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THE SE CRET WAR HAS BE GUN!

A MODIPHIUS
P U B L I CAT I O N

® IS SUE
N O. 1

Sign up t o s ave
mankind in it s
darke s t hour!

P l a y er’s
uide G
Your ultimat e c omp anion for b attling
the Mytho s and punching evil in the fac e!
®

PLAYER’S
GUIDE
Credits
ACHTUNG! CTHULHU CREATED BY CHRIS BIRCH

Lead Designer Proofreaders Sales Manager


Nathan Dowdell John Houlihan, Sam Webb, Rhys Knight
XXXX
Writing Lead Customer Service
John Houlihan Project Managers Lloyd Gyan
Gavin Dady, Federico Sohns
Writers Office Manager
Richard August, Brad Bell, Production Managers Shaun Hocking
Richard L Gale, Benn Graybeaton, Peter Grochulski
Bill Heron, Mari Tokuda, Sam Webb Data Analyst

OFFICE Benn Greybeaton


Editors
John Houlihan, Sam Webb Bookkeeper
Chief Creative Officer Valya Mkrtchyan
Graphic Designers Chris Birch
Michal E Cross, Matthew Comben, Thanks
Tom Hutchings Chief Operations Officer Huge thanks to the Achtung! Cthulhu
Rita Birch community, the 2d20 playtesters
Layout and everyone who has helped shape
Michal E Cross, Tom Hutchings Managing Director the game since it was first released
Cameron Dicks in 2013.
Art Directors
Chris Birch, Katya Thomas, Head of Product With Special Thanks to
John Houlihan Sam Webb The original Achtung! Cthulhu writing
team: Chris Birch, Dave Blewer,
Cover Artists Head of Creative Services Bill Boden, Alex Bund, Russ Charles,
Boris Martsev Jon Webb Adam Crossingham, Lynne Hardy,
Kenneth Hite, Sarah Newton and
Interior Artwork Artists Video Content Producer Matthew Pook, some of whose
Boris Martsev, Dimitri Martin, Steve Daldry writing appears in this book.
XXXXXX

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Modiphius Entertainment Ltd. 2020. All 2d20 system
text is copyright Modiphius Entertainment Ltd. Any
unauthorised use of copyrighted material is illegal.
Any trademarked names are used in a fictional manner;
Modiphius Entertainment Ltd. no infringement is intended. This is a work of fiction.
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LICENSOR LEGAL LINE. All Rights Reserved., except the


