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6bVo^c\

pulp Action in World War II


LVg
Hidg^Zh

A Scenario book for


6bVo^c\
pulp Action in World War II
LVg
Hidg^Zh
A Scenario Book for

by
Richard A. Johnson

Cover Illustration by
Ronald Smith

Copyright 2006 Rattrap Productions LLC


www.pulp-heroes.com
www.45adventure.com
Table of Contents
Introduction...................................................................................................................... 4
New Rules........................................................................................................................ 5
Demolition........................................................................................................... 5
New Equipment................................................................................................... 7
New Weapons...................................................................................................... 8
Heroic Running.................................................................................................... 8
New Abilities................................................................................................................... 8
Combat Skills....................................................................................................... 8
Knowledge Skills................................................................................................. 9
Other Skills........................................................................................................ 11
Heroic Virtues/Villainous Flaws.................................................................................... 12
New Character Archetypes............................................................................................ 14
Neutral Forces.................................................................................................... 15
Green Soldier (Grade 1/2)............................................................................ 15
Veteran Soldier (Grade 1)............................................................................ 16
Commando (Grade 1).................................................................................. 17
Non-Comissioned Officer (NCO) (Grade 2)................................................ 18
Allied Archetypes............................................................................................... 19
Assault Engineer (Grade 2).......................................................................... 20
Resistance Fighter/Partisan (Grade 2)......................................................... 21
Allied Officer (Grade 3)............................................................................... 22
Kommisar (Grade 3).................................................................................... 23
When Hunger Strikes (Fiction) . ....................................................................... 24
Russian Peasant Ghoul (Grade 1/2)............................................................. 25
Rocket Trooper (Grade 1)............................................................................ 26
Rocket Trooper NCO (Grade 2)................................................................... 27
Rocket Trooper Officer (Grade 3)................................................................ 28
Allied Super Soldier (Grade 3).................................................................... 29
Russian Flesh Construct (Grade 3).............................................................. 30
Axis Archetypes................................................................................................. 31
Pioniere/Engineer (Grade 2)........................................................................ 32
Axis Officer (Grade 3)................................................................................. 33
Gestapo/Secret Police (Grade 3).................................................................. 34
Terror Beneath their Feet (Fiction).................................................................... 35
Nazi Zombie (Grade 1/2)............................................................................. 37
Raketentruppen (Grade 1)............................................................................ 38
Raketentruppen NCO (Grade 2).................................................................. 39
Raketentruppen Officer (Grade 3)............................................................... 40
Draugr: German Super Soldier (Grade 3).................................................... 41
Oni: Japanese Super Soldier (Grade 3)........................................................ 42
WWII Commando Scenarios......................................................................................... 43
Silence the Gun (Solo Scenario)........................................................................ 43
Operation Burning Sands................................................................................... 50
Old Blood and Guts Must Die........................................................................ 54
Bring the Giant Down (3-Chapter Scenario)..................................................... 57
Weird Pulp WWII Scenarios.......................................................................................... 66
Betty Steel vs. Tobias Kroon (Solo Adventure)................................................. 66
Airship Over the Ardennes................................................................................. 71
Escape from Hell Castle!................................................................................... 75
Horror of the Golden Calf (3-Chapter scenario)................................................ 80
Amazing War Stories Personalities................................................................................ 89
Encounter Cards............................................................................................................. 94
Blank Hero/Villain Sheets............................................................................................ 108

Acknowledgements
Here are my Top Men whose help has been invaluable: Marc Anderson, Tom Hoffman,
Eric Laurent-Nauguet, Mike Lorenzo, and Markus Siebler.
Fiction on page 35 provided by Sam Wolverton.

Miniatures used are courtesy of Brigade Games (BG), Graven Images (GI), Pulp Figures (PF),
and Victory Force (VF) as well as some of our own line, Rattrap Productions (RP). Miniatures
painted by Tom Hoffman, Eric Laurent-Nauguet, Mike Lorenzo, and Markus Siebler.

I have to especially thank my wife, Mary, for putting up with my long hours in front of the
computer and taking the time to proofread my ramblings.
Amazing War Stories: Pulp Action in World War II

Introduction
Amazing War Stories: Pulp Action in World War II is the second supplement to the .45 Adventure
rule set. Contained within the following pages are a number of military accompaniments that can be
used in any .45 Adventure game. Everything from Green troops to Elite specialists can be added to
your scenarios, modeled using the archetypes presented here. Players should be aware of one caveat,
Amazing War Stories: Pulp Action in World War II is not a historical rule setthere is no attempt
to accurately recreate battles or arms. This supplement is intended to represent a Hollywood or Pulp
magazine vision of war where heroes can be shot multiple times before going down (and, even then,
they usually survive). Players coming to .45 Adventure after playing historical wargames should not
expect to see an accurately modeled MG42 or Browning .30. In this world, models can perform feats of
derring-do that would be unrealistic in a straight historical setting.

Keep in mind, however, that not all scenarios have to be presented in a fantastic or weird setting. Jet
packs, zombies, and super soldiers are included in a section separate from the normal military types. In
addition, the scenarios provided are separated into both Commando and Weird War scenariosthe two
types can be easily mixed within the rules, and characters created for one can be used in the other.

It is also not necessary for players to stick to a straight war setting when using the archetypes and
rules included in this supplement. All characters and game parameters can be used in settings prior to the
outbreak of World War II. Use the Axis soldiers and officers in early South Pacific or African adventures
where they seek to foil the deeds of your heroes. Send good and evil Rocket Troops to any part of the
globe for breath-taking adventure. The goal of Amazing War Stories: Pulp Action in World War II
is to provide opportunities for expanded scenarios and new characters that can be used in countless
combinations and settings. In the world of .45 Adventure, possibilities are limited only by your own
imagination.


Amazing War Stories: Pulp Action in World War II

New Rules
Demolition
Before getting into Demolitionthe information on explosivesoriginally presented in the Main
Rulebookis included here for ease of reference. Also, a fourth type of explosive that did not appear in
the main rulebook has been added.

Explosives
Explosives do not need to target a model. If a point on the ground is targeted, then the DODGE (DG) of
the closest enemy model is used to determine whether it hits that point. If the explosive misses its target
there is no scatter. The device is considered to have rolled or bounced beyond effective range.

There are four types of explosive device. If a model takes one of these devices, then they are considered
to have only one. There is no unlimited supply of explosives they can pull from. Some models may take
extra ammo for their explosive, in which case they can take multiples up to their allotted amount.

Type I explosives are the equivalent of homemade bombs or molotov cocktails. They are crude, not
particularly powerful, and can only be thrown. These explosives always explode on the same action they
are thrown. In addition to the target model, any model within 2 of the target can also be wounded.

Type II explosives are hand grenades, TNT, or any type of manufactured explosive that is easy to carry
and throw. These devices cause more damage than Type I explosives and can wound models up to 4
from the target, although the damage does decrease the farther it moves from the impact point. Type 2
explosives can explode on the action they are thrown or placed, or at the beginning of the next turn.

Type III explosives are demolition charges. These cannot be thrown and must be placed in order to
be used. The player placing the charge determines, when the explosive is placed, on what turn it will
detonate (up to 4 turns after placement). These devices always explode at the beginning of the turn
designated. Any model can attempt to disarm this type of explosive with a successful BRAINS (BR)
test. If the model fails, the device explodes, regardless of when the timer was set to go off.

Type IV explosives are those fired from weapons like bazookas, PIATs, or Panzerfausts. They are
designed as anti-tank or bunker weapons. However, these weapons are highly inaccurate at small or fast
moving targets and this is reflected by the negative TH number. However, objects larger than human-size
are at +3 to be hit. Unlike firearms, there is only one range for the Type 4 explosiveanything up to that
range does the same damage. The weapon cannot fire beyond the designated range.


Amazing War Stories: Pulp Action in World War II
Table I: Explosives Chart
Explosive type Target 2 4 6
Range TH WS Range TH WS Range TH WS Range TH WS
Type I BW+2 -1 5(x2) -- -- 5 -- -- -- -- -- --
Type II BW+2 0 8(x3) -- -- 8(x2) -- -- 6 -- -- --
Type III -- -- 12(x4) -- -- 12(x3) -- -- 10(x2) -- -- 8
Type IV 18 -3 10(x3) -- -- 8 (x2) -- -- 8 -- -- --

Demolition
You cannot have a good war scenario without the need to blow up something. Unlike the main rulebook
which did not worry as much about explosives and the damage they could do, Amazing War Stories has
a couple of scenarios that involve blowing up an object. All objects that are targets of explosives should
be given a DEFENSIVE RATING (DR) and Wound Count (samples are provided below). Players may
wish to alter these items for specific scenarios but they should be announced prior to the game so that all
players are aware.

Table II: Target Defense and Wound Chart


Target DR Wounds
Wooden Door 8 1
Reinforced Door 10 1
Steel Door 12 2
Wood Wall 12 2
Stone Wall 16 3
Reinforced Wall 20 4
Small Bridge Support 18 4
Large Bridge Support 24 5
Car 9 4
Armored Car 12 4
Truck 10 5
Armored Truck 14 5

If an explosive is thrown at a structure or non-moving vehicle, models should roll to hit normally (a
stationary object has a DG of 0 if no enemy model is within 6). If the throw hits, then handle damage
normally; if it misses, the explosive has bounced off the object. The object should be placed 2 back
toward the thrower and damage should be calculated based on that position. If a structure or vehicle has
a DR greater than the WEAPON STRENGTH (WS) of the explosive, they save just as regular models
would. Opposing players roll saves for structures and vehicles not occupied by any models. Hero points
cannot be used to strengthen the armor on buildings, but they can be used to strengthen the armor on a
vehicle if the vehicle is occupied by a model on the side wishing to use Hero Points.

Amazing War Stories: Pulp Action in World War II
If two explosives are placed at the same position
by a model with the Engineering Ability, then
the damage can be rolled for separately or half
the WS of one charge can be added to the other.

If a model is on the opposite side of a door or


wall that has been blown in, then they suffer
damage equivalent to half the WS of the
explosive. For example: if a model is opposite
a Steel Door when it is blown in by a Type 4
explosive, it would suffer a WS 5(x3) hit. If the
model was not in base contact with the door, but
within 2, it would suffer a WS 4(x2) hit. If the
model was more than 2 away but less than 4,
it would suffer a single WS 4 hit.

Vehicles that are hit by an explosive device or have one detonated inside them, risk having the fuel
tank explode. If an explosion damages a vehicle, roll a d10, on a 1-3, the vehicle explodes as a Type 3
explosive (all passengers and those within 6 take damage as appropriate). The vehicle is, of course,
unable to function after this.

New Equipment
Rocket Pack: The Rocket Pack is a rocket-propelled flying device strapped to the wearer. With this
device a model can travel significant distances quickly. It does not allow for hovering. This item was
previusly only available if you took the Inventor archetype from the Main Rulebook, however models
can now gain access to it by taking the Use Invention (see page 12) ability. A model with a Jet Pack
can move 12 with each move action and land on any building or mountain up to 10 high. If an object
is higher than 10 or the player wishes to keep the model in flight, he can do so (this will allow the
model to reach greater heights or cross larger impassable terrain). At the beginning of a turn when the
model uses the Jet Pack, the player rolls a d10. On a 1, the pack explodes like a Type I explosive. If
the model is in flight, it also takes falling damagethe Jet Pack is useless after that. On a roll of 2 the
model moves randomly. The model should be moved 6 in their intended direction, then turned 90
to the right and then moved another 6. It then lands as the engine sputters out. If the models path
intersects an object of greater than 3 height it collides with that object (see the section on Collisions
under the Vehicle rules of the main rule book). Models that have the Rocket Pack also gain access to
several Sub-Abilities. These are listed in the New Abilities section and the name is followed by [Rocket
Pack Ability]. Models cannot use a Rocket Pack to charge into close combat as the Rocket Pack is not
fine-tuned enough for the model to stop that precisely. The only way a close combat attack can be made
with a Rocket Pack is if the model has the Bullet Strike special ability. If any movement of the Rocket
Pack takes the model off the game board, the model is removed from play. Models on the ground with a
Rocket Pack are also at -1 DG and -1 SP, representing the cumbersome nature of the pack.


Amazing War Stories: Pulp Action in World War II
Silencer: When opposing models are on Guard Duty, gunfire allows them to activate and act normally.
If a weapon is equipped with a silencer, then the gunfire does not activate guards nor does it count as a
trigger for any actions that gunfire would normally trigger. Now, this is a pulp silencer, which explains
the nearly complete lack of noise.

Zombie Inhibitor Box: The Nazi Zombies have Inhibitor Boxes attached to what remains of their
brains. It is because of this that a Master can direct a zombies actions. Loss or destruction of the
Masters Controller will cause the zombies to attack the nearest living model and begin feeding on it (at
the beginning of their activation roll a d10, on a 1-5 they have finished feeding and move on to attack
the next closest model). A model with the Master Control Box rolls a d10 on the zombies activation. On
a roll of 2-10, the zombies can be directed as normal. On a roll of 1, the box has suffered a malfunction
and the zombies attack the closest living model.

New Weapons
Weapon Close Combat Short Medium Long
Range TH WS Range TH WS Range TH WS Range TH WS
Light Machine Gun -- -- -- 10 +3/x3 7 20 +2/x3 7 30 0/x2 6
Med. Machine Gun -- -- -- 12 +2/x4 8 24 +1/x3 8 36 0/x2 7
The Light Machine Gun is a Move or Shoot weapon, models cannot Move and Shoot while using it.
The Medium Machine Gun is an emplacement or vehicle mounted weapon. It takes one action to take
the weapon down and one action to set it back up. When carried by a model, it cannot be fired.

Heroic Running
As players of .45 Adventure have started using larger gaming areas, there has become a need to get
models into the action a little faster. The following rule should help facilitate movement, but should only
be used on boards that are larger than the recommended 2 x 2 size.

Rather than just using 1 Hero Point for each 1 of extra movement, the model that performs the Heroic
Run spends 1 Hero Point and doubles its movement. This movement cannot be combined with a
shooting action.

New Abilities
With the Amazing War Stories supplement, new Sub-Abilities have been added. A Sub-Ability is one
that can only be taken when a main Ability or specific piece of equipment has been taken first. A Sub-
Ability will have the main Ability or equipment listed in brackets [XXX] after it.

Combat Skills
Bullet Strike [Rocket Pack Ability]: The model picks its path (lying down a ruler works) and rolls a d10


Amazing War Stories: Pulp Action in World War II
to see if the Rocket Pack works. A 1 or 2 produce the same effects as stated under the Rocket Pack. On
a 3-9 the model moves in a straight line for 6 and then adds the results of the d10 for their remaining
movement in inches (so movement will be from 9 to 15). On a result of 10 on the d10, the model
moves 16 and rolls a d10 again and adds the number rolled to their movement (producing a movement
of 16 to 26). Any model within 1 of the path can be attacked in close combat with the models WS for
Fist increased to BW+3. The model does not stop to engage each of these defenders and suffers no ill
effects from leaving close combat. Instead of attacking multiple models, an attack can be made on one
single model. The target model would have to make a DG test as though dodging a moving vehicle. If
the DG test fails, the model is struck with a WS 10 hit, the attacker suffers a WS 5 hit in the attack. For
the single model attack to be successful, the attacker must move at least 8 before striking the target.
If the target is struck prior to 8 then no damage is done, but the target model is carried along for the
remainder of the movement.

Expert Fighter: This skill is similar to Dead Shot except it applies to close combat attacks. Models with
this ability have learned to strike at vulnerable areas when in close combat. They may use Hero Points to
adjust hit location in close combat.

The following models from the Main Rulebook and Dragon Bones can add this ability to their Combat
skills as an option: (.45A) War Veteran, Private Detective and G-Man, Mob Boss, Foreign Agent, and
Enforcer; (DB) Professor, Bandit Chief, and Bandit Sub Chief.

Rush Attack: Models with this ability can strike in close combat and continue their movement. The
model is moved into combat, combat is resolved (with charge bonus) and then the model can continue
with any remaining movement. A model must be able to move at least 3 in order to use this ability. The
model can move into base contact with another enemy model, but cannot attack in the turn they contact.

The following models from the Main Rulebook and Dragon Bones can add this ability to their Combat
skills as an option: (.45A) War Veteran, G-Man, Foreign Agent, and Enforcer; (DB) Bandit Sub Chief.

Knowledge Skills
Assault Engineer: The assault engineer knows how to work with whatever he is given. Using available
items, whatever explosive devices are lying around, and a knowledge of how to blow things up, he
can make a more powerful explosive from a lesser one (or several lesser ones). By spending an action
and passing a BRAINS (BR) test, the model can make a Type 1 explosive into a Type 2 or a Type 4
explosive into a Type 3 (but it cannot be fired and must be placed). If the model rolls a 1 on the d10
then it has made a fatal miscalculation, the charge is armed, and during initiative, the explosive gets a
roll as well. It will then explode on its turn (first if it won initiative or last if it did not) to activate at the
increased strength and range.

The following models from the Main Rulebook and Dragon Bones can add this ability to their
Knowledge skills as an option: (.45A) War Veteran


Amazing War Stories: Pulp Action in World War II
Booby Trap: Models with this ability are adept at hiding explosives in mundane objects or rigging them
to objects of everyday use. If an event card is drawn by an opposing model, and its a dud or no effect,
by expending a hero point, the model with this ability can make it a booby trap instead. The trap would
be a Type I explosive.

The following models from the Main Rulebook and Dragon Bones can add this ability to their
Knowledge skills as an option: (.45A) War Veteran, G-Man, Foreign Agent, and Anarchist.

Daredevil Flyer [Rocket Pack Ability]: Models with


this ability perform risky high-G maneuvers. They have
done them so many times that these stunts become
almost commonplace for them, but there is always some
element of risk. If a model is about to collide with an
object because of an out of control pack or movement
that extends too far, or if the model goes out of control on
their initial roll, the model can perform a single 90 turn.
When the model finishes its movement, it then must pass
a BW test or fall unconscious at the spot of its landing.

Miniature by PF Demolitions Expert (+X): Models with this ability gain


a bonus to their BRAINS (BR) when attempting to arm or disarm an explosive device or to convert a
Type I or Type IV explosive into a Type III.

The following models from the Main Rulebook and Dragon Bones can add this ability to their
Knowledge skills as an option: (.45A) War Veteran, G-Man, Foreign Agent, and Inventor.

Directed Fire: Models with this ability can direct group members to shoot at a weak spot in an opposing
model (model being attacked must be designated as having a weak spot). The model with this ability
spends an action to direct fire, all other friendly models within 6 are assumed to have Dead Shot against
the target model(s).

The following models from the Main Rulebook and Dragon Bones can add this ability to their
Knowledge skills as an option: (.45A) War Veteran, Police Detective, and G-Man.

Engineer: Models with this ability are experts in blowing things up (and preventing them from blowing
up). For each action they spend they can attempt to increase the damage and range of a Type II or Type III
explosive. The model spends an action and makes a BRAINS (BR) test. If successful, the WS increases
by 2, the multiplier by 1, and the range by 1. This only works on charges that are placed, not thrown.
If the model rolls a 1 on the d10 then it has made a fatal miscalculation, the charge is armed and during
initiative, the explosive gets a roll as well. It will then explode on its turn to activate at the increased
strength and range. Models with this ability can also attempt to defuse an explosive device. Again, on a
roll of 1 on the BR test, the explosive gets an initiative roll to determine when it will go off next turn.
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Amazing War Stories: Pulp Action in World War II
The following models from the Main Rulebook and Dragon Bones can add this ability to their
Knowledge skills as an option: (.45A) War Veteran, G-Man, Foreign Agent, and Inventor.

Other Skills
Cause Fear: Cause Fear comes in three Grades (just like model archetypes). The Grade level reflects
which Grade type and lower the Fear effects. Cause Fear (Grade 2) will cause Models of Grade 2, Grade
1, or Grade 1/2 to make a GUTS (GT) check or suffer the effects of panic. Any model that comes within
6 of a Fear-Causing model must take the panic check.

Inspiring Leadership: Models with this ability inspire their compatriots. All models gain +2 to their GT
tests if within 6 of this model if it is unpanicked.

The following models from the Main Rulebook and Dragon Bones can add this ability to their Other
skills as an option: (.45A) War Veteran, Police Detective, G-Man, and Foreign Agent; (DB) Professor.

Meet My Minions: A model with Meet My Minions does not need to place any level 1 or lower models
from his team on the table at the start of the game. Any number of these models may be withheld for
a pivotal confrontation or ambush. At any point where the villain is confronted with an enemy model
within 3 he may simply state Enemy character name, Id like you to meet my minions. A BR test
is required. Success allows all the level 1 or lower minion models not in play to be placed within 3 of
either the Villain or his nemesis. Placed minions activate as if they had been in the game by the normal
initiative rules. Minions who are placed after their logical initiative turn are assumed to be waiting/ready.
Minions cannot be initially placed in base contact with enemy models but can move into contact when it
is their turn to go. Failure indicates the Villain looks around, but his minions have decided to not show at
the right moment. The minions instead are placed by the opposing player anywhere on the board but at
least 12 away from any enemy models (but not in traps or any spot that would cause immediate damage
to the minion). Also, when the villain is knocked unconscious or unable to communicate he can not have
his minions appear.

The following models from the Main Rulebook and Dragon Bones can add this ability to their Other
skills as an option: (.45A) Industrialist/Banker; (DB) Dragon Lady.

Stealth: Models with this ability have trained to get in close to their enemy without detection. On the
first turn of the game, models with this ability can perform one additional Move (or Charge) action. It
can only be used once and it must take place in the first turn of the game.

The following models from the Main Rulebook and Dragon Bones can add this ability to their Other
skills as an option: (.45A) Private Detective, G-Man, Foreign Agent, Moll, and Anarchist; (DB) Bandit
Sub-Chief and Bandit Executioner.

Superior Construction [Rocket Pack Ability]: Models with this ability have a rocket pack of superior
construction. Once per game, they can re-roll a failed rocket pack test.
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Amazing War Stories: Pulp Action in World War II
Supreme Effort (+X): Models with this ability can overcome great physical adversity to perform
actions as though unwounded. By taking this ability the model can change the stats in its last wound box
to its starting stats. For example; if a model starts with an HT of 3 and an SH of 3, and in the last box
on its Arms Wound Chart the numbers would be 1 and 1, they can be changed to 3 and 3, just like its
starting box. Unlike other abilities with the +X designation, the one for Supreme Effort represents the
number of wound locations for which it can be used. For example, a model that takes +2, can alter the
stats in its Torso and Arms locations. A model with +3 could alter Head, Arms, and Legs.

The following models from the Main Rulebook and Dragon Bones can add this ability to their Other
skills as an option: All Grade 3 Models.

Taxi [Rocket Pack Ability]: Models with this ability have a slightly more powerful engine in their rocket
pack. They can carry one other friendly model while moving and suffer no loss of movement.

Use Invention: Use Invention is a new ability that allows a model to use an Invention without having
the Inventor archetype in play.

The following models from the Main Rulebook and Dragon Bones can add this ability to their Other
skills as an option: All Grade 3 Models.

Zombie: Models with this ability have no free will and no physical sensations. As such, they are
immune to any test that requires a BRAINS or GUTS check, also, poisons have no effect on them. They
cannot use weapons of any sort and they cannot check clues (but they can trigger traps). Zombies can
carry items but only after the item has been given to them by a non-zombie model.

Heroic Virtues/Villainous Flaws:


The addition of the Heroic Virtues and Villainous Flaws will allow players to personalize their heroes
and villains to a greater extent without forcing certain attributes on a model type. A model that takes
either of the two, can also take an additional skill from their available lists (never exceeding the
maximum for any list) or can take an additional Hero Point each turn. The Hero Point can only be used
by the model with the Virtue or Flaw and cannot be carried over from one turn to the next. Players can
pick the Virtue or Flaw they would like the model to have or can roll randomly for their choice.

Virtues
Hes Not a Killer: A model with this ability goes out of its way to not take a life. If an attack would kill
an enemy model, the model with this Virtue must spend Hero Points to shift the attack (similar to the
Dead Shot ability) to another location on the target. If the model has no Hero Points to spend, then the
attack is reduced to WEAPON STRENGTH (WS) of 2 as the attacker tries to avoid killing the model.

Man Down!: A model with this Virtue will always come to the aid of a fallen comrade. If a member of
the models team that is within 12 is rendered unconscious or killed, then the hero with this Virtue must

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Amazing War Stories: Pulp Action in World War II
come to its aid if an enemy model is within 6 of the killed or unconscious model, even if this means
leaving close combat (the atttacker receives a free attack on the model leaving). The model with this
virtue must move into base contact with the fallen model before it can act normally again.

Physical Handicap: This Virtue covers a number of possibilities and players are encouraged to think
up new ones as well, but remember, these need to be drawbacks since they allow an archetype to get
additional abilities or Hero Points. These could be anything from an old war wound, model moves at
SP -2, to nearsighted, model cannot see beyond 12. Other examples could include: Lost an arm, SH at
-2, Hideous appearance, friendly models make GUTS checks at -2.

