
Anyway, seemed like our luck had taken a turn for the better when the cowboy threw the pineapple in his hand at the tank.
when we found ourselves a few hours out from Mauriac and no The grenade stuck the side of the turret and rattled around on
Vichy die-hards trying to put holes in us. Then we heard that the hull before going off. It didnt penetrate the armor, but some
sound. Them German diesel engines dont sound like anything fragments must have hit the panzers engine because thick black
else and more than a few of us had heard plenty of that racket smoke started spewing from its backside.
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 That got their attention. The hull gun swung around and started
what was making that racket wasnt headed our way. ripping up the road trying to reach the cowboy, forgetting all
about us. The yahoo didnt seem to even notice the lead stitching
It was, of course. We couldnt see it until it was just about right up the road beside him, he just kept running toward the tank,
on top of us because of the cussed hedgerows that lined the road. pulling another grenade from his belt as he ran. The Germans
It was a kraut tank alright, and a proper one too, not one of them kept pouring on the fire, but nothing seemed to rattle this guy.
hand-me-downs the Germans would pawn off on the Italians and That must have spooked the krauts. Next thing I know the panzer
the Vichy French. Big as the end of the world, all grey steel and is trying to back up, but whatever damage that grenade did must
zimmerit. It rumbled around the corner and then its tracks ground have froze the left track because all they managed to do was spin
to a halt. Any idea that the Germans didnt know we were there the tank around a little. We could hear somebody shouting in
went out the window a second later. The machine-gun fitted into German yelling his head off if we could hear him outside. The
the hull started barking, bullets whizzing over our heads. Then dead commander in the turret was pushed out from below, but
the turret swung around and blasted the little stone wall some when the other German peaked up to grab the hatch and close it,
of the squad was hunkered down behind. The guys that made Jesse Owens down there in the road peeled off a shot from his
it through the shot from the cannon broke and scattered. A few pistol and drilled the tanker through the head. Then, like he was
of them disappeared back the way we had come, but the rest Sergeant York or something, he takes that grenade, rips the pin
got knocked down by that machine gun. If things werent bad out with his teeth and tosses it at the tank. The pineapple rattles
enough, Benny, our bazooka man, was one of the guys that got around the rim of the turret for a second, then disappears down
caught by the panzers cannon. He was tossed into the air like a the hatch.
rag doll and his bazooka landed smack in the middle of the road,
just as pretty as you please. Next thing I know, theres a muffled explosion and tongues of
yellow fire licking up out of the hatch. The cowboy doesnt pay
That was enough for us, we knew it was do or die, most likely it any attention, just pulls a cigar from his vest and waits for me
die. We sprung up from our cover and started peppering the and my squad to pull ourselves out from the brush. Seeing him
panzer with everything we had, Thompsons, carbines, grenades, standing there, like some character out of the funny papers, I start
harsh language, I mean everything. Not a lick of good it did to get mad. By all rights this guy should be a pile of meat lying
us, we didnt make a dent in that steel hull. The machine gun in the road, not standing there gloating about single-handedly
cranked around in our direction and made us put our heads knocking out a Mark IV! Its just on my tongue to lay into the
down again. We were safe for a spot, the hull gun couldnt crane mug when I spot the officers bars on that vest of his. Quick
down low enough to hit us and it would take some pretty fancy as lightning, I snap a salute. The cowboy looks me over for a
driving to get the tank into a better spot on that little farm road. second and nods. Hes anything but in full uniform, what his
Of course, they could always just drive over us, which was a far head bare and wearing a sleeveless vest, so I dont get annoyed
from happy idea. But we werent the only ones who had spotted that he doesnt return the salute. What gets me is the way he
that bazooka lying in the middle of the road. The hatch in the saunters over toward the burning panzer. He bites down on his

127

Jeremy Bernhardt (order #2415176) 6


cigar, spits the end into the street and then leans over to light it knock out those 88s? he asks in a voice thats like gravel. He
on the fire flickering out from the hatches. Never mind you can smiles when I start to answer, holstering his Webley and shaking
hear bullets rattling around inside the burning hulk as the fire my hand. Captain Wolf, OSS, he introduces himself. I think
sets off the rest of the kraut ammo. 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
The cowboy looks over at me and then shifts his gaze over to the get going. Wolf looked over at the burning panzer, spitting onto
rest of my men. He gives another little nod of his head. the blistering hull. And somebody pick up that bazooka. We
might run into some of Fritzs real tanks along the way.
You goldbricks the ones Lieutenant Anders sent to help me

128

Jeremy Bernhardt (order #2415176) 6


experimental science in america Roosevelts cabinet had no easy answers for the president to
ARPA, the Advanced Research Projects Agency, is an offer the American press and public. Worse, there seemed a
organization established by President Roosevelt for the express general ignorance of not only the condition of Soviet aviation
purpose of investigating and pursuing any arena of scientific capabilities, but also an inability to determine how far ahead the
research that might benefit the national security of the United communists were in regards to the US aviation industry. Because
States. The organizations original function was to co-ordinate aircraft manufacturers in the United States were private concerns
government funded research projects, thereby increasing unconnected to the government the government in turn had
both efficiency and progress. Since the US entry into the war, very a very limited level of understanding regarding what new
however, ARPA has been forced into several roles far different aviation technologies were being explored by these companies,
from its bureaucratic beginnings. or even what technologies had already been developed by them
but not yet put into general production. President Roosevelt
In 1946, all research and experimentation that might be of benefit left his cabinet meeting with no new answers regarding the
to the war effort is closely controlled by ARPA. From relatively ANT-25 incident, but had a better grasp of the woeful lack of
innocuous and mundane advances such as innovations to improve communication and co-ordination between his government and
assembly line efficiency or methods to better preserve perishable private industry. While it was too late to do anything about the
foods, to incredible new weapons destined to change the face of former, Roosevelt was determined to rectify the latter.
warfare and extraordinary theoretical sciences that push the very
boundaries of human knowledge, ARPA has a hand in it all. The With fears of the VVS (Soviet air forces) fresh in their minds,
agency is tasked with maintaining the finest minds in the United Congress passed measures proposed by Roosevelt for the
States and with ensuring that what is developed in America stays establishment of an agency to monitor scientific and technological
in American hands. research in the United States, allowing the government to
keep informed about developments in terms of theory and
history experimentation and use such information to safeguard the
The NDRC, National Defense Research Committee, was national security of America. This new organization would
founded in the aftermath of an incident that shook the very largely complement NACA, the National Advisory Committee
corridors of power in Washington. On June 20th, 1937, a Soviet on Aeronautics, which encouraged more established areas of
ANT-25 successfully made a transpolar flight from Moscow to research rather than the more speculative sciences that were
Vancouver. The importance of Valery Chkalovs flight was not allowing both the USSR and Germany to make astounding
lost on the people of the United States. Unannounced, and without advances in aircraft design. Because it would be principally a
warning, a Soviet aircraft had flown into the United States. If the defence organization, military officers were recruited from the
communists could manage such a flight in peacetime, then they Army and Navy to form the agency, which was soon dubbed
were equally capable of doing so in a time of war. The image of NDRC. The decision to have military personnel organize
Soviet bombers raining death on American cities filled the pages NDRC would give the agency a martial structure, one dominated
of newspapers from New York to Los Angeles as the American by principles of discipline and efficiency. These qualities would
people demanded answers from their government. What was the also enable NDRC to meet the many trials it would face and to
president doing to protect them from the Red menace? How had adapt to new duties as its role continued to change.
a Soviet aircraft been allowed to so easily violate the skies above
America? 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 scientific, industrial
and political leaders. The first 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
scientific 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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Jeremy Bernhardt (order #2415176) 6


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
officers trained especially by
the NDRC would be better
equipped to guard against
saboteurs and espionage than
regular soldiers and police.
These officers 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
By early 1939, the world situation had deteriorated to an alarming several German and Soviet spy
degree. The threat of Soviet Russia had been eclipsed by the rings were unmasked and their
increasingly fiery rhetoric and bold demands emerging from threat to Americas security eliminated.
Berlin as the German Reich devoured the lands of her neighbours.
In the Pacific, the brutal and savage war being waged by the After the Japanese attack on Pearl Harbor and US entry into
Imperial Japanese Army in China was an international outrage, WWII, Dr Bush suggested that the most sensitive research
prompting Roosevelt to initiating increasingly harsh trade being conducted by the ARPA should be relocated to secure
restrictions on Japan in an effort to deny them the resources to installations away from the American coastline and major
wage their expansionistic campaign. Dr Bush and other scientists cities, the most logical points for any enemy first strike. Several
warned their President that if the world were to slip into another different sites were selected by ARPA for the relocation of their
Great War, it would be a conflict such as had never before been research teams and their equipment, the most prominent of
waged, no corner of the globe would be spared from such a war. which being Oak Ridge, Tennessee, where an entire city was
They also warned that a second World War would be won not constructed to house the personnel required to administer the
with current weapons, but with the weapons of tomorrow. Bleak nations atomic programs. Other locations within the bleak
reports were made regarding the advances being made in the deserts of the American southwest offered even greater isolation
USSR with rocketry and air power, in Germany with advanced and security. With these secure facilities, ARPA was pressed
electronics such as television and radio. Albert Einstein delivered into another role, that of actual production of the weapons being
his chilling report on the state of German atomic research and developed by its scientists. Manufacturing plants began to sprout
what might be the result should the Germans use such research up alongside laboratories as ARPA turned the theories of Tesla
to produce an atomic weapon. and other scientists into new weapons for the American military.
The largest of these industrial complexes was situated in the
Immediately after the meeting, Roosevelt established two new middle of the Mojave Desert at a location called San Diablo. In
organizations, both working under the auspices of a new division the succeeding years, the San Diablo facility would expand to
under the command of the NDRC. The first was the Advisory become the key asset in the arsenal of ARPA.
Committee on Uranium, a team of scientists and engineers who
would be tasked with beating the Germans to the development Between the years 1942 and 1943, ARPA scientists raced to
of an atomic bomb. The second was DEW, the Department of produce new and radical armaments to counter the ghastly
Experimental Weapons which would pursue all other avenues inventions of the Germans and the hideous experiments of the
of research, in particular the wildly speculative sciences being Japanese. Many of these weapons were rushed into production
proposed by Nikola Tesla such as protective energy fields, death as soon as they left the proving grounds and from there hurriedly
rays and electrically powered automatons. Although these two deployed to the troops overseas. As a result of this approach, the
groups would receive the lions share of NDRC financing, advanced armaments developed by ARPA were often used poorly
the agency continued to maintain independent laboratories by field commanders who had little grasp of the new tactics
where researchers would be free to take the developments of required to successfully exploit the new weapons. Perhaps the
both the Advisory Committee and the DEW down different most woeful display of this lack of appreciation for the correct

130

Jeremy Bernhardt (order #2415176) 6


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 field, 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
application of ARPA technology was during the Allied raid on from the sky, leaving no survivors. Unwilling to admit that the
the French port of Dieppe when a squad of soldiers in Buffalo Germans had managed to raid what was supposed to be one of
power armor was wiped out trying to destroy several German the most secure locations in the United States, a cover story was
panzers lurking in the fields outside the town with neither released that Tesla had died of natural causes in New York.
cover nor support, their commanding officer reasoning that the
bulky armor was little different from a normal tank its combat With the election of President MacArthur, the military of the
capabilities. United States was restructured considerably to increase what the
former general saw as a waste of combat potential. One of his
Dr. Bush pushed for another expansion of the NDRC and ARPA, first acts was to disband the Twentieth Air Force, which had been
this time one that would put their personnel right on the battle flying strategic bombing missions out of China in an effort to
lines. It was proposed that to increase the efficiency and strategic cripple the industry of Japan. MacArthur had never approved of
value of the advanced weapons systems ARPA was developing the concept of strategic bombing in the Pacific theatre, arguing
that combat-trained ARPA officers should be deployed in an that the long distances involved argued against the success of
advisory capacity to supervise their use and ensure that field such missions and pointing out the technological bugs that
officers were properly deploying the advanced technology that continued to haunt the immense B-29 bomber. On a personal
was being made available to them. The second duty imposed on level MacArthur resented the fact that the Twentieth Air Force
these ARPA field agents was an even more dangerous one to
ensure that these technologies did not fall into enemy hands.