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Product Number: MUHXXXXXX
ISBN: XXX-X-XXXXXX-XX-X
Contents
Chapter 1: Chapter 5: Chapter 8:
Introduction.................... 5 Heroes are Forged...........43 Vehicles........................119
From the Shadows . . . . . . . . . . . . . 5 Your Country Needs You!. . . . . . . 44 On the Move. . . . . . . . . . . . . . . . 120
What is Achtung! Cthulhu?. . . . . . . 8 Character Creation Overview . . . . 45 Vehicle Profile . . . . . . . . . . . . . . 123
What is the 2d20 System?. . . . . . . . 8 The Building Blocks UK/Commonwealth Vehicles. . . . 124
of Your Character. . . . . . . . . . . . . 47 United States
Chapter 2: Character Creation . . . . . . . . . . . . 52 Armed Forces Vehicles . . . . . . . . 127
Nationality. . . . . . . . . . . . . . . . . . 62 German Vehicles. . . . . . . . . . . . . 130
A Secret War?.................. 9
Background . . . . . . . . . . . . . . . . . 65
Rumours, Innuendo
and Unverified Accounts. . . . . . . . 10 Characteristic. . . . . . . . . . . . . . . . 72 Chapter 9:
Section M. . . . . . . . . . . . . . . . . . . 11 Finishing Touches. . . . . . . . . . . . . 77 Magic.......................... 137
Majestic . . . . . . . . . . . . . . . . . . . . 12 After-Action Reports: Mystical Pursuits . . . . . . . . . . . . 138
Character Advancement . . . . . . . . 82
Black Sun. . . . . . . . . . . . . . . . . . . 13 The Mechanics of Magic. . . . . . . 139
Nachtwölfe. . . . . . . . . . . . . . . . . . 12 Battlefield Magic. . . . . . . . . . . . . 143
Chapter 6:
Mi-Go. . . . . . . . . . . . . . . . . . . . . . 14 Celtic Spellbook . . . . . . . . . . . . . 145
Talents.........................85
Deep Ones . . . . . . . . . . . . . . . . . . 14 Runic Spellbook . . . . . . . . . . . . . 148
Talent Keywords. . . . . . . . . . . . . . 86 Psychic & ESP Talents. . . . . . . . . 150
Chapter 3: Common Talents. . . . . . . . . . . . . . 87 Ritualistic Magic. . . . . . . . . . . . . 154
Academia. . . . . . . . . . . . . . . . . . . 88
Playing The Game............15 Traditional Rituals . . . . . . . . . . . 158
Athletics. . . . . . . . . . . . . . . . . . . . 89
Dice . . . . . . . . . . . . . . . . . . . . . . . 16
Engineering . . . . . . . . . . . . . . . . . 89 Chapter 10:
Skill Tests. . . . . . . . . . . . . . . . . . . 17
Fighting . . . . . . . . . . . . . . . . . . . . 90
Momentum. . . . . . . . . . . . . . . . . . 20 The March of History....... 159
Medicine. . . . . . . . . . . . . . . . . . . . 90
Fortune. . . . . . . . . . . . . . . . . . . . . 23 In the Army Now . . . . . . . . . . . . 160
Observation . . . . . . . . . . . . . . . . . 91
Threat. . . . . . . . . . . . . . . . . . . . . . 24 Eye Spy . . . . . . . . . . . . . . . . . . . 165
Persuasion . . . . . . . . . . . . . . . . . . 91
Supporting Roles. . . . . . . . . . . . . 169
Resilience. . . . . . . . . . . . . . . . . . . 92
Chapter 4: Stealth . . . . . . . . . . . . . . . . . . . . . 93
Action...........................25 Chapter 11:
Survival . . . . . . . . . . . . . . . . . . . . 94
Environments and Zones. . . . . . . . 26 Tactics . . . . . . . . . . . . . . . . . . . . . 94
Allied Forces..................171
Action Order. . . . . . . . . . . . . . . . . 27 Vehicles . . . . . . . . . . . . . . . . . . . . 95 British Forces . . . . . . . . . . . . . . . 172
Actions. . . . . . . . . . . . . . . . . . . . . 28 Weird. . . . . . . . . . . . . . . . . . . . . . 96 US Forces. . . . . . . . . . . . . . . . . . 174
Attacks, Stress and Injuries. . . . . . 32 Animals . . . . . . . . . . . . . . . . . . . 177
Weapons and Effects. . . . . . . . . . . 35 Chapter 7:
Mental Attacks . . . . . . . . . . . . . . . 36 Tools of the Trade............97 Appendices...................179
Momentum and Fortune
in Action Scenes. . . . . . . . . . . . . . 37 Carrying Capacity. . . . . . . . . . . . . 98 Character Sheet . . . . . . . . . . . . . 180

Recovering from Weapons. . . . . . . . . . . . . . . . . . . . 99 Index . . . . . . . . . . . . . . . . . . . . . 183


Stress and Injuries. . . . . . . . . . . . . 38 Melee Weapons. . . . . . . . . . . . . . 101
Scars. . . . . . . . . . . . . . . . . . . . . . . 39 Ranged Weapons . . . . . . . . . . . . 102
Fatigue. . . . . . . . . . . . . . . . . . . . . 42 Armour. . . . . . . . . . . . . . . . . . . . 109
Belongings . . . . . . . . . . . . . . . . . 110
German Military Equipment . . . . 114
Acquiring Equipment . . . . . . . . . 117
Chapter 1

Introduction

From the Shadows......................................... 5


What is Achtung! Cthulhu?.......................... 8
What is the 2d20 System?........................... 8
Chapter One
Chapter 1  Introduction