Serum Backlash: The Super Soldier serum used by the Allies and Axis forces as well as the medical
procedures performed by the Russians, are not without risk. They are experimental procedures at best
and there is always the chance that one could backfire and damage the model. Any time a model makes
a DODGE (DG), BRAWN (BW), or close combat attack, if they roll a 1, then the models enhanced
attributes have gone haywire. The model takes 1 wound to the location affected. So, if Sgt. Grant is
trying to break down a steel door, he makes a BW test. If he rolls a 1, then his enhanced muscles have
overexerted themselves and Sgt. Grant crosses 1 box off his Torso. There are no saves and the roll
cannot be negated by Hero Points.

Take Your Best Shot!: A model with this Virtue will never attack another human model first. It will not
attack until the opposing model has attacked it or another friendly model within 6 first. Non-human
models can be attacked normally.

Weakness: A model with a Weakness can be easily damaged by the item in question. For example, a
Vampire has garlic or holy water and a werewolf has silver. If a model with a Weakness is hit by the
item, then its WEAPON STRENGTH (WS) is tripled for the attack. For example; a pistol does WS 3, if
it was a silver bullet fired at a werewolf with a weakness to silver, it would do WS 9.

Flaws
Arrogance: The model with this Flaw is, of course, extremely arrogant.
This is the type of character who will flaunt his evil plan to the captured
hero because he is confident the hero could never escape. Whenever this
models side discovers a clue or retrieves the prize, all friendly models
within 12 of the model with the Flaw (including the Flawed model) lose
their next action as they all stop to listen to the villain expound on the
greatness of his side/army/race, etc.

Bloodlust: The effects of the transformation on this model have blurred


the line between man and animal. Whenever this model is wounded in
combat, it must make a BRAINS (BR) test. If it fails, then it must charge
the nearest enemy model. If the nearest enemy model cannot be reached
in one turn then the model must continue to take BR tests until a model
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Amazing War Stories: Pulp Action in World War II
can be reached in close combat. The player can choose to attack a friendly model instead, but the attack
cannot stop until the target model is wounded.

Coward: This villain is all bravado until the first time something bad happens, then its every man for
himself. All initial GUTS (GT) tests are at -2. Follow-up tests are at the normal GT score. So, if a model
is wounded in combat, it would take a GT test at -2. If the test is failed, then on the subsequent test to
recover, the GT score reverts to normal.

Physical Handicap: This Flaw covers a number of possibilities and players are encouraged to think
up new ones as well, but remember, these need to be drawbacks since they allow an archetype to get
additional abilities or Hero Points. These could be anything from an old war wound, model moves at
SP -2, to nearsighted, model cannot see beyond 12. Other examples could include: Lost an arm, SH at
-2, Hideous appearance, friendly models make GUTS checks at -2.

Serum Backlash: The Super Soldier serum used by the Allies and Axis forces, as well as the medical
procedures performed by the Russians are not without risk. They are experimental procedures at best
and there is always the chance that one could backfire and damage the model. Any time a model makes
a DG, BRAWN (BW), or close combat attack, if they roll a 1, then the models enhanced attributes have
gone haywire. The model takes 1 wound to the location effected. So, if the Draugr Dietrich is trying to
break down a steel door, he makes a BW test. If he rolls a 1, then his enhanced muscles have overexerted
themselves and he crosses 1 box off his Torso. There are no saves and the roll cannot be negated by Hero
Points.

Trust Issues: This model trusts no one, not even its most loyal henchmen. If any model other than the
model with the Flaw gets the object goal of the scenario, the two models must move toward each other
by the shortest route, so that the item can be handed off to the model with the Flaw. If the item is a clue
to the location of the prize then the model who discovered it cannot move on until the model with this
Flaw has moved into base contact to get the information as well.

Weakness: A model with a Weakness can be easily damaged by the item in question. For example, a
Vampire has garlic or holy water and a werewolf has silver. If a model with a Weakness is hit by the
item, then its WEAPON STRENGTH (WS) is tripled for the attack. For example; a pistol does WS 3, if
it was a silver bullet fired at a werewolf with a weakness to silver, it would do WS 9.

New Character Archetypes


There are several new character archetypes being added to .45 Adventure with the release of Amazing
War Stories. These new archetypes can be used with the existing ones to create more diverse teams.
Along with the new types, there are two new concepts that were added to the character selection in
Dragon Bones and are repeated here for players who do not have Dragon Bones.

14
Amazing War Stories: Pulp Action in World War II
Half-Grade Models
The first new concept is the half-grade. In the main rule book, the Grade 1 was the lowest level of
model type. Dragon Bones introduced an even lower model. Half-Grade models are always purchased
in pairs, so that they will always equal one Grade 1 at the beginning of a game. Half-Grade models have
extremely limited choices for customization and in some cases no customization options whatsoever.

Half-Grade models also take GT tests if either model in the pair is wounded. So if you have two Half
Grade models and one is wounded, both will need to make a GT test or suffer the effects of panic.

Half-Grade models also act in the turn only AFTER all higher Grade models have gone, regardless of
their DG scores. For example, if a Grade 1 model has had his DG score reduced to 1 because of wounds,
he would still act before any Half-Grade model. Unless otherwise stated, the player with initiative
should activate one of his Half-Grade teams first, then it should go to the next player, etc. until all Half-
Grades have gone.

Neutral Forces
The other new concept in Amazing War Stories is the Neutral Force. Unlike Heroes and Villains who
can only take model types from their own group, either can take models from the Neutral Forces group.
Neutral Forces represent those units that are used by both sides in a conflictthe common soldier.

Neutral Forces
Green Soldier (Grade 1/2)
Green soldiers are the new recruits. Fresh from boot camp or conscripted into service, they dont have the
experience or training of the more seasoned and career soldiers.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=2 6 BR=2 Killed
Torso (2-5) Brawn=3 4 BW=3 Killed
Guts=5 GT=5
Arms (6-7) Heater=3 4 HT=3 HT=1 No attacks
Shiv=2 SH=2 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=1 Crawl only
Speed=5 SP=5 SP=3

Unlike other Grades, the Half-Grade models do not get to customize extensively. They can choose weapons and,
in the case of the Green Soldier, one other skill. Their choices are below. They can choose up to three (3) weapon
points and get one selection from the Other List. Both models in a Half-Grade team take the same skill.

Weapons >>> 3 Other >>> 1


Short Blade (1) Nerves of Steel +1
Club (1) Sprint +1
Rifle (2)

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Amazing War Stories: Pulp Action in World War II
Veteran Soldiers (Grade 1)
The Veteran Soldier has served for some time and is better trained than his Green counterpart. He is still
limited in the equipment he can take, but has more available skills to choose from.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=2 6 BR=2 Killed
Torso (2-4) Brawn=3 4 BW=3 BW=2 Killed
Guts=6 GT=6 GT=3
Arms (5-7) Heater=3 4 HT= 3 HT=2 HT=1 No attacks
Shiv=3 SH=3 SH=2 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 DG=1 Crawl only
Speed=5 SP=5 SP=3 SP=2

Available Attributes: 3

Weapon Max. >>> 3 Combat Skill Max. >>> 2


Short Blade (1) Battle Cry (1)
Club (1) Pugilist +1 (1)
Rifle (2) Quick +1 (1)
Explosive Type II (1) Sharpshooter +1 (1)

Knowledge Skill Max. >>> 1


Mechanic (1)

Armor Max. >>> 1 Other Skills Max. >>> 3


Torso +1 DR (1) Driver +1 (1)
Leap (1)
Mountaineering (1)
Nimble (1)
Sprint +1 (1)

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Amazing War Stories: Pulp Action in World War II
Commando (Grade 1)
The Commando is a highly trained soldier whose job it is to slip into enemy territory to perform its
mission. The Commando travels light and usually relies on stealth to reach his target. His selection of
skills can allow him to attack quickly and silently, striking at an enemy before he realizes there is an
attack occurring.

The Commando is often dropped behind enemy lines or slips in ahead of the main force to disable an
enemy target or secure an area for the arrival of more troops. Commandos would not be placed on Guard
Duty or asked to perform normal rear-echelon duties.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=3 4 BR=3 Killed
Torso (2-4) Brawn=3 4 BW=3 BW=2 Unconscious
Guts=6 GT=6 GT=3
Arms (5-7) Heater=3 4 HT=3 HT=2 HT=1 No attacks
Shiv=3 SH=3 SH=2 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 DG=1 Crawl only
Speed=5 SP=5 SP=3 SP=2

Available Attributes: 4

Weapon Max. >>> 3 Combat Skill Max. >>> 3


Short Blade (1) Fencing +1 (1)
Long Blade (1) Martial Arts +1 (1)
Pistol (1) Quick +1 (1)
Submachine Gun (2) Rush Attack (1)
Silencer (1) Sharpshooter +1 (1)
Rifle (2) Shiv Thrower (1)
Explosive Type II (1)
+2 Extra Ammo (1)
Knowledge Skill Max. >>> 1
Mechanic (1)

Armor Max. >>> 1 Other Skills Max. >>> 3


Torso +1 DR (1) Camouflage (1)
Driver +1 (1)
Fearless (1)
Hide (1)
Leap (1)
Mountaineering (1)
Stealth (1)

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Amazing War Stories: Pulp Action in World War II
Non-Commissioned Officer (NCO) (Grade 2)
The NCO is your basic squad leader. Tough and grizzled, hes a veteran of the military. The NCO will be the one
the men turn to if anything happens to the officer in charge of the mission.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=3 6 BR=3 BR=2 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=1 BW=1 Unconscious
Guts=7 GT=6 GT=5 GT=5
Arms (5-7) Heater=3 4 HT=3 HT=3 HT=2 HT=1 No attacks
Shiv=3 SH=3 SH=2 SH=2 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 DG=2 DG=1 Crawl only
Speed=5 SP=5 SP=3 SP=2 SP=1

Available Attributes: 6
Weapon Max. >>> 4 Combat Skill Max. >>> 3
Short Blade (1) Battle Cry (1)
Pistol (1) Directed Fire (1)
+1 WS for pistol (1) High Strength +1 (1)
+6 range for pistol (1) Pugilist +1 (1)
+1 Extra Ammo (1) Quick +1 (1)
Silencer Sharpshooter +2 (1 per +1)
Submachine Gun (2)
+1 Extra Ammo (1)
Silencer (1) Knowledge Skill Max. >>> 1
Rifle (2) Hunter (1)
+1 Extra Ammo (1) Iron Will (1)
Explosive Type II (1) Tactics +1 (1)
+2 Extra Ammo (1)

Armor Max. >>> 1 Other Skills Max. >>> 2


Head +1 DR (1) Devotion
Torso +1 DR (1) Leap (1)
Lucky +1 (1)
Mountaineering (1)
Nerves of Steel +2 (1 per +1)
Nimble (1)
Sprinter +1 (1)
Undying Loyalty

18
Amazing War Stories: Pulp Action in World War II

Allied Archetypes
The Allied archetypes presented here are designed so that any
Allied force can use them. As this supplement is not trying
to replicate any particular historical force, there is no need to
differentiate between a Polish Officer and a British Officer. Players
can use the single Allied Officer archetype to create either of them.
And since Amazing War Stories does not cover the differences in
armament, the archetypes presented here can be used from the end
of World War I through World War II. This allows the player to set
the action in whatever time period fits their story.

This section lists the straight military archetypes first. These will
be your officers and specialists available for commando raids or
special operations. Using just these archetypes you can assault guns
defending an ocean passage or eliminate a host of Axis officers
Miniature by GI
socializing at a chateau.

After the straight military archetypes there are the more pulp type character. Here Rocket
Troopers and Super Soldiers mingle. These are the troops and heroes you could have found in
comic books, pulp magazines, and Saturday afternoon serials. With these archetypes, players can
start go behind the military operations to more bizarre storylines.

Miniature by VF

19
Amazing War Stories: Pulp Action in World War II
Assault Engineer (Grade 2)
The Assault Engineer is a specialist in the use of explosives, everything from blowing up tanks and bunkers to
taking out buildings and bridges. If demolition is needed, you can bet the Assault Engineer will be in the thick
of it. What these engineers lack in combat skills they more than make up for in their ability to take down the big
targets.

As is befitting their nature as explosive experts, the engineer can obtain three different types of explosives and it
only costs one attribute point to get two of the Type II or Type III explosives. This should allow the model to take
any necessary explosives required for demolition work.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=3 4 BR=3 BR=2 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=1 BW=1 Unconscious
Guts=8 GT=8 GT=7 GT=7
Arms (5-7) Heater=3 4 HT=3 HT=2 HT=2 HT=1 No attacks
Shiv=2 SH=2 SH=2 SH=1 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 DG=2 DG=1 Crawl only
Speed=5 SP=5 SP=3 SP=2 SP=1

Available Attributes: 7
Weapon Max. >>> 4 Combat Skill Max. >>> 2
Short Blade (1) High Strength +1 (1)
Pistol (1) Pugilist +1 (1)
+1 WS for pistol (1) Quick +1 (1)
+6 range for pistol (1) Sharpshooter +1 (1)
+1 Extra Ammo (1)
Explosive Type II (2 for 1) Knowledge Skill Max. >>> 4
+1 Extra Ammo (1) Assault Engineer (1)
Explosive Type III (2 for 1) Booby Trap (1)
+1 Extra Ammo (1) Demolitions Expert +3 (1 per +1)
Explosive Type IV (1) Engineer (1)
+1 Extra Ammo (1) Genius +2 (1 per +1)

Armor Max. >>> 2 Other Skills Max. >>> 2


Head +2 DR (1) Leap (1)
Torso +2 DR (1) Lucky +1 (1)
Nerves of Steel +2 (1 per +1)
Nimble (1)
Sprinter +1 (1)

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Amazing War Stories: Pulp Action in World War II
Resistance Fighter/Partisan (Grade 2)
The Resistance Fighter is someone who fights against an occupying force. Any occupied country can have
Resistance Fighters and they usually do not remain part of a team beyond the scenario in which they would
normally be (though players are not restricted in any sense, but should use them how they seem to best fit in with
their team). The Resistance Fighter survives on deception and misdirection, keeping the enemy off-balance and
never sure where an attack is going to come from.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=3 4 BR=3 BR=2 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=1 BW=1 Unconscious
Guts=8 GT=8 GT=8 GT=7
Arms (5-7) Heater=3 4 HT=3 HT=2 HT=2 HT=1 No attacks
Shiv=3 SH=3 SH=2 SH=2 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 DG=2 DG=1 Crawl only
Speed=5 SP=5 SP=4 SP=2 SP=1

Available Attributes: 7
Weapon Max. >>> 4 Combat Skill Max. >>> 3
Short Blade (1) Ambidextrous (1)
Pistol (1) Concealed Weapon (1)
+1 WS for pistol (1) Killer Instinct (1)
+6 range for pistol (1) Pugilist +1 (1)
Shotgun (2) Quick +2 (1 per +1)
+1 Extra Ammo (1) Sharpshooter +1 (1)
Submachine Gun (3) Shiv Thrower
Rifle (3)
+1 WS for rifle (1) Knowledge Skill Max. >>> 2
Scope +1 TH for rifle (1) Booby Trap (1)
Explosive Type I (1) Deception (1)
Explosive Type II (1) Disguise (1)
Hunter (1)
Language (1)
Medical Knowledge (1)

Armor Max. >>> 1 Other Skills Max. >>> 3


Head +1 DR (1) Camouflage (1)
Torso +1 DR (1) Fearless (1)
Horsemanship (1)
Leap (1)
Mountaineering (1)
Nerves of Steel +2 (1 per +1)
Nimble (1)
Observant (1)
Sprinter +1 (1)
Stealth (1)

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Amazing War Stories: Pulp Action in World War II
Allied Officer (Grade 3)
The Allied Officer is the stalwart leader of Allied forces. With a large selection of abilities available, the Allied
Officer can be customized to great extent and represents any type of officer you may prefer. He also can take 1
Heroic Virtue which gains him access to an additional skill or an extra Hero Point each turn.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=3 4 BR=3 BR=2 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=2 BW=2 BW=1 Unconscious
Guts=8 GT=8 GT=8 GT=8 GT=7
Arms (5-7) Heater=4 4 HT=4 HT=4 HT=3 HT=2 HT=1 No attacks
Shiv=3 SH=3 SH=3 SH=2 SH=1 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=3 DG=2 DG=2 DG=1 Crawl only
Speed=5 SP=5 SP=4 SP=3 SP=2 SP=1

Available Attributes: 10 Heroic Virtues: 1

Weapon Max. >>> 3 Combat Skill Max. >>> 3


Short Blade (1) Ambidextrous (1)
Pistol (1) Dead Shot (1)
+1 WS for pistol (1) Expert Fighter (1)
+6 range for pistol (1) High Strength +1 (1)
+1 Extra Ammo (1) Killer Instinct (1)
Silencer Martial Arts +1 (1)
Submachine Gun (2) Quick +2 (1 per +1)
+1 Extra Ammo (1) Sharpshooter +2 (1 per +1)
Silencer (1)
Explosive Type II (1) Knowledge Skill Max. >>> 4
+1 Extra Ammo (1) Directed Fire (1)
Explosive Type III (1) Engineer (1)
Genius +1 (1)
Iron Will (1)
Language (1)
Medical Knowledge (1)
Tactics +2 (1 per +1)

Armor Max. >>> 3 Other Skills Max. >>> 4


Head +2 DR (1 per +1) Camouflage (1)
Torso +1 DR (1) Fearless (1)
Arms +1 DR (1) Ignore Pain (1)
Legs +1 DR (1) Inspiring Leadership (1)
Mountaineering (1)
Nerves of Steel +2 (1 per +1)
Observant (1)
Sprinter +1 (1)
Supreme Effort +1 (1)
Use Invention (1)

22
Amazing War Stories: Pulp Action in World War II
Kommisar (Grade 3)
The Kommisar is the political officer for a communist unit. His job is to stamp out subversion wherever
and in whatever form he sees it. If he thinks cowardice would be bad for the party, he eliminates those
responsible. He is fanatical in his devotion to the cause and will let nothing deter him from his mission.
The Kommisar is not a powerhouse in combat, his job is to serve as inspiration and provide leadership
where required.

Kommisar Special Rule: The Kommisar can execute any 1 friendly model within 2, and all friendly
models currently panicked, immediately rally. This execution takes an action and no rolls are made.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=4 4 BR=4 BR=2 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=2 BW=1 BW=1 Unconscious
Guts=7 GT=7 GT=7 GT=7 GT=6
Arms (5-7) Heater=3 4 HT=3 HT=3 HT=2 HT=1 HT=1 No attacks
Shiv=3 SH=3 SH=2 SH=2 SH=1 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=3 DG=2 DG=1 DG=1 Crawl only
Speed=5 SP=5 SP=4 SP=3 SP=2 SP=1

Available Attributes: 10 Heroic Virtue/Villainous Flaw: 1


Weapon Max. >>> 3 Combat Skill Max. >>> 3
Short Blade (1) Dead Shot (1)
Long Blade (1) Fencing +1 (1)
Bullwhip (1) Pugilist +1 (1)
Pistol (1) Quick +2 (1 per +1)
+1 WS for pistol (1) Sharpshooter +2 (1 per +1)
+6 range for pistol (1)
+1 Extra Ammo (1) Knowledge Skill Max. >>> 3
Deception (1)
Directed Fire (1)
Genius +2 (1 per +1)
Iron Will (1)
Language (1)
Mesmerize (1)
Streetwise (1)
Tactics +1 (1)

Armor Max. >>> 4 Other Skills Max. >>> 4


Head +2 DR (1 per +1) Fearful Presence (1)
Torso +2 DR (1 per +1) Fearless (1)
Arms +1 DR (1 per +1) Ignore Pain (1)
Legs +1 DR (1 per +1) Intimidate (1)
Mounted (1)
Nerves of Steel +2 (1 per +1)
Observant (1)

23
Amazing War Stories: Pulp Action in World War II

When Hunger Strikes


Three days ago, from the small hole in the boarded up basement window, Pietr watched as
a German soldier staggered down the street. He was covered in mud and blood from an obvious
shoulder wound. The German had been lurching toward the building that Pietr was in when a
snipers bullet exploded through the back of his head. The lifeless body collapsed. Pietr watched
all of this from the basement where he and his wife sat huddled under dozens of blankets they
had ransacked from the war-torn buildings around them.
It was winter and the city had been surrounded by the Germans. Heating oil ran out first,
then food. The Kommissar had told the people to survive however they couldthat their survival
to fight the Hun would be the survival of the Motherland.
Two days ago, Pietr stared through the same hole in the basement window. The corpse still
lay there in the middle of the street. Hed expected to see mongrel dogs on it, but most of them
had already been eaten by the inhabitants of the city. It had been five days since they had eaten
the small piece of bread they had been able to get. Already, his wife barely woke with the day. He
thought how easy it would be to slip out once it got dark and strip just a few pieces of flesh off
the body. Just enough to sustain them a few more days until the promised relief trucks arrived.
Yesterday he risked a small fire to cook the two thin strips of meat. His wife woke to the
smell of cooking. Pietr told her it came from a
dog he found in the street. They tried to savor the
meat, but after the first few small nibbles, both
wolfed down the remainder. Pietr remembered
feeling strangely satisfied by the small piece. As
he slept, his dreams were filled with nightmares
of him and his wife tearing into the corpses of the
dead and pouncing on the living to rend and tear
their flesh.
Pietr awoke today to the sound of his wifes
cries of pain. She convulsed and clawed at her
stomach. As Pietr moved to help he felt a fire
sear his insides. The pain was unbearable and
he screamed. He cared not whether Germans or
Russians found the small hideaway he and his
wife shared.
As night settles on the city, two creatures
emerge from the basement of a shattered building.
They remember nothing of names or marriage,
Huns or the Motherland. They seek only to feed.

24
Amazing War Stories: Pulp Action in World War II
Russian Peasant Ghoul (Grade 1/2)
After the German invasion of 1941, many of the Soviet Unions poorest and most vulnerable citizens were driven
to the point of starvation. They were ordered by local Kommissars to eat whatever they could find. Many mixed
sawdust with minimal amounts of flour to make bread. Others took to more extreme measures and turned to
cannibalism. By chance (or not) some of these people feasted upon the corpses of the Nazi Zombies because all
dead bodies looked the same to those who were hungry enough.

Enough of the chemical from the Zombies was left in their flesh to transform the Russians into ravenous Ghouls.
Still alive, these creatures sought only to feed. They were heedless of danger and besides being vicious in combat,
the creatures gained a little of the strength of the Super Soldier formula. Soviet commanders, not always able to
control them, still set them loose upon German troops or transported them silently, deep into enemy territory.

Location (Die Roll) Base DR Wound Level


Head (1-2) Brains=2 4 BR=2 Killed
Torso (3-5) Brawn=4 4 BW=4 Killed
Guts=7 GT=7
Arms (6-7) Heater=2 4 HT=2 HT=1 No attacks
Shiv=4 SH=4 SH=2 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=1 Crawl only
Speed=5 SP=5 SP=3

Special Abilities: Cause Fear (Grade 1), Ferocious +2

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Claw/Bite 0 0 BW -- -- -- -- -- -- -- -- --

The Ghouls are barely cognizant of their own pasts. Some are more aware than others, but when the
need to feed comes over them, they will attack anything in site. Before the Ghouls are activated, roll a
d10, on a roll of 1, the Ghouls attack the nearest model, whether it be friendly or not.

25
Amazing War Stories: Pulp Action in World War II
Rocket Trooper (Grade 1)
The Allied Rocket Corps first came about prior to the start of US involvement in World War II. The
men recruited for it came from Army and Naval air forces as well as some Airborne units. Since the
rocket packs could be unstable, only the most daring volunteered for the Corps. This daredevil nature is
captured with a slightly higher GT score for Rocket Corps. troopers.

All Rocket Troopers also start off with a Rocket Pack so the model does not need to take the Use
Invention ability. See New Equipment section for rules on the Rocket Pack.

Location (Die Roll) Base DR Wound Level


Head (1) Brain=3 6 BR=3 Killed
Torso (2-4) Brawn=3 4 BW=3 BW=2 Killed
Guts=7 GT=7 GT=5
Arms (5-7) Heater=3 4 HT= 3 HT=2 HT=1 No attacks
Shiv=3 SH=3 SH=2 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 DG=1 Crawl only
Speed=5 SP=5 SP=4 SP=1

Available Attributes: 3

Weapon Max. >>> 3 Combat Skill Max. >>> 2


Short Blade (1) Bullet Strike (1)
Rifle (2) Pugilist +1 (1)
Submachine Gun (2) Quick +1 (1)
Explosive Type II (1) Sharpshooter +1 (1)

Knowledge Skill Max. >>> 1


Daredevil Flyer (1)

Armor Max. >>> 1 Other Skills Max. >>> 1


Torso +1 DR (1) Nimble (1)
Sprint +1 (1)
Taxi (1)

26
Amazing War Stories: Pulp Action in World War II
Rocket Trooper NCO (Grade 2)
The Allied Rocket Corps first came about prior to the start of US involvement in World War II. The men
recruited for it came from Army and Naval air forces as well as some Airborne units. Since the rocket
packs could be unstable, only the most daring volunteered for the Corps. Those who have survived long
enough can find themselves leading others as NCOs.