The first major failure of ARPA came on the 7th of January, 1943.
Despite the strict security measures implemented by the agency
to protect its facilities and staff, an elite SD Sonderkommando
unit successfully located and infiltrated 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 offices and workshops, looting anything they could
carry away. Other SD Sonderkommandos began interrogating the

131

Jeremy Bernhardt (order #2415176) 6


existed outside the regular chain of command in the Pacific, with another USAAF command, however he didnt intend to
meaning that the B-29s were under no obligation to assist in squander such a keen and strategic mind by placing him out to
tactical operations, such as the disastrous attempt to retake Luzon pasture. Instead, he decided to employ Arnold in another area
in the Philippines. He also disapproved of continuing efforts by of the American military complex which the new president was
the US Strategic Air Forces in the Pacific, and the commands restructuring.
chief of staff, General Carl Spaatz, to redirect American efforts
in the Pacific away from the Philippines and the Asian mainland The civilian-dominated NDRC, MacArthur felt, was unable to
and to what MacArthur saw as a bloody, pointless campaign of effectively manage ARPA and its subsidiary organizations. He
island hopping to secure advanced air bases for the B-29s to felt that a military mind was needed to co-ordinate the efforts of
stage from. the thousands of scientists and researchers employed by ARPA.
General Arnold had displayed a good grasp of technology during
In the aftermath of MacArthurs decision to disband the XXI his tenure as head of the Twentieth Air Force, moreover his
Bomber Command, several officers were shuffled to new duties. familiarity with the capabilities and limitations of the B-29 would
The extremely efficient General Henry HapArnold had be of extreme importance given the weapon being developed
been one of the most vocal proponents of strategic bombing, and by the Advisory Committee on Uranium since only a plane of
had helped to organize the use of such tactics in the European such immense proportions would be able to carry it. MacArthur
theatre. Unfortunately for General Arnold, he was also a dissolved the NDRC and replaced it with the OSRD, the Office
proponent of an Air Force that was an entirely separate command of Scientific Research and Development. General Arnold would
from the US Army, something President MacArthur opposed be the chairman of the twelve man central committee of the
on grounds that it would weaken the Army and render it less OSRD, with Dr Bush acting as vice-chairman.
tactically flexible. MacArthur was opposed to placing Arnold
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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electrical weaponry
Among the first weapon systems developed by the DES are the
so-called Lightning Cannons. These cannons are large, bulky
weapons that generate artificial lightning. The earliest models
of this device were first deployed in 1943, being sent to the
Pacific 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 fitted 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 field theories. In 1943, the Eldridge was subjected
to a particle field 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.
organization This weapon employs Teslas charged particle theories and is
ARPA is a small but extremely influential organization in function a particle beam weapon. The weapons are bulky
supporting the armed forces of the United States. Although its and again, range is a problem the DES has not yet overcome.
combat forces are exceedingly small compared to the soldiers of However, the kinetic force generated by the particle beam is
the Army, Navy and Marine Corps, their effect on the battlefield enough to smash through almost anything.
is pronounced. ARPA combat troops and technicians can be
found in almost any theatre of operations, from units of power troops
armored Buffalos providing support for GIs trying to storm the Technology of the ARPA is finding its way into the hands of the
German defenses at Monte Cassino to rocket troopers helping US militarys fighting men on the front lines all over the world.
Marines clear out Japanese strongholds in New Guniea. While While the bulk of these advanced weapons and equipment are
maintaining their own independent command structure, the used by members of the specially-trained ARPA combat branch,
specialists of the Black Hand are an important asset for any field military command has ordered that the use of these items not
commander to call upon to help him secure his objective and be limited just to the ARPA. Though the ARPA is reluctant to
counter the exotic technologies of his adversary. release these weapons into general use their concerns have not
prevented the diffusion of these items into all branches of the
weapons military. The ARPA is able to maintain some limited control
ARPA has developed a number of exotic and innovative over their devices as a result of their difficulty to maintain and
technologies to support the American war machine. Many of repair, requiring ARPA field mechanics to tag along with their
these derive from the on-going research with atomic radiation equipment in order to ensure its proper use in battle.
being conducted at Oak Ridge, but even more have been
developed from the fringe sciences explored by Nikola Tesla and buffalo powered armor
his research teams. Experiments with field propulsion, wireless An invention that originated not from Teslas DEW but from
transmission of electrical power and even the exploitation of an outside researcher exploring concepts introduced by Teslas
gravitic fields. 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 dump was assaulted by German forces, including several of the
pilot, unlike the completely mechanical robots, the Buffalo did horrific abominations the Allies called Emaciated Troopers. The
not receive the same degree of reticence by commanders in the mechanics and support personnel staged at the dump were largely
field that ARPAs robots would. These machines would function defenceless and in desperation turned their robots against the
as a useful method of giving infantry units extra protection attacking Germans. The tactic worked and the assault faltered
and firepower, essentially fulfilling the role of a light infantry in the face of the formidable strength of the robots. Following
support tank. Misuse by officers during the Dieppe raid caused this incident, the use of robots was reconsidered and, somewhat
several of these machines to fall prey to German panzers, but reluctantly, the Army agreed to allow ARPA to produce new
they have proven their value when deployed by more judicious robots designed to perform combat duties. Machine guns,
commanders. The Buffalo has, by 1946, become a mainstay of bazookas and even beam weapons were soon fitted to new
the American military and many units independent of ARPA armored combat robots. Under the close supervision of ARPA
exist within both the Army and the Marines that use the armor. trained mechanics, these robots slowly began to be deployed in
the ETO and elsewhere. Many officers still find the presence of
rocket troops these mechanical men distasteful, but even they cannot argue
Rocket packs were a concept explored long before the war, with with the results they produce.
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 first field 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 first
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 first used only for brute,
manual labor by the US military, commanders resisting Teslas
extravagant claims that such contraptions would soon replace
the need for flesh 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

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oss agent
elite infantry (individual)
M RC CC A S DR W
3 3+ 3 3 3 6 2 composition: 1 OSS Agent
equipment: 2 Pistols, Grenades

special abilities:
Because of their skill with their pistols, OSS Agents may fire
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 Office of Strategic Services serves as the American


counterintelligence agency during World War II. Their agents are
sent abroad on countless daring missions, working to infiltrate enemy
positions and do what they can to aid Allied military forces.

in house
Keep in mind that the OSS
Agent can move and fire both
pistols with a single AP.

us airborne officer
veteran infantry (individual)

M RC CC A S DR W
composition: 1 Airborne Officer 3 4+ 4 4 2 6 2
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.

Officers of the United States Airborne are a hardy bunch, accompanying


the troops under their command into battle. Versatile leaders, Airborne
officers are used to facing difficult situations, often finding themselves
outnumbered and behind enemy lines. Their instinct and ability to
command help them face such challenges and still keep their cool.

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arpa field mechanic
veteran specialist (individual)
M RC CC A S DR W
3 5+ 2 2 2 4 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 find themselves in the midst


of dangerous combat situations, aiding US soldiers in the use of the
advanced technology now employed on the field of battle. While
many mechanics know little about the fringe sciences used to develop
these new weapons of war, all are experts in field repairs and are able
to squeeze every ounce of effectiveness from the devices under their
charge.

buffalo power armor


regular tesla device (individual)
M RC CC A S DR W
2 5+ 1 8 6 5 2
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 battlefield. Able to sustain intense small-arms
fire, the Buffalo is most commonly fitted 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 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 battlefield.
Two common types of packs exist; one used for short flights 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 battlefields 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.

us airborne sniper
regular specialist (individual)
M RC CC A S DR W
3 3+ 3 3 2 4 2
composition: 1 Airborne Sniper
equipment: M12 Sniper Rifle, 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 rifle and put this new weapon to good use.
From the shadows they strike at their enemy, picking off enemy
officers and other high-profile targets.

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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.

airborne heavy weapon team


regular support (squad)
M RC CC A S DR W
3 4+ 3 3 2 4 1
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 fighting forces is
enough to make even the fearsome SS think twice before taking the
field against it.

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us k-9 squad
regular specialist (squad)
handler
M RC CC A S DR W composition: 1 Airborne Handler and 2 German Shepards
3 4+ 3 3 2 4 1 equipment: M1 Garand, Pistol

german shepard special abilities:


Inspiring (German Shepards only)
M RC CC A S DR W Frightening (German Shepards only)
5 - 4 1 3 - 1 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 fight 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
field of battle. Seeing widespread use by the Marine Corps in the
Pacific, 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
Pacific Theatre by the gi sergeant
US Marine Corps. regular infantry (individual)
M RC CC A S DR W
3 4+ 3 3 2 5 2

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 fight against an
ever-growing arsenal of genetic abominations and terrifying wonder-
weapons.

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general infantry (gi)
green infantry (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 fields 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.

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: 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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robot trooper
green tesla device (squad)
M RC CC A S DR W
3 6+ 1 5 5 - 2
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 artificial 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.

fact vs fiction in house


Tesla believed that
teleautomatics were possible Robots are terrible shots.
to create and built a robotic Consider using them for
submersible as early as 1898. suppression fire.

gi heavy weapon team


green support (squad)
M RC CC A S DR W
3 5+ 2 3 2 3 1
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 flame-throwers to bazookas, GI heavy weapon teams are
relied on for firepower.