Introduction
From the Shadows
The Thompson’s barrel glowed red hot as a hail of bullets “I wonder what happened here?” pondered the Professor,
tore the final Servitor apart, its body jerking like a scare- “fascinating, no doubt, but we must press on.” Awkwardly
crow, before it fell and then lay twitching and writhing he began to clamber up the first of the gigantic granite steps.
in the remnants of its Nazi uniform. Behind it stretched a
long line of the creature’s foul brethren. After a stiff climb, the reconnaissance party reached the
vast plateau of the city’s central square. The silence was
“That’s the last of them, Prof…” said Sergeant Brandon all consuming, not so much as a breath stirred.
Carter as beside him, resistance leader Ariane Dubois
holstered her smoking Lugers and Major Jack McMasters At its centre, a vast structure loomed above them, a singular
wiped the edge of Nelly — his beloved broadsword — hub from which all the gigantic thoroughfares and slithering
clean of foul encrusted gore. avenues of the sunken city radiated like spokes on a wheel.
It was a truly gargantuan edifice, an enormous sky-spanning
“For now, Sergeant,” agreed Deadman, although the dome carved with all manner of foul sigils and devices and
Professor seemed to have already forgotten the Servitor supported by blasphemously engraved pillars. A long avenue
horde and was pressing forward, hurrying towards the of profane, unholy statues marked a processional path toward
central plateau. “But I rather suspect they were merely a set of huge double doors, bolted, chained and so large that a
a diversion, meant to delay us. Come along, we haven’t single one of them would have dwarfed the USS Valiant, the
much time.” destroyer which had deposited them on this remote island.

“It is unusual, I have never seen the Professor so “I don’t like the look of this, not one goddamn bit,” said
animated,” whispered Dubois, as her pet demon, fluttered Carter, but undaunted, they plunged on, their footsteps
to rest on her shoulder and began to fastidiously clean its echoing loudly in the unnatural silence. About half way
claws, “he is like a dog upon the trail.” towards the edifice, they began to make out black-robed
human figures at the base of the doors, clustered like ants
“He makes rather a poor bloodhound though,“ grunted around a honey jar. Strange winged vehicles with bladed
McMasters, ”to your right, Professor!” rotors were parked off to one side, each bearing a recog-
nisable insignia, a black orb which emanated jagged rays.
Deadman’s course corrected, the quartet moved swiftly
through the alien city. Its cyclopean scale was daunting, “The Black Sun!” growled McMasters.
and its strange structures were constructed of unnatural
angles and weird unsettling geometry — it smelt of a deep “Fools! What on earth do they think they are doing?”
salt tang and something fouler too. The buildings were still Heedless, Deadman broke into a run with a vigour that
damp, sporting weeds, corals, and fronds, from where they belied his age and the rest of the team followed, trailing in
had recently surfaced from beneath the depths of the ocean. his wake. As they drew closer, the faint sound of chanting
grew louder and now they could feel the earth pulse and
At the base of a sweep of steps which were made for no hum, as if a cosmic subterranean heartbeat were origi-
human feet, there was evidence of another bitter battle. nating from deep within the structure.
The vile amphibian forms of dozens of Deep Ones lay
intertwined with insectoid Mi-Go drones and centurions, Before the gates, a cabal of robed Nazi sorcerers were
all in their death throes. Dark viscous liquids dripped and spread in a wide circle around a giant central altar where
pooled from where they had cut each other to pieces. The a cowled man, evidently their leader, intoned an off-key
reek of slaughter filled the air which also carried the faint counterpoint over the bodies of several bound sacrifi-
whiff of ozone, from where high energy weapons had cial victims. Flanking the coven was a platoon of leath-
recently been discharged. er-overcoated Black Sun stormtroopers, their helmets and
gasmasks concealing their faces.