All Rocket Trooper NCOs also start off with a Rocket Pack so the model does not need to take the Use
Invention ability. See New Equipment section for rules on the Rocket Pack.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=3 6 BR=3 BR=2 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=3 BW=1 Unconscious
Guts=8 GT=8 GT=7 GT=7
Arms (5-7) Heater=3 4 HT=3 HT=3 HT=2 HT=1 No attacks
Shiv=3 SH=3 SH=2 SH=2 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 DG=2 DG=1 Crawl only
Speed=5 SP=5 SP=3 SP=2 SP=1

Available Attributes: 6

Weapon Max. >>> 3 Combat Skill Max. >>> 4


Short Blade (1) Battle Cry (1)
Pistol (1) Bullet Strike (1)
+1 WS for pistol (1) Directed Fire (1)
+1 Extra Ammo (1) High Strength +1 (1)
Submachine Gun (2) Pugilist +1 (1)
+1 Extra Ammo (1) Quick +1 (1)
Explosive Type II (1) Sharpshooter +2 (1 per +1)

Knowledge Skill Max. >>> 2


Darevdevil Flyer (1)
Iron Will (1)
Tactics +1 (1)

Armor Max. >>> 1 Other Skills Max. >>> 3


Head +1 DR (1) Devotion
Torso +1 DR (1) Nerves of Steel +2 (1 per +1)
Nimble (1)
Sprinter +1 (1)
Taxi (1)
Undying Loyalty (1)

27
Amazing War Stories: Pulp Action in World War II
Rocket Trooper Officer (Grade 3)
The Allied Rocket Corps chooses its officers carefully. The screening process is greater than for most
other officer positions as these men must be both air and ground combat experts.

All Rocket Trooper Officers also start off with a Rocket Pack so the model does not need to take the Use
Invention ability. See New Equipment section for rules on the Rocket Pack.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=4 4 BR=4 BR=3 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=3 BW=2 BW=1 Unconscious
Guts=8 GT=8 GT=8 GT=8 GT=7
Arms (5-7) Heater=4 4 HT=4 HT=3 HT=2 HT=2 HT=1 No attacks
Shiv=3 SH=3 SH=3 SH=2 SH=1 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=3 DG=2 DG=2 DG=1 Crawl only
Speed=5 SP=5 SP=4 SP=3 SP=2 SP=1

Available Attributes: 9 Heroic Virtues: 1

Weapon Max. >>> 3 Combat Skill Max. >>> 4


Short Blade (1) Ambidextrous (1)
Pistol (1) Bullet Strike (1)
+1 WS for pistol (1) Dead Shot (1)
+6 range for pistol (1) Expert Fighter (1)
+1 Extra Ammo (1) High Strength +1 (1)
Submachine Gun (2) Killer Instinct (1)
+1 Extra Ammo (1) Martial Arts +1 (1)
+1 WS for Submachinegun (1) Quick +2 (1 per +1)
Sharpshooter +2 (1 per +1)

Knowledge Skill Max. >>> 3


Daredevil Flyer (1)
Directed Fire (1)
Genius +1 (1)
Iron Will (1)
Language (1)
Medical Knowledge (1)

Armor Max. >>> 3 Other Skills Max. >>> 4


Head +2 DR (1 per +1) Fearless (1)
Torso +1 DR (1) Inspiring Leadership (1)
Arms +1 DR (1) Lucky +1 (1)
Legs +1 DR (1) Nerves of Steel +2 (1 per +1)
Nimble (1)
Observant (1)
Taxi (1)

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Amazing War Stories: Pulp Action in World War II
Allied Super Soldier (Grade 3)
The Allied Super Soldier is the epitome of the Allied spirit. Strong and righteous, he is the first into battle and
the last to leave. The formula for the Super Soldier was lost early in the war due to saboteurs, so only a handful
of soldiers were able to receive it. Sgt. Steve Grant is one of the initial test subjects and the first to survive the
transformation.

The Super Soldier is slightly limited in customization, however he can boost his Available Attributes by taking
Heroic Virtues. The higher armor value for all but the Head reflects the Super Soldiers ability to shrug off the
weapons used against him.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=3 4 BR=3 BR=2 Unconscious
Torso (2-4) Brawn=5 5 BW=5 BW=4 BW=3 BW=3 Unconscious
Guts=9 GT=9 GT=8 GT=8 GT=8
Arms (5-7) Heater=3 5 HT=3 HT=2 HT=2 HT=1 HT=1 No attacks
Shiv=4 SH=4 SH=3 SH=3 SH=2 SH=2 Cannot carry
Legs (8-10) Dodge=4 5 DG=4 DG=4 DG=3 DG=2 DG=2 Crawl only
Speed=6 SP=6 SP=4 SP=3 SP=2 SP=2

Available Attributes: 6 Heroic Virtues: 3

Weapon Max. >>> 3 Combat Skill Max. >>> 4


Short Blade (1) Expert Fighter (1)
Pistol (1) High Strength +2 (1 per +1)
+1 WS for pistol (1) Killer Instinct (1)
+6 range for pistol (1) Martial Arts +2 (1 per +1)
+1 Extra Ammo (1) Multiple Attacks +1 (1)
Submachine Gun (2) Quick +3 (1 per +1)
+1 Extra Ammo (1) Rush Attack (1)
Explosive Type II (1) Sharpshooter +1 (1)

Knowledge Skill Max. >>> 2


Hunter (1)
Iron Will (1)
Medical Knowledge (1)

Armor Max. >>> 3 Other Skills Max. >>> 3


Head +2 DR (1 per +1) Fearless (1)
Torso +1 DR (1) Ignore Pain (1)
Arms +1 DR (1) Inspiring Leadership (1)
Legs +1 DR (1) Intimidate (1)
Nerves of Steel +1 (1)
Nimble (1)
Observant (1)
Sprinter +1 (1)
Supreme Effort +3 (1 per +1)

29
Amazing War Stories: Pulp Action in World War II
Russian Flesh Construct (Grade 3)
Because of Stalins purge of his top scientists, the Russians trailed both the other Allies and the Axis in the
creation of Super Soldiers. In the end, they used the notes, smuggled out of Germany, on the creation of a Super
Soldier using the best body parts from deceased men. These constructs, though physically strong, never attained
the mental capacity to make them other than the brutes they are. But the Russian military philosophy of throwing
men against the enemy make these creatures quite useful.

The Flesh Construct offers little ability to customize, but is quite capable of barrelling into the worst situations
and doing incredible damage along the way. Unlike most models, the Flesh Construct can take either Heroic
Virtues (the gentle giant) or Villainous Flaws (vicious brute). The model can only have one or the other and
cannot use both.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=2 6 BR=2 BR=1 Kill
Torso (2-4) Brawn=5 7 BW=5 BW=5 BW=4 BW=3 Unconscious
Guts=8 GT=8 GT=8 GT=8 GT=6
Arms (5-7) Heater=1 7 HT=1 HT=1 HT=1 HT=1 HT=1 No attacks
Shiv=3 SH=3 SH=3 SH=3 SH=2 SH=1 Cannot carry
Legs (8-10) Dodge=2 7 DG=2 DG=2 DG=2 DG=1 DG=1 Crawl only
Speed=5 SP=5 SP=4 SP=3 SP=2 SP=1

Available Attributes: 5 Heroic Virtues/Villainous Flaws: 2

Weapon Max. >>> 2 Combat Skill Max. >>> 5


Club (1) Battle Cry (1)
Long blade (1) Ferocious +2 (1 per +1)
High Strength +3 (1 per +1)
Pugilist +2 (1 per +1)

Knowledge Skill Max. >>> 0

Armor Max. >>> 2 Other Skills Max. >>> 3


Head +1 DR (1) Cause Fear - Grade 1 (1)
Torso +2 DR (1 per +1) Fearless (1)
Arms +2 DR (1 per +1) Ignore Pain (1)
Legs +2 DR (1 per +1) Sprinter +1 (1)

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Amazing War Stories: Pulp Action in World War II

Axis Archetypes
The Axis archetypes presented here are
designed so that any Axis force can use them.
As this supplement is not trying to replicate
any particular historical force, there is no
need to differentiate between a German
Officer and a Japanese Officer. Players can
use the single Allied Officer archetype to
create either of them. And since Amazing
War Stories does not cover the differences in
armament, the archetypes presented here can
be used from the end of World War I through
World War II. This allows the player to set
the action in whatever time period fits their
story. Miniature by VF

The first part of this section of the supplement deals with


the straight Axis military types such as Axis Officers and
Gestapo/Secret Police archetypes. These archetypes will
allow you to run scenarios against Resistance Fighters or
stage a raid to capture Winston Churchill or even General
Patton. These same officers and specialists could be
leading expeditions in Africa or Tibet prior to the start of
war.

After the military types are the more fantastic elements


of the Axis forces. Raketentruppen lighting up the sky
with their liquid fuel packs or the flawed German Super
Soldier experiments that turn loyal Nazi followers into
the bloodthirsty Draugr.

The slightly generic nature of the Axis Super Soldiers


means players can decide whether they are failed science
experiments or the result of Nazi dalliances with the
occult. And a separate, more bestial one has been created
for the Japanese.
Miniature by GI

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Amazing War Stories: Pulp Action in World War II
Pioniere/Engineer(Grade 2)
The Pioniere/Engineer is a specialist in the use of explosives. Everything from blowing up tanks and bunkers to
taking out buildings and bridges. If demolition is needed, you can bet the Pioniere/Engineer will be in the thick of
it. What they lack in combat skills they more than make up for in their ability to take down the big targets.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=3 4 BR=3 BR=2 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=2 BW=1 Unconscious
Guts=8 GT=8 GT=7 GT=7
Arms (5-7) Heater=3 4 HT=3 HT=3 HT=2 HT=1 No attacks
Shiv=3 SH=3 SH=2 SH=2 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 DG=2 DG=1 Crawl only
Speed=5 SP=5 SP=3 SP=2 SP=1

Available Attributes: 7
Weapon Max. >>> 4 Combat Skill Max. >>> 2
Short Blade (1) High Strength +1 (1)
Pistol (1) Pugilist +1 (1)
+1 WS for pistol (1) Quick +1 (1)
+6 range for pistol (1) Sharpshooter +1 (1)
+1 Extra Ammo (1)
Explosive Type II (2 for 1)
Knowledge Skill Max. >>> 4
Explosive Type III (2 for 1)
Assault Engineer (1)
Explosive Type IV (1)
Booby Trap (1)
Demolitoins Expert +3 (1 per +1)
Engineer (1)
Genius +1 (1)
Iron Will (1)

Armor Max. >>> 2 Other Skills Max. >>> 3


Head +2 DR (1) Lucky +1 (1)
Torso +1 DR (1) Mountaineering (1)
Nerves of Steel +2 (1 per +1)
Nimble (1)
Sprinter +1 (1)

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Amazing War Stories: Pulp Action in World War II
Axis Officer (Grade 3)
The Axis Officer is the epitome of his countrys idealogy. Ruthless and focused on winning at all costs. Those
beneath him on the hierachy are expendable and he holds no qualms about using them as he pleases. The Axis
Officer is also usually from a noble or well-regarded family. They have had access to more higher education than
some American Officers. However, the Axis leadership suffers from a lack of initiative. Most officers wait for the
higher-ups to pass down orders before acting.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=3 4 BR=3 BR=2 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=2 BW=2 BW=1 Unconscious
Guts=8 GT=8 GT=8 GT=7 GT=6
Arms (5-7) Heater=3 4 HT=3 HT=3 HT=2 HT=1 HT=1 No attacks
Shiv=3 SH=3 SH=3 SH=2 SH=1 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 DG=2 DG=1 DG=1 Crawl only
Speed=5 SP=5 SP=4 SP=3 SP=2 SP=1

Available Attributes: 10 Villainous Flaw: 1

Weapon Max. >>> 4 Combat Skill Max. >>> 4


Short Blade (1) Ambidextrous (1)
Long Blade (1) Blademaster (1)
Pistol (1) Dead Shot (1)
+1 WS for pistol (1) Fencing +2 (1)
+6 range for pistol (1) High Strength +1 (1)
+1 Extra Ammo (1) Killer Instinct (1)
Submachine Gun (2) Quick +1 (1)
+1 Extra Ammo (1) Rush Attack (1)
+1 WS for submachine gun (1) Sharpshooter +1 (1)

Knowledge Skill Max. >>> 3


Directed Fire (1)
Engineer (1)
Genius +2 (1 per +1)
Iron Will (1)
Language (1)
Professorship +1 (1)
Tactics +1 (1)

Armor Max. >>> 3 Other Skills Max. >>> 4


Head +2 DR (1 per +1) Fearful Presence (1)
Torso +1 DR (1) Fearless (1)
Arms +1 DR (1) Horsemanship (1)
Legs +1 DR (1) Lucky +2 (1 per +1)
Meet my Minions (1)
Mountaineering (1)
Nerves of Steel +2 (1 per +1)
Observant (1)

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Amazing War Stories: Pulp Action in World War II
Gestapo/Secret Police (Grade 3)
The Gestapo/Secret Police archetype covers all those agents of the Axis powers that operate within the occupied
territories (and sometimes outside them) and seek to keep the agitators, traitors, and resistance fighters in check.
They will use whatever forms of persuasion they can in order to get the information they are after. Torture is an
acceptable and often times preferred method for extracting information. But unlike the regular military types, the
Gestapo/Secret Agent is often hard to distinguish from everyday people. They can be the person next to you or the
guy you thought was on your side.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=4 4 BR=4 BR=3 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=2 BW=1 BW=1 Unconscious
Guts=7 GT=7 GT=7 GT=6 GT=6
Arms (5-7) Heater=3 4 HT=3 HT=3 HT=2 HT=1 HT=1 No attacks
Shiv=3 SH=3 SH=3 SH=2 SH=1 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 DG=2 DG=1 DG=1 Crawl only
Speed=5 SP=5 SP=4 SP=3 SP=2 SP=1

Available Attributes: 10 Villainous Flaw: 1

Weapon Max. >>> 3 Combat Skill Max. >>> 3


Club (1) Ambidextrous (1)
Short Blade (1) Concealed Weapon (1)
Long Blade (1) Dead Shot (1)
Bullwhip (1) Expert Fighter (1)
Pistol (1) Killer Instinct (1)
+1 WS for pistol (1) Quick +1 (1)
+6 range for pistol (1) Poison (1)
+1 Extra Ammo (1) Sharpshooter +1 (1)

Knowledge Skill Max. >>> 5


Animal Handling (1)
Deception (1)
Diguise (1)
Genius +2 (1 per +1)
Iron Will (1)
Language (1)

Armor Max. >>> 1 Other Skills Max. >>> 3


Head +1 DR (1) Fearful Presence (1)
Torso +1 DR (1) Fearless (1)
Arms +1 DR (1) Intimidate (1)
Legs +1 DR (1) Meet My Minions (1)
Nerves of Steel +2 (1 per +1)
Observant (1)

34
Amazing War Stories: Pulp Action in World War II

Terror Beneath Their Feet


The muck began to churn. Hands emerged from the ground and
reached out for Drummond...

Sarge! Sarge! One of thems rabbiting!


Sergeant Bill Drummond spun, Thompson M1A1 submachinegun rising to his shoulder, and
saw the white ghost of a lab coat slip around a corner in the bunker laboratory.
Secure the prisoners! barked Drummond. Dreiberg! Kovacs! With me!
The three men moved swiftly down the bunker corridors, the barrels of two M1s and a
Thompson scanning every doorway and shadow, finding the way to the entrance steps clear. The
scientist was out in the open.
Rain pounded down from the sky as Drummond rose from the ruins of the breached
steel door. Located beneath a simple French farmhouse in Mulhouse, beneath panels of frail
wood disguising a security door so very far from weak, the Nazis had maintained the perfect
camouflage for a top secret weapons lab. OSS operatives had secured intelligence of the labs
location and security compliment, but not its purpose. That was Drummonds task: breach the
structure, secure prisoners and intelligence, and make the whole damn thing a crater.
The field behind the house was a mire and the rain a curtainzero visibility. Icy rain poured
down Drummonds helmet and into his field jacket. The fleeing scientist was nowhere in sight.
Damn it all to Hell Drummond cursed through clenched teeth.
A bolt of lightning split the sky. In its flash, the white of a lab coat stood out against the
muddy field.
Drummond raised his Thompson and squeezed a short burst in the direction of the fading
afterimage of the coat. The echo of the submachine guns report faded from his ears, and then he
heard the pained screams.
He, Dreiberg, and Kovacs made their way through the mud and to the spot where the
scientist lay sprawled on his stomach, right leg chewed by several .45 rounds, arms desperately
clawing at the mud for freedom and finding no purchase.
Halt! ordered Dreiberg. Auslieferung!
The wounded man slowly rolled over. His eyeglasses were blind with rainwater. His left hand
clenched a control box, thumb hovering over a button.
Bomb, thought Drummond. Suicide. He thought of three graves in the swamp of a flooded
French field.
The scientist pushed the button. Drummond pulled the trigger.
A second later, Drummond and his men stood over the dead scientist.
What was that box for? asked Kovacs. Not a bomb. An alarm . . . ?
Before Drummond could answer, Kovacs gasped, pinwheeled his arms, and then

35
Amazing War Stories: Pulp Action in World War II

disappeared under the mud. The muck began to churn. Hands emerged from the ground and
reached out for Drummond.
Drummond was backpedaling, his Thompson spitting fire from one hand and his M1911A1
from the other, trying to get clear of the tangle of hellish things in earth-stained SS regalia. He
functioned on training alone because stark terror overwhelmed rational thought.
Dead things. Buried, damned things. But the control box . . . the button. Science? Are these
the weapons?
Round after round tore through the horde. Flesh tore, bone broke, and foul fluids splattered.
Sweet God, theyre not falling. . . .

One of the things lunged, a Sturmmann insignia on its collar and rotten jaws snapping.
Drummond met the lunge with his pistol, muzzle flush against the undead stormtroopers
forehead. He squeezed.
The thing folded like a jackknife and fell into the mud and gore.
A shot to the head! The brains are still alive. The box controls the brains. Take out one or the
other and theyre no damn good.
Drummond had to fall back, reload, get to the bunker entrance. He had to find Dreiberg, but
Dreiberg was nowhere to be seen. He had to be dead.
Real dead. Not dead like these things.
Drummond was almost to the farmhouse now and the rest of 3rd Platoon was pounding up
the bunker steps and stopping short at the insane sight before them.
Wha? Sarge? The hell?
Charlie! Drummond screamed as he rammed a clip into the Thompson and racked the
slide. Go for head shots! Dont stop till theyre scraps! Dont stop till theyre dead and gone!
FIRE!

36
Amazing War Stories: Pulp Action in World War II
Nazi Zombie (Grade 1/2)
After a German spy made off with a sample of the Allied Super Soldier formula, Nazi scientists tried to reverse
engineer it, but its composition could not be duplicated. So Himmler consulted with the researchers at the
Ahnenerbe. He believed the formula was a trigger that caused latent Aryan genes to assert themselves. By
performing ancient rituals, the researchers divined the missing ingredients.

Unlike the Allied experiments, the first test subjects did not die, the accelerated metabolism caused their cells
to begin devouring fatty tissue, muscle and then flesh. How their bodies continued to function is a mystery.
Their eyes were consumed yet they could still see targets to feed upon. Their minds became obsessed only
with feeding the hunger that consumed them. They attacked anything within sight. Special control boxes were
developed that, when attached to the brain, allowed a controller to direct these living dead.

Himmler presented them to Hitler as perfect soldiers;


in need of nothing and unaffected by wounds. Only
the destruction of the head stops them. Living soldiers,
wounded or close to dying could be given the formula
and would rise from their beds, ignoring their wounds and
ready to feed.

There have also been reports of Japanese zombies being


used to terrorize the Chinese countryside.

Zombies cannot be customized. They exist as they are.


They also must be directed by a controller (see New
Equipment: Zombie Control Box). Miniatures by VF and BG

Location (Die Roll) Base DR Wound Level


Head (1) Brains=N/A 6 BR=N/A Killed*
Torso (2-5) Brawn=3 6 BW=3 No Effect
Guts=N/A GT=N/A BW=3
Arms (6-7) Heater=N/A 6 HT=N/A HT=N/A No effect
Shiv=2 SH=2 SH=1 SH=1
Legs (8-10) Dodge=2 6 DG=2 DG=1 No effect
Speed=4 SP=4 SP=2 DG=1; SP=1
*Weak Spot

Special Abilities: Cause Fear (Grade 1), Zombie

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Claw/Bite 0 0 BW+2 -- -- -- -- -- -- -- -- --

37
Amazing War Stories: Pulp Action in World War II
Raketentruppen (Grade 1)
The Axis Raketentruppen Rocket Pack is an improvment on the Rocket Pack design developed by the
Champlain Institute in the 1930s. Because of these improvements, the German Rocket Pack can be far
more reliable than its Allied counterpart.

All Raketentruppen also start off with a Rocket Pack so the model does not need to take the Use
Invention ability. See New Equipment section for rules on the Rocket Pack.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=3 6 BR=3 Killed
Torso (2-4) Brawn=3 4 BW=3 BW=2 Killed
Guts=6 GT=6 GT=5
Arms (5-7) Heater=3 4 HT= 3 HT=2 HT=1 No attacks
Shiv=3 SH=3 SH=2 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 DG=1 Crawl only
Speed=5 SP=5 SP=4 SP=1

Available Attributes: 3

Weapon Max. >>> 3 Combat Skill Max. >>> 2


Short Blade (1) Bullet Strike (1)
Rifle (2) Pugilist +1 (1)
Submachine Gun (2) Quick +1 (1)
Explosive Type II (1) Sharpshooter +1 (1)

Knowledge Skill Max. >>> 0

Armor Max. >>> 1 Other Skills Max. >>> 2


Torso +1 DR (1) Nimble (1)
Sprint +1 (1)
Superior Construction (1)
Taxi (1)

38
Amazing War Stories: Pulp Action in World War II
Raketentruppen NCO (Grade 2)
The Axis Raketentruppen Rocket Pack is an improvment on the Rocket Pack design developed by the
Champlain Institute in the 1930s. Because of these improvements, the German Rocket Pack can be far
more reliable than its Allied counterpart. The Raketentruppen NCO has made his way up through the
ranks, usually by exhibiting greater martial prowess or ruthlessness.

All Raketentruppen NCOs also start off with a Rocket Pack so the model does not need to take the Use
Invention ability. See New Equipment section for rules on the Rocket Pack.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=3 6 BR=3 BR=2 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=3 BW=1 Unconscious
Guts=7 GT=7 GT=7 GT=6
Arms (5-7) Heater=3 4 HT=3 HT=3 HT=2 HT=1 No attacks
Shiv=3 SH=3 SH=2 SH=2 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 DG=2 DG=1 Crawl only
Speed=5 SP=5 SP=3 SP=2 SP=1

Available Attributes: 6

Weapon Max. >>> 3 Combat Skill Max. >>> 4


Short Blade (1) Battle Cry (1)
Pistol (1) Bullet Strike (1)
+1 WS for pistol (1) Directed Fire (1)
+1 Extra Ammo (1) High Strength +1 (1)
Submachine Gun (2) Pugilist +1 (1)
+1 Extra Ammo (1) Quick +1 (1)
Explosive Type II (1) Sharpshooter +2 (1 per +1)

Knowledge Skill Max. >>> 1


Iron Will (1)
Tactics +1 (1)
Medical Knowledge (1)

Armor Max. >>> 1 Other Skills Max. >>> 3


Head +1 DR (1) Devotion
Torso +1 DR (1) Nerves of Steel +2 (1 per +1)
Nimble (1)
Sprinter +1 (1)
Superior Construction (1)
Taxi (1)
Undying Loyalty (1)

39
Amazing War Stories: Pulp Action in World War II
Raketentruppen Officer (Grade 3)
The Raketentruppen Officer usually attains his position by virtue of a strong family history of loyalty
to the state or because of superior Aryan qualities. Leadership and skill are not necessarily traits of the
Racketentruppen Officer.

All Raketentruppen NCOs also start off with a Rocket Pack so the model does not need to take the Use
Invention ability. See New Equipment section for rules on the Rocket Pack.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=4 4 BR=4 BR=3 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=3 BW=2 BW=1 Unconscious
Guts=8 GT=8 GT=8 GT=7 GT=6
Arms (5-7) Heater=4 4 HT=4 HT=3 HT=2 HT=2 HT=1 No attacks
Shiv=3 SH=3 SH=3 SH=2 SH=1 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=3 DG=2 DG=2 DG=1 Crawl only
Speed=5 SP=5 SP=4 SP=3 SP=2 SP=1

Available Attributes: 9 Villainous Flaws: 1

Weapon Max. >>> 3 Combat Skill Max. >>> 4


Short Blade (1) Ambidextrous (1)
Pistol (1) Bullet Strike (1)
+1 WS for pistol (1) Dead Shot (1)
+6 range for pistol (1) Expert Fighter (1)
+1 Extra Ammo (1) High Strength +1 (1)
Submachine Gun (2) Killer Instinct (1)
+1 Extra Ammo (1) Martial Arts +1 (1)
+1 WS for Submachinegun (1) Quick +2 (1 per +1)
Sharpshooter +2 (1 per +1)

Knowledge Skill Max. >>> 3


Directed Fire (1)
Genius +1 (1)
Iron Will (1)
Language (1)

Armor Max. >>> 3 Other Skills Max. >>> 4


Head +2 DR (1 per +1) Fearful Presence (1)
Torso +1 DR (1) Fearless (1)
Arms +1 DR (1) Lucky +1 (1)
Legs +1 DR (1) Nerves of Steel +2 (1 per +1)
Nimble (1)
Observant (1)
Superior Construction (1)

40
Amazing War Stories: Pulp Action in World War II
Draugr: German Super Soldier (Grade 3)
The German Super Soldier project got off to a rough start as the Nazi scientists were not able to completely
reverse-engineer the formula stolen from the Champlain Institute. However Himmler and his SS scientists
began certain rituals which they believed would bring them the answer to the missing pieces. What they ended
up with was a formula that killed 99% of the test subjects, yet animating their corpses as the Zombie hordes
now employed by the Third Reich. The 1% of subjects that survived the process were either weak versions of
the Allied Super Soldier or powerful, vampiric creatures whose unstable minds could be an instrument of great
cunning or ruthless insanity.