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9th infantry platoon
(infantry detachment) experimental weapons team 0203
(regular gi t.e.g. team)
gunnery sergeant garrett M RC CC A S DR W
(elite mechanic) 3 5+ 2 3 2 3 1
M RC CC A S DR W
equipment: One with Tesla Electrical Gun, one with M1
3 5+ 2 2 2 2 2 Garand, All have Grenades
equipment: M1 Carbine Team 0203 is equipped with a powerful Tesla Gun stripped from
special abilities: Tune Up the wreckage of the platoons second Buffalo suit. Despite not
Gunnery Sergeant Garrett is a dedicated mechanic attached to being originally designed for infantry use, its been very effective,
the 9th Platoon and responsible for the maintenance of their as long as its bearers can get close enough to the enemy to fire.
special equipment; namely, Sgt. Johnsons heavy Buffalo
armor and the Tesla rifle carried by one of the support second squad
detachments. (green gis)
M RC CC A S DR W
3 5+ 2 3 2 3 1
sergeant johnson
(veteran buffalo power armor) equipment: All three have M1 Garands and Grenades
M RC CC A S DR W Replacements, replacements, replacements. Never quite as good
as those that preceded them. These are no different.
2 5+ 1 8 6 5 2
equipment: Buffalo Power Armor, Tesla Electrical Gun third squad
special abilities: Stand and Take it (3), Solo, Slow (green gis)
Sergeant Johnson is a Buffalo pilot who provides heavy support M RC CC A S DR W
for the 9th, relatively safe within his heavily armored carapace.
3 5+ 2 3 2 3 1
His Tesla Cannon has spelled the end for many German
monstrosities throughout the war. equipment: All three have M1 Garands and Grenades
Replacements, replacements, replacements. Never quite as good
sergeant ringo as those that preceded them. These are no different.
(regular gi sergeant)
M RC CC A S DR W fourth squad
(green gis)
3 4+ 3 3 2 5 2
M RC CC A S DR W
equipment: Thompson M1A1, Pistol, Grenades 3 5+ 2 3 2 3 1
special abilities: Command, Technician
Sergeant Ringo, who has been a part of the 6th Platoon since equipment: All three have M1 Garands and Grenades
its formation, has recently picked up some technical skills from Replacements, replacements, replacements. Never quite as good
Gunnery Sergeant Garrett. He has proved to be quite a skilled as those that preceded them. These are no different.
mechanic in his own right.
the tin men
first squad (green robot troopers)
(regular gis) M RC CC A S DR W
M RC CC A S DR W 3 6+ 1 5 5 - 2
3 5+ 2 3 2 3 1
equipment: All three have Thompson M1A1s
equipment: Two with M1 Garand, one with BAR, All have special abilities: Slow, Solo, Steady Hands, Walking Fire
Grenades Sergeant Ringo managed to fix up three working robot troopers
The First Squad is composed of those soldiers who have been after the transport truck carrying the squad of robots hit a mine.
in the 9th for the longest and therefore have the most combat They may be patched up, but theyre still hard as nails.
experience. They carry the platoons only remaining BAR into
combat and use it well.

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Jeremy Bernhardt (order #2415176) 6


helmet
airborne

helmet
Basecoat - 892 Yellow Olive
Highlight - 924 Light Green gloves
Shadow - 855 Black Glaze

uniform
Basecoat - 895 Gunship Green gear
Highlight - 974 Green Sky
Shadow - 975 Military Green

gear uniform
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

joints body

robot
body
Basecoat - 850 Medium Olive
wood Highlight - 974 Green Sky
Shadow - 968 Flat Green

packs 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.
144

Jeremy Bernhardt (order #2415176) 6


Jeremy Bernhardt (order #2415176) 6
may 13th, 1944 The jittery Doctor Blazhen looked up at the imposing captain,
voice shaking as he answered.
The basement of the facility was less than hospitable. It was
Grigoriys first visit here, and he was certain it would not be Y-y-yes Captain, the doctor replied. Much was lost during
his last. The walls were covered in filth and the floors wet the Great War, but we have found his birth records.
with condensation seeping down from the ceiling. The odor of
mildew and mold was heavy in the air and the hallway was very Nothing more, asked the captain in a tone that indicated
humid. But above all, the silence was what caught Grigoriys disapproval.
attention. He expected to hear the screams and ravings of
madmen echoing throughout the basement, for the stories told Im afraid not, Captain. The doctor was clearly growing
to him of other asylums spoke of a din of insanity. But the utter nervous. The reputation of the NKVD as ruthless agents of the
quiet was unnerving and left him ill at ease. Red Army was well known.

Passing by heavy iron doors to his right, Grigoriy strained not Are we certain this is the man weve been looking for?
to look into the small barred windows in the center of the doors. The Captain was giving the doctor one last chance to redeem
He was here for one reason and his curiosity for who, or what, himself.
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; Yes Captain, Doctor Blazhen replied. He was born in the
a door with no window. Knocking twice, the clang of the metal Tungus region of Siberia in 1897, that much we are certain of.
drifted back down the hall as the door opened with a creak.
Captain Kunak slowly walked over to the inmate, pondering the
He was greeted by the sharp features of his superior, Captain response of the doctor. If what the doctor said was true, they
Artur Kunak, whose constant look of displeasure seemed to have were standing before a man that had been sought after for nearly
worsened. Without words, Captain Kunak allowed Grigoriy to a decade. A man, who, it was believed, could help the Red Army
enter and closed the door behind him. begin to understand the phenomenon that was now sweeping
across Mother Russia. The captain knelt down in front of the
The room was a typical cell; small, dank, filthy. A single light madman.
hung from the ceiling and in the corner sat a bucket of human
waste. A small wooden desk and two simple chairs had been Comrade Khaymovich, said the captain, barely loud enough
brought into the room, and seated at the desk was Doctor Viktor to hear, what have you seen?
Blazhen. Grigoriy had met the doctor after arriving in town
yesterday. The doctor was a nervous individual, constantly Upon hearing his name, the prisoner blinked long and hard,
on edge. But his reputation as a skilled psychologist was well turning his eyes towards the captain for the first time since
known. Grigoriy had entered the room. As if he had awoken from a
dream, conscious thought seemed to once more enter the mans
Grigoriys eyes turned from the doctor, who gave him a silent mind. It was as though his name had the power to steal him
stare upon entering, to the crumpled mass sitting on the floor away from the madness of his thoughts, bringing him back,
against the far wall. The man was barely recognizable, covered momentarily, to the real world.
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 I have seen much, said Yuri Khaymovich in an equally hushed
and covered in grime. His clothes were torn, hanging off his tone, more than you can imagine.
emaciated frame by a thread, and bore years of dirt and waste.
But beneath his disheveled appearance, Grigoriy immediately As quickly as his lucid state had arrived, it was gone. His eyes
noticed his eyes. Large, saucer-sized globes gazed out from a widened to impossible size and glazed over, sending him back
shadowed brow. They seemed to glow, shining from the mans into his insanity. In a loud voice, he began yelling at no one
face and boring deep into Grigoriys mind. He was captivated in particular, shouting the ravings of a madman Grigoriy had
by those eyes, hypnotically drawn into them. And in those eyes expected upon entering the cell block.
Grigoriy saw madness, a madness that began to whisper into his
own mind until, after only the briefest of instants, he swore he I saw it born, saw it fall, ranted Khaymovich. I heard its birth
could hear the faint whispers of unknown voices. cry. No rain, it wasnt rain. They called it, ushered it forth into
the world
Grigoriy was snapped from the lunatics gaze as Captain Kunak
broke the deafening silence. The captain rose, clearly disappointed he was unable to get more
from the man they had been searching so long for.
Comrade doctor, said the captain, were you able to locate any
of the files on this man? the trees wept before they fell

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In his typical dispassionate tone, the captain approached Grigoriy The doctor began glancing nervously between the captain and
and Doctor Blazhen, keeping his voice low, but loud enough to the prisoner.
be heard over Khaymovichs continued raving.
Very well, said Doctor Blazhen, I will begin immediately.
You may begin your work, comrade doctor, said Captain
Kunak. red tears fall from the sky, the birds know it

cant you hear it? I can hear it Captain Kunak gave a final look to the prisoner and Grigoriy
was disturbed when he saw those large eyes staring at him once
We must learn of the connection between the Tunguska event more. The captain opened the cell door and left, Grigoriy right
and the powers our people have begun to develop, continued behind him, happy to be rid of the madmans gaze.
the captain.
They closed the door behind them and made their way down
But sir, said the doctor, I must warn you that this man has the long hall. Whispers came from the other cells as though
spent his entire adult life in asylums and prisons. It was sheer Khaymovichs insane babble had awoken the other inmates. The
luck we were able to find him and transfer him here. His mind is captain was silent and questions began pouring into Grigoriys
gone, shattered four decades ago by what took place then. mind.

the worms in my head tell me to do things So, said Grigoriy, do we wait until the doctor is able to
discover this mans secrets?
Captain Kunak ignored the doctors warning.
Pausing at the stairs leading to the ground floor, Captain Kunak
Failure will not be tolerated comrade doctor, said the captain. had to think for only a moment before giving his answer.
This psi phenomenon did not begin until just prior to the
First World War and we believe that what took place in 1908 No Grigoriy, he said, we will begin using the new soldiers
has something to do with it. The NKVD must understand these now.
things before we use them against our enemies.

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the soviet psi phenomenon Beria, the newly appointed deputy head of the NKVD. A ruthless
By 1946, the people of the Soviet Union have found themselves politician and close friend of Stalin, Beria quickly made sure that
in the grip of a phenomenon that Stalin and the Red Army the intelligence organization he was now in charge of was filled
are attempting to both understand and use to their advantage with individuals loyal both to Russia and to himself. During
in the war against the Germans. Dubbed by many as the psi the early years of Berias command of the NKVD, thousands
phenomenon, Axis and Allied intelligence agencies are only of political prisoners and other undesirables were sent to the
now learning about the extent of this strange event as well as the Gulags, many of whom were prominent scientists that found
lengths to which Soviet intelligence agencies will go to gain an their way to the sharashkas.
edge in the increasingly long conflict in Eastern Europe.
By the end of 1938 Beria had officially created the Special Design
The 4th Special Department of the Peoples Commissariat for Bureaus and brought all research being done in the sharashkas
Internal Affairs (NKVD) has, for nearly a decade, attempted under one roof. As World War II began in earnest, General
to determine the cause of the supernatural abilities the Soviet Valentin Kravchenko was placed in charge of the Special Design
people have begun to develop as well as finding military Bureaus and renamed the unit Special Technical Bureau. While
applications for these abilities. Shrouded in secrecy, the 4th still under Berias supervision, the appointment of a military
Special Department, once an intelligence organization, now leader to a scientific organization meant that research and
falls under military jurisdiction and citizens of Mother Russia development taking place within the Special Technical Bureau
that show such abilities are quickly rounded up and forced into 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 fledgling 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 find themselves
at the mercy of the Soviet intelligence agency.

But even with the psi phenomenon, as it would come to be


military service. The results of the 4th Special Departments called, growing significantly, the NKVD was slow to understand
research have begun to see expanded use on the field of battle its size and scope. What began as a handful of cases in the vast
and, though the NKVD still does not understand the full extent wilderness of Siberia soon expanded into a national issue. By
of these powers, the Red Army now has terrifying and strange the time Beria became head of the NKVD in 1938 the number
new psi-technology at their disposal. of reports of psi abilities was in the thousands and spread across
the entire Soviet Union. Beria, Stalin, Kravchenko and other
history high-ranking Soviet officials knew that they were in the midst
Though the NKVD had its origins in the aftermath of the of something big. As with most things concerning the security
October Revolution of 1917, the 4th Special Departments roots of the Soviet Union, the NKVD was quick to gain control of the
trace back to the Industrial Party Trial of 1930. In a largely situation.
show trial, prominent engineers, economists, and scientists were
convicted of plotting a coup against the Soviet government. Beria and Kravchenko created the Psi Bureau in December
Many of those convicted were sent to secret laboratories that of 1938, officially (but secretly) acknowledging the psi
were part of the Gulag labor camp system under the control of phenomenon taking place within the Soviet Union. As part
the State Political Directorate (GPU), the precursor to the KGB. of the Special Technical Bureau, this sub-department was
In these sharashka camps, scientists and engineers were forced responsible primarily for research into the cause of these psi
to serve the Soviet Union, practicing their craft for the greater abilities but also for their possible military applications. Over
good of their nation. This early bureau fell under the jurisdiction time, the bureaus focus would shift from understanding what
of the GPU and was largely unorganized and slow to produce was taking place to using it to the nations advantage.
significant results.
Beginning in 1939, and using NKVD resources, the Psi Bureau
All that changed in August of 1938 with the arrival of Lavrentiy began a campaign of what intelligence agents referred to as