6
Chapter 1  Introduction
As they approached this grim tableaux, the three soldiers “Professor?” queried McMasters.
instinctively moved into cover behind the statues, but
Deadman ran on, waving his arms and exclaiming. Deadman’s hands glowed and eldritch fire bathed
McMaster’s nocked arrow, imbuing it with sorcerous
“Stop! Stop! You’re meddling with forces beyond your might. In less than a heartbeat, the bow bent, the mighty
comprehension!” tension released and the arrow was in flight, zeroing in
towards Lohmann’s neck, glowing with a golden nimbus
“Oh, I don’t think so, Professor,” the cowled sorcerer as it tore through his magical defences. Yet at the very last
turned and regarded Deadman with a sneer. second, the Nazi sorcerer seemed to sense it coming and
with a complex hand gesture deflected the missile, turning
“Albrecht Lohmann!” Deadman exclaimed, recognising the it aside so that it buried itself in his shoulder.
Black Sun’s supreme sorcerer. “I should have known, only
a Black Sun Prior would be audacious enough to…” Grunting in pain, but undeterred, Lohmann continued
his work, reversing the knife and plunging it into the last
“Save your breath, Professor, you’re late, far too late to victim’s chest, then raising the still beating heart aloft and
prevent this happening now. Shoot him down!” The Black uttering an incantation so powerful, so blasphemous, so
Sun troopers opened fire as one, but McMasters was a step alien, that it generated a percussive wave which flattened
ahead and was already hauling Deadman into cover and all around him.
safety. Ignoring the gun battle which suddenly erupted
around him, Lohmann resumed his dolorous chant and “Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn!”
methodically began to slit the sacrificial victims’ throats
one by one… For a moment, all was stillness again, all silence, and then
the inscriptions around the lintel began to glow. There
“We must prevent him completing that incantation!” urged was an ominous pounding sound, reverberating footsteps
Deadman. Nodding to the others, McMasters unslung his which shook the very earth itself. With a crack, the huge
bow, as the Professor began to mutter a charm of his own. chains enclosing the door snapped and the doors them-
selves burst open, thrown back with a rumble like an
“Mam’selle Dubois, Sergeant Carter … on my mark! earthquake.
Three… two… one… now!”
From deep within the darkness, crimson orbs burned with
Carter’s mythos-fuelled machine gun spat, unleashing a an unearthly malice. Then an enormous head emerged,
torrent of fire as Dubois’ pin-point Luger salvo dropped a huge octopoid face, the lower half a mass of writhing
half a dozen Nazi sorcerers in a single volley. Freed to tentacles. A colossal body rumbled forward into the
assume its demon form, Dubois’ creature screeched into daylight, leathery wings folded around its blasphemous
the skies and then dropped like a thunderbolt, lashing warty hide.
with claws and tail, feasting on the troopers’ souls. Yet
as the bullets felled all around him, those that targeted The dreaming god had awoken and now it spoke…
Lohmann seemed to slow and falter, falling away, as if he
were by protected by some sort of mystical shield.

7
What is Achtung! Cthulhu?
Chapter 1  Introduction

Achtung! Cthulhu is a setting for Lovecraftian roleplaying tomes and manuscripts seeking to understand eldritch
during World War II, which allows players to discover knowledge that was never meant for the sight of mortals.
the truth behind the malign influence of the Mythos on They’ll arm themselves with experimental technology
the Nazi war machine and beyond, as conflict engulfs the and deadly weapons and learn to wield powerful magical
globe during 1939-1945. spells or harness potent psychic powers to fight against
this uncanny threat.
In this pulp-influenced world of brave Allied heroes and
dauntless two-fisted adventure, players will take on the They’ll also encounter exotic native races like the Deep
roles of Allied servicemen and women, secret agents, Ones, undersea worshippers of the dreaming god Cthulhu,
members of the resistance or even hapless civilians caught or the strange Mi-Go, fungoid-insectoid beings from the
up in the wider conflict. All stand firm against the twisted furthest corners of the solar system who have come to
might of the Nazi occult: the Cult of the Black Sun, who Earth for an unknown purpose. Towering over them all are
wield foul magic and summon captive horrors in their bid the monsters, entities and gods of the Mythos themselves,
to unleash Yog-Sothoth and Nachtwölfe, their nominal allies who seek to take advantage of the chaos of the second
and rivals who place their trust in Atlantean technology, world war to extend their dominion over the minds of men.
weird science, and strange wonder weapons to prevail.
Will your heroes prevail against all odds, or will they, like
Players will experience a world where dread secrets and so many others before, fall to the malign influence of the
powerful artefacts lie forgotten in ancient ruins, aban- Mythos? That is your story to tell…
doned sites and forgotten cities, and peer deep into dusty

What is the 2d20 System?