Location (Die Roll) Base DR Wound Level


Head (1) Brains=4 4 BR=4 BR=3 Unconscious
Torso (2-4) Brawn=5 6 BW=5 BW=4 BW=4 BW=3 Unconscious
Guts=7 GT=7 GT=7 GT=6 GT=6
Arms (5-7) Heater=3 5 HT=3 HT=3 HT=2 HT=2 HT=1 No attacks
Shiv=3 SH=3 SH=3 SH=2 SH=2 SH=1 Cannot carry
Legs (8-10) Dodge=4 5 DG=4 DG=4 DG=3 DG=3 DG=2 Crawl only
Speed=6 SP=6 SP=5 SP=4 SP=3 SP=2

Available Attributes: 5 Villainous Flaws: 4

Weapon Max. >>> 3 Combat Skill Max. >>> 4


Club (1) Ambidextrous (1)
Short Blade (1) Expert Fighter (1)
Long Blade (1) Fencing +1 (1)
Bullwhip (1) High Strength +3 (1 per +1)
Pistol (1) Killer Instinct (1)
+1 WS for pistol (1) Pugilist +2 (1 per +1)
+6 range for pistol (1) Quick +3 (1 per +1)
+1 Extra Ammo (1) Sharpshooter +1 (1)

Knowledge Skill Max. >>> 3


Genius +2 (1 per +1)
Iron Will (1)
Language (1)
Professorship +1 (1)

Armor Max. >>> 4 Other Skills Max. >>> 3


Head +2 DR (1 per +1) Cause Fear - Grade 2 (2)
Torso +2 DR (1 per +1) Fearful Presence (1)
Arms +2 DR (1 per +1) Fearless (1)
Legs +2 DR (1 per +1) Ignore Pain (1)
Intimidate (1)
Leap (1)
Nerves of Steel +2 (1 per +1)
Nimble (1)
Observant (1)
Sprinter +1 (1)

41
Amazing War Stories: Pulp Action in World War II
Oni: Japanese Super Soldier (Grade 3)
No one is quite sure how the Japanese developed the Oni, their version of the Super Soldier. Whether Nazi
scientists shared the formula or the Japanese stole or developed it on their own is a mystery to Allied Intelligence.
What is known is that the Oni are extremely powerful up close but wild and uncontrollable and have not been
successfully given firearms (which has been a benefit for Allied soldiers who can catch the creatures at a distance).

Location (Die Roll) Base DR Wound Level


Head (1) Brains=2 6 BR=2 BR=1 Unconscious
Torso (2-4) Brawn=5 6 BW=5 BW=5 BW=4 BW=3 Unconscious
Guts=8 GT=8 GT=8 GT=8 GT=7
Arms (5-7) Heater=2 6 HT=2 HT=1 HT=1 HT=1 HT=1 No attacks
Shiv=4 SH=4 SH=5 SH=4 SH=3 SH=3 Cannot carry
Legs (8-10) Dodge=4 6 DG=4 DG=4 DG=3 DG=3 DG=2 Crawl only
Speed=6 SP=6 SP=5 SP=4 SP=3 SP=2

Available Attributes: 5 Heroic Virtues/Villainous Flaws: 3

Weapon Max. >>> 2 Combat Skill Max. >>> 5


Club (1) Battle Cry (1)
Short Blade (1) Expert Fighter (1)
Long blade (1) Ferocious +2 (1 per +1)
High Strength +3 (1 per +1)
Killer Instinct (1)
Martial Arts +2 (1 per +1)
Poison (1)
Quick +2 (1 per +1)
Rush Attack (1)

Knowledge Skill Max. >>> 0


Hunter (1)
Iron Will (1)

Armor Max. >>> 4 Other Skills Max. >>> 4


Head +1 DR (1) Cause Fear - Grade 2 (2)
Torso +2 DR (1 per +1) Fearless (1)
Arms +2 DR (1 per +1) Ignore Pain (1)
Legs +2 DR (1 per +1) Intimidate (1)
Leap (1)
Nerves of Steel +2 (1 per +1)
Nimble (1)
Sprinter +1 (1)

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Amazing War Stories: Pulp Action in World War II

WWII Commando Scenarios


Silence the Gun (Solo Scenario)
Introduction
Sgt. Anderson holds the cup of coffee up close to his nose. It has been days since he and his squad
had been off the line long enough to enjoy a hot cup of joe. He closes his eyes and lets the aroma waft
into his nostrils again. It smells slightly burned, but to a tired grunt like Anderson, it is the smell of
ambrosia.
Hey Sarge, you gonna just smell that coffee or actually drink it? The rest of the squad chuckles at
the good-natured ribbing they give their sergeant.
Boys, when you have been in this army as long as I have, you learn to relish the little things when
they come to you. Right now, there are none of Jerrys guns within 4 miles of us and as long as I dont
have to rush, Im gonna just savor this coffee.
The banter between the other squad members continues as the sergeant sits there with his eyes
closed and the tin cup held up close to his nose. He lets his mind drift back to Sicily, the last time he
could actually sit and enjoy something without being shot at or sick from the rocking of a boat. Slowly
he brings the cup to his lips. The metal is warm from the heat of the liquid inside. The cup begins to tilt
toward his mouth. In his reverie, he faintly hears the sound of a high pitch whistle, like a tea kettle just
starting to boil.
INCOMING!
Men throw themselves to the ground and Sgt. Anderson follows suit, the spell he had been under
broken by the falling of artillery shells. Explosions begin rocking the earth all around them and dirt and
debris rains down on the sergeants foxhole. After a few minutes, the shelling stops and men quickly
begin popping up from the ground to check for wounded. Anderson still clutches his now empty cup. He
stares at it for moment and then throws it to the ground.
Alright you maggots! Get your faces
outta the dirt and form up. Im gonna
find the lieutenant and find out whos
been shellin us and then Im gonna
make them eat those artillery shells!
With his men stumbling and racing
after him, Sgt. Anderson stomps off
toward the command tent. His fists
clench the Thompson so tightly that his
knuckles turn white. Its not often that
the sergeant gets angry, but today is
one of those days.

Miniatures by VF

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Amazing War Stories: Pulp Action in World War II
The Scenario
In this solo scenario, the player controls a small squad of Allied soldiers trying to destroy the prototype
of a new German artillery piece and eliminate the scientist who invented it.

The Table
This is a 2 x 2 board with heavy forest covering three sides of it. The center and one side are open and
represent a clearing where the gun is placed for testing. The player should pick a direction on the table
to represent north. The opening should face to the west. Besides the artillery piece, there should be a
[German Halftrack] and a simple command car or truck. Shrubs, rocks, and other suitable woodland
scenics can be placed as well.

Set-Up
There are six encounter markers and these will represent some of the German soldiers, the scientist who
created the experimental shells, and the experimental shells themselves. Only two of the German models
will be on the board at the start of the game. They are Grade 1 Veteran Soldiers and they should be
placed next to the artillery piece. The Allied soldiers can start on any one of the three wooded sides.

Characters
The Allied side gets one Grade 3 Officer and can take up to three additional Grade levels (three Grade
1s, two Grade 1s and two Grade 1/2s, etc.) The German side will have one Grade 3 Inventor, 4 Grade 1
Veteran Soldiers, and two Grade 1/2 Green Soldiers.

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Amazing War Stories: Pulp Action in World War II
Victory Conditions
The Allied player wins if he can manage to eliminate the Inventor and escape with the experimental
shells. It is a draw if only one of these tasks is completed, and the Allied player loses if he completes
neither of them.

Encounter Cards
There are eight Encounter Markers for this game. These markers should be numbered 1-8. Each one will
correspond to a turn. One Encounter Card is turned over at the beginning of each turn. Whatever shows
on that card will correspond to the marker on the board for that turn (for example: whatever card you
turn over on Turn 3, will correspond to Marker 3). If a German soldier or the Inventor is turned over,
those models become active, meaning they can spot Allied soldiers moving (see Special Rules below).

1.) Inventor-See stat sheet at the end of this scenario for


this models abilities. When the Inventor is revealed,
he will move toward the gun on his activation unless
the Allied soldiers have been spotted. When at the gun
he will stand and face west (watching the test firing of
the weapon). If the Allied soldiers have been spotted,
he will move toward the closest vehicle and attempt to
escape. If Allied soldiers are closer to both vehicles than
he is, he will begin moving toward the closest board
edge. The Inventor also has a pistol and will use it if his
only means of escape is through an Allied model.

2.) Nothing. This Marker is a dud and no encounter occurs.

3.) German Light Machine Gun team. These are two Grade 1/2 Green soldiers with a Light Machine
Gun. Their stat sheet appears at the end of this scenario. These two soldiers will face toward the
northeast when revealed. If Allied soldiers have been spotted, they will immediately face the closest
model and begin shooting. If the model is outside their front 180 facing, they will turn the light machine
gun around to face it.

4.) Nothing. This Marker is a dud and no encounter occurs.

5.) This is a Grade 1 Veteran Soldier. His stat sheet appears at the end of this scenario. He will be facing
south when first revealed. He will move toward the closest vehicle and then back to his starting marker
when activated unless Allied Soldiers have been spotted. If Allied soldiers have been spotted, he will
immediately move toward the Inventor. He will shoot at any Allied model within 12 after he has
reached the Inventor. He will continue to Move and Fire to stay within 3 of the Inventor.

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Amazing War Stories: Pulp Action in World War II
6.) These are the experimental shells that the Germans have been firing. The Allied soldiers need to
move into base contact with the shells in order to pick them up. They must be taken off the board in
order to count as a completed Victory Condition.

7.) Nothing. This Marker is a dud and no encounter occurs.

8.) This is a Grade 1 Veteran Soldier. His stat sheet appears at the end of this scenario. He will be
facing east when first revealed. He will move toward the gun and then back to his starting marker when
activated unless Allied Soldiers have been spotted. If Allied soldiers have been spotted, he will stay
where he is and begin firing at the closest enemy model. If he has no line of sight to an enemy model, he
will move and shoot as long as he can see a target, otherwise he will just move.

Special Rules
The Allied soldiers are sneaking into the area and the Germans begin the game unprepared for the attack.
If there is an Allied soldier in the front 180 and within 8, when a German soldier is activated, he will
make a BR test at -1 to attempt to spot the Allied model. If he fails to spot the Allied model, then he
continues doing what his Encounter Card stipulates. If he does spot the model, then all German models
currently on the board will act under their Allied Spotted rules. New models that are placed after this
will also act according to their Allied Spotted rules.

If an Allied soldier attacks an enemy model before any Allied model has been spotted, he will have
his WS doubled. This is similar to Gettin the Drop from the Main Rulebook except that it applies to
ranged combat shots as well as close combat attacks.

Any gunfire without the use of a silencer, alerts the Germans to the Allied presence and all models will
act accordingly.

The Allied player cannot take Rocket Troopers, Peasant Ghouls, Super Soldiers or the Russian Flesh
Construct for this scenario. He can take an Engineer, but the Engineer cannot have a Type IV explosive.
The Allied player can also take Commandos and silencers.

The two Grade 1/2 Green Soldiers that man the Light Machine Gun are not both required to fire it. If one
model is killed and the other does not rout, the Light Machine Gun can continue to fire normally; if the
model firing it is killed, the other can take his place and begin shooting the following turn.

End Notes
Players can use this scenario to get familiar with the new archetypes before taking part in a bigger game
or campaign. They should also run through this scenario using several different archetypes to see how
their skills and abilities make them different from one another.

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Amazing War Stories: Pulp Action in World War II

Name: Professor Maxmillian Bulow Class: Inventor (Grade 3)

Location (Die Roll) Base DR Wound Level


Head (1) Brain=5 4 BR=6 BR=5 Unconscious
Torso (2-4) Brawn=2 4 BW=2 BW=1 BW=1 Unconscious
Guts=7 GT=7 GT=6 GT=6
Arms (5-7) Heater=3 4 HT= 3 HT=2 HT=1 HT=1 No attacks
Shiv=2 SH=2 SH=2 SH=1 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=4 DG=3 DG=2 DG=2 Crawl Only
Speed=4 SP=4 SP=3 SP=2 SP=1

Mount (50%) Dodge= DG= DG= DG= DG= DG= Mount Dead
Speed= SP= SP= SP= SP= SP=

Skills: Genius +1, Quick +1


Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --
Pistol 0 -1 4 10 +2 4 18 0 4 -- -- --

Weapon: Pistol Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q


Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

Name: Fritz and Klaus Class: Green Soldiers (Grade 1/2)

Location (Die Roll) Base DR Wound Level (1) DR Wound Level (2)
Head (1) Brain=2 6 BR=2 Killed 6 BR=2 Killed
Torso (2-4) Brawn=3 4 BW=3 Killed 4 BW=3 Killed
Guts=5 GT=5 GT=5
Arms (5-7) Heater=3 4 HT= 3 HT=1 No attacks 4 HT= 3 HT=1 No attacks
Shiv=2 SH=2 SH=1 Cannot carry SH=2 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=1 Crawl Only 4 DG=3 DG=1 Crawl Only
Speed=5 SP=6 SP=4 SP=6 SP=4

Mount (1) (50%) Dodge= DG= DG= DG= DG= DG= Mount
Speed= SP= SP= SP= SP= SP= Dead

Mount (2) (50%) Dodge= DG= DG= DG= DG= DG= Mount
Speed= SP= SP= SP= SP= SP= Dead
Skills: Sprint +1
Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --
Light Machine Gun -- -- -- 10 +3/x3 7 20 +2/x3 7 30 0/x2 6

Weapon: LMG Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q


Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

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Amazing War Stories: Pulp Action in World War II
Name: Hans Class: Veteran Soldier (Grade 1)

Location (Die Roll) Base DR Wound Level


Head (1) Brain=2 6 BR=2 Killed
Torso (2-4) Brawn=3 4 BW=3 BW=2 Killed
Guts=6 GT=6 GT=3
Arms (5-7) Heater=3 4 HT= 3 HT=2 HT=1 No attacks
Shiv=3 SH=3 SH=2 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=4 DG=3 DG=2 Crawl Only
Speed=5 SP=5 SP=3 SP=2

Mount (50%) Dodge= DG= DG= DG= DG= DG= Mount


Speed= SP= SP= SP= SP= SP= Dead

Skills: Quick +1

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --
Rifle -- -- -- 12 +1 6 24 +2 5 36 +1 5

Weapon: Rifle Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q


Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

Name: Gerhard Class: Veteran Soldier (Grade 1)

Location (Die Roll) Base DR Wound Level


Head (1) Brain=2 6 BR=2 Killed
Torso (2-4) Brawn=3 4 BW=3 BW=2 Killed
Guts=6 GT=6 GT=3
Arms (5-7) Heater=3 4 HT= 4 HT=3 HT=2 No attacks
Shiv=3 SH=3 SH=2 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=3 SP=2

Mount (50%) Dodge= DG= DG= DG= DG= DG= Mount


Speed= SP= SP= SP= SP= SP= Dead

Skills: Sharpshooter +1

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --
Rifle -- -- -- 12 +1 6 24 +2 5 36 +1 5

Weapon: Rifle Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q


Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

48
Amazing War Stories: Pulp Action in World War II
Name: Rudolph Class: Veteran Soldier (Grade 1)

Location (Die Roll) Base DR Wound Level


Head (1) Brain=2 6 BR=2 Killed
Torso (2-4) Brawn=3 4 BW=3 BW=2 Killed
Guts=6 GT=6 GT=3
Arms (5-7) Heater=3 4 HT=4 HT=3 HT=2 No attacks
Shiv=3 SH=3 SH=2 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=3 SP=2

Mount (50%) Dodge= DG= DG= DG= DG= DG= Mount


Speed= SP= SP= SP= SP= SP= Dead

Skills: Sharpshooter +1

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --
Rifle -- -- -- 12 +1 6 24 +2 5 36 +1 5

Weapon: Rifle Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q


Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

Name: Hermann Class: Veteran Soldier (Grade 1)

Location (Die Roll) Base DR Wound Level


Head (1) Brain=2 6 BR=2 Killed
Torso (2-4) Brawn=3 4 BW=3 BW=2 Killed
Guts=6 GT=6 GT=3
Arms (5-7) Heater=3 4 HT=3 HT=2 HT=1 No attacks
Shiv=3 SH=3 SH=2 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 DG=1 Crawl Only
Speed=5 SP=6 SP=4 SP=3

Mount (50%) Dodge= DG= DG= DG= DG= DG= Mount


Speed= SP= SP= SP= SP= SP= Dead

Skills: Sprint +1

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --
Rifle -- -- -- 12 +1 6 24 +2 5 36 +1 5

Weapon: Rifle Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q


Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

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Amazing War Stories: Pulp Action in World War II

Operation Burning Sands


Introduction
The wind and sand tear at the scarf that Guiseppe has wrapped around his face. The goggles he had
grabbed before he left his post have protected his eyes from the blowing sand, but the flimsy scarf still
gets pulled aside in the wind and sand gets into his mouth and nose. Luckily the storm has abated and
with his back to the wind, he lifts the scarf slightly and coughs and sneezes the particles out.
Now if only I could find the Americans, he mutters to himself.
Twenty-four hours ago, Guiseppe and three other members of his squad had abandoned their posts
guarding a fuel depot. For months they had been given the most menial of tasks and been equipped with
the poorest of equipment, while the Germans raced around in the tanks and jeeps staying in towns with
real beds instead of under blankets in the desert. Being assigned to a small fuel depot an hours ride
to any form of civilization had been the last straw for the Italians. Once the sun had set and they had
finished refueling the German vehicles for the day, the squad made off into the desert.
Being the only guards at the small refueling station had made getting away easy. One of the squad
members, Vito, had lifted a map from a German officer. It showed the Americans as being no more than
a two-day walk to the west. Vito figured they would probably run into an American patrol before then.
And since it would be three days before the Germans came back to refuel, the group had plenty of time
to find their enemy and surrender. They made sure to each have enough water for three days, just in case.
But no one had counted on the sandstorm that came tearing through on their first day out. It caught
them while they were walking and as each man began running to escape it, the sand enveloped and
separated them. Hours later, when it was over, Guiseppe could not find any of his comrades. He searched
for an hour before continuing his trek to the west. Whenever he crested a dune, he would scan the
horizon and valleys below for signs of his friends.
Now the sun will be setting shortly and Guiseppe reaches the top of another dune. The setting
sun briefly touches something metal in the distance. Standing there, Guiseppe squints and makes out
the outline of three dark figures moving toward him. Elated at finding his lost companions, he begins
jumping and waving his arms. He shouts and begins running toward them. The sand makes running
difficult and he falls repeatedly during his sprint.
As he gets within fifty yards of the figures, he notices that they have not moved since he started
running toward them. He pulls up short and stands watching the three figures. They are silhouetted
against the sun and he cant make out any details on them. Are they the Americans? Are they Germans?
If he attempts to surrender, and theyre Germans, hes sure to be flogged. If he doesnt show signs of
surrendering and theyre Americans, he could be shot before he can react.
Both sides stand there in the setting sun, the sweat on Guiseppes brow, both from the heat and from
fear, cascade down his cheek and into his shirt. His arms hang down at his side, slowly he starts to raise
them, the rifles of his counterparts rise with them. He stops.
If they would just say something, he thinks, Id know what to do. Why dont they say
something?

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Amazing War Stories: Pulp Action in World War II
The Scenario
An Italian unit is tasked with guarding a fuel depot in North Africa. Tired of the war and their second-
class status in the German units, the guards leave their posts and head for the Allied lines. Unfortunately
a sandstorm kicks in and the unit is scattered. One member ends up with an Allied Patrol, another with a
German patrol. Now both sides race to reach the depot before their enemy. The Germans want to save it
and the Allies want to blow it up.

The Table
The table should be 3 long and 2 wide. In the center of the board, covering a one-foot square area
should be the fuel depot. There should be a chain-link or barbwire fence around the depot that extends at
least 5 high. The rest of the board should be gullies, dunes and low hills, rocks and plateaus, or scrub-
like vegetation.

There will also be minefields that extend across the 2 width of the board on either side of the fuel depot.

Set-Up
Players should set up on opposite sides of the 3 length of the board. Models should be placed within 3
of the board edge.

Characters
The Allied side should take one Grade 3 Officer, one Grade 2 Engineer, and up to two Grade 1 Veteran
Soldiers or four Grade 1/2 Green soldiers (or any combination totalling 2 Grade levels). The only
restriction on equipping the models is that a Type IV explosive cannot be taken. The Axis side should
have a Grade 2 NCO and up to four Grade 1 Veteran Soldiers or eight Grade 1/2 Green soldiers (or any
combination of the two totalling four Grade levels).
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Amazing War Stories: Pulp Action in World War II
Each side will also draw a random Italian soldier for their side. These are Grade 1 Veteran soldiers,
however each has a unique attribute. Their stat sheets appear at the end of this scenario.

Victory Conditions
The Allied force wins if they can detonate an explosive in base contact with a fuel tank (its explosion
will detonate all the remainder) within 6 turns. The German forces win if they can prevent the fuel tanks
from exploding before the end of turn 6.

Encounter Cards
There are two Encounter Card sets for this scenario. The first is for the mine field. There are eight cards
in this deck. Four of them are triggers for mines, the other four are not.

Mine Field: There are mine fields on either side of the fuel depot. Both sides will have to cross the
fields to reach the fence. The mine fields are 2 from the fence and 5 wide. They extend the width of
the board so players cannot go around them. If the model moves just 1 each turn while in the 5 strip,
then no mine is triggered (the model is being cautious). If the model moves 2 each turn, then it must
draw from this trap deck to see if a mine is set off. If the model moves more than 2, then a card must be
drawn for each 1 of movement. If all the Trap cards are used, the deck should be reshuffled and placed
out again if needed. The mine is a Type II Explosive.

There are four Encounter Markers that should be placed within the fenced in area of the depot. Each
player should place 2 and none of them should be within 2 of the fence. Two of the Encounter Markers
are Nothing, one is a Light Machine Gun, and the last is two Type II explosives.

Special Rules
The Fence: The fence can be climbed, but it takes three actions in order to scale it. If two models work
in conjunction (i.e., one boosts the other up) then one of the models can go over in two turns (subsequent
models can also go over in two turns). For this to work, both models must be in base contact with the
fence and unactivated before one starts to climb. The model doing the boosting activates first, then the
model climbing goes.

Models can also attempt to cut through the fence. If a model in base contact spends an action, then roll a
d10. On an 8-10, the model has cut through. It will need to remain in position to hold the fence open for
other models to pass through. If a second models joins in the cutting, then add +1 to the die roll.

The fuel can be stored in Jerry cans and drums, stacked up (DR 6 Wound 1) or large storage tanks (DR
13 Wound 3) depending on how the players want to run the scenario.

The Italian soldiers will not shoot at each other.

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Amazing War Stories: Pulp Action in World War II

Name: Guiseppe Class: Veteran Soldier (Grade 1)

Location (Die Roll) Base DR Wound Level


Head (1) Brain=2 6 BR=2 Killed
Torso (2-4) Brawn=3 4 BW=3 BW=2 Killed
Guts=6 GT=6 GT=3
Arms (5-7) Heater=3 4 HT= 3 HT=2 HT=1 No attacks
Shiv=3 SH=3 SH=2 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=4 DG=3 DG=2 Crawl Only
Speed=5 SP=5 SP=3 SP=2

Mount (50%) Dodge= DG= DG= DG= DG= DG= Mount


Speed= SP= SP= SP= SP= SP= Dead

Skills: Quick +1, This model helped lay the mine fields, the player with this model can move 2 per action instead
of 1. Movement over 2 has the same result as the Special rules for the minefield.

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --
Rifle -- -- -- 12 +1 6 24 +2 5 36 +1 5

Weapon: Rifle Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q


Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

Name: Vito Class: Veteran Soldier (Grade 1)

Location (Die Roll) Base DR Wound Level


Head (1) Brain=2 6 BR=2 Killed
Torso (2-4) Brawn=3 4 BW=3 BW=2 Killed
Guts=6 GT=6 GT=3
Arms (5-7) Heater=3 4 HT= 4 HT=3 HT=2 No attacks
Shiv=3 SH=3 SH=2 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=3 SP=2

Mount (50%) Dodge= DG= DG= DG= DG= DG= Mount


Speed= SP= SP= SP= SP= SP= Dead

Skills: Sharpshooter +1, This model knows of a small opening in the fence. The player with this model needs to
roll 5-10 on ad10 to cut through.

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --
Rifle -- -- -- 12 +1 6 24 +2 5 36 +1 5

Weapon: Rifle Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q


Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

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Amazing War Stories: Pulp Action in World War II

Bring me Old Blood and Guts!


Introduction
Helmut stares through the periscope at the cargo ship about 100 yards out. He itches to give the
command to fire. Shes sitting low in the water, obviously heavily laden with goods destined for the
British. And that extra weight has slowed her down, the rest of the convoy with its destroyer escort
has moved well ahead of her. For a hunter like Helmut, such easy prey is hard to resist. A ship this size
would be quite a trophy for the u-boat commander and easily propel him into the top ten commanders.
But more than being a hunter, Captain Helmut Kiel is an officer of the German Navy. He follows
his orders to the best of his ability, despite personal desires. And his orders for this mission are quite
clear. He is to avoid contact with the enemy unless it is necessary for the success of the mission. Sinking
the cargo ship may help the war effort in some small way, but if they can successfully pull off what his
superiors have ordered, then victory over the Allies is almost assured.
Stand down, he orders the First Mate, Karl. If there is disappointment in the eyes of the young
Prussian, Helmut does not see it. Karl was placed on this u-boat for strictly ideological reasons. He is
the Aryan soldier that the propagandists like to see in positions of authority. They even had a film crew
on board at the start of the war. They set up
cameras and filmed every utterance of the
blonde-haired, blue-eyed German. Even the
questions they asked Helmut were not about
his command, but about how Karl performed
his duties.
The disappointment from the rest of the
crew is obvious, though. Their grumblings
are made just audible enough for the captain
to register their displeasure. To be on a
prestigious boat brings honor to them and
their families. Right now they dont see how
grabbing some Allied general could be better
for Germany than sinking a ship probably
filled with war supplies.
Thats enough. the Captain orders.
Helmsman, give me right full rudder. The
English coast is about a mile off, well run
parallel to until dark and then slip in close
to shore so the landing party can make their
way to the beach.
Helmut leans heavily on the periscope
again and swings it just enough to watch the
stern of the cargo ship disappear from site.

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Amazing War Stories: Pulp Action in World War II
The Scenario
The Axis force is out to capture the Allied commander. They know that every morning at dawn he walks
the shoreline, but he varies his route and time so as to avoid anyone getting to know his routine. But
catching him and getting away wont be easy as Allied guards patrol the beach.

The Table
The table should be 3 long and 2 wide. It should have water along one of the long sides which can
be up to 6 wide. Running along the edge of the water should be a 6 wide strip of sandy area. The
remaining parts of the board can be covered with trees, tall grasses, or rocks. There should be a raft or
small boat in the center of the board on the beach.

Set-Up
The Allied player starts with all his models off the board. They will be placed as they are drawn from the
Encounter Cards. The Axis player can set up his models on any of the three non-beach sides of the board
and within 3 of the table edge.

Characters
The Allied player will have one Grade 3 Allied Officer who cannot start the game with more than a
pistol, two Grade 1 Veteran Soldiers, and two Grade 1/2 Green Soldiers. The Axis player has one Grade
3 Axis Officer and four Grade 1 Commandos.

Victory Conditions
The Allied player wins if he can get the officer off any of the non-water sides of the board. The Axis
player wins if he can get the Allied Officer off the water side of the board.

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Amazing War Stories: Pulp Action in World War II

Encounter Cards
There are eight (8) Encounter Cards. The Encounter Markers should be numbered 1 through 8. At the
beginning of each turn, the Allied Player draws a card from the deck. If the card is one of the Allied
models, then it should be placed next to the mark that corresponds to the turn. For example, if the player
draws the Allied Officer on Turn 3, then the Allied Officer is placed at Encounter Marker 3. Each player
should place four of the Encounter Markers at least 6 from any board edge.

1. - 4.) Four of these cards will correspond to the Allied players models (1 if the Allied Officer, two are
the Grade 1 Veteran Soldiers, and one is the two Grade 1/2 Green Soldiers.)

5.) Low-flying aircraft: When this card is drawn a low-flying Allied aircraft passes overhead. For this
turn, Axis models can shoot without alerting other models to their presence. If, at the start of the next
turn, any model that has been shot at is still alive, it gives the alert and all models know of the Axis
presence and can act accordingly.

6.) Startled sea birds: A flock of seagulls is startled by the presence of the Axis soldiers sneaking through
their nesting area. The Allied player can make an attempt to spot any one Axis model at +2 to their BR
score.

7. -8.) The remaining two cards are nothing.

Special Rules
The Allied models, with the exception of the Allied Officer, begin on Guard Duty (see Main Rulebook)
when they are revealed. The Allied player can have them face any direction they choose. But they cannot
move toward or attack any Axis model until the model has been spotted.

Since the Allied models are on Guard Duty, the Axis models can use the Gettin the Drop rules from the
main rulebook for their models.

The Allied Officer must use its action to move to the center of the board, and onto the beach, unless an
Axis model has been spotted. If an Axis model has been spotted, the Allied Officer can act however the
player would like.

In order to capture the Allied Officer, the Axis player must render him unconscious. Because the Axis
commanders want the officer alive, the Commandos are doing everything they can to keep from killing
him. Any close combat attack against him can be made at -2 TH, but if the model does this, it can use
Hero Points to adjust location regardless of whether the model has Expert Fighter.

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Amazing War Stories: Pulp Action in World War II

Bring the Giant Down (3-Chapter Scenario)


Introduction
The jumpmaster held his hand up indicating five minutes to drop zone. Major Reid taps the young
lieutenant next to him. The man looks as green as his uniform. He leans in close and yells into the mans
ear. Five minutes till we jump!
The lieutenant nods and puts his head back down between his legs. The three other airborne soldiers
that are part of Major Reids team grin at the sick officer. Lieutenant Michaels was assigned to this
mission from an Engineering division. The reports and personnel records that Reid went through when
choosing the men for this mission, showed that Michaels was the best damn demolitions expert in the
European theater of operations. And despite his total lack of airborne experience, he is the most qualified
person for the job they have to do.
There is a key rail bridge, too small to be
targeted by the heavy bombers and too far to be
hit by the fighters, that needs to be taken out in
order to prevent the Germans from reinforcing
a key railroad junction that the Allies were
moving in on.
So, flying within a bombing run, then
peeling away five minutes before the jump,
the transport plane should be able to drop them
outside the town undetected. From there they
will meet up with local resistance fighters and
make their way to the bridge. Once its been
destroyed they are make their way back, as best
they can, to Allied lines.
Miniature by VF
The jumpmaster motions the squad to
get ready. Suddenly flak starts exploding all around the plane. It tosses and bucks, throwing men and
equipment about the cabin. A red hot piece of metal tears through the cabin, shattering the jump light
before embedding itself in the jumpmaster. The man stares blankly at Major Reid before slumping to the
floor.
The major starts grabbing the equipment chutes and tossing them out the door. He grabs the
lieutenant, still in shock at the death of the jumpmaster, and pushes him through the opening. The other
three men quickly follow one after the other. Major Reid takes one last look about the cabin and then
jumps as well.
He continues to hear flak as he descends and cranes his neck at a loud explosion. One of the German
shells has hit its mark and the entire right wing of the plane is in flames. Its too dark to see whether
the crew is able to make it out, but the plane plummets quickly toward the earth, a fiery arc in the sky.
Reid watches the death plunge until it disappears behind a treeline. The demise is punctuated by a loud
explosion a split second later.
There is no way for Allied command to know they made it out. No way for them to know if the
attack should proceed or held until they can bring more units into the fight.

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Amazing War Stories: Pulp Action in World War II
The Scenario Chapter 1
The first chapter for this scenario involves getting the Allied team off the board. The Allied models have
parachuted into Axis held territory. However, high winds have scattered them and their equipment about
the landing area. The Allied player needs to gather as much equipment as possible and exit the board

The Table
This is a 2 x 2 board and should have some scattered, but dense, trees and shrubs. There should be a
road that runs along one edge of the board.

Set-Up
The Allied player places one model in the center of the board then rolls to determine placement of the
remainder of his force. The Allied player should choose the next model and roll for direction on a d10.
1-2: Placed in the center of the board; 3-4: North of center; 5-6: South of center; 7-8: East of center;
9-10; West of center. After the direction is rolled, the player should roll another d10, this will be the
distance from the center that the model lands. So, if the Allied player places his first model in the center,
then rolls a d10 and gets a 7 (East) and then rolls another d10 and gets a 6, then the second model is
placed 6 to the East of the center model.

The Axis player rolls a d10 at the end of each turn. On a 1-5, the player can bring on the bard one Grade
1 Veteran Soldier or two Grade 1/2 Green Soldiers. They always appear at one end of the road or the
other. The Axis player may also get additional soldiers from Encounter Cards.

Characters
The Allied player gets one Grade 3 Officer, one Grade 2 Assault Engineer (who cannot be equipped with
more than 1 Explosive Type), and three Grade 1 Commandos. The Axis player will get several Grade

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Amazing War Stories: Pulp Action in World War II
1 and Grade 1/2 models depending on how they roll. The Axis player should have 6-8 figures ready as
well as one NCO figure.

Victory Conditions
The Allied player wins if he can manage to get his Officer and Assault Engineer off the board with
at least one additional Explosive. The Axis player must try to prevent the Allied Officer and Assault
Engineer from escaping with any explosives.

Encounter Cards
There are eight (8) encounter markers for this board. Each player should place four of them and they
should be placed prior to the Allied player setting his models up. All encounter markers must be at least
6 from any board edge.

1.) Axis Grade 2 NCO appears on the road edge. This model is placed at either end of the road and can
be activated as soon as his DG score would allow.

2.) This Encounter Maker is nothing.

3.) This is a Type III explosive.

4.) This Encounter Marker is nothing.

5.) Axis Grade 1 Veteran Soldier appears on the road edge. This model is placed at either end of the road
and can be activated as soon as his DG score would allow.

6.) This is a Type III explosive.

7.) This is a Light Machine Gun.

8.) This Encounter Marker is nothing.

Special Rules
An Allied bombing raid is taking place
not far from the landing site in order to
cover the deployment of the commando
force. So, gunfire does not bring
additional troops to the area.

Miniatures by VF

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Amazing War Stories: Pulp Action in World War II
The Scenario Chapter 2
The Allies have moved from their initial landing and now are in the town near the bridge. They need
to find one of the two resistance fighters in the town who know how to get close to the bridge without
being spotted. The Axis is trying to locate the Resistance Fighters before the Allies and find out from
them what the Allies are up to.

The Table
This is a 2 x 2 table which should have several buildings, a road and some small alleys. Players can feel
free to add other touches to liven up the board (town square fountain or statue, carts or cars, etc.)

Set-Up
The Allied player starts at one table edge and the Axis player will start at the opposite. Both sides should
start their models within 3 of the board edge.

Characters
The Allied side has any Grade 3 or 2 model that was not unconscious at the end of the last scenario and
all Grade 1 models that were not killed. Any model that was unconscious at the end of the last chapter
is considered to be recuperating in a farmhouse outside of town. The model will be available for the
third chapter. The Axis player gets one Grade 3 Gestapo Agent and three Grade 1 Veteran Soldiers. The
Axis player should also have a Grade 2 NCO and two Grade 1 Veteran Soldiers prepared as well (see
Encounter Markers).

Victory Conditions
The Allied player needs to find at least one of the Resistance Fighters and convince them to help bring
down the bridge. The Axis needs to find one of the Resistance Fighters and get them to talk. This
Chapter ends when one side is able to achieve their Victory Condition.

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Amazing War Stories: Pulp Action in World War II
Encounter Cards
There are eight (8) Encounter Cards for this board. If the Allied player has both his Officer and Engineer
in this chapter (one was not rendered Unconscious last chapter) each player will place four of the
markers. If The Allied player does not have both, then the Axis player should place 5 markers and the
Allied player 3.

1.) Resistance Fighter Emile: Emile is old and tired of the war. Any attempt to persuade him to join
the Allies will be done at -1. The Axis player has no benefit or detriment to their Interrogation. See
Character sheet at the end of this scenario.

2.) Informer: If the Informer is activated, he will immediately move toward the board edge. If he gets off
before the chapter ends, the Axis player can bring one Grade 2 NCO and two Grade 1 Veteran Soldiers
onto the board from any edge at the end of the turn.

3. - 6.) These Encounter Markers are nothing.

7.) The Fanatic Resistance Fighter: This model is a fanatic. He cannot be recruited or Interrogated.
If this card is drawn, the model immediately moves to attack the Axis models. The Allied player can
control him but he must be used to attack and cannot be used to check out other Encounter markers. See
Character sheet at the end of this scenario.

8.) Resistance Fighter Zola: Zola is committed to bringing down the Axis occupiers. The Allied player
gets +1 to getting her to join. The Axis player gets -1 to getting her to talk. See Character sheet at the
end of this scenario.

Special Rules
Interrogation/Persuasion
There can only ever be two models involved in an interrogation: the Interrogator and the Captive. Inter-
rogation is a comparative roll.

The Interrogator adds their BR and BW scores together and adds d10 roll.
The Captive adds their GT score to a d10 roll.

If the Interrogator scores higher, then the Captive needs to make a GT test. If they fail then the Interroga-
tor learns what he wants to know. If the GT test is passed, the Captives GT score is lowered by 1 for the
next round of interrogation. If the GT score ever reaches 0, the model immediately gives up the goods.

If the Captive scores higher, than 1 is added to the Captives GT score for the next round of interroga-
tion. If the Captives GT score ever reaches 10, then he has outlasted the Interrogator and will not give
up the information under any circumstances.

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Amazing War Stories: Pulp Action in World War II
Persuasion is a comparative BRAINS (BR) test. If the model attempting to persuade scores higher, then
the target model is persuaded and will join the Allied players side for the remainder of the scenario.

All wounds are removed from the previous chapter.

The Scenario Chapter 3


In this final Chapter of Bring Down the Giant, the Allies are making their attempt at bringing down the
bridge to prevent Axis reinforcements from crossing and flanking the Allied army.

The Table
This is a 3 x 2 board. A road extends down the middle of the board with a 1 long bridge in the center of
the board and a river bisecting the board that the bridge crosses over. The bridge should have at least one
pylon that is the target of the demolition charge. The river is not swift and can be swum at 2 per action.
There should be a small one-man guardhouse at either end of the bridge as well as a sandbagged position
on the Axis side. On either side of the bridge players can have trees or buildings.

Set-Up
If the Allied player was able to end the previous chapter by persuading a Resistance Fighter to join, then
the models start 6 onto the board, otherwise they start only 3 onto the board. If the Axis player was
able to end the previous chapter by getting information from a Resistance Fighter, then they start with
one Grade 1 Veteran Soldier in each guard house and two Grade 1/2 Green Soldiers with a light machine
gun in the sandbagged position and the remainder of their models start on the board edge. Otherwise, the
Axis player starts with a Grade 1/2 in each guard house, and the remainder of their models are placed on
the board at the beginning of the next turn and they have no light machine gun.

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Characters
The Allied side has both their Grade 3 Officer and their Grade 2 Assault Engineer. If either model
was rendered unconscious in the last chapter, the model receives no Hero Points for this chapter, but
all wounds are erased. The Allied side also has all Grade 1 models that were not killed in either of
the previous two chapters. They also receive the help of the Resistance Fighter that they were able to
persuade to join them or if the Axis ended the last chapter, then the Allies have the remaining Resistance
Fighter. The Axis side has one Grade 3 Officer, two Grade 2 NCOs, two Grade 1 Veteran soldiers, and
two Grade 1/2 Green Soldiers.

Victory Conditions
The Allied player wins if he can bring the bridge down. The Axis player wins if he can render both the
Allied Officer and Assault Engineer unconscious (without these two, the bridge cannot come down)
before the demolition charge has been set to explode. If the two models are rendered unconscious, but
the charges have been set to blow, the game should be continued until they go off to find out if they take
the bridge down.

Miniatures by GI
Encounter Cards
There are no Encounter Markers on this board, but there are still eight (8) Encounter Cards. Players
should alternate at the start of each turn, drawing a card. The player who won the previous chapter
should draw at the beginning of the first turn. When all the cards are used up, they should not be
reshuffled and reused.

1. - 4.) These Encounter Cards are all nothing.

5.) Bombing Run: The player that draws this card has been able to call in a bombing run. The player
picks a target point for a Type III explosive to land at. Then, the highest Grade model on that players
side attempts a BR test (if the player has two models of the same high Grade, it is left up to the players
discretion which one to use). If the test is successful, the Explosive lands on the target point. If the test
is failed, then roll a d10. 1: Lands on the model that called in the Bombing Run; 2: Lands on the center

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Amazing War Stories: Pulp Action in World War II
of the bridge; 3-4: North of target point; 5-6: South of target point; 7-8: East of target point; 9-10; West
of target point. After the direction is rolled, the player should roll another d10, this will be the distance
from the target point that the explosive lands.

6. ) Strafing Run: The player that draws this card has been able to call in a strafing run. The player picks
a target model for the run. The attack is from a light machine gun and the pilot has an HT score of 4, and
firing at Long Range.

7.) Reinforcements: If the Allied player draws this card, then a Resistance Fighter has shown up to help
the cause. The player should use the character sheet for the Fanatic Resistance Fighter from the previous
chapter. If the Axis player draws this card, then two Grade 1 Veteran Soldiers show up. Their stats will
be the same as the two existing Grade 1 Veteran Soldiers that the Axis player already has.

8.) Nightfall: The action has taken place too close to dusk and now the sun has set, blanketing the area in
darkness. All line of sight is reduced to 12.

Special Rules
All wounds are removed from the previous chapter. Heroic Running rules are in effect for this chapter.

The bridge support is a small support with a DR of 18 and 4 wounds. Models should need to either swim
to the support or have to climb down to it from the bridge.

Name: Emile Class: Resistance Fighter (Grade 2)

Location (Die Roll) Base DR Wound Level


Head (1) Brain=3 4 BR=3 BR=2 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=1 BW=1 Unconscious
Guts=8 GT=8 GT=8 GT=7
Arms (5-7) Heater=3 4 HT= 3 HT=2 HT=2 HT=1 No attacks
Shiv=3 SH=3 SH=2 SH=2 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 DG=2 DG=1 Crawl Only
Speed=5 SP=6 SP=5 SP=3 SP=2

Mount (50%) Dodge= DG= DG= DG= DG= DG= Mount


Speed= SP= SP= SP= SP= SP= Dead

Skills: Killer Instinct, Medical Knowledge, Sprinter +1, Stealth


Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --
Rifle -- -- -- 12 +1 6 24 +2 5 36 +1 5

Weapon: Rifle Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q


Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

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Amazing War Stories: Pulp Action in World War II

Name: Zola Class: Resistance Fighter (Grade 2)

Location (Die Roll) Base DR Wound Level


Head (1) Brain=3 4 BR=3 BR=2 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=1 BW=1 Unconscious
Guts=8 GT=9 GT=9 GT=8
Arms (5-7) Heater=3 4 HT= 4 HT=3 HT=3 HT=2 No attacks
Shiv=3 SH=3 SH=2 SH=2 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=4 DG=3 DG=3 DG=2 Crawl Only
Speed=5 SP=5 SP=4 SP=2 SP=1

Mount (50%) Dodge= DG= DG= DG= DG= DG= Mount


Speed= SP= SP= SP= SP= SP= Dead

Skills: Scope +1 TH, Quick +1, Sharpshooter +1, Nerves of Steel +1


Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --
Rifle -- -- -- 12 +1 6 24 +2 5 36 +1 5

Weapon: Rifle Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q


Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

Name: Fanatic Class: Resistance Fighter (Grade 2)

Location (Die Roll) Base DR Wound Level


Head (1) Brain=3 4 BR=3 BR=2 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=1 BW=1 Unconscious
Guts=8 GT=9 GT=9 GT=8
Arms (5-7) Heater=3 4 HT= 4 HT=3 HT=3 HT=2 No attacks
Shiv=3 SH=3 SH=2 SH=2 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 DG=2 DG=1 Crawl Only
Speed=5 SP=6 SP=5 SP=3 SP=2

Mount (50%) Dodge= DG= DG= DG= DG= DG= Mount


Speed= SP= SP= SP= SP= SP= Dead

Skills: Sharpshooter +1, Camouflage, Nerves of Steel +1, Sprinter +1


Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --
Shotgun -- -- -- 8 +3 8 20 -1 4

Exposive Type I BW+2 -1 5(x2) 2 -- 5

Weapon: Shotgun Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q


Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

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Amazing War Stories: Pulp Action in World War II

Weird Pulp WWII Scenarios


Betty Steele vs. Tobias Kroon (Solo Scenario)
Introduction:
November 1939:

Though officially not at war with Germany, President Roosevelt has allowed certain American
operatives to join Great Britains intelligence service under absolute secrecy. One of these operatives is
Major Betty Steele, adopted daughter to Colonel Richard Steele. Major Steele is stationed with a special
unit on the border between France and Germany outside the city of Mulhouse.
Recent rumors have brought the team to the area. French intelligence reports strange tales coming
from the German city of Frieburg, on the outskirts of the Black Forest. The people are reporting seeing
soldiers, thought killed in Poland, walking at the edges of the forest. One story relates that a farmer,
convinced he saw his dead son walking in the field, followed him into the forest. Several days later,
some locals found him barricaded in his house gibbering nonsense about dead, soulless eyes.
Major Steele and her team are ordered to infiltrate the area under cover of darkness and find out what
the Nazis are up to.
*****

Miniatures by RP and BG

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Amazing War Stories: Pulp Action in World War II
Betty checks the gauge on her rocket pack for the third time in the last ten minutes. It still reads
nearly empty. What a SNAFU this is, she muses. The guide they had been told to contact by Intelligence
turned out to be a Nazi sympathizer. An hour into the forest, he led them into an ambush. The fighting
was fierce and she was just able to escape, flying herself and Sgt. Nelson farther into the woods.
The strain on the rocket pack had been too great, though. It burned up more of the fuel than she had
planned and to top it off, now theyre wandering aimlessly through the Black Forest trying to find some
clue as to whats been going on. Crouching on the ground next to her, Sgt. Percival Percy Nelson,
examines a game trail. She taps him on the soldier.
Yes, lass? He says, rising from his position.
Any ideas?
Aye. Seems someones gone to a lotta trouble to hide movement on this trail. Sgt. Nelson had been
a game warden for most of his life, moving from positions in England and Scotland to then joining the
military prior to war breaking out. Its gonna take some time, but we should be able to follow them
back to their source.
Excellent work sergeant. Now lets find out what the Nazis are hiding in here and give them a little
payback for that ambush.

The Scenario
This is a solo scenario allowing a player to control two Allied soldiers while the Germans are controlled
by die rolls and situation modifiers.

The Table
Unlike most boards, this one will be ever changing. Players should pick a direction on the table to
represent north. This will be important as new terrain is laid out according to the cardinal points
throughout the game. There are six potential boards, each 1 x 1. Players do not need to build individual
sections, a pair of rulers can easily be used to denote the boundaries for each board.

Board 1 (Starting board): This is a standard wooded board.


A few rocks and shrubs can be scattered about with the
trees.

Board 2: Another wooded board. A few rocks and shrubs


can be scattered about with the trees.

Board 3: A swampy area amongst the trees. A depression


in this section of the woods has caused water to collect and
turn this area into a marsh. All models subtract 2 from
their movement (movement never reduced below 1).

Board 4: Another wooded board, but across the center of


this one, blocking the path of the heroes is a fence. The
fence should be about 4 in height. There should be clear
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Amazing War Stories: Pulp Action in World War II
ground on 3 of either side of it. The models cannot move around the fence (even if this board is placed
next to another board and the fence ends at it).

Board 5: The guardhouse. A small building roughly 3 x


3 should be placed near the center of the board. About
2 all around the building should be clear of obstructions.
The rest of the board should be wooded. There will be
one Grade 1 Veteran Soldier in the guardhouse along with
whatever additional guards are drawn from the Encounter
deck. This guard is lounging as nothing ever happens out
here in the woods, so all his spotting rolls are done at -2 to
his BR.

Board 6: The Lab! At the end opposite where models


enter the board will be the lab compound. It should cover
roughly half of the foot-square space. There should be a
3 deep tree line where the heroes come on. The rest of the
board should be open. Players can feel free to put crates or
vehicles in the open ground.

Setup
Characters begin on the south edge of board one. Once
the models are placed, the player should draw one Map
Card and one Encounter Card. As a model enters each new LAB
board, a new Encounter card should be drawn.

The Characters
The Allies have Major Betty Steele (see Personalities)
and a Grade 2 Assault Engineer. The Axis side consists
of Professor Tobias Kroon (see Personalities), A Grade 2
NCO, several Grade 1 and Grade 1/2 German Soldiers and
6 Nazi Zombies.

Victory Conditions
The Allied soldiers win if they can successfully blow up the
Lab where Tobias Kroon has been creating his undead soldiers.

Map Cards
There are five Map Cards (the starting board does not get one.) Each card will list one of the boards
previously described and a location for it. If you should draw a card that would place a Board in a
position already occupied, you should move that Board to the first available position, clockwise, from
where it should have been placed.
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Amazing War Stories: Pulp Action in World War II
Encounter Markers
Unlike the normal Encounter Markers, events for this game are drawn as soon as a player enters a new
board (with the exception of Board 6). There will be 10 Encounter Cards. Five of them will be duds with
no encounter.

Four of the cards will represent guards on patrol. Each card will list a number of guards and their
route (SE corner to NE corner, etc.). Guards always move in a straight line for their patrol. They are
considered to be on guard duty as per the Main Rulebook. The alert status of the guards will be affected
by whether any gunfire has taken place on previous boards.

1.) A Grade 1 Veteran Soldier. He will start at the center of the North edge and move to the South edge,
exiting the board if he does not spot either of the Allied models.

2.) Two Grade 1/2 Green Soldiers. They will start on the center of West edge of the board and exit off
the East edge if they do not spot either of the Allied models.

3.) Two Grade 1/2 Green Soldiers. They will start on the Northeast corner of the board and exit off the
Southwest corner if they do not spot either of the Allied models.

4.) A Grade 1 Veteran Soldier. He will start at the Southeast corner and move to the Northwest corner,
exiting the board if he does not spot either of the Allied models.

5.) Minefield: The minefield is 5 wide and extends across the length of the board. Models cannot go
around it, they can either go through it or over it. If the model moves just 1 each turn while in the 5
strip, then no mine is triggered (the model is being cautious). If the model moves 2 each turn, then
it must draw from this Mine deck (4 mine cards and 4 Nothing cards) to see if a mine is set off. If the
model moves more than 2, then a card must be drawn for each 1 of movement. If all the Trap cards are
used, the deck should be reshuffled and placed out again if needed.

Special Rules
All Guards are considered to be on Guard Duty if they enter the board and no fighting is currently taking
place. Allied models can use the Gettin the Drop rule from the Main rulebook.

If the heroes are spotted and attempt to flee off a board, the guards will follow them. They will only
shoot if they are on the same board as the heroes.

If a guard is disarmed (see Close Combat from the Main rulebook) then he will surrender if all other
guards on the board are disarmed or killed. Models that surrender are removed from play.

All guards make spotting tests at +2 if there has been gunfire or a mine has been detonated. If gunfire
goes for more than 1 turn, then at the end of each subsequent turn, the player should roll a d10. On a

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Amazing War Stories: Pulp Action in World War II
roll of 1, they should draw another card from the Encounter deck. If all cards have been drawn, the deck
should be reshuffled and started again.

Board 6 will have Professor Kroon and the Nazi Zombies in the building. There are two Grade 1 Veteran
Soldiers on this board as well. They will start next to the entrance of the building. As soon as the player
exits the treeline or begins shooting at the guards, Kroon sends the zombies out to attack. If all of the
zombies have been killed, Kroon will exit the building and attempt to get off the board. He will only
shoot if an Allied model is in his way.

The small lab building has a DR of 16 and 4 wounds.

Betty Steeles Rocket Pack is low on fuel, she can only use it three times before the fuel is expended.
If she is in the air at the end of one turn, then she starts off the following turn in the air and that would
count as two uses.

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Amazing War Stories: Pulp Action in World War II

Airship Over the Ardennes


Introduction
Whoo Whee! Its dang pretty a thousand feet above Jerrys home turf.
You can say that again Texas. Who woulda thought that Ma Wileys boy would be zipping through
the clouds above the Reich with nothing but a flaming rocket on his back.
Cut the chatter back there. Were getting in range of the receivers on that German airship and if we
lose the element of surprise, Ma Wileys boy is going to be nothing but a stain on German soil.
Major Romanowski motions his men into a steady climb. They need to get above the airship in
order to put less strain on their already low fuel reserves. They had been on the Eastern front helping
the Russians out when the urgent call communication came in. General Shaw had been captured by
German Rocket Troopers. Heavy fog kept the Allied Fighters grounded. And even without the fog, no
one wanted to contemplate having to shoot their own General down. So, with Major Steele and the 3rd
Rocket Corp helping Tito and his men, Allied Command summoned Major Romanowski and the men of
his 9th Rocket Corp. to make as much haste to the last known coordinates and heading of the German
airship and retrieve the General.
The problem with these orders is, the 9th Corps was only slightly closer than the 3rd Corps. The
amount of fuel they have had to burn in order to reach the airship and find it has left their tanks near
empty. If theyre lucky enough to find the German airship and rescue the General, they may to have the
fuel to land safely back on solid ground.
Major?
I said to cut the chatter soldier.
But sir, I think thats the airship below us.
Romaowski looks down to see the largest flying barge he has ever seen. The thing is the size of two
football fields. It has aircraft lined up on its deck and a huge command structure at the rear. Several large
props on the sides keep it airborne. He cant see the bottom, but Romanowski assumes its got at least
some hydrogen bags underneath.
Through the thick, high-altitude gloves, each man prepares his weapon. A large part of their post-
flight training was learning to manipulate their weapons with the heavy gloves on. The gloves were
attached to the sleeves of their jacket and once a member of the corp landed, he could shake the gloves
off and begin fighting without fear of losing the gloves for any return flight.
The Major signals the men around him to cut their mics so there would be no accidental
transmissions on their descent. Each man knows his assignment. They will land at different points and
begin their sweep of the airship. At best they have five, maybe ten minutes before the guards spot them.
At worst, the flak gunners see them while they are slowing down to land and none of them makes the
deck.
The Majors grim face his hidden by his helmet as he flips the safety off on his .45 automatic. The
squad had been in tight spots before, but none of them bothered to ask the obvious question when they
set out on this mission; how would they get the General off the airship? They carried no extra Rocket
Packs and fuel is too low to taxi him to the ground. Even if everything goes perfect, someone is not
coming home from this mission.

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Amazing War Stories: Pulp Action in World War II
The Scenario
Elements of the 9th US Rocket Corps. on their way back from a mission on the Eastern front are ordered
to intercept a Nazi Airship that is carrying a captured US General. The unit races to find the General and
get him out of the clutches of Field Marshall Kluge. But Rocket fuel is low and the teams need to move
fast. Can they save the General in time? Or will they fall victim to the German airmen?

The Table
The board for this scenario should be 3 long and 2 wide. It will represent the airship. Players should
feel free to let their imaginations go wild when designing their airship, but about 18 x 24 should be
the interior control areas of the airship (including holding cells, control room, engine room, sleeping
quarters, etc.) Getting ideas from aircraft carriers and dirigibles of the time could be helpful in designing
your layout.

Set-up
The Allied Rocket Corp models will be set up 2 from the front of the airship. The Axis models will be
placed as Encounter Cards are drawn (see Encounter Cards).

Characters
The Allied player gets one Grade 3 Rocket Trooper Officer, one Grade 2 Rocket Trooper NCO, and three
Grade 1 Rocket Troopers. The Axis player gets Field Marshall Kluge (see Personalities), one Grade 2
NCO, two Grade 1 Raketentruppen, 8 Grade 1/2 Green Soldiers.

Victory Conditions
The Allied player wins if the General is able to get off the board with at least one other Allied model
(note that jumping off the edge of the airship does not count as getting off the board). The Axis player
wins if he can prevent this.

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Amazing War Stories: Pulp Action in World War II
Encounter Cards
There are twelve (12) Encounter Cards for this scenario. The Axis player will place all 12 Encounter
markers on the board. They can be placed anywhere on the board but no two can be placed in the same
room together or within 3 of each other in a hallway or on the flight deck.

At the beginning of each turn, the Axis player draws a card from the deck, the player can then decide
which encounter marker to assign to that card. Models are placed immediately. If the card turns up
Nothing, then the encounter marker assigned to it is removed from play.

1.) The captured General. He is tied and cannot move from where he is placed until an Allied model has
come to free him. Once freed, the Allied player can activate him as any other Allied model.

2.) Field Marshall Kluge. The Field Marshall has no set pattern and the player can move him freely
about the board. Like Guards, though, he will need to spot an Allied Soldier in order to react to him as
though he is on Guard Duty.

3.) Grade 2 NCO. The Grade 2 NCO is making the rounds. He will not enter any room unless the alarm
has been sounded or he has spotted an Allied model that enters a room. He can walk in any hallway or
on the flight deck.

4.) Grade 1 Raketentruppen. He has just come in from patrol. He will head toward the nearest room
and enter it. If he is already in a room he will stay in it until someone enters or the alarm is sound. His
Rocket pack is almost empty and can be used only once.

5.) Grade 1 Raketentruppen. He is going out on patrol. He will move to the Flight deck and then fly off
the front edge of the Airship unless the alarm sounds before he takes off or he spots an Allied model. He
will continue flying until he exits the board.

6.) Two Grade 1/2 Green Soldiers. These two soldiers are on duty at the spot where they are placed.
They Will not move from this position unless they spot an Allied model or the alarm is sound.

7.) Two Grade 1/2 Green Soldiers. They can move in any direction up to their full movement, but must
return to their starting point on their next activation unless they have spotted Allied models or the alarm
has been sounded.

8.) Two Grade 1/2 Green Soldiers. They can move in any direction up to their full movement, but must
return to their starting point on their next activation unless they have spotted Allied models or the alarm
has been sounded.

9.) Two Grade 1/2 Green Soldiers. These two soldiers have just finished guard duty. They will head to
the nearest room and stay there until someone enters or the alarm is sound.

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Amazing War Stories: Pulp Action in World War II
10. - 12.) These are nothing. If a card with Nothing is drawn, the Encounter marker it applies to should
be removed.

Special Rules
All guards start on Guard Duty unless specified otherwise. Gettin the Drop rules from the main
rulebook are in effect.

The Axis player cannot execute the General. Until the model actually comes under the control of the
Allied player, the General cannot be harmed by the Axis player.

Alarms: At the starting point for each guard (where the encounter marker is) is an alarm. A guard must
spend an action to trigger the alarm. This means they cannot move and trigger it, they must already be in
base contact with the marker. When an alarm is tripped, then the Axis player can activate all their models
that are currently on the board, as they wish with the exception that at least one model must go to the
General and guard him. Gunfire and explosions will also act as alarms within the enclosed portion of the
Airship, though close combat fighting will not. Only explosions will trigger an alarm on the flight deck.

Because the Allied Rocket Packs are almost out of fuel, instead of exploding on a roll of 1 on a d10, the
pack is instead out of fuel and can no longer be used. Models can discard it to eliminate the penalties of
carrying it.

Name: General Peterson Class: Allied Officer (Grade 3)

Location (Die Roll) Base DR Wound Level


Head (1) Brain=3 4 BR=4 BR=3 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=2 BW=2 BW=1 Unconscious
Guts=8 GT=9 GT=9 GT=9 GT=8
Arms (5-7) Heater=4 4 HT= 6 HT=6 HT=5 HT=4 HT=3 No attacks
Shiv=3 SH=3 SH=3 SH=2 SH=1 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=3 DG=2 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2 SP=1

Mount (50%) Dodge= DG= DG= DG= DG= DG= Mount Dead
Speed= SP= SP= SP= SP= SP=

Skills: Dead Shot, Sharpshooter +2, Directed Fire, Genius +1, Tactics +1, Nerves of Steel +1

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q
Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

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Amazing War Stories: Pulp Action in World War II

Escape from Hell Castle!


Introduction
Grant rubs the sore spot on the back of his skull. He can feel the lump but already the swelling is
going down. Its a good thing that he has the serum coursing through his body, any other GI would be
talking to St. Peter right about now after the blow he took to the back of his head. He rises slowly and
shakes the effects of the blow off. A quick inventory shows the SS men have removed everything of use
he may have had. His gun, ammo belt, and ruck sack are all missing.
Smiling, Sgt. Grant moves toward the door of his cell. He thinks about the plan he and his men were
sent in with. It was brilliant and worked perfectly. Of course, to make it work, he had to take that vicious
rifle butt to his noggin, but the resistance leader they were sent to get out is too heavily guarded to try
and sneak into the prison. Grant and his men had to let themselves be captured.
From the tiny barred window in his door, Sgt. Grant can see the anxious faces of his men peering
toward his door. They all smile broadly when they see his grizzled mug appear in the light. He motions
them all back away from their doors to lay low until he gives the signal. They are good men all of them.
Hes been with a few since basic. They didnt know about the serum then. He had to fake struggling just
to keep his cover intact. But you dont spend months with a group of guys being shot at, bombed, knifed
by SS cultists in black robes, attacked by dead Germans, or plummeting down cliffs grappling with
some kind of Nazi Vampire without spilling a few of your secrets.
But his biggest secret was the one he kept from the Germans when they caught him and his men
sneaking through the French countryside. His left hand is wrapped tightly in bloody bandages which he
starts to unwind now. Grant knew that the Germans would rifle through his pockets and clothing. They
are fanatical about searching prisoners. He even made sure to hide a few things for them to find. All of
this he set up to divert their attention from his wounded hand.
The last bandage is pulled free and Grant flexes the metallic hand now revealed. He lost his real hand
on his first mission. Thats what tipped the squad off to something being different about their sergeant.
For everyone else, it would have been the ticket home, but Sgt. Grant was back on the line within a
week. His boys were smart enough to know something was up. They were also smart enough to never
say anything. They all know and yet they treat him as they would any other sergeant.
Moving back to the door, Grant signals for OConnor to start making a ruckus. OConnor is a loud
Irishman. His booming voice can outshout a German 88. And hes hollerin like hes trying to call Allied
air command back in Britain. The two guards rush down the hall, weapons at the ready. Grant steadies
himself and waits. Their boots approach and just as they are about to reach the door, Sgt. Grant smashes
through the oaken barrier with his metal fist. The wood splinters and the sergeant barrels into the hall
smashing both guards with a single blow.
Grant waits for a moment listening. He smiles again. OConnors yelling masked his escape
perfectly. With all quiet now, the rest of the Nazis in the castle probably feel that the guards have dealt
with the troublesome noise. No more need to smash in doors now, Grant thinks to himself as he lifts
the keys off the body of one of the guards. He quickly rushes from door to door, letting his men out. He
hands out the weapons from the guards.
Alright boys, weve got business to attend to.

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Amazing War Stories: Pulp Action in World War II
The Scenario
The Allied soldiers have allowed themselves to be captured in order to get into the castle that holds the
Resistance Leader prisoner. They must find her and escape from the castle, while starting off nearly
unarmed but with the element of surprise on their side. Allied intelligence could not confirm where in
the castle she is being held so the rescuers will have to search quickly before more guards than they can
handle arrive.

The Table
The layout should cover a 2 x 2 space. Players should feel free to set up rooms and hallways as they
see fit, but there should be holding cells at one edge of the board. There should not be so many rooms
that the Allied player will have to open dozens of doors to find the Resistance Leader, but there should
be enough to make it a challenge. There should also be at least three exits off the board on three different
board edges at least 6 from one another.

Set-up
The Allied models are placed in the cell block but outside their cells. The Axis models will be placed as
Encounter Cards are drawn (see Encounter Cards).

Characters
The Allied player will have Sgt. Steve Grant (see Personalities) or they can take their own Grade 3 Super
Soldier. They will also have one Grade 2 NCO and two Grade 1 Veteran Soldiers. The Allied player will
not start with any weapons, but the figures must be constructed as though they did take them (a Grade 1
Veteran Soldier only gets 3 Attributes and 2 of those must be used to take a rifle even though he wont
have it). The Axis player will have one Grade 3 Gestapo Agent (can carry pistol or other non-firearm
only), one Grade 3 Axis Officer (can carry pistol or other non-firearm only), one Grade 2 NCO, two
Grade 1 Commandos, and six Grade 1/2 Green soldiers.

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Amazing War Stories: Pulp Action in World War II
Victory Conditions
The Allied player wins if the Resistance Fighter is freed and escapes the castle with at least one other
friendly model. The Axis player wins if this is prevented.

Encounter Cards
There are twelve (12) Encounter Cards for this scenario. The Axis player will place all 12 Encounter
markers on the board. One of them must be placed in the holding cell. The remainder can be placed
anywhere on the board but no two can be placed in the same room together or within 3 of each other in
a hallway.

At the beginning of each turn, the Axis player draws a card from the deck, the player can then decide
which encounter marker to assign to that card. Models are placed immediately. If the card turns up
Nothing, then the encounter marker assigned to it is removed from play. On the first turn, the card that
is turned over must me placed at the cell block encounter. If it is an Axis model, it begins the game
already eliminated and its equipment is switched to the Allies. The only exception to this is if the first
card turned over is the Resistance Fighter. This card should be reshuffled into the deck and another card
drawn.

1.) Resistance Fighter: This card is the


captured Resistance Fighter (see stat sheet
at the end of the scenario) and the Gestapo
Agent and Axis Officer. All three will begin
in the same room together. The Axis player
can freely move either of the Axis models,
but at least one of them must remain in the
room with the Resistance Fighter. Once
the Allies have entered the room with the
Resistance Fighter, the Allied player controls
her.

2.) Sleeping NCO: The Axis NCO model is


asleep in a chair. Unless the alarm has been
set off, he will remain sleeping. If a model
approaches within 3, he can make a BR test Miniature by GI
to wake up but cannot react until his activation. If he is in a room, he gets +1 to his roll and gets to roll
immediately (not when a model gets within 3) as the doors in this castle are very squeaky.

3.) Veteran Soldier: This guard is committed and alert, the pride of the Axis forces. His gets +2 to his
BR test for being on guard duty. He can move in any direction up to his full movement, but must return
to his starting point on his next activation unless he has spotted Allied models or the alarm has been
sounded.

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4.) Veteran Soldier: This guard is committed and alert, the pride of the Axis forces. His gets +2 to his
BR test for being on guard duty. He can move in any direction up to his full movement, but must return
to his starting point on his next activation unless he has spotted Allied models or the alarm has been
sounded.

5.) Green Soldiers: Two Green Soldiers on guard duty. They can move in any direction up to their full
movement, but must return to their starting point on their next activation unless they have spotted Allied
models or the alarm has been sounded.

6.) Green Soldiers: Two Green Soldiers on guard duty. They can move in any direction up to their full
movement, but must return to their starting point on their next activation unless they have spotted Allied
models or the alarm has been sounded.

7.) Green Soldiers: Two Green Soldiers on guard duty. They can move in any direction up to their full
movement, but must return to their starting point on their next activation unless they have spotted Allied
models or the alarm has been sounded.

8.) Stash of Grenades: This is a small box of hand grenades. There are three Type II explosives in it.

9. - 12.) These are nothing.

Special Rules
All guards start on Guard Duty unless specified otherwise. Gettin the Drop rules from the main
rulebook are in effect.

The Axis player cannot execute the Resistance Fighter. Until the model actually comes under the control
of the Allied player, the Resistance Fighter cannot be harmed by the Axis player.

Alarms: At the starting point for each guard (where the encounter marker is) is an alarm. A guard must
spend an action to trigger the alarm. This means they cannot move and trigger it, they must already be
in base contact with the marker. When an alarm is tripped, then the Axis player can activate all their
models, currently on the board, as they wish with the exception that at least one model must stay with
the Resistance Fighter as a guard. Gunfire and explosions will also act as alarms, though close combat
fighting will not.

Non-traditional fighting: Before the game, players should decide what types of rooms there are in the
castle. These rooms are assumed to contain the things that would normally be in them (for example a
mess hall would have tables, plates, cups; a dormitory would have a bunk and foot locker; etc.) Models
can use these items for non-traditional combat. That means throwing things at another model to distract
them but not wound them or overturning tables to hinder them.

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If a model throws an object or overturns a piece of furniture on another model, the model being attacked
this way, must make a DG test. If it fails, the model loses its next activation. If the model successfully
dodges they are considered to have moved half of their movement on their next activation. However,
models can only throw things their BW+2, but any target beyond 3 that successfully dodges suffers no
penalty. Models can move and throw an object, but can do nothing else and throw an object.

Super soldiers, Russian Flesh Constructs, and Zombies are unaffected by nonlethal things being thrown
at them. They just barrel right into the objects.

Name: Marie Laurent Class: Resistance Fighter (Grade 2)

Location (Die Roll) Base DR Wound Level


Head (1) Brain=3 4 BR=3 BR=2 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=1 BW=1 Unconscious
Guts=8 GT=8 GT=8 GT=7
Arms (5-7) Heater=3 4 HT= 4 HT=3 HT=3 HT=2 No attacks
Shiv=3 SH=4 SH=3 SH=3 SH=2 Cannot carry
Legs (8-10) Dodge=3 4 DG=4 DG=3 DG=3 DG=2 Crawl Only
Speed=5 SP=6 SP=5 SP=3 SP=2

Mount (50%) Dodge= DG= DG= DG= DG= DG= Mount


Speed= SP= SP= SP= SP= SP= Dead

Skills: Pugilist +1, Quick +1, Sharpshooter +1, Medical Knowledge, Sprint +1

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW+1 -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q
Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

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Amazing War Stories: Pulp Action in World War II

Horror of the Golden Calf (3-Chapter Scenario)


Introduction
Captain Bedford brushes the dust from his pants as he approaches the Generals tent. His unit had
only been in North Africa about three weeks and theyd already received two stern reprimands. He
knows that if he is being summoned for a third one, he can kiss his Captains bars good bye. Outside the
flap he straightens himself up and puts on his best military-officer-attitude.
Sir! he barks as he enters and stands at attention.
The General is an average size man, balding, with a disarming smile that hides a keen intellect and
a by-the-books officer. The small folding table in front of him is strewn with papers and maps. He looks
up over his reading glasses and gestures for the Captain to sit down.
Ill be with you in one second Captain, he adds. He makes a few notes and puts his pencil down.
He removes his glasses and rubs the bridge of his nose between his thumb and index finger. The
Americans have only been in North Africa for a month, but already the toll of the war is weighing down
on the General. Captain Bedford notices that the lines around his mouth and eyes have grown deeper.
Captain, I see from your file that your father is a preacher.
Sir?
Your father is well-versed in the Bible? The General asks.
Yes sir. He has a small ministry in Indiana.
So, Im guessing that he had you learning it inside and out? Are you familiar with the story of
Moses?
Yes sir who isnt. The Captain quickly adds, Pardon my frankness.
So you know about the Golden Calf and what Moses did with it?
When he came down from the Mountain and found them worshipping a golden calf, he melted it
and ground the gold to powder. He then made the Israelites drink it.
Captain, the General began, what if I were to tell you that version is not the whole story? You see,
there are certain texts that were written that have been excluded from the Bible, from the Torah and from
the Koran. These texts say that when Moses was melting the calf, the head, partially melted, fell from
the body. A small group of those who had worshipped the calf rushed forward and snatched it up. The
Israelites drove them into the desert, but never caught them. The group disappeared from all but a few
records, most of which have not survived the ravages of time.
If I may continue my frankness, sir, Id say that your story sounds like something out of one of
those lurid magazines I read before the war. Bedfords boldness surprises himself. He hopes his candor
will go over favorably with the General.
The General smiles, Well Captain Bedford, you and a few of your men are going to get a chance to
find out whose story is correct. One of our agents was able to smuggle a copy of a map out from under
the noses of the Nazis. Seems the Germans are going after this calfs head and if the Germans want it,
we want it before them. Youll have to travel light and fast as you will be heading into territory that
neither army controls. You leave at 0500 tomorrow.
The General rises from his chair and Captain Bedford does the same. He salutes and exits the tent,
his head whirling from the conversation. Jim, what have you gotten yourself into now?

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Amazing War Stories: Pulp Action in World War II
The Scenario Chapter 1
Both the Allies and the Axis have access to a map that supposedly shows the final resting place for the
Golden Calfs Head, but they still need to get there and that requires the help of a local guide. There are
two that know the mountainous area where the map leads and they must be found and convinced to help.

The Table
This 2 x 2 board should have scattered desert style buildings there should be at least five buildings and
enough terrain to clock line of sight. Alternately players can make it a Bedouin style camp with tents
replacing the buildings.

Set-up
The models are set up on opposite sides of the board and within 3 of the table edge.

Characters
Each player should take eight Grade levels of models. There should be only one Grade 3, and the rest
can be any combination of Grade 2s, Grade 1s, and Grade 1/2s. The only restriction is that players
cannot take more than one rocket pack for their team. This team will be used through the next two
chapters as well (minus any losses that may occur).

Victory Conditions
This chapter ends when one of the players is able to convince a guide to join their team.

Encounter Cards
There are eight (8) Encounter Cards for this Chapter of the scenario. Each player should place four of
the Encounter markers. The markers should be placed at least 7 from any model. They can be placed in
buildings or on the roofs of buildings.
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Amazing War Stories: Pulp Action in World War II

1.) Guide: Ali bin Salah is the younger of the two guides. He does not know the area as well as the older
guides but he is more brash. Any attempt to persuade him to join the Allies will be done at -1. The Axis
player has no benefit or detriment to their Persuasion. See Character sheet at the end of this scenario.

2.) Guide: Aariz bin Jazi is older and wiser than Ali. He seeks only an end to the conflict in his homeland
and knows that the Axis gaining the Golden Calfs Head would only prolong the fighting. The Allied
player gets +1 to getting him to join. The Axis player gets -1 to getting him to join. See Character sheet
at the end of this scenario.

3. -4.) These are nothing.

5.) Sniper shot: Someone does not want you to find the resting place of the Golden Calfs Head. The
shooter fires and then disappears into the maze of buildings and alleys of the town. The shot is fired with
an HT score of 4 and a rifle at medium range. There are no cover bonuses.

6.) Sniper shot: Someone does not want you to find the resting place of the Golden Calfs Head. The
shooter fires and then disappears into the maze of buildings and alleys of the town. The shot is fired with
an HT score of 4 and a rifle at medium range. There are no cover bonuses.

7.) Scarab Pot: From out of a darkened window, a clay pot has been tossed and inside are dozens of
hungry scarab beetles. The model must pass a DG test or they quickly swarm about the model. A
model that is covered by the swarm takes a WS 2 hit to one random location and must spend their next
activation brushing the beetles off.Once brushed off the beetles scatter into the town.

8.) Scarab Pot: From out of a darkened window, a clay pot has been tossed and inside are dozens of
hungry scarab beetles. The model must pass a DG test or they quickly swarm about the model. A
model that is covered by the swarm takes a WS 2 hit to one random location and must spend their next
activation brushing the beetles off. Once brushed off the beetles scatter into the town.

Special Rules
The Interrogation/Persuasion rules from Bring the Giant Down should be used.

This Chapter ends when one side is able to persuade a guide to join. The team that does persuade the
guide will use that model as part of their team in the next chapter.

The Scenario Chapter 2


Having secured the services of a guide, one of the teams has a lead over the other, but both must now
make it through the mountains shown on the map that they both have to a tunnel entrance that leads to a
hidden valley. But someone or something still lurks in the hills trying to stop them.

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Amazing War Stories: Pulp Action in World War II
The Table
This 2 x2 board is a mountainous and rugged pass. There should be lots of rocky areas and plateaus
scattered around the board.

Set-up
The player that was able to get the guide in the last Chapter picks a side of the board to enter from
and can start up to 6 onto the board. The player that did not secure a guide will place models on the
opposite board edge and models must start at the edge of the board.

Characters
Both players can continue to use any model not killed in the last chapter. Any model that was rendered
unconscious can be used but will have no Hero Points for this chapter. Any Grade 1 model that fled the
board in the previous chapter due to panic is considered killed. Any Grade 2 or 3 model that fled the
board due to panic suffers the same effects as having been rendered unconscious. The player who was
able to get the guide in the last chapter will also be able to use the guide as part of the team.

Victory Conditions
Both players are trying to find the entrance to the hidden valley. This scenario will end when the first
model reaches the entrance.

Encounter Cards
There are eight (8) Encounter Cards for this Chapter of the scenario. The player who won the previous
chapter will place all eight of the Encounter markers. The markers must be placed at least 6 from any
model.

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Amazing War Stories: Pulp Action in World War II
1.) The Marker for the entrance: The entranceway for the valley is marked by a standing stone that
points to its location. The model that finds the marker must take a BR test to successfully read the
inscription and locate the entrance. If the model succeeds, then the entrance is placed anywhere 6 from
the Encounter marker. If the model fails, then the players opponent places the entrance up to 12 from
the Encounter marker.

2.) Ambush: The model is attacked by two Sons of Baal (see Character sheet at the end of this scenario).
These models will attack the nearest model to them. They will continue to attack until killed or driven
off. If they kill or render a model unconscious, they will move to the next closest model.

3.) Ambush: The model is attacked by two Sons of Baal (see Character sheet at the end of this scenario).
These models will attack the nearest model to them. They will continue to attack until killed or driven
off. If they kill or render a model unconscious, they will move to the next closest model.

4.) Ambush: The model is attacked by two Sons of Baal (see Character sheet at the end of this scenario).
These models will attack the nearest model to them. They will continue to attack until killed or driven
off. If they kill or render a model unconscious, they will move to the next closest model.

5.) Falling Rocks: Loose rocks from the surrounding cliffs come crashing down on the model. The
model must take a DG test. If the model fails, then it is hit by the falling rocks (WS 4, 2 hit locations). If
the model passes, then the rocks fall harmlessly to the ground.

6.) Falling Rocks: Loose rocks from the surrounding cliffs come crashing down on the model. The
model must take a DG test. If the model fails, then it is hit by the falling rocks (WS 4, 2 hit locations). If
the model passes, then the rocks fall harmlessly to the ground.

7. - 8.) These are nothing.

Special Rules
All models have their wounds erased from the previous chapter before starting this one. As stated under
Characters, any model that was rendered unconscious in the last chapter will receive no Hero Points for
his team.

Proximity to the evil of the Golden Calfs Head has twisted the minds and bodies of the Sons of Baal.
Their long robes hide these changes when they need to walk among other men. But if a model is in close
combat with a Sons of Baal model, then their hideous deformities are revealed, which is why they have
Fear Grade 1 as one of their abilities.

This scenario ends when the first model moves into the entrance to the hidden valley. All combat should
stop as everyone is now assumed to be racing toward the entrance.

84
Amazing War Stories: Pulp Action in World War II
The Scenario Chapter 3
The hidden valley has been found and now the players must find the Golden Calfs Head. But the
twisted descendants of the original followers will be trying to stop both sides. The first player to escape
with the Golden Calfs Head wins.

The Table
This 2 x 2 board represents the hidden valley. There should be trees and buildings within. The buildings
can be ruins as the Sons of Baal have not spent much time in maintaining them, but there should be at
least one that represents a temple and it should be placed close to the cliff faces and at least 12 from
any model. Any other scenery that would appear in a bronze age village can be used. There should also
be a pit or large well. This will not be placed immediately but will appear once a player has located it.
Two of the board edges will be impassable cliff faces.

Set-up
Players will set up in the center of adjacent board edges.

Characters
Both players can continue to use any model not killed in either of the last two chapters. Any model that
was rendered unconscious can be used but will have no Hero Points for this chapter. Any Grade 1 model
that fled the board in the previous chapter due to panic is considered killed. Any Grade 2 or 3 model that
fled the board due to panic suffers the same effects as having been rendered unconscious. The player
who was able to get the guide in the first chapter will also be able to use the guide as part of the team if
the guide is still alive. All wounds suffered in the last chapter carry over to this chapter.

85
Amazing War Stories: Pulp Action in World War II
Victory Conditions
The player that is able to escape off one of the two non-cliff face edges of the board with the Golden
Calfs Head is the winner.

Encounter Cards
There are eight (8) Encounter Cards for this last chapter. Each player should place four of them. They
should be placed no closer than 7 to any model and at least 12 from either of the two starting board
edges.

1.) Stone Marker: There are three markers pointing to the location of the Golden Calfs Head. When all
three markers have been located, then the model that discovered the last marker can attempt a BR test
to place the Golden Calfs Skull. If the model fails than any model in base contact with any marker can
attempt a BR test on their activation.

2.) Stone Marker: There are three markers pointing to the location of the Golden Calfs Head. When all
three markers have been located, then the model that discovered the last marker can attempt a BR test
to place the Golden Calfs Skull. If the model fails than any model in base contact with any marker can
attempt a BR test on their activation.

3.) Ambush: The model is attacked by two Sons of Baal (see Character sheet at the end of this scenario).
These models will attack the nearest model to them. They will continue to attack until killed or driven
off. If they kill or render a model unconscious, they will move to the next closest model.

4. ) Ambush: The model is attacked by two Sons of Baal (see Character sheet at the end of this scenario).
These models will attack the nearest model to them. They will continue to attack until killed or driven
off. If they kill or render a model unconscious, they will move to the next closest model.

5.) Snake Pit: A pit has been dug and filled with asps. The Sons of Baal toss transgressors into it. The
model must pass a DG test or fall into the pit. They will immediately take three WS 2 hits to random
locations. The bites are poisonous. Players should use the Poison special ability to determine results.

6.) Captives: Two local tribesmen were captured by the Sons of Baal and are to be sacrificed to their
idol. If they are set free (it takes a turn to cut their bonds and the model that finds them cannot do it on
the turn the captives are revealed) they will join the models in the fight (as long as their courage holds
out). See Character sheet at the end of this scenario.

7. - 8.) These markers are nothing.

Special Rules
The Priest of Baal: The Priest is set up in the temple area. He should be out of line of sight from all
models at the start of the game (no one should be able to shoot at him the first turn). He is calling forth
the guardian of the valley. At the beginning of each turn a d10 should be rolled. On the first turn, a 1
86
Amazing War Stories: Pulp Action in World War II
brings the creature forth (place it in the temple). On turn 2, its a 2 or less, on turn 3, a 3 or less, etc. until
the creature appears. If the priest is killed before the creature is summoned, then it arrives on a 4 or less
no matter what the turn. The priest does nothing but chant until the guardian arrives, once it does, the
priest attacks the closest enemy model. Like the Sons of Baal, he attacks until killed or he has to move
on to a new target. His character sheet appears at the end of this scenario.

The Guardian of Baal: The guardian is a twisted creation of the evil of the idol. Whatever it was
originally, no one could say, but it is vicious and deadly when it attacks. Player should use whatever
model they prefer to represent the creature. When the guardian appears, it will move to attack the nearest
model when it is activated. If two models appear equidistant from the guardian, then a d10 should be
rolled to see who it attacks. Its character sheet appears at the end of this scenario.

There are three markers pointing to the location of the Golden Calfs Head. The first one is placed 6
from any table edge by the player who won the previous chapter. When all three markers have been
located, then the model that discovered the last marker can attempt a BR test to place the Golden Calfs
Head. If the model fails than any model in base contact with any marker can attempt a BR test on their
activation. The head should be placed within the triangle formed by the three markers and no closer than
6 to any model. If the markers form a very narrow triangle in which the skull cannot be placed 6 from
any model, the head can be placed anywhere at least 9 from a table edge and 6 from any model.

Name: Ali bin Salah Class: Native Assistant (Grade 1)

Location (Die Roll) Base DR Wound Level


Head (1) Brain=2 4 BR=2 Killed
Torso (2-4) Brawn=3 4 BW=3 BW=2 Killed
Guts=5 GT=5 GT=3
Arms (5-7) Heater=3 4 HT= 3 HT=2 HT=1 No attacks
Shiv=3 SH=3 SH=2 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=4 DG=3 DG=2 Crawl Only
Speed=5 SP=5 SP=3 SP=2

Mount (50%) Dodge= DG= DG= DG= DG= DG= Mount


Speed= SP= SP= SP= SP= SP= Dead

Skills: Quick +1

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --
Rifle -- -- -- 12 +1 6 24 +2 5 36 +1 5

Weapon: Rifle Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q


Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

87
Amazing War Stories: Pulp Action in World War II
Name: Aariz bin Jazi Class: Native Assistant (Grade 1)

Location (Die Roll) Base DR Wound Level


Head (1) Brain=2 4 BR=2 Killed
Torso (2-4) Brawn=3 4 BW=3 BW=2 Killed
Guts=5 GT=5 GT=3
Arms (5-7) Heater=3 4 HT=3 HT=2 HT=1 No attacks
Shiv=3 SH=3 SH=2 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=3 SP=2

Mount (50%) Dodge= DG= DG= DG= DG= DG= Mount


Speed= SP= SP= SP= SP= SP= Dead

Skills: Hunter

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --
Rifle -- -- -- 12 +1 6 24 +2 5 36 +1 5

Weapon: Rifle Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q


Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

Name: Sons of Baal Class: Fanatics (Grade 1/2)

Location (Die Roll) Base DR Wound Level (1) DR Wound Level (2)
Head (1) Brain=2 4 BR=2 Killed 4 BR=2 Killed
Torso (2-4) Brawn=3 6 BW=3 Killed 6 BW=3 Killed
Guts=6 GT=6 GT=6
Arms (5-7) Heater=1 4 HT= 1 HT=1 No attacks 4 HT= 1 HT=1 No attacks
Shiv=4 SH=4 SH=2 Cannot carry SH=4 SH=2 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 Crawl Only 4 DG=3 DG=2 Crawl Only
Speed=5 SP=5 SP=2 SP=5 SP=2

Mount (1) (50%) Dodge= DG= DG= DG= DG= DG= Mount
Speed= SP= SP= SP= SP= SP= Dead

Mount (2) (50%) Dodge= DG= DG= DG= DG= DG= Mount
Speed= SP= SP= SP= SP= SP= Dead
Skills:
Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --
Long Blade 1 +2 BW+1 -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q
Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

88
Amazing War Stories: Pulp Action in World War II
Name: High Priest of Baal Class: High Priest (Grade 3)

Location (Die Roll) Base DR Wound Level


Head (1) Brain=3 5 BR=3 BR=1 Unconscious
Torso (2-4) Brawn=4 5 BW=4 BW=3 BW=3 BW=2 Unconscious
Guts=9 GT=9 GT=8 GT=7 GT=6
Arms (5-7) Heater=2 5 HT= 2 HT=1 HT=1 HT=1 HT=1 No attacks
Shiv=4 SH=4 SH=4 SH=3 SH=2 SH=1 Cannot carry
Legs (8-10) Dodge=3 5 DG=3 DG=2 DG=2 DG=1 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2 SP=1

Skills: Cause Fear (Grade 1), Iron Will


Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --
Club 1 +1 BW+1 -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q
Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

Name: Guardian of Baal Class: Creature (Grade 3)

Location (Die Roll) Base DR Wound Level


Head (1) Brain=1 10 BR=1 Killed
Torso (2-4) Brawn=8 12 BW=8 BW=8 BW=6 BW=5 Unconscious
Guts=9 GT=9 GT=9 GT=8 GT=7
Arms (5-7) Heater=1 8 HT= 1 HT=1 HT=1 HT=1 HT=1 No attacks
Shiv=5 SH=5 SH=5 SH=5 SH=4 SH=3 Cannot carry
Legs (8-10) Dodge=3 8 DG=3 DG=2 DG=2 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2 SP=1

Skills: Multiple Attacks +2, Cause Fear (Grade 3), All tests for Fear are at -2 due to the hideous nature of the
creature.

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Claw 2 +2 BW -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q
Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

89
Major Betty Steele
Betty Steele was found on a Col. Steele made sure the best tutors were brought in for her.
mountainous slope in Tibet by She proved adept at her studies but even more adept at the
Colonel Richard Steele when physical rigors of travel and exploration.
she was just a child. She was At 18 she went to work for the Champlain Institute for
simply clothed and wore no Advanced Research. The rocket pack she had been found with
cold-weather gear. It was only was still a mystery to them and they hoped her experience with
the large rocket pack that had it might shed some light on how it works. It was while she was
been strapped to her body that there that she received word that her adoptive father had gone
had saved her from death. Its missing in the same mountains where she was found.
engine was still warm and the heat had kept her from freezing Grabbing the rocket pack and the fuel combination that
to death. the researchers had been able to duplicate, Betty set off for
When she awoke, doctors found that she had no memory Tibet. She spent the next two years searching in vain for the
of events prior to her awakening in the hospital. Despite criss- Colonel. When all leads had been exhausted, she returned
crossing the mountains where she was found Col. Steele was to the United States and was able to show the men at the
never able to learn anything about who she was or where she Champlain Institute how to fly the rocket pack.
came from. The only clue was the rocket pack she was found As threats began emerging around the world, the
with and it proved to be just as baffling as the mystery of how government recruited her and a small team of others from
she arrived on the mountain. the Institue. This team, sometimes working together and
Despite being a confirmed bachelor, Colonel Steele sometimes working as specialists with other groups, fights
adopted the child. She went with him around the world on tyranny and injustice wherever they are found.
many of his explorations. When the two were not travelling,

Name: Major Betty Steele Class: Allied Officer (Grade 3)

Location (Die Roll) Base DR Wound Level


Head (1) Brain=3 4 BR=3 BR=2 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=3 BW=2 BW=2 Unconscious
Guts=9 GT=9 GT=9 GT=8 GT=7
Arms (5-7) Heater=5 4 HT=6 HT=6 HT=5 HT=4 HT=3 No attacks
Shiv=3 SH=3 SH=3 SH=2 SH=2 SH=2 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=3 DG=2 DG=2 DG=1 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2 SP=1

Skills: Ambidextrous, Dead Shot, Sharpshooter (+1), Nimble, Observant, Use Invention, Bullet Strike

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --
Pistol (+1 WS) 0 -1 5 10 +2 5 18 0 5

Weapon: Pistol Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q


Weapon: Pistol Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

Special Rules: Unlike normal Rocket packs from the main rulebook, this one goes off-course on a roll of 1, but there is
no chance for it to explode. The specifics for how it was built still remain a mystery to the researchers at the Champlain
Institute. The pack allows her to travel 12 in a single move action. She can move and shoot while doing this. She also
does not suffer the -1 to SP and DG when moving on the ground and wearing the Rocket Pack.
90
Professor Tobias Kroon
Tobias Kroon began his career man and bring him to new heights. Those of inferior intellect
in science just prior to the start would be cordoned off and used to build the new utopia Kroon
of World War I. His brilliant envisioned. And though he kept his thoughts to himself, the
mind was put to work by the other researchers began to distrust their new member.
scientists of the Kaiser as a When information was brought to the Board of Directors
research assistant when war for the Institute as to Kroons true identity, he railed against
broke out. Unlike most of the the other scientists in the room and before security could
other scientists, at the time, escort him out, he had raced back to his lab, destroying notes
Kroon saw his work strictly and research and setting fires that damaged several other lab
as an examination of scientific principals. He believed that facilities. In the confusion of fire and smoke, Kroon escaped
pushing the boundaries of science was more important than and again disappeared for several months.
how his applications were used. In Industry City he resurfaced, when The Gargoyle battled
By the time the war ended, Tobias Kroon was running his creations. Eventually, The Gargoyle was able to bring him
special projects for the Kaiser. But the Treaty of Versailles to justice. Kroon did not stay long in incarceration. His escape
killed all funding for his work. The Allies labeled it as was headline news for weeks in the city. A dragnet failed to
weapons of war and forced the defeated Germany to eliminate catch him and he slipped out of the country to the Far East
his programs. The bitter Kroon disappeared for several years where reports of his tangles with Marlene Danger and Captain
after that. In the early 1920s he showed up at the Champlain Davies filtered back to the press.
Institute in the United States under a new identity. With the Nazi rise to power, Kroon found the perfect
His beliefs had changed by this time. He felt that mankind host for his ideas. He was welcomed heartily back to the
could only advance under the iron heel of a scientific cabal. Fatherland. Now his creations battle with Allied forces for
A group of the leading minds would be needed to transform ultimate control of the world.

Name: Professor Toboias Kroon Class: Inventor (Grade 3)

Location (Die Roll) Base DR Wound Level


Head (1) Brain=5 4 BR=7 BR=6 Unconscious
Torso (2-4) Brawn=2 4 BW=2 BW=1 BW=1 Unconscious
Guts=8 GT=8 GT=7 GT=7
Arms (5-7) Heater=3 4 HT= 3 HT=2 HT=1 HT=1 No attacks
Shiv=2 SH=1 SH=1 SH=1 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=3 DG=2 DG=1 DG=1 Crawl Only
Speed=4 SP=4 SP=3 SP=2 SP=1

Skills: Genius +2, Mechanic, Lucky +1 (Inept Fighter)


Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q
Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

Special Rules: Tobias Kroon has slipped through the hands of many a hero. He always
has redundant escape plans. If he is ever prevented from escaping, he can spend a Hero
Point and declare a secret escape route. On a successful BR test, he gets away.

91
Field Marshall Erich Kluge
Erich Kluge came from ranks. When the Nazis came to power he was already a
an aristocratic German family colonel. His resourcefulness when faced with the unexpected
with a long line of military attracted the attention of the SS, which quickly took him on.
accomplishments. The young He traveled the world as a military attach and gathered as
Erich had learned to shoot much information as he could on Germanys potential foes
before he could read. When and allies should another war break out.
World War I broke out he was The mask he wears now was a result of a mission he
in the military academy. His undertook while in Africa. His face was scarred horribly while
natural grasp of tactics and trying to recover a fallen meteorite for the Reich. The damage
his commanding presence not only damaged him physically but something inside his
encouraged his superiors to rush psyche snapped. He became the brutal commander he is now.
his graduation and get such a The SS has now placed him in charge of special projects.
fine officer to the front as quickly as possible. But the war The promotion to Field Marshall reflects his importance to
ended with Germanys surrender before Lieutenant Kluge the group and gives him the authority to do what it takes to
could see action. complete the jobs that need to get done. Life of any sort means
With German disarmament, Kluge feared he would be little to him and he is willing to expend his own men as well
decommissioned. However, the German army, though on as others he considers inferior.
paper was made smaller, actually strived to keep their brightest His current base of operations is a large airship, constantly
officers. Between the wars, Erich rose quickly through the on the move to avoid Allied attacks.

Name: Field Marshall Erich Kluge Class: Axis Officer (Grade 3)

Location (Die Roll) Base DR Wound Level


Head (1) Brain=3 5 BR=4 BR=3 Unconscious
Torso (2-4) Brawn=3 4 BW=3 BW=2 BW=2 BW=1 Unconscious
Guts=8 GT=9 GT=9 GT=8 GT=7
Arms (5-7) Heater=3 4 HT=4 HT=4 HT=3 HT=2 HT=2 No attacks
Shiv=3 SH=3 SH=3 SH=2 SH=1 SH=1 Cannot carry
Legs (8-10) Dodge=3 4 DG=4 DG=3 DG=3 DG=2 DG=2 Crawl Only
Speed=5 SP=5 SP=4 SP=3 SP=2 SP=1

Skills: Dead Shot, Quick +1, Sharpshooter +1, Engineer, Genius +1, Meet My Minions, Nerves of Steel +1,
Observant

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 0 0 BW -- -- -- -- -- -- -- -- --
Pistol (+1 WS) 0 -1 5 10 +2 5 18 0 5

Weapon: Pistol Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q


Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

Special Rules: Flaw: Hideous appearance, friendly models make GUTS checks at -2. The Field
Marshalls brutality is legendary among his men. Like the Kommisar, Kluge can execute any
friendly model and all other freindly models will immediately rally.

92
Sgt. Steve Grant
Steve Grant was a man, Grant a dose of the formula. If he was right, it would help
down on his luck when he met speed up the healing process and hopefully save the mans
Professor Hiram Young. Grant life. The formula worked better than Hiram had anticipated.
had been living on the street Within days Steve Grant was up and about. And not only had
since the steel plant he worked his wound healed but his strength and agility were also greatly
for closed with the Depression. increased.
He could wrangle the occasional The Champlain Institute quickly put Grant on their payroll
odd job, but with so many people as a special operative. He traveled the world throughout the
all vying for the same jobs, his 1930s on missions for the Institute. But Grant appeared to be
next meal was always elusive. their only success with the formula. Two more test subjects
Professor Young was a were recruited. The first died and the second went mad. Before
researcher for the Champlain further experiments could be conducted, foreign saboteurs
Institute. Polio had struck him in his teens and his right leg struck the Institute killing Hiram Young and escaping with the
had become useless. He was forced to use a leg brace or only sample of his formula that remained. Professor Youngs
wheelchair to get about. The disease had inspired him to work notes, if he took any, were never found.
on perfecting mankinds own natural defenses and strength. At the start of World War II, Grant left the Institute and
He felt he was close to perfecting the formula when he met joined the army under an assumed name. Though he tried to
Grant. The Professor was attacked as he made his way home play down his abilities, it didnt take the military long to find
one night. Grant just happened to be sleeping on a bench out his real identity. He was allowed to stay with his unit as
nearby and responded quickly to the cries of help. He was long as he agreed to special missions that the army felt might
able to fight off the two attackers and was wounded in return. require his unique abilities.
With no time to reach a hospital, Young with the help Sgt. Grant has seen all the strange things that the Axis
of several of the other researchers moved Grant into the lab. powers have thrown at the Allies and been at the forefront of
Knowing that time was of the essence, Young risked giving some of their most dangerous missions.

Name: Sgt. Steve Grant Class: Allied Super Soldier (Grade 3)

Location (Die Roll) Base DR Wound Level


Head (1) Brain=3 4 BR=3 BR=2 Unconscious
Torso (2-4) Brawn=5 5 BW=5 BW=4 BW=3 BW=3 Unconscious
Guts=9 GT=9 GT=8 GT=8 GT=8
Arms (5-7) Heater=3 5 HT= 2 HT=1 HT=1 HT=1 HT=2 No attacks
Shiv=4 SH=5 SH=4 SH=4 SH=3 SH=5 Cannot carry
Legs (8-10) Dodge=4 5 DG=4 DG=4 DG=3 DG=2 DG=2 Crawl Only
Speed=6 SP=6 SP=4 SP=3 SP=2 SP=2

Skills: Expert Fighter, Killer Instinct, Martial Arts +1, Multiple Attacks +1, Intimidate, Supreme Effort +1
Virtues (Physical Handicap -1 RC, Man Down!)

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist 1 +1 BW+1 -- -- -- -- -- -- -- -- --
SMG -- -- -- 10 +2/x2 6 20 0/x2 5 -- -- --

Weapon: SMG Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q


Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

Special Rules: Sgt. Grant has been in more tight scraps than most other GIs and hes learned to make the most of
any opportunity. Once per game, by expending a Hero Point he can automatically succeed in any die roll.
93
German Light Inventor
Veteran Soldier
When the Inventor is revealed, he will
He will be facing east when first revealed.
Machine Gun team move toward the gun on his activation
unless the Allied soldiers have been
He will move toward the gun and then
These are two Grade 1/2 Green soldiers spotted. When at the gun he will stand
back to his starting marker when activated
with a Light Machine Gun. These two and face west (watching the test firing of
unless Allied Soldiers have been spotted.
soldiers will face toward the northeast the weapon). If the Allied soldiers have
If Allied soldiers have been spotted, he
when revealed. If Allied soldiers have been spotted, he will move toward the
will stay where he is and begin firing at
been spotted, they will immediately face closest vehicle and attempt to escape. If
the closest enemy model. If he has no
the closest model and begin shooting. Allied soldiers are closer to both vehicles
line of sight to an enemy model, he will
If the model is outside their front 180 than he is, he will begin moving toward
move and shoot as long as he can see a
facing, they will turn the light machine the closest board edge. The Inventor also
target, otherwise he will just move.
gun around to face it. has a pistol and will use it if his only
means of escape is through an Allied
model.

Nothing
This card represents the dud, or Veteran Soldier
nothing found.__________________
_____________________________ He will be facing south when first
CLUE!
_____________________________ revealed. He will move toward the
_____________________________ closest vehicle and then back to his These are the experimental shells that
_____________________________ starting marker when activated unless the Germans have been firing. The Allied
_____________________________ Allied Soldiers have been spotted. If soldiers need to move into base contact
_____________________________ Allied soldiers have been spotted, he will with the shells in order to pick them
_____________________________ immediately move toward the Inventor. up. They must be taken off the board in
_____________________________ He will shoot at any Allied model within order to count as a completed Victory
12 after he has reached the Inventor. He Condition.
_____________________________
will continue to Move and Fire to stay
_____________________________ within 3 of the Inventor.
_____________________________
_____________________________
Startled Sea Birds Allied Officer
Veteran Soldier
A flock of seagulls is startled by the
presence of the Axis soldiers sneaking This is the Allied Officer. He can face
He can face any direction at the start.
through their nesting area. The Allied any direction at the start and must move
He is on Guard Duty and must spot Axis
player can make an attempt to spot any toward the center of the beach unless the
models before he can act.
one Axis model at +2 to their BR score. Axis models have already been spotted.

Low-Flying
Green Soldiers Veteran Soldier Aircraft
These are two Green Soldiers and they For this turn, Axis models can shoot
can face any direction at the start. They He can face any direction at the start. without alerting other models to their
are on Guard Duty and must spot Axis He is on Guard Duty and must spot Axis presence. If, at the start of the next turn,
models before he can act. models before he can act. any model that has been shot at is still
alive, it gives the alert and all models
know of the Axis presence and can act
accordingly.
Explosives Axis NCO Light Machine Gun
Axis Grade 2 NCO appears on the road
These are two Type III Explosives and
edge. This model is placed at either end This is a Light Machine Gun and and
should use the stats as listed under the
of the road and can be activated as soon should use the stats from the Weapons
chart for Explosives.
as his DG score would allow. Chart.

Explosives Veteran Soldier Explosives


Axis Grade 1 Veteran Soldier appears
These are two Type III Explosives and on the road edge. This model is placed These are two Type II Explosives and
should use the stats as listed under the at either end of the road and can be should use the stats as listed under the
chart for Explosives. activated as soon as his DG score would chart for Explosives.
allow.
Nothing
This card represents the dud, or
nothing found.__________________
_____________________________ Fanatic
_____________________________
This model is a fanatic. He cannot be
_____________________________ recruited or Interrogated. If this card is
Emile
_____________________________ drawn, the model immediately moves to Emile is old and tired of the war. Any
_____________________________ attack the Axis models. The Allied player attempt to persuade him to join the Allies
_____________________________ can control him but he must be used to will be done at -1. The Axis player has no
_____________________________ attack and cannot be used to check out benefit or detriment to their Interrogation.
_____________________________ other Encounter markers. See Character See Character sheet at the end of this
_____________________________ sheet at the end of this scenario. scenario.
_____________________________
_____________________________
_____________________________

Nothing
This card represents the dud, or
nothing found.__________________
_____________________________
_____________________________ Informer
_____________________________
Zola
Zola is commited to bringing down the
If the Informer is activated, he will
_____________________________ immediately move toward the board
_____________________________ Axis occupiers. The Allied player gets +1 edge. If he gets off before the chapter
to getting her to join. The Axis player gets ends, the Axis player can bring one
_____________________________
-1 to getting her to talk. See Character Grade 2 NCO and two Grade 1 Veteran
_____________________________ sheet at the end of this scenario. Soldiers onto the board from any edge at
_____________________________ the ennd of the turn.
_____________________________
_____________________________
_____________________________
_____________________________
Nothing Bombing Run
This card represents the dud, or
nothing found.__________________ The player picks a target point for a Type III
_____________________________ explosive to land at. Then, the highest Grade
_____________________________ Strafing Run model on that players side attempts a BR test
_____________________________ (if the player has two models of the same high
Grade, it is left up to the players discretion
_____________________________ The player that draws this card has been which one to use). If the test is succesful, the
_____________________________ able to call in a strafing run. The player Explosive lands on the target point. If the test
_____________________________ picks a target model for the run. The is failed, then roll a d10. 1: Lands on the model
_____________________________ attack is from a light machine gun and that called in the Bombing Run; 2: Lands on
the pilot has an HT score of 4, and firing the center of the bridge; 3-4: North of target
_____________________________ point; 5-6: South of target point; 7-8: East of
at Long Range.
_____________________________ target point; 9-10; West of target point. After
_____________________________ the direction is rolled, the player should roll
_____________________________ another d10, this will be the distance from the
target point that the explosive lands.
_____________________________

Nothing
This card represents the dud, or Reinforcements
nothing found.__________________
_____________________________ If the Allied player draws this card,
_____________________________ then a Resistance Fighter has shown
_____________________________ up to help the cause. The player shold
NIGHTFALL
_____________________________ use the character sheet for the Fanatic
_____________________________ Resistance Fighter from the previous The action has taken place to close to
_____________________________ chapter. If the Axis player draws this dusk and now the sun has set, blanketing
_____________________________ card, then two Grade 1 Veteran Soldiers the area in darkness. All line of sight is
_____________________________ show up. Their stats will be the same reduced to 12
as the two existing Grade 1 Veteran
_____________________________
Soldiers that the Axis player already
_____________________________ has.
_____________________________
_____________________________
Nothing
This card represents the dud, or Mine!
nothing found.__________________
If the model moves just 1 each turn
Mine!
_____________________________ If the model moves just 1 each turn
_____________________________ while in the 5 strip, then no mine while in the 5 strip, then no mine
_____________________________ is triggered (the model is being is triggered (the model is being
_____________________________ cautious). If the model moves 2 cautious). If the model moves 2
_____________________________ each turn, then it must draw from this each turn, then it must draw from this
_____________________________ trap deck to see if a mine is set off. If trap deck to see if a mine is set off. If
_____________________________ the model moves more than 2, then the model moves more than 2, then
_____________________________ a card must be drawn for each 1 of a card must be drawn for each 1 of
_____________________________ movement. If all the Trap cards are movement. If all the Trap cards are
_____________________________ used, the deck should be reshuffled used, the deck should be reshuffled
_____________________________ and placed out again if needed. The and placed out again if needed. The
_____________________________ mine is a Type II Explosive. mine is a Type II Explosive.

Nothing
This card represents the dud, or MINE! Mine!
nothing found.__________________
If the model moves just 1 each turn If the model moves just 1 each turn
_____________________________
while in the 5 strip, then no mine while in the 5 strip, then no mine
_____________________________
is triggered (the model is being is triggered (the model is being
_____________________________
cautious). If the model moves 2 cautious). If the model moves 2
_____________________________
each turn, then it must draw from this each turn, then it must draw from this
_____________________________
trap deck to see if a mine is set off. If trap deck to see if a mine is set off. If
_____________________________
the model moves more than 2, then the model moves more than 2, then
_____________________________
a card must be drawn for each 1 of a card must be drawn for each 1 of
_____________________________
movement. If all the Trap cards are movement. If all the Trap cards are
_____________________________
used, the deck should be reshuffled used, the deck should be reshuffled
_____________________________
and placed out again if needed. The and placed out again if needed. The
_____________________________
mine is a Type II Explosive. mine is a Type II Explosive.
_____________________________
Board 6 Board 4
Another wooded board. But across the
The Lab! At the end opposite where Board 2
center of this one, blocking the path of
models enter the board will be the lab
the heroes is a fence. The fence should be
compound. It should cover roughly half
about 4 in height. There should be clear Another wooded board. A few rocks and
of the foot-square space. There should
ground on 3 of either side of it. The shrubs can be scattered about with the
be a 3 deep tree line where the heroes
fence cannot be moved around (even if trees.
come on. The rest of the board would be
this board is placed next to another board
open. Players can feel free to put crates
and the fence ends at it).
or vehicles in the open ground.

Nothing Board 5
This card represents the dud, or
nothing found.__________________
_____________________________ The guardhouse. A small building Board 3
_____________________________ roughly 3 x 3 should be placed near
_____________________________ the center of the board. About 2 all
around the building should be clear of A swampy area amongst the trees. A
_____________________________ depression in this section of the woods
_____________________________ obstructions. The rest of the board should
be wooded. There will be one Grade 1 has caused water to collect and turn this
_____________________________ area into a marsh. All models subtract 2
Veteran Soldier in the guardhouse along
_____________________________ from their movement (movement never
with whatever additional guards are draw
_____________________________ from the Encounter deck. This guard is reduced below 1).
_____________________________ lounging as nothing ever happens out
_____________________________ here in the woods so all his spotting rolls
_____________________________ are done at -2 to his BR.
_____________________________
Nothing Minefield
This card represents the dud, or
The minefield is 5 wide and extends
nothing found.__________________ across the length of the board. Models
_____________________________ cannot go around it, they can either go
_____________________________ Green Soldiers through it or over it. If the model moves
_____________________________ just 1 each turn while in the 5 strip,
_____________________________ then no mine is triggered (the model is
Two Grade 1/2 Green Soldiers. They will
_____________________________ being cautious). If the model moves 2
start on the Northeast corner of the board
_____________________________ each turn, then it must draw from this
and exit off the Southwest corner if they
_____________________________ Mine deck (4 mine cards and 4 Nothing
do not spot either of the Allied models.
cards) to see if a mine is set off. If the
_____________________________
model moves more than 2, then a card
_____________________________ must be drawn for each 1 of movement.
_____________________________ If all the Trap cards are used, the deck
_____________________________ should be reshuffled and placed out again
_____________________________ if needed.

Green Soldiers Veteran Soldier Veteran Soldier


Two Grade 1/2 Green Soldiers. They will A Grade 1 Veteran Soldier. He will start A Grade 1 Veteran Soldier. He will start
start on the center of West edge of the at the Southeast corner and move to at the center of the North edge and move
board and exit off the East edge if they the Northwest corner, exiting the board to the South edge, exiting the board if
do not spot either of the Allied models. if he does not spot either of the Allied he does not spot either of the Allied
models. models.
Raketentruppen NCO Allied Officer
Grade 1 Raktentruppen. He is going out
The Grade 2 NCo is making the rounds.
on patrol. He will move to the Flight The captured General. He is tied and
He will not enter any room unless the
deck and then fly off the front edge of the cannot move from where he is placed
alarm has been sounded or he has spotted
Airship unless the alarm sounds before until an Allied model has come to free
an Allied model that enters a room. He
he takes off or he spots an Allied model. him. Once freed, the Allied player can
can walk in any hallway or on the flight
He wil continue flying until he exits the activate him as any other Allied model.
deck.
board.

Green Soldiers Raketentruppen Field Marshall


Two Grade 1/2 Green Soldiers. These
Grade 1 Raketentruppen. He has just
Kluge
come in from patrol. He will head toward
two soldiers are on duty at the spot where the nearest room and enter it. If he is The Field Marshall has no set pattern and
they are placed. They Will not move from already in a room he will stay in it until the player can move him freely about the
this position unless they spot an Allied someone enters or the alarm is sound. board. Like Guards, though, he will need
model or the alarm is sound. His Rocket pack is almost empty and can to spot an Allied Soldier in order to react
be used only once. to him as though he is on Guard Duty.
Sleeping NCO
Sleeping NCO: The Axis NCO model is Green Soldiers Green Soldiers
asleep in a chair. Unless the alarm has
been set off, he will remain sleeping. If Two Grade 1/2 Green Soldiers. They
Two Grade 1/2 Green Soldiers. These
a model approaches within 3, he can can move in any direction up to their
two soldiers have just finished guard
make a BR test to wake up but cannot full movement, but must return to their
duty. They will head to the nearest room
react until his activation. If he is in a starting point on their next activation
and stay there until someone enters or the
room, he gets +1 to his roll and gets to unless they have spotted Allied models
alarm is sound.
roll immediately (not when a model gets or the alarm has been sounded.
within 3) as the doors in this castle are
very squeaky.

Resistance Fighter
Veteran Soldier
Resistance Fighter: This card is the Green Soldiers
Veteran Soldier: This guard is committed captured Resistance Fighter (see stat
and alert, the pride of the Axis forces. sheet at the end of the scenario) and the
Gestapo Agent and Axis Officer. All three Two Grade 1/2 Green Soldiers.They
His gets +2 to his BR test for being on
will begin in the same room together. can move in any direction up to their
guard duty. He can move in any direction
The Axis player can freely move either full movement, but must return to their
up to his full movement, but must return
of the Axis models, but at least one of starting point on their next activation
to his starting point on his next activation
them must remain in the room with the unless they have spotted Allied models
unless he has spotted Allied models or
Resistance Fighter. Once the Allies have or the alarm has been sounded.
the alarm has been sounded.
entered the room with the Resistance
Fighter, the Allied player controls her.
Scarab Pot Guide
Sniper Shot
Scarab Pot: From out of a darkened
window, a clay pot has been tossed Guide: Ali bin Salah is the younger of
Sniper shot: Someone does not want you
and inside are dozens of hungry scarab the two guides. He does not know the
to find the resting place of the Golden
beetles. The model must pass a DG test area as well as the older guides but he is
Calfs Head. The shooter fires and then
or they quickly swarm about the model. more brash. Any attempt to persuade him
disappears into the maze of buildings and
A model that is covered by the swarm to join the Allies will be done at -1. The
alleys of the town. The shot is fired with
takes a WS 2 hit to one random location Axis player has no benefit or detriment to
an HT score of 4 and a rifle at medium
and must spend their next activation their Interrogation. See Character sheet
range. There are no cover bonuses.
brushing the beetles off.Once brushed off at the end of the scenario.
the beetles scatter into the town

Scarab Pot Guide


Scarab Pot: From out of a darkened
Sniper Shot
window, a clay pot has been tossed Guide: Aariz bin Jazi is older and wiser
and inside are dozens of hungry scarab Sniper shot: Someone does not want you than Ali. He seeks only an end to the
beetles. The model must pass a DG test to find the resting place of the Golden conflict in his homeland and knows that
or they quickly swarm about the model. Calfs Head. The shooter fires and then the Axis gaining the Golden Calfs Head
A model that is covered by the swarm disappears into the maze of buildings and would only prolong the fighting. The
takes a WS 2 hit to one random location alleys of the town. The shot is fired with Allied player gets +1 to getting him to
and must spend their next activation an HT score of 4 and a rifle at medium join. The Axis player gets -1 to getting
brushing the beetles off.Once brushed off range. There are no cover bonuses. him to join. See Character sheet at the
the beetles scatter into the town end of the scenario.
Entrance Marker
Falling Rocks Ambush
The Marker for the entrance: The
entranceway for the valley is marked
Ambush: The model is attacked by two
Falling Rocks: Loose rocks from the by a standing stone that points to its
Sons of Baal (see Character sheet at the
surrounding cliffs come crashing down location. The model that finds the marker
end of this scenario). These models will
on the model. The model must take a DG must take a BR test to successfully read
attack the nearest model to them. They
test. If the model fails, then it is hit by the inscription and locate the entrance. If
will cvontinue to attack until killed or
the falling rocks (WS 4, 2 hit locations). the model succeeds, then the entrance is
driven off. If they kill or render a model
If the model passes, then the rocks fall placed anywhere 6 from the Encounter
unconscious, they will move to the next
harmlessly to the ground. marker. If the model fails, then the
closest model.
players opponent places the entrance up
to 12 from the Encounter marker.

Falling Rocks Ambush Ambush


Falling Rocks: Loose rocks from the Ambush: The model is attacked by two Ambush: The model is attacked by two
surrounding cliffs come crashing down Sons of Baal (see Character sheet at the Sons of Baal (see Character sheet at the
on the model. The model must take a DG end of this scenario). These models will end of this scenario). These models will
test. If the model fails, then it is hit by attack the nearest model to them. They attack the nearest model to them. They
the falling rocks (WS 4, 2 hit locations). will cvontinue to attack until killed or will cvontinue to attack until killed or
If the model passes, then the rocks fall driven off. If they kill or render a model driven off. If they kill or render a model
harmlessly to the ground. unconscious, they will move to the next unconscious, they will move to the next
closest model. closest model.
Snake Pit Ambush Stone Marker
Stone Marker: There are three markers
Snake Pit: A pit has been dug and Ambush: The model is attacked by two
pointing to the location of the Golden
filled with asps. The Sons of Baal toss Sons of Baal (see Character sheet at the
Calfs Head. When all three markers
transgressors into it. The model must end of this scenario). These models will
have been located, then the model that
pass a DG test or fall into the pit. They attack the nearest model to them. They
discovered the last marker can attempt a
will immediately take three WS 2 hits will cvontinue to attack until killed or
BR test to place the Golden Calfs Skull.
to random locations. The bites are driven off. If they kill or render a model
If the model fails than any model in base
poisonous. Players should use the Poison unconscious, they will move to the next
contact with any marker can attempt a
special ability to determine results. closest model.
BR test on their activation.

Captives Ambush Stone Marker


Captives: Two local tribesmen were
Ambush: The model is attacked by two Stone Marker: There are three markers
captured by the Sons of Baal and are to
Sons of Baal (see Character sheet at the pointing to the location of the Golden
be sacrificed to their idol. If they are set
end of this scenario). These models will Calfs Head. When all three markers
free (it takes a turn to cut their bonds and
attack the nearest model to them. They have been located, then the model that
the model that finds them cannot do it on
will cvontinue to attack until killed or discovered the last marker can attempt a
the turn the captives are revealed) they
driven off. If they kill or render a model BR test to place the Golden Calfs Skull.
will join the models in the fight (as long
unconscious, they will move to the next If the model fails than any model in base
as their courage holds out). See Chracter
closest model. contact with any marker can attempt a
sheet at the end of this scenario.
BR test on their activation.































Blank Hero/Villain Sheets
Name: Class: (Grade 3)

Location (Die Roll) Base DR Wound Level


Head (1) Brain= BR= BR= Unconscious
Torso (2-4) Brawn= BW= BW= BW= BW= Unconscious
Guts= GT= GT= GT= GT=
Arms (5-7) Heater= HT= HT= HT= HT= HT= No attacks
Shiv= SH= SH= SH= SH= SH= Cannot carry
Legs (8-10) Dodge= DG= DG= DG= DG= DG= Crawl Only
Speed= SP= SP= SP= SP= SP=

Mount (50%) Dodge= DG= DG= DG= DG= DG= Mount Dead
Speed= SP= SP= SP= SP= SP=

Skills:

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q
Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

Name: Class: (Grade 3)

Location (Die Roll) Base DR Wound Level


Head (1) Brain= BR= BR= Unconscious
Torso (2-4) Brawn= BW= BW= BW= BW= Unconscious
Guts= GT= GT= GT= GT=
Arms (5-7) Heater= HT= HT= HT= HT= HT= No attacks
Shiv= SH= SH= SH= SH= SH= Cannot carry
Legs (8-10) Dodge= DG= DG= DG= DG= DG= Crawl Only
Speed= SP= SP= SP= SP= SP=

Mount (50%) Dodge= DG= DG= DG= DG= DG= Mount Dead
Speed= SP= SP= SP= SP= SP=

Skills:

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q
Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q
Blank Hero/Villain Sheets
Name: Class: (Grade 2)

Location (Die Roll) Base DR Wound Level


Head (1) Brain= BR= BR= Unconscious
Torso (2-4) Brawn= BW= BW= BW= Unconscious
Guts= GT= GT= GT=
Arms (5-7) Heater= HT= HT= HT= HT= No attacks
Shiv= SH= SH= SH= SH= Cannot carry
Legs (8-10) Dodge= DG= DG= DG= DG= Crawl Only
Speed= SP= SP= SP= SP=

Mount (50%) Dodge= DG= DG= DG= DG= DG= Mount


Speed= SP= SP= SP= SP= SP= Dead

Skills:

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q
Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

Name: Class: (Grade 2)

Location (Die Roll) Base DR Wound Level


Head (1) Brain= BR= BR= Unconscious
Torso (2-4) Brawn= BW= BW= BW= Unconscious
Guts= GT= GT= GT=
Arms (5-7) Heater= HT= HT= HT= HT= No attacks
Shiv= SH= SH= SH= SH= Cannot carry
Legs (8-10) Dodge= DG= DG= DG= DG= Crawl Only
Speed= SP= SP= SP= SP=

Mount (50%) Dodge= DG= DG= DG= DG= DG= Mount


Speed= SP= SP= SP= SP= SP= Dead

Skills:

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q
Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q
Blank Hero/Villain Sheets
Name: Class: (Grade 1)

Location (Die Roll) Base DR Wound Level


Head (1) Brain= BR= Killed
Torso (2-4) Brawn= BW= BW= Killed
Guts= GT= GT=
Arms (5-7) Heater= HT= HT= HT= No attacks
Shiv= SH= SH= SH= Cannot carry
Legs (8-10) Dodge= DG= DG= DG= Crawl Only
Speed= SP= SP= SP=

Mount (50%) Dodge= DG= DG= DG= DG= DG= Mount


Speed= SP= SP= SP= SP= SP= Dead

Skills:

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q
Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

Name: Class: (Grade 1)

Location (Die Roll) Base DR Wound Level


Head (1) Brain= BR= Killed
Torso (2-4) Brawn= BW= BW= Killed
Guts= GT= GT=
Arms (5-7) Heater= HT= HT= HT= No attacks
Shiv= SH= SH= SH= Cannot carry
Legs (8-10) Dodge= DG= DG= DG= Crawl Only
Speed= SP= SP= SP=

Mount (50%) Dodge= DG= DG= DG= DG= DG= Mount


Speed= SP= SP= SP= SP= SP= Dead

Skills:

Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q
Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q
Blank Hero/Villain Sheets
Name: Class: (Grade 1/2)

Location (Die Roll) Base DR Wound Level (1) DR Wound Level (2)
Head (1) Brain= BR= Killed BR= Killed
Torso (2-4) Brawn= BW= Killed BW= Killed
Guts= GT= GT=
Arms (5-7) Heater= HT= HT= No attacks HT= HT= No attacks
Shiv= SH= SH= Cannot carry SH= SH= Cannot carry
Legs (8-10) Dodge= DG= DG= Crawl Only DG= DG= Crawl Only
Speed= SP= SP= SP= SP=

Mount (1) (50%) Dodge= DG= DG= DG= DG= DG= Mount
Speed= SP= SP= SP= SP= SP= Dead

Mount (2) (50%) Dodge= DG= DG= DG= DG= DG= Mount
Speed= SP= SP= SP= SP= SP= Dead
Skills:
Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q
Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q

Name: Class: (Grade 1/2)

Location (Die Roll) Base DR Wound Level (1) DR Wound Level (2)
Head (1) Brain= BR= Killed BR= Killed
Torso (2-4) Brawn= BW= Killed BW= Killed
Guts= GT= GT=
Arms (5-7) Heater= HT= HT= No attacks HT= HT= No attacks
Shiv= SH= SH= Cannot carry SH= SH= Cannot carry
Legs (8-10) Dodge= DG= DG= Crawl Only DG= DG= Crawl Only
Speed= SP= SP= SP= SP=

Mount (1) (50%) Dodge= DG= DG= DG= DG= DG= Mount
Speed= SP= SP= SP= SP= SP= Dead

Mount (2) (50%) Dodge= DG= DG= DG= DG= DG= Mount
Speed= SP= SP= SP= SP= SP= Dead
Skills:
Weapon Close Combat Short Medium Long

Range TH WS Range TH WS Range TH WS Range TH WS


Fist -- -- -- -- -- -- -- -- --

Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q
Weapon: Ammo: q q q q q q q q q q q q q q q q q q q q q q q q q q q q q q
LOOK
for more

EXCITING
ADVENTURE
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Amazing War Stories: Pulp Action in World War II is the second


supplement to the .45 Adventure rules and covers Pulp-style action set
around World War II. It introduces new military archetypes to the game
from the greenest GIs to the veteran Super soldiers; Rocket powered
troops to Nazi Zombies.

It also provides new abilities and 12 new scenarios for players to start
their own two-fisted war action. And half of these scenarios are straight
war-time action, heroics, and pulp excitement (without the weird
stuff).

But you can use the archetypes for more than just wartime scenarios
as well; rocket troops rescuing a scientist, German expeditions to
Tibet, and super soldiers sent to the center of the earth are all possible
scenarios that the heroes and villains within can be used for.

So grab your steel pot and M-1 and get ready for some Amazing War
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