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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, significant gains
had been made in many areas of scientific research. The Bureaus
of Rocketry and Aircraft Design (the Tupolevka Bureau) both in the Soviet Union and the unexplained explosion that took
produced many vital breakthroughs during this time, though place in Siberia in 1908. The Tunguska Event, as it had been
were unable to match the success of the American and German called, had been seen for thousands of miles in all directions and
programs. The Psi Bureau however, was making incredible illuminated the night sky for days. Though numerous scientific
discoveries that impressed General Kravchenko and Stalin expeditions were made between 1927 and 1938, none were able
who continued to provide support and funding for the Special to determine the precise cause of the devastation. As evidence
Technical Bureau and, more specifically, the Psi Bureau. The began mounting that revealed a link between the Tunguska
STB was given the secret name of the 4th Special Department Event and the psi phenomenon, General Kravchenko ordered a
and knowledge of its existence known only to the highest-level military expedition to be sent to the region.
NKVD and military personnel.
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 significant 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 significantly. 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
After nearly five years of study, breakthroughs began being they progressed. These hallucinations eventually caused many
made into the psi phenomenon. Many attribute this to a change of the experimental soldiers to turn on their comrades, a tragedy
in leadership, which took place in the opening months of 1944. that cost the expedition dearly in the later weeks of the mission.
Colonel Artur Kunak, a combat hero and veteran of Stalingrad,
was placed in charge of the Psi Bureau. Colonel Kunaks fierce Those that managed to survive the trip brought back little in
loyalty to Stalin and (more importantly) General Kravchenko the way of real information. No evidence was found that even
earned him the position of Bureau Chief over the Psi Bureau. hinted at the cause of the Tunguska Event, nor why or how such
A ruthless man, Kunak still runs the Psi Bureau with stark an event could have caused the psychic phenomenon. But the
efficiency, caring little for the losses incurred as long as his information provided by the survivors told the leaders of the 4th
projects meet with success. With such a taskmaster in charge, Special Department that there was, indeed, a connection between
the Psi Bureau has made significant headway in researching the this strange event and the psychic abilities being developed by
cause of these strange abilities, as well as their possible military the Soviet people.
applications.
With the expedition to Tungusk complete, Stalin ordered the first
As prototype psi-units were being finalized and tested, field tests of the experimental psi units. In late 1944 specially
researchers for the Psi Bureau made a startling discovery. A trained and equipped psi soldiers are put to the test against German
correlation was made between the psi phenomenon taking place forces in Eastern Europe. These troops met with significant

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success and since that time Stalin and General Kravchenko have of the intelligence organization, under General Kravchenko the
seen to it to increase the training and production of psi soldiers. department sees a great deal of interaction with the Red Army
The NKVD continues to round up Soviet citizens that display and, due to the departments popularity with both Stalin and
such abilities and force them into service. Beria, gets whatever it wants from nearly every branch of the
Soviet military.
In December of 1945 the NKVD and, by extension, the 4th
Special Department underwent a change in leadership. Lavrentiy A number of bureaus exist within the 4th Special Department,
Beria stepped down as the Deputy Head of the NKVD, moving each led by a Bureau Chief, nearly all of which have been put
on to bigger and better things as his position within the Soviet into place by Kravchenko and Beria. Each bureau chief reports
hierarchy increased. In his place, General Segei Kruglov took directly to General Kravchenko and has a number of underlings
control of the intelligence agency. The appointment of a military that report directly to them. The command structure of the 4th
leader as Deputy Head of the NKVD has come to the surprise Special Department works in much the same way as that of the
of many, who felt that Beria would remain in a position of such military, however due to its placement within the intelligence
extreme power until the war ended and even beyond. Many organization of the NKVD, the department thrives on secrecy
believe that Kruglov replaced Beria under the direct orders of and complete loyalty. Everyone working within the 4th Special
Stalin, who fears Berias growing political and military power. Department has only a few others that they work with (or for)
Whatever the reason, it is certain that a man as ruthless and and those members of the department that socialize with anyone
paranoid as Beria maintains significant ties with the NKVD and outside of their prescribed co-workers find themselves under
the 4th Special Department. investigation by the NKGB.

With the war continuing into 1946, and without an end in sight, There are few who know the number and nature of every bureau
the leaders of the Soviet Union try desperately to keep up with within the 4th Special Department, but the Bureau of Rocketry,
their enemies. As the Germans develop new and terrifying the Psi Bureau, and the Bureau of Aircraft Design receive the
genetic abominations, the Japanese use fearsome chemical and most attention (and funding) from Soviet leaders.
biological weapons and with American advances in electrical
and mechanical technology, the NKVD have brought their psi psi bureau
weapons to bear. The hope of the Red Army lies in these new Over the past fifteen years, the Psi Bureau has grown from a tiny,
and frightening weapons, though many questions remain as to often neglected, organization into the most secretive, effective,
their origins or implications. and well-funded groups within the NKVD. Under the command
of Colonel Kunak, the Psi Bureau has developed some of the
organization most terrible and amazing technology and weaponry seen in the
As of 1946, the 4th Special Department falls under the jurisdiction world. The gains made by the Psi Bureau have allowed the Red
of the Peoples Commissariat for Internal Affairs. Though part Army to keep pace with their German enemies, combating the

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fearsome genetic abominations with the psychic abilities of the technology for the 4th Special Department.
Soviet people themselves.
bureau of aircraft design
The Psi Bureau is divided into three sub-departments, each The bulk of the Soviet Air Force was destroyed when German
of which reports directly to Colonel Kunak. The Training forces attacked in June of 1941 with nearly 2000 aircraft being
Department is responsible for the creation and execution of the destroyed on the first day of the German invasion. The Bureau
rigorous training programs psi soldiers are placed into. These of Aircraft Design (nicknamed the Tupolevka Bureau after its
programs allow for the psychic abilities of these soldiers to be foremost resident Andrei Tupolev) was given the task of bringing
honed and refined along very specific guidelines in order to the Soviet Air Force up to par prior to the onset of World War II.
maximize their efficiency in the field of battle. In addition, these Following the devastating attack by the Germans, the Tupolevka
programs ensure that the Psi Bureau and the NKVD maintain Bureau was scrambling to rebuild.
control of these experimental soldiers by limiting the extent to
which their powers develop. The Training Department currently During the early years of the war, the Bureau of Aircraft Design
finds themselves overworked and understaffed as the demand worked diligently to reverse-engineer much of the aircraft
for more and more psi soldiers increases. technology provided to them by the United States due to the
lend-lease program. In addition, captured German technology
The Technology Department creates the various weapons was also sent to Moscow, where the Bureau was located in order
and equipment used by the soldiers of the Psi Bureau. They to bring Soviet aircraft to the same performance levels as their
work closely with the Department of Theory to understand the German counterparts. The Bureau made significant gains early
how of the psychic abilities developed by the Soviet people in the war though the Soviet Air Force remained on the defensive
and combine this knowledge with already established scientific due to the lack of aircraft at their command.
principles. Bridging the gap between science and mysticism,
the Technology Department uses these ideas to create devices With breakthroughs being made by the Bureau of Rocketry and
that enable a soldier with limited psychic ability and training to the Psi Bureau, the Tupolevka Bureau has been given access
further focus their abilities, channelling them through a number to advanced technologies that have greatly aided their work.
of strange pieces of technology. The Technology Department is Specially trained pilots using psi abilities are able to use their
constantly being pushed by Colonel Kunak to create new devices powers during flight, making them the equal of any German ace.
and refine those that have proven themselves successful. In addition, technology provided by the Bureau of Rocketry,
stolen from the alien craft recovered by German forces has been
The Department of Theory receives the least attention of any used to create aircraft that come close to matching those fielded
of the Psi Bureaus sub-departments, much to the chagrin of its by the Luftwaffe. The gains made by the Bureau of Aircraft
members. Responsible for determining the cause and nature Design have helped the Soviet Air Force rebuild since 1941 and
of the psi phenomenon, the sub-department has produced little could once again make the Soviet Union the master of their own
in the way of significant results. Colonel Kunak and General skies.
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 weapons
of pieces of research stolen from Polish scientists before the The bulk of the weapons and equipment being produced by the
German invasion. Using this data, Soviet scientists (many Psi Bureau are used to boost the existing abilities of the soldiers
forced into work) did what they could to understand and then under the bureaus control. Nearly none of the weapons that
apply this new and amazing technology. Over the past seven are developed by the Psi Bureau can be used by non-psychics, a
years the NKVD has made numerous attempts to seize more fact that makes these weapons all the more useful and prevents
research on the craft and the Bureau of Rocketry has received the bureau from fearing they fall into enemy hands. The true
scraps of information as it trickles in from Germany. Though weapons being created by the Psi Bureau are the soldiers
well behind the German and American rocket programs, the themselves, trained and equipped according to bureau protocols.
Bureau of Rocketry has produced a number of vital pieces of Much of the research being done by the bureau in regards to

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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 fire, 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
officers and high-ranking members of the political party.

Another use of the psi shield that has undergone field tests
in recent years utilizes the abilities of telepaths rather than
psychokinetics. Using powers similar to those of psi commandos
weaponry focuses on fine-tuning the training programs developed (see below), telepaths are able to cloak soldiers, units, and even
by bureau scientists and creating equipment that will further vehicles, obscuring them from sight and making them nearly
enhance the abilities of the psi soldiers. Most devices created invisible. By using the same devices as those needed to create
by the Psi Bureau fall into the category of psi amplifier, with a telekinetic shield, telepaths are able to bend light around the
each weapon or piece of equipment created to focus individual target for a short time. This use of the psi shield has met with
abilities such as telepathy or telekinesis. Nearly all psi soldiers great success and the 4th Special Department has increased their
possess some form of psi amplifier and these devices vary widely research into this area.
in size and complexity.
psi tanks
psi cannons Rumbling onto the field of battle in late 1945, the psi tank
The psi cannon was one of the earliest developed weapons represents the pinnacle of Soviet psi technology. Known as the
produced by the 4th Special Department. Harnessing the abilities LB-1 (after Lavrentiy Beria), a small number of prototype tanks
of telepaths, Soviet scientists were able to use a large device have seen action in Eastern Europe. Based on the successful IS-2
to increase the range and power of certain abilities. Soldiers heavy tank, much of the weapon, navigation and communication
trained in the use of these devices are able reach out with their equipment has been replaced with psi amplifying devices. The
minds, locate the minds of their enemies and use their telepathic entire four-man crew of the LB-1 tank is comprised of highly
powers to inflict pain and sometimes even death. The psi cannon skilled psi soldiers, most of which show great telepathic abilities.
is hard-wired directly into the mind of the user and utilizes a These soldiers use their abilities and the technology of the tank
combination of radio technology and crystals harvested from the to great effect and the success of these devastating weapons
mountains of Siberia. are now known throughout Europe. The LB-1 tanks are able
to communicate telepathically at great distances, operate during
Like much of the psi technology produced by the 4th Special extreme conditions (snow, darkness, etc), produce shields that
Department, not everything about the psi cannon is understood can hide or protect the vehicle for short periods, and produce a
by the scientists that produced it. It is believed that using both psychic blast that ignores even the thickest of armor. Though
scientific and holistic methods, the devices focus the telepathic they have only begun being used, Stalin is quite pleased at the
abilities of the user whose lethal powers rarely reach out farther success of these vehicles and has ordered further field tests
than a few meters. before putting the tanks into mass production.

Psi cannons are often fielded in two-man teams, with a pair of troops
telepaths taking the field together and using their weapons to Most of the bureaus of the 4th Special Department focus their
attack specific high-profile targets such as enemy officers or efforts on large-scale projects that have little impact on infantry
elite soldiers. Reports from captured enemy troops who have or cavalry forces in the field. The Psi Bureau however has
survived an attack from such a weapon indicate the psi cannons managed to transform an otherwise ordinary individual into a
are terrible weapons, greatly feared by the enemy. powerful psychic weapon for use by the Red Army.

Though psi cannons are used primarily as lethal weapons to The bulk of the soldiers fielded by the 4th Special Department are
attack single targets, similar devices are being employed by forced into service by the NKVD. Drawn from all over the Soviet
spies and psi commandos for telepathic eavesdropping, reading Union, these conscripts have displayed some manner of psychic
the minds of enemies from far distances. It is thought that many ability and are rounded up and sent to one of the many training
different telepathic abilities can be bolstered through such a facilities located in Siberia. Here they are treated as little more
device. than tools of the Soviet Union, catalogued, tested, and separated
by their abilities. After their initial arrival and orientation,
psi shields conscripts are placed into specially-designed training programs
While the Americans have been able to create magnetic fields based on what sort of psychic ability they display. In these
capable of repelling most conventional weapons, Soviet forces programs they focus their powers and develop them along very

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specific criteria laid down by NKVD officials. Failure to adhere chumans
to these programs results in immediate execution, as does the Chumans is the nickname American soldiers have given to
inability to hone their talents in the manner the Soviet Union has one of the new types of soldiers being fielded by the Red Army.
deemed fit. Early in the war, Stalin and Deputy Chief Beria experimented
with human-ape crossbreeding programs; programs that met
After their training is complete, psi troops are put into small with failure. Hoping to create soldiers that were stronger, faster,
teams and sent into battle under the guidance of officers trained and more agile than human troops, the program was quickly
to manage these special troops and their equipment. Much of terminated. But as research into the psi phenomenon increased,
the time, the officers themselves possess a minor psychic ability the program was resurrected and attempted once more this
but have proven themselves loyal followers of the Soviet Union time using subjects displaying psi abilities. The results were
and are thus placed in command positions. Psi troops are nearly astounding.
never placed in large units so as to prevent any significant
problems should their abilities (or their loyalty) go awry. Called Project Ivanov (after the infamous Soviet biologist who
made early attempts at such hybridization) the project entailed
Currently only a handful of training programs exist, but these the interbreeding of psychic humans that possessed particular
have been rigorously tested on the field of battle and have met traits with apes. These humans were usually forced to participate
with great success. New programs are continuously being and were a mix of both male and female subjects. The resulting
developed and tested, usually by scientists forced into service, offspring were a perfect match of human and ape, exactly what
but these new programs are nearly always begun with loyalist Stalin had been hoping for. Not all attempts at crossbreeding
soldiers lest instances of uprisings occur. 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 first field 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, efficient 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 field of battle without any
weapons, instead using their hands and feet to move quickly
across the battlefield then tearing apart the enemy with their
bare hands.

Unlike many other psi


soldiers, chumans can be
fielded 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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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
4th Special Department has been quick to realize this and has
created a special training program for female telepaths.

Nicknamed banshees by NKVD officers, these female psi


soldiers are trained to harness their telepathic abilities and
channel their raw emotion to emit a terrifying and horrific 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 inflicting 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 find themselves
subject to their screams.

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 4th Special Department, psi
commandos as used as spies, infiltrators, 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 reflexive
ability, psi commandos can use this ability to shroud themselves
in a haze, making them very difficult to observe. Subjects have
said that shrouded commandos appear as little more than a blur.
This allows the commandos to move across the field of battle
with relative impunity, unable to be picked out by enemy snipers
or others.

Currently psi commandos are fielded in two-man teams and

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politruk
elite infantry (individual)
M RC CC A S DR W
3 3+ 3 3 3 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 field 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 officers 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 flee or surrender.

in house
Keep the Politruk within 12
of low-drive units such as
conscripts.

soviet officer
veteran infantry (individual)
M RC CC A S DR W
3 4+ 4 4 2 6 2
composition: 1 Soviet Officer
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 officers of the Red Army are a tough lot, forced to contend with
the Commissars, the NKVD, and especially the enemy. With stern
determination, Soviet officers lead the men and women under their
command into battle, refusing to back down even in the face of fierce
opposition.

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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 Officer
equipment: PPSh-41, Pistol, Grenades

special abilities:
Through training and advanced technology, the Psi Officer has
developed a potent psychic ability that can be used during battle. A
Psi Officer can select one of the following psychic abilities that can
be used during the game.
Mental Stun: A Psi Officer is able to telepathically stun his
opponents, causing them to pause and often forget what they
were doing. For 1 AP, a Psi Officer 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 Officers can make themselves difficult
to spot. The Psi Officer 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 Officer joins.
Remove Fear: A Psi Officer 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 Officer 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 Officer 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 Officer present within a detachment, one Psi choice
may be selected. If a Psi Officers 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 officer and placed them in charge of small groups
of experimental units. With their own minor psi abilities, these
officers 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)
M RC CC A S DR W
3 4+ 3 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 difficult 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 infiltrators and commandos.

nkvd psi-cannon team


regular psi (squad)
M RC CC A S DR W
3 4+ 2 3 2 4 2
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)
M RC CC A S DR W
3 4+ 2 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 fire. Models do not receive a bonus
to this roll for cover (as per standard suppression fire 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 fire. 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.

in house
Use vehicles to get banshees
close to multiple enemy units.

soviet sniper
regular specialist (individual)
M RC CC A S DR W
3 3+ 3 3 2 4 2
composition: 1 Soviet Sniper
equipment: Mosin-Nagant 1891/30 Rifle, 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 influx 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.

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soviet anti-tank dog squad
regular specialist (squad)
handler
M RC CC A S DR W composition: 1 Handler and 2 Anti-Tank Dogs
3 4+ 3 3 2 4 1 equipment: SVT-40, Pistol

anti-tank dog special abilities:


Frightening (Dogs only)
M RC CC A S DR W Sure-footed (Dogs only)
5 - 3 1 3 - 1 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 fight 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
fact vs fiction triggering explosives at the opportune time.
Soviet anti-tank dogs were used
during the early years of the
war, but were removed from
service shortly thereafter.

soviet anti-tank rifle team


regular support (squad)
M RC CC A S DR W
3 4+ 3 3 2 4 1
composition: 2 Riflemen
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 rifles are high-powered, long-range firearms 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 find and eliminate enemy armor or fortified
troops.

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soviet guards
regular infantry (squad)
M RC CC A S DR W
3 4+ 3 3 2 4 1
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.

soviet guard heavy weapon team


regular support (squad)
M RC CC A S DR W
composition: 2 Soviet Guards 3 4+ 3 3 2 4 1
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.

soviet starshina
regular infantry (individual)
M RC CC A S DR W
3 4+ 3 3 2 5 2 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)

M RC CC A S DR W
3 5+ 2 2 2 3 1 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 rifles. 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 fight 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.

chumans
green psi (squad)

M RC CC A S DR W
3 - 4 2 3 4 2
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.

fact vs fiction
Experiments during the 1920s
were carried out by Ilya Ivanov
to create human/ape hybrids.

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somovs guard (support detachment) lmg team
(regular soviet guard heavy weapon team)
commissar somov M RC CC A S DR W
(elite politruk)
3 5+ 2 3 2 3 1
M RC CC A S DR W
equipment: DP-28 Light Machine Gun (one per team), SVT-
3 2+ 4 3 3 7 3
40, Pistols, Grenades
equipment: Pistol, Grenades Commissar Somov uses the soldiers behind the DP-28 light
special abilities: Not a Step Back!, War Hero machine gun for a specific purpose during most engagements:
Politruk Andrei Somov has claimed a platoon from the 39th to keep the enemy pinned down, making them a perfect target for
Guards Rifle Division as his personal bodyguard. Though Somov the mortar and anti-tank rifle teams. By laying down a hail of
is a brave and stalwart soldier for the Red Army, he prefers gunfire, the LMG team is often able to do precisely that, earning
discretion to valor and chooses to use the support elements of them favor from the ruthless political officer.
his platoon to engage the enemy with significant firepower.
Made up of the best and hardest-hitting teams from the platoon, first conscript squad
Somovs Guard has proven a force to be reckoned with, feared by (green conscript soldiers)
the Wehrmacht on the Ostfront. M RC CC A S DR W
3 5+ 2 2 2 3 1
praporshchik mets
(veteran soviet officer) equipment: SVT-40 (two per squad)
M RC CC A S DR W Commissar Somov looks at the two units of conscripted soldiers
in his unit as expendable assets. As a Politruk, Somov feels it
3 4+ 4 4 2 6 2
is his duty to use these men and women as he sees fit, sending
equipment: PPSh-41, Pistol, Grenades them mercilessly to their deaths, providing a distraction from
special abilities: Command the key elements of his unit. As the conscript soldiers die, the
Adrik Mets is a junior officer of the Red Army and still a little support teams pick off enemy troops, resulting in victory for the
wet behind the ears. He often defers to Commissar Somov for Red Army and for Somov. There are always more conscripts
guidance and though he disdains the Politruks methods, he is
thankful for Somovs presence among his men. Mets has little second conscript squad
doubt who is in charge of the unit. (green conscript soldiers)
M RC CC A S DR W
ptrs team panzer killers 3 5+ 2 2 2 3 1
(regular soviet anti-tank rifle team)
M RC CC A S DR W equipment: SVT-40 (two per squad)
3 4+ 3 3 2 4 1 The men and women of Somovs Guard know not to get too close
to the conscript soldiers of their unit, for their commanding
equipment: PTRS-41 (one per team), SVT-40, Pistols, officer sends them rushing headlong into enemy fire at the
Grenades drop of a hat. When they threaten to route, Commissar Somov
Vors Parnes and his comrade in arms have disabled nearly a executes them himself with a patriotic shout of Not a step back!
dozen German tanks while part of Commissar Somovs unit. Such is the life of a conscript in the Red Army.
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)
M RC CC A S DR W
3 5+ 2 3 2 3 1
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.

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skin packs
soviet guard

coat
Basecoat - 992 Neutral Grey
Highlight - 990 Light Grey
Shadow - 867 Dark Bluegrey wood
gear coat
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

skin
uniform

chuman
uniform
Basecoat - 924 Russian Uniform WWII
Highlight - 886 Green Grey
Shadow - 888 Olive Grey

belt
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.
163

Jeremy Bernhardt (order #2415176) 6


Home by Christmas, what a laugh! Gefreiter Heinz Gunther back toward their own positions, only to be ripped apart by their
spat disgustedly through the jagged hole in the brick wall. He own machine guns. The Fuhrer had issued many orders since
could swear the spittle was frozen solid before it smacked into unleashing his armies against the Soviets, but his decree that all
the frosty mire of mud that surrounded their refuge. He shuddered commissars were to be shot was one Gunther fully embraced
as he considered what Erich Voss, a grizzled veteran from the 1st after seeing the ruthless manner in which the communist officers
Waffen SS division had told him. Enjoy this time, kamerad. motivated their troops. Men who would happily murder their
General Winter hasnt relieved General Mud yet. When he does, own countrymen were unworthy of mercy.
then youll know what real cold is.
Fine talk, coming from an SS man. The growling voice
Defeatist swine! Gunther turned as he heard the outraged belonged to Johann Hossbach, a hulking factory worker from the
words. He was not surprised to find that they had come from Rhineland. Hossbach was so large, he routinely lugged around
the north corner of the building, the area where five men of the the heavy MG42 machine gun, and its steel stand by himself,
3rd Waffen SS had billeted. One of them had risen from his seat often with a box of ammunition strapped to his back. The first
beside the small campfire the SS men had made and was now time Gunther had seen the machine gunner, hed thought the
standing at the centre of the room, hands on hips, an indignant Wehrmacht had conscripted some troll from the Eifel. Most men
scowl marking his youthful features, a stray lock of blonde hair found Hossbach an intimidating figure. To his credit, Radl didnt
hanging across the soldiers brow. If the Fuhrer has promised even bat an eye as the brutish Rhinelander stalked toward him.
victory, then we will have victory. It is only a matter of days Himmlers done real nice for you fellows. All the best guns, all
before we will be on the attack again. Then we will march the best gear, rations that dont look like horse meat from the
straight through this Bolshevik vermin. Perhaps we might spend company kitchens. The comment brought chuckles from every
Christmas in Moscow, but every man must make his small Wehrmacht soldier in the room and even a few of Radls SS men
sacrifices for the Fatherland. Gunther stared at Rottenfuhrer smiled. But us poor Friztes in the Wehrmacht dont have old
Reinhardt Radl in disbelief. The SS corporal actually seemed to Reichsheini watching out for us. We havent gotten those nice
believe the inane prattle dribbling from his mouth! care packets from Berlin with those nice, heavy winter coats
in them. The smiles faded from each SS mans face and they
Gunther stepped away from the ragged hole in the wall, shaking cast guilty glances at the thick grey greatcoats sprawled across
his head. Take a good look outside, Rottenfuhrer, he said. their pallets. So youll forgive the rabble if they arent looking
The frost lies thick on the ground until well after noon. Soon it forward to winter with the same enthusiasm as the nobility.
wont melt at all. Then it will snow. Ask Napoleon about what a
Russian winter is like! Perhaps if your blood was pure, you would be wearing the
uniform of the SS and not that of the rabble.
Napoleon was only a Frenchman, Radl sneered. We are
Germans. Nothing these subhumans throw at us can stop us, The tension that filled the decaying bakery was enough to make
not even their infamous winters. Nothing can stand before the Gunthers spine crawl. The other men in the building felt it too,
will and determination of the German volk. The Rottenfuhrers the faces of the Wehrmacht soldiers hardening, taking on a wary
words brought stern nods of agreement from the other SS men. edge. Gunther saw the hand of an SS man slowly inch toward
Gunther and his fellows of the Wehrmacht did not share the the MP40 resting in his lap. The two pioniere troopers attached
Rottenfuhrers confidence. Theyd seen for themselves how hard to Gunthers platoon looked up from where they were working
the Russians had fought even so early as 41. German rhetoric beside the old ovens, the running gear of their Goliath robot tank
about the subhuman Russian peasant hadnt made them any strewn about the floor. The engineers focused on the standoff
easier to defeat. It was a different sort of war than Gunther had between Radl and Hossbach.
fought in Poland and France. The Soviets seemed determined
to make Germany pay for every meter that was conquered with The two men glared at one another for a long, silent moment.
blood. They fought to the last man, fought on even when they The moment was broken when Feldwebel Hans Bruno intruded
had no ammunition, when there was no possibility of victory. upon the scene. The NCO had been conferring with Leutnant
Gunther had seen the eerie sight of two score Russian soldiers Dietrich, who was sheltered with the rest of the platoon in a
charging a panzer across open ground with no more armament granary a few streets away. Now he returned, shaking his head
than Molotov thingytails. The tank crew had mowed them down when he saw Radl and Hossbach. Bruno didnt say anything, but
with their machine guns. When the last of them had fallen, noisily slide back the action on his submachine gun. The sharp
another group of forty emerged from hiding and charged, then metallic sound startled both men.
another and another
I dont know what is going on here and I dont want to, Bruno
Not that the Russian soldiers had too much choice in the matter. warned. But whichever of you idiots throws the first punch will
Gunther had seen what befell Russians who faltered in such have the pleasant duty of acting as courier between this post and
suicidal assaults. Hed been witness to one such sorry scene after Leutnant Dietrich. The threat was a serious one, as any man
his platoon had beaten back a Soviet attack. The survivors ran who had seen action in Russia knew. If fighting started up again,

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Jeremy Bernhardt (order #2415176) 6


the narrow rubble-choked streets of the town would become a Bavarian named Dietz, hurried into the upper floor of the
deadly hunting ground for Soviet snipers and partisans. building to position their machine gun. Radl snarled a command
to one of his SS men. The target of his attention was already in
By that statement, Feldwebel, I take it that the Leutnant has motion, strapping on a heavy backpack, a thick cable running
not received orders regarding myself and my men? Radls tone from it into the immense scope that had been fastened above the
was only slightly less abusive than it had been with Hossbach. barrel of his MP44. The sniper quickly checked his vampir night
vision equipment, then followed Hossbach and Deitz upstairs.
Bruno removed his helmet, running his gloved hand through The electronic contraption would allow the SS man to pick out
the fuzz of black hair growing on his scalp. The Leutnant has enemies hiding in the gloom of the towns abandoned buildings,
more pressing matters to attend to at the moment than finding making them stand out as clearly as if they were in the open.
out where to send your men. There is concern at division that Gunther hoped the fight would not rage so long that the vampirs
the Ivans might be getting ready to stage an attack before the designated purpose would be needed.
snow comes.
Is that bucket of bolts ready? Bruno roared at Kraus, gesturing
They are coming here? The question came from Ernst Klausner, with the barrel of his MP40 at the disassembled Goliath.
a rifleman who had been a university student in Vienna before Outside, the crack of the Mausers was now joined by the screech
joining the Wehrmacht. Hed been wounded during the recent of Soviet PPsh submachine guns and heavier German weapons.
withdrawl from Kiev, a Russian bullet hitting him in the thigh. The Soviet assault had reached one of the other platoons.
Hed been wounded lightly enough, however, that he hadnt
been evacuated with the first convoy of trucks and ambulances. The pionier shook his head. The drive system is kaput, he
He was mobile enough for light duties and insisted to Bruno explained. Fuel line is frozen solid. We havent been able to
that he could still fire a gun and stand a watch anything to fix it.
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 Can the damn thing still shoot? demanded Radl. Kraus stared
wanted to share such a fate. Klausner felt his chances were better at the SS corporal for a moment, not understanding his meaning.
staying with the fighting men. As long as he wasnt a burden on Radl shouldered his MP40 and raced over to the Goliath, two of
the platoon, Bruno was perfectly willing to let him stay. his SS men running to help him. Gunther set down his own weapon
and joined the straining Germans. At last, comprehending Radls
All along the front, unless every scout the Luftwaffe sends up meaning, Kraus and the other pionier lent a hand, helping lift the
is blind, Bruno replied. Armored columns streaming out of robot tank and carry it to the bakerys doorway. Klausner and
Moscow like Stalin whistled them up with a magic lamp. Ivans as two other men from Gunthers platoon began piling loose brick
thick on the ground as fleas in Johanns beard. The quip brought and other rubble in front of the immobile Goliath to obscure it
nervous smiles to Gunther and the others in his platoon. as much as possible and provide it with cover. Gunther gave
the weapon the final touch, draping an old cavalry blanket over
Rear echelon stuff, Kraus, one of the pioniers observed. the Goliath. Kraus stepped back, the radio command device
Reserves and penal battalions, obsolete tanks and ill-trained clutched in his hands. He quickly tested the controls, the
personnel. Stalin cant have anything else left after his losses weapon carriage mounted atop the robot rotating and elevating
at Kursk. in response to his actions. A thrill of excitement swept through
the Germans. Now they had use of the Goliaths dual mounted
Bruno shook his head. From what I was told, these are full machine guns, dramatically increasing their firepower from one
divisions, not partisan trash. The tanks are the nasty ones, the MG42 to three.
heavy ones that chewed up our Mark IVs so badly. Make no
mistake, this isnt some half-hearted fiasco like the Bolsheviks Outside, the spit-hiss of Russian PPsh submachine guns grew
were so fond of back in 41. The Ivans mean business this in intensity, augmented by the boom of grenades. Gunther
time. shook his head as he scrambled back toward the east wall of
the bakery and positioned himself beside the ragged hole. It
The crack of Mausers firing punctuated Brunos words. The was typical of the Soviets. No artillery barrage, no tank support,
soldiers in the battered bakery scrambled for their weapons, just an ill-trained horde of peasants thrown at enemy positions.
the SS men leaping to their feet. Almost all of the Wehrmacht The communists relied upon numbers to combat the Germans,
soldiers in the town had been armed with the new Mkb42 seemingly determined to drown the invaders in the blood of their
assault rifles and the SS men almost all carried the MP40s. Only countrymen. Gunther would have been disgusted if he wasnt
Wehrmacht snipers and scouts were still armed with the Mauser well aware that such callous tactics had carried the day for the
Kar 98 rifles. And the only snipers and scouts Gunther knew Soviets many times in the past. Even if the Germans killed ten
about in the area were positioned on the outskirts of the town, Russians for each of their own, they were losses Stalin was
detailed to watch for any advancing Soviet forces. If they were perfectly willing to accept.
firing, it meant that the respite was over, the communists were
coming. Above, in the ruined second floor of the bakery, Hossbachs
machine gun roared into life, filling the air with its sawing
Bruno barked orders to his platoon, sending riflemen to every groan. The SS sniper called down, warning that he could see
window and doorway. Hossbach and his assistant, a wiry Russians charging down the narrow street. A moment later, the

165

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bakery shook as a grenade went off nearby, dust billowing about officer in the peaked cap of a commissar shouting furiously at
the west end of the building. Gunther tried to ignore the pained the retreating Russians through a tin megaphone. The German
screams of the grenadier who had been standing closest to the took exceeding delight in ripping apart the commissar with a
blast. There was nothing any of them could do for him now, they concentrated burst from his rifle. The communist pitched over
had their own skins to look after. into the mud, his broken body stampeded by his own fleeing
men.
Hossbachs machine gun continued to blaze away. Grenadiers
and SS men at the windows began to join in, firing into the The Germans breathed a sigh of relief as the assault broke. Those
streets. Gunther was not sure if they could see any Russians or if who still had them broke out cigarettes and started to smoke.
they were just firing wildly, hoping to keep back the attack. He Klausner hobbled over to try and quiet the screaming man who
peered through the tear in the brick wall and started to blaze away had been injured in the first grenade attack. Bruno marched
with his assault rifle. He heard a voice cry out in Russian, but the length of the building, checking to see who was dead and
couldnt say for certain hed actually hit anything. The bakery who was injured. The attack had claimed ten of the Germans,
rocked again as another grenade went off. Gunther felt a sick including two of Radls SS men. Another six had been wounded.
feeling grow in the pit of his stomach. Russians had a favourite That left only Gunther, Hossbach, Dietz, Klausner, and Bruno
tactic for clearing a building infested with Germans and that himself from their original squad, with another ten men from the
was to toss an entire bag of grenades into a room, then scramble other two squads. Radl still had his sniper and one of his men,
into the aftermath and machine gun anything still moving. The but Krauss fellow pionier had taken a burst from a PPsh in his
gefreiter didnt rate his chances if the Soviets got close enough gut. Gunther could tell that the engineer wouldnt last another
to pull off that trick. hour.

The firing intensified. Above the hiss of submachine guns and Another attack like that and they walk right in, Gunther
the roar of Hossbachs MG42, Gunther heard the sharp crack observed. Rottenfuhrer Radl sneered at the comment.
of a Russian rifle. He saw one of the SS men crumple behind
his window, a gory hole punched through his helmet and into Their next attack will fail, just as this one has, the man
his brain. Radl snarled in fury, shouting orders at the ceiling. As proclaimed. You give these Bolsheviks too much credit. They
he did so, the Soviet sniper fired again, this time splattering a are subhuman filth. They will never prevail against Krupp steel
grenadiers grey matter against the wall. The surviving Germans and German resolve.
instinctively ducked down as the threat of the communist
sniper asserted itself, momentarily reducing their rate of fire. Tell that to them! growled one of the grenadiers positioned
The Russian assault troops were quick to exploit the lapse in at the windows. The Germans rushed back to their defenses,
concentrated fire, charging toward the bakery, shouting a war watching in horror as a second wave of Russian troops rushed
cry at the top of their voices. toward the bakery. Even as indistinct, brown-uniformed shapes
at the end of the street, Gunther could tell there was something
Beside Gunther, an overweight grenadier named Adler pitched wrong with them. These Russians were short, squat men,
over, his face obliterated by the Russian sniper. Gunther swore, with broad shoulders, long arms and stumpy legs. Despite the
keeping his head behind the wall. He held his Mkb42 above his desperate situation, Gunther couldnt help but wonder what
head and fired blindly through the hole. He heard the Russian sort of soldiers these were. Siberians? Mongolians? A cold chill
rifle fire and was horrified to see a brick less half a meter from crawled up the gefreiters spine as he watched the Soviets lope
his face explode as the high-velocity round punched through it. across the muddy street. There was something inhuman about
The sniper was trying to pick him off even behind the wall! the way they moved, something subtly wrong that disturbed
Gunther almost at a primal level.
Abruptly, there was a piteous shriek from across the street. A
voice called down from the loft above the bakery. Radls own A sharp scream came from the loft above the bakery. Moments
sniper had finally found the Soviet one and dispatched him. The later, the SS snipe came tearing down the stairs, his face as pale
news brought a ragged cheer from the men down below, and as a sheet. Radl sprinted toward his trooper, grabbing him by the
they returned to their positions with grim determination. None shoulders and shaking him roughly.
too soon, either. The two Soviets Gunther could see through the
hole in his wall were close enough that he could pick out the Back to your post, you craven mongrel! the Rottenfuhrer
insignia on the collars of their brown uniforms. He blazed away snarled. The sniper shook his head in despair, almost wilting in
with his weapon, pitching both of the Russians to the muddy the corporals arms.
ground.
They they are not human, he gasped. The Ivans they are
The grenadier near the doorway shouted to Kraus and the not men at all! He began to scream again. Radl slapped his
pionier activated the Goliath. The twin machine guns exploded gloved hand across the snipers face, glaring at him in disgust.
into life, shredding the oncoming Russians. Kraus rotated the
Goliaths mount, sweeping the MG42s back and forth, forming The little tableau was forgotten as Hossbachs MG42 roared
a curtain of steel death before the doorway. Dozens of Soviets into life again. The charging Soviets were getting close enough
were surprised by the sudden attack, shredded by the heavy now that they were well within rifle range. The men at the
caliber bullets as they tried to turn and run. Gunther saw a Soviet windows began to fire, picking out targets in the brown wave

166

Jeremy Bernhardt (order #2415176) 6


that surged toward them. Gunther noticed that it seemed to take Gunther could still hear Hossbachs MG42 blazing away in
an inordinate amount of fire to put this second wave of Russians the loft. He rushed toward the stairs. With ape-men already
down. Two, three, even four bullets were needed to stop them, scrambling past the rubble, there was no chance of holding them
the Ivans seeming to take little notice of any but the most telling back in the ground floor. The loft was the only sensible place
of wounds. Then, as the distance between them began to close, to retreat to. As Gunther sprinted toward the stairs, he ran into
shouts of horror sounded throughout the bakery. The sniper was a stunned Radl. He pushed the SS corporal toward the stairs,
right! These Russians werent human at all! trying to ignore the muttering still dripping from Radls mouth.
At the bottom of the stairs, he found Kraus, the pioniers body
Gunther had marked the dark, leathery appearance of the shredded by shrapnel from his own Goliath. Gunther kicked the
Russians faces before, but had marked it down as camouflage dead man out of his way and scrambled up the stairs. Klausner
or perhaps some sort of balm to protect against the cold. Now hobbled after him, but the injured grenadier was too slow. An
he saw how wrong his assumption had been. It was the actual ape-man lunged for Klausner, bowling him over into the rubble.
skin of the Soviets! Their faces were grotesque, animal-like Gunther watched in hideous fascination as the monster savagely
visages, pulled into bestial snouts with flared nostrils and fanged caved the grenadiers skull in with the barrel of its PPsh. Then
teeth. Coarse black hair covered what their uniforms did not in a second ape-man was rushing toward the stairs. Gunther sent it
such profusion that they looked to be wearing fur gloves. The reeling with a blast from his assault rifle.
ape-men charged forward in great, loping strides, savage howls
booming from their chests. When they were hit, they did not In the darkened loft, Gunther noticed first that the machine gun
scream like men but roared like beasts. had fallen silent. A huge figure which he at first took for Hossbach
loomed over the weapon, then the gefreiters eyes adjusted a
Radl appeared at Gunthers shoulder, gazing in terror at the Soviet little more to the darkness. He could see that the figures helmet
monsters. He withdrew, muttering over and again Subhuman was Russian, not German, and that the face beneath that helmet
subhuman subhuman was more like a gorillas than a mans. Sprawled beneath the
ape-man was the dismembered remains of Hossbach and his
Bruno stood in the doorway, braving the random bursts of fire loader, torn limb from limb by the monsters strength. In the
the ape-men directed at him with the PPshs they held in their moment of frozen terror that gripped him, Gunther saw how the
clawed hands. The feldwebel raised his submachine gun and ape-men had reached the loft and silenced the gun. There were
brought one of the monsters down with a burst that opened its more of the monsters crawling along the rooftops across the
belly. The thing dropped, but even with its entrails spilled all street. As the German watched, one of the creatures launched
around it, the ape-man struggled to crawl onward. itself from the roof opposite the bakery, landing with a crash
against the bakerys own roof. It was an impossible distance,
Whatever they are, they die just the same! Bruno roared. almost ten meters and yet the ape-men made it seem as easy as
Give them no quarter, sons of the Fatherland, and send these hopping over a curb. With inhuman agility the second ape-man
abominations back to whatever hell Stalin brought them from! scrambled through the window of the loft.

The feldwebels words overcame the terror of his men and the Gunther watched as the monsters glared at him, feral savagery
fire opposing the ape-men intensified. Kraus recovered from his glinting in their red eyes. He looked down at his rifle. Only a few
own fear and the Goliath sprang into action, sending a withering rounds left. He could hear more of the ape-men charging up the
hail of bullets into the Soviet assault. For a moment, Gunther stairs behind him.
thought they would beat back the attack. But then the moment
was lost. Subhuman subhuman Radl continued to moan. Gunther
drew one of the stick grenades from his belt, twisting off the
Though the ape-men had come no closer than the Russians fuse. The ape-men continued to close on them.
had before them, the Germans had not considered the inhuman
strength such creatures might possess. One of the ape-men, a Whatever they are, Gefreiter Heinz Gunther growled, were
dozen German bullets riddling its frame, crawled its way through going to take some of them with us on our way to hell.
the Goliaths fire. 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 fire and dust.

Ears ringing, Gunther picked himself from the floor, scrambling


to find 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!

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Jeremy Bernhardt (order #2415176) 6


action points All models possess a number of Action Points that detachment A group of units assembled by a player for a
allow them to take various actions in a single turn. The number of scenario is called a detachment. Detachments, generally, represent a
Action Points possessed by a model is determined by their Training single military squad. Many detachment types exist that determine the
Level. composition of the detachment and the various options for players to
build their detachment.
action types There are four types of actions a model can take
during their activation: moving, shooting, engaging in close combat, detachment composition The specific units selected for a
and special actions. detachment are called composition of the detachment. Detachment
composition is based on the detachment type.
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 detachment type Detachments are divided into types or
may take actions and otherwise participate in battle by spending action templates allowing players to select units and options to fit a common
points. theme. Detachment type determines the detachment composition,
training level and number of units available, vehicle selections, special
arc Directional indicators determining a models facing. Non- orders and hero selections.
vehicle models have forward and rear 180-degree arcs while vehicles
possess four 90-degree arcs. difficult terrain Any terrain that inhibits movement and/or
provides cover for models within it is considered difficult terrain.
area of effect The area of certain effects and weapons is Players should determine which terrain is defined as difficult prior to
determined by the area of effect (AoE). Models within this area of beginning a scenario.
effect, even partially, are affected.
drive (dr) An attribute of a model. This number expresses the
armor (a) An attribute of a model. Armor is the amount of protective soldiers motivation on the battlefield and ability to continue fighting
gear and natural ability to avoid damage that a model possesses. This even in the direst of situations. Any model with a Drive of zero routs
number may be modified by cover and other factors during game play. and may surrender to the enemy. See the Morale section for more
information on Drive and its effects.
attribute A characteristic of a model. Models possess seven core
attributes: Movement (M), Ranged Combat (RC), Close Combat (CC), elevation A model in an elevated position gains advantages when
Armor (A), Strength (S), Drive (DR), and Wounds (W). Weapons also engaging in ranged combat against models on a lower elevation.
possess attributes such as Range, Strength, and Rate of Fire.
facing The direction a model is facing. In general, the facing of a
attrition rate One of three victory conditions needed to be model is based on which way the model is looking. Facing is used to
achieved during a scenario to claim victory. Following each scenario determine a models arcs.
players determine the number of casualties (based on model count)
inflicted upon the enemy and if they have eliminated two-thirds of their focused attack A focused attack is a special action that allows a
opponents forces they may claim this victory condition. model to take a penalty to their close combat abilities to make a single,
skilled strike against an opponent.
campaign A series of scenarios linked together by a common theme
or story. hero A hero is an exceptional individual that usually possess special
abilities and higher attributes. Players choose a number of heroes based
characteristic All the combatants have a number of on the detachment type.
characteristics that define how they fight, their physical strength and
durability, as well as any special abilities or skills they may possess. individual An individual is a unit comprised of a single model.

charge A special action that allows a model to sprint into close initiative Prior to each turn of a scenario, players determine which
combat with an enemy model. Charging grants close combat bonuses side has the initiative by rolling 1d6 and adding the highest current
for the model making the charge. Drive value of their units on the battlefield. Whichever side has the
higher result may choose to activate a unit first that turn.
close combat (cc) An attribute of a model. This is a models
skill in fighting when things get up close and personal. It represents line of sight A model is considered to have line of sight to another
both his defensive and offensive capabilities when up close. model if it can see any part of the other model.

cover Cover provides models with a bonus to their Armor attribute long range Ranged attacks that target models over half the
against any ranged attacks made against them. Three different types of maximum range of the firing weapon are considered long-range attacks.
cover exist: light, medium and heavy. Attacks made at long range impose a penalty to hit.