During your game, your actions and their consequences punishment your character can take. Rules for Momentum
affect the storyline uniquely. The instant a villain pulls allow your character to push home any advantage, using
the trigger, what happens when your hero tries to dive that successful dive into cover to come up all guns blazing,
for cover behind the nearest sofa? Does the hail of bullets or make their escape through a handily discovered back
hit them full on taking them down or do they narrowly door. The gamemaster can use Threat to make a Nazi
miss, spraying the nearby wall instead? When a character patrol materialise out of the ether, suddenly blocking the
is in jeopardy and the outcome is in doubt, it’s the dice hero’s escape route and sparking a further encounter (an
that decide. event that is invoked as a Complication).

The player pulls out a pair of twenty-sided die and rolls All of these rules and mechanics, help set the scenes, add
them to see what happens. A twelve and a fifteen means suspense, and shape the thrilling storylines that characters
the hero will feel those slugs penetrating his flesh, his from the Achtung! Cthulhu universe experience during
body twitching under the impact. If they rolled a three their daring escapades.
and a ten; the bullets might be stopped by the sofa’s metal
frame or whistle by his cheek, failing to find their prey. The 2d20 System is also here to lend a helping hand to
players taking their first steps on that road, as they create
Roleplaying games use rules in order to shape or resolve a unique hero or heroine to fight in the Secret War.
the drama of a story. Achtung! Cthulhu utilizes the 2d20 Focuses, personal truths, talents and other mechanical
System (2d20 shorthand for “two twenty-sided dice”). The values come together to flesh out each character’s person-
dice reign where the gamemaster does not, dictating if the ality — while skills and attributes define their virtues, as
shooter hits their mark, and the fallout and consequences well as their weaknesses. The 2d20 System does all of this
of what follows. in an easy-to-learn, quick-to-play manner and throughout
this book, you’ll find plenty of examples to help walk you
The 2d20 system also has some unique characteristics through the mechanics in engaging ways. Buckle up, pack
which aren’t present in other roleplaying games. Rules your trustiest revolver and prepare for action, it’s going to
for Stress let you know how much physical and mental be some ride!

8
Chapter 2

A Secret
War?

Rumours, Innuendo and


Unverified Accounts.................................... 10
Section M.........................................................11
Majestic...........................................................12
Black Sun........................................................13
Nachtwölfe.....................................................12
Mi-Go...............................................................14
Deep Ones......................................................14
Chapter Two
Chapter 2  A Secret War?

A Secret War?
Rumours, Innuendo and Unverified Accounts
World War II is a global conflict which draws nations from If you wish your character to enter the strange world of
Europe, the Americas, and the far east into its orbit as Achtung! Cthulhu unburdened by this dangerous fore-
battles erupt on fronts as diverse as the sweltering jungles knowledge then this chapter is not for you, and you should
of Borneo, the frozen steppes of Russia, and even the skip forward to Chapter 3: Playing the Game.
remote island chains of the Pacific.
However, if you must know more, these short quotes and
Yet beneath this global conflict another war is being vignettes are meant to represent some of the rumours,
fought, a secret war, which few know about and even gossip and innuendo which swirl around during wartime
fewer understand. Yet, listen closely, when men are in and which your character may have overheard. Randomly
extremis and on the peripheries, you may just hear tales pick between one and five of them, which will represent
of strange events, unusual happenings, and unsettling the knowledge you have gleaned listening to things you
accounts of the uncanny—episodes which never make shouldn’t. If you simply must know the full story or wish
the papers and which leave their tellers fearing for their to play a character who has increased knowledge of the
very sanity. arcane, then read them all… at your peril.

DAUNTLESS ALLIED HEROES TAKE ON


THE MIGHT OF THE BLACK SUN!

10
Chapter 2  A Secret War?
Narch 20th - 1943
“When that V2 landed without
going off, we thought we were lucky,
like it. Two days
surviving by a one-in-a-million
“I’d never heard anything
ndstill and we
chance. When we saw what slithered
we’d fought Jerr y to a sta
out of it, and what it did to Ada…
hole d up in the ruins
were pretty beat up, and
well, perhaps it would’ve been better
rch. I’d pull ed first watch and
if it had exploded.” of an old chu ging to
s of it clin
the fog was heavy, wisp ually, a
grou nd. It cam e on grad
the marshy
— Vera Baker, East End Resident something flapping
weird, unearthly, sound like
it spoo ked us rotte n. Then they
wetly, and
nigh tma res in SS uniforms
broke out of the fog,
I wa so shocked I
s
with tentacles for heads.
wa rnin g, could only watch
couldn’t shout a

“I’d never seen a man killed by an


sprin ted tow ard our lines with a speed
as they
those horrors were

umbrella before, but if it’s taught us anything,


ral. Jus t as
that was unnatu
e wa s an eruption
about to overwhelm us, ther

this war has taught us to improvise!”


on of gian t kett les going off and
like a battali
scyt hing those monsters
gouts of steam spat out
boy s, wearing

Lieutenant Daphne Smythe, W A AF


s som e of our own
down. It wa weird ex-
som e kind of
red berets and toting
l wea ponr y. A Ca pta in Harris put his
perimenta
said, “Thanks old
hand on my shoulder and
ll tak e it from here .”
boy, we’
’s Rifles
Private Mike Finn, XV King
“It was an unusual mission anyway, some
obscure mountain in the middle of Nor-
way, no nearby bases, no obvious strate- “I’m not one to talk
, but there’s some
gic value. As we came up on target, the strange goings on
over there at
skipper gave the order and I’m staring Clemens Park , plen
ty of comings and
down the sight. The crosshair aligns, and goings at all hour
s of the day and
it’s bombs away, and they’re tumbling night and unusual
army types, boffin
down, right on target. But just as they and all sorts who s
were about to detonate, the rock split come in for a drink
sometimes. It ’s all
apart like an enormous mouth, all jag- very hush hush, bu
careless talk cost t
ged fangs and gaping maw, and it simply s lives you know, so
I’ll say no more… th
swallowed them whole. No explosions, at ’s very kind, I wi
have one myself.” ll
no craters, nothing. I’ve never seen
anything like it before, and I doubt George Smith,
I ever will again.” Landlord of The Gr
een Dragon,
Bombardier Freddie Jones RAF
Cudnam, Kent

“We were in a tight spot, fighting back


to back for
ntain
“They’re cheery little fellows those mou our lives against those creatures, and I
doubt we had
by that Sube dar Gop al chap , always a minute left before they’d have done for
men, led us all. Then
a hot a cup of
ready with a winning smile and we heard it, the distant skirl of the pipe
kukr is come out, phew , s wailing like a
char. But once those horde of demented madmen. The things
ess and fierc e as snow leopa rds. heard it too,
they’re all busin for they star ted to quail visibly then bega
they come
You wouldn’t fancy being Jerry when n to break,
slinking off with their tentacles between
calling I can tell you.” their legs. I’ve
never been so glad to see a Scotsman, I
can tell you.”
Major Derek ‘Winter’ Frost, Captain Fred Willis, King’s XIIth Rifl
Oxs and Beds Regiment es

11
Chapter 2  A Secret War?

“Those Salamander guys are “You don’t think a woman


“So, it’s D-Day plus six and crazy, I mean real crazy, de- can head up the agency?
we’re pushing inland, maki
ng good ranged, pyromaniacs by name Underestimate her at your
ground as the Krauts are in peril, Miss Sally Armitage
long retreat. We move into
head- and by nature. I casually ask
this has bigger balls than any man
small hamlet, and Joe spots
a set one for a light and next thing I
of stairs leading down and I know and a real nose for
thinking ‘hm, maybe there’s
we’re know, he fires up my smoke with spotting talent.“
some
wine down there that’s in
need his flamethrower. Burned my
of liberation. Anyways, we
a nose around down in that
take eyebrows clean off!” — Anonymous witness
cