Professional Documents
Culture Documents
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.
publisher:
Darkson Designs
7201 Garden Grove Blvd. Ste. A
Garden Grove, CA 92841 USA
www.darksondesigns.com | info@darksondesigns.com
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
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punishable by law.
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
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
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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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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
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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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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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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
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1932
Nov. 8, 1932 - Roosevelt elected
President of the United States.
1933
Feb. 27, 1933 - The Reichstag burns.
30
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.
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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.
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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
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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.
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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
36
37
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.
38
attributes
40
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.
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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.
42
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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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.
44
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
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
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.
46
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.
47
48
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.
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.
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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.
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).
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.
52
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.
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54
55
56
57
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).
58
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.
59
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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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
61
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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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.
63
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
64
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:
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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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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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.
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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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.
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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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.
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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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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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.
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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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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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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.
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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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.
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scenario rules
Voluntary Withdrawal
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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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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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
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
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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.
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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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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
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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
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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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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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100
101
102
103
104
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
105
106
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-
107
108
110
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.
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112
113
114
115
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.
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.
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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.
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.
117
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.
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.
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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.
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.
119
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.
120
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).
121
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.
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.
122
options:
The squads Training Level can be increased to Regular.
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.
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
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124
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
127
128
129
130
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
132
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
133
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
134
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.
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.
135
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.
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.
136
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.
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.
137
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.
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.
138
options:
The squads Training Level can be increased to Veteran.
notes:
The soldier carrying the Tesla Electrical Gun does not possess
an M1 Garand.
139
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).
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.
140
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.
options:
The squads Training Level can be increased to Regular.
notes:
The soldier carrying the Tesla Electrical Gun does not possess
an M1 Garand.
141
special abilities:
Slow
Solo
Steady Hands
Unintelligent
Walking Fire
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.
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143
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
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
146
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.
147
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.
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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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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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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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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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153
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.
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.
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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.
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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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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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.
options:
The squads Training Level can be increased to Veteran.
in house
Psi-Cannon teams can be used
to target heavily armored units
or enemies in heavy cover.
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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.
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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.
options:
The soldier carrying the PTRS-41 does not possess an SVT-40.
The squads Training Level can be increased to Veteran.
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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.
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.
160
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).
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
fact vs fiction
Experiments during the 1920s
were carried out by Ilya Ivanov
to create human/ape hybrids.
161
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.
162
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
164
165
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
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.
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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.
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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
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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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171
eslo terrain
www.esloterrain.com
174
painter 6479
www.painter6479.com
175
www.pulp-city.com
176