168

Jeremy Bernhardt (order #2415176) 6


movement (m) An attribute of a model. This number represent the sprint A special action that allows a model to move quickly across
number of inches that a model may move for each action point (AP) the battlefield.
expended for movement purposes.
squad A squad is a type of unit made up of more than one model.
obstacle An obstacle is any piece of difficult terrain larger than Models in a squad may act independently of one another but are
a model. For purposes of determining the height of the model, use activated at the same time and share a single Drive attribute.
the models base size. Obstacles cannot be crossed and block line of
sight. strength (s) An attribute of a model. The physical strength of
a model. This attribute determines the damage a model inflicts when
planned scenario Planned scenarios are thought out engagements striking an enemy in hand to hand combat.
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 suppressed Units that fall victim to suppression fire are considered
the opportunity to tailor their force to the specific mission at hand. suppressed. Suppressed units not in cover must seek cover immediately.
In planned scenarios, players are well aware of the particulars of the Suppressed units can only move (as long as they remain in cover) or
mission (such as objectives, attacker/defender, etc) prior to selecting attempt to break suppression. Units remain suppressed through their
their Detachment Composition. next activation.

primary objective One of three victory conditions needed to suppression fire A unit may attempt to suppress an enemy unit
be achieved during a scenario to claim victory. Each scenario will by using suppression fire, trying to pin them down rather than shooting
have a primary objective for each force taking part in the battle (see the to kill.
scenario descriptions below). Only one side can complete the primary
objective for each scenario. Primary objectives represent the reason training level The training and skill of a unit. Training level
why the forces are present on the battlefield and the key means by determines the number of action points a unit receives each turn.
which one side or another will achieve victory.
troop type The category of troops a unit belongs to. Common
range An attribute of a weapon that determines the maximum range troop types include infantry, cavalry, specialist, support, abomination,
the weapon may be fired. psi and Tesla device.

ranged combat (rc) An attribute of a model. This attribute is turn A scenario is divided into turns. During every turn, each player
the soldiers ability to strike an opponent using a ranged attack. In case activates the units they have on the battlefield. Once all units have been
there is no number listed, then the unit or character in question has no activated by each player, the turn ends and another begins.
ranged attack.
unit A unit represents a model or group of models.
rate of fire Ranged weapons also possess a Rate of Fire (RoF)
that determines how many shots per action each weapon is capable of. unit type Units are grouped into two types: squads and
The first number represents the number of shots the weapon takes, while individuals.
the second shows the number of AP needed to fire that many shots.
unplanned scenario Unplanned scenarios are random conflicts
rout When a unit is activated and its current Drive is zero models taking place in the fog of war. None of the forces involved knew of
from that unit not currently engaged in close combat rout. Routing the enemys position or composition and, though not necessarily
models move as quickly as possible towards the nearest table edge, prepared for combat, battle ensued. Unplanned scenarios are chaotic,
fleeing off the battlefield when they reach the edge of the table. Units unorganized, and often very unbalanced. Players selecting their
remain in rout so long as they are not engaged in close combat and their Detachment Composition for unplanned scenarios have no information
Drive remains at zero. to rely upon and instead must guess what forces, objectives, and combat
conditions they are likely to encounter on the field of battle.
scenario Players take part in scenarios that usually involve a
primary objective, two players, and a single detachment per player. victory condition The conditions players must meet in order
Each scenario is designed to be a small, yet important battle between to claim victory during a scenario. The three victory conditions are
two forces that can be played in a short period of time, generally primary objective, secondary objective and attrition rate.
completed in six to eight turns. Each scenario falls into one of two
types: planned or unplanned. wounds (w) An attribute of a model. Some models are able to
sustain a number of injuries before being removed as a casualty. When
scenario type Scenarios are made up of two types: planned and a model suffers its last wound, it is removed from the battlefield.
unplanned. References

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.

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Jeremy Bernhardt (order #2415176) 6


During the development of this game the following have been great We would like to site the following sources for imagery and products.
sources of inspiration.
photos
books The National Archives, www.archives.gov
Bark, Jasper, (2006). Sniper Elite: Spear of Destiny. Wikipedia - Wikimedia Commons, www.wikipedia.org
Bishop, Chris, (1998). The Encyclopedia of Weapons of World War II.
Bishop, David (2005). Fiends of the Eastern Front. additional photos/artists
Bruer, William B., (2000). Secret Weapons of WWII. Damask, Chris
Russian Propaganda WWII 154
Bruer, William B., (2006). Unexplained Mysteries of WWII.
Ellinger, Matthew
Cheney, Margaret, (2001). Tesla, Man Out of Time.
Ol 927 28, Anti-Tank 34, Lana and Rita 34
Cornwell, John, (2003). Hitlers Scientists. Gillespie, Aaron
Golden, Christopher, (2000). Hellboy: Odd Jobs. Rocket Trooper 2, Robot Trooper 2, Abgezhertsoldat/GI 111,
Golden, Christopher, (2004). The Lost Army, Hellboy. Abgezhertsoldat 115, Wolf Sketch 128, Sgt. Graves 132,
Higgins, Jack, (1981). Lucianos Luck. Sergeant 133, Soviet Battle 147, Sniper 153, Trooper 154
Higgins, Jack, (1990). Cold Harbor. Jaworski, Mark
Higgins, Jack, (1991). The Eagle Has Landed. Helmet 19, My Life in the Service 130, Protect Yourself 131,
Higgins, Jack, (1995). A Game For Heroes. November Nights 131
Johnston, Peter
Higgins, Jack, (1995). Sheba.
Sturmaffe 4, Sniper 53, Robot Trooper 58, Mad Doktor/
Higgins, Jack, (1999). Flight of Eagles.
NCO/Rohlingsoldat 109, Feuersoldat 116, Krieghund 121,
Higgins, Jack, (2003). Bad Company. Rohlingsoldat 122, Airborne/Mechanic/Sniper 126, Rocket
Hodge, Brian, (2005). On Earth as it is in Hell. Trooper 134, Airborne Tesla 139, Banshee/Psi Cannon 145,
Hunter, Stephen, (1980). The Master Sniper. Psi Cannon 157, Banshee 158
Neumann, Peter, (1960). The Black March. Kursov, Aleksandr
Robbins, David L., (2000). War of the Rats. Lab Rat 46
Shachtman, Tom, (2002). Terrors and Marvels. Machowska, Anna Ana
Rocket Trooper 45
Vilk, Greg, (2005). Golem.
Palfrey, Robert
Whitlatch, John, (1973). The Judas Goat. Not One Step Back 156
Wilson, Paul F., (2006). The Keep. Peters, Joep
Tiger Tanks 112
games Samms, Brian
Medal of Honor Series, (1999-2007), Electronic Arts. The Shortest Way Home - Cover Image
Return to Castle Wolfenstein, (2001), id Software. Skidmore, Steven
Wolfenstein 3D, (1992), id Software. WWII Remembrance 24, Dr. Frankensteins Lab 110
Linke, Michael
Soldiers #1 & #2 14, Soldiers #3 20
movies/television
Zylewicz, Maciej
A Bridge Too Far, (1977), United Artists.
Wolf Figure 128
Band of Brothers, (2001), HBO.
Black Book, (2007), Paul Verhoeven Film.
Downfall, (2004), Constantin Film. websites
The Eagle Has Landed, (1976), ITC Entertainment. Acrylicos Vallejo, www.acrylicosvallejo.com
Enemy at the Gates, (2001), Paramount Pictures. ESLO Terrain, www.esloterrain.com
Hellboy, (2004), Columbia Pictures. Litko Aerosystems, Inc., www.litkoaero.com
The Prestige, (2006), Touchstone Pictures. Painter 6479, www.painter6479.com
Saving Private Ryan, (1998), Dreamworks. Pegasus Hobbies, www.pegasushobbies.com
Sky Captain and the World of Tomorrow, (2004), Paramount Pictures. Pulp City, www.pulp-city.com
SS Doomtrooper, (2006), SciFi Channel. R&K Productions, www.r-kproductions.com
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

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a h Frightening 41
Hidden Deployment 41
Action Points 48 Heroes 43 Impervious (X+) 41
Activating Units 48 Heroes - American 44 Inspiring 41
Area of Effect (AoE) 53 Heroes - General 43 Lethal 41
Armor 40 Heroes - German 45 Slow 41
Armor Piercing 53 Solo 41
i Stand and Take It (X) 41
b Steady Hands 41
Indirect 53 Sure-Footed 41
Base Size 40 Individuals 42 Unintelligent 41
Initiative 48 Unstoppable 41
c Walking Fire 41
l Special Actions 49, 50, 52, 59
Campaigns Special Orders 74
Aftermath 85 Leaving Close Combat 59 Spotter 54
Alternatives 102 Line of Sight 51 Sprinting 50
Campaign Detachment Composition 85 Squads 42
Map-based 84 m Strength 40
Objectives 100 Suppression Fire 52
Requisition Points 86 Mental 53 Swappable 54
Scenarios 85 Move and Fire 53
Story-based 84 Movement 40, 48
Structure 98 Multiple Combatants 60 t
Casualties 86 Template 54
Charging 50, 59 o Terrifying 54
Close Combat 40, 49 Troop Type
Shooting into Close Combat 52 Obstacles 49 Abomination 42
Cover 51 Cavalry 42
No Cover 53 r Infantry 42
Cumbersome 53 Psi 42
Range 52
Specialist 42
Ranged Combat 40, 48, 50
d Reload 54
Support 42
Tesla Device 42
Detachment Requisition Points 86
Cavalry 70 Rout 61
Command 71
v
Experimental 71 s Vehicles
Infantry 72 Attributes 62
Motorized Infantry 72 Scenarios 76
Combat 65
Reconnaissance 72 Planned 7780
Crew Morale 64
Support 73 Unplanned 8082
Crew Roles 63
Veteran 73 Victory Conditions 77
Crews and Line of Sight 63
Difficult Terrain 49 Secondary Objectives 82
Embarking/Disembarking 64
Drive 40 Assassination 82
Injuring Crew 64
Individuals 61 Breakthrough 82
Movement 64
Penalties to Drive 60 Capture 82
Special Abilities 62
Regaining Drive 62 Defense 83
Troop Type 63
Squads 61 Delaying Action 83
Unit Type 63
Vehicles 62 Destroy the Abomination 83
Vehicle Roles 63
Field Test 83
Offense 83
e Test Subjects 83 w
Elevation 51 Shooting Weapons 5558
Experience 87 Shooting into Close Combat 52 Wounds 40
Suppression Fire 52
Special Abilities
f Aim 40
Facing 50 Apathetic 40
Facing in Close Combat 59 Berserk 40
Focused Attack 59 Command 41
Crack Shot 41
Flight 41

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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 Officer 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 Officer 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 Officer Infantry V 3 4+ 4 4 2 6 2
NKVD Psi Officer 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 Rifle 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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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 Rifle 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


Jeep 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

cover type cover bonus training level action points


Light - (Hedges, Fences, High Grass, Crops, Bushes, etc.) 1 Green 1
Medium - (Woods, Buildings, Vehicles, Crates, Barrels, etc.) 3 Regular 2
Heavy - (Bunker, Tank, Trenches, etc.) 8 Veteran 3
Elite 4
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We would like to thank ESLO Terrain for providing many of their fine quality pre-painted
terrain for us to use throughout this book as well as on our demo tables at conventions.

eslo terrain
www.esloterrain.com
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Jeremy Bernhardt (order #2415176) 6


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
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looking for a great compliment to ae-wwii? try pulp city.

www.pulp-city.com
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Jeremy Bernhardt (order #2415176) 6


Jeremy Bernhardt (order #2415176) 6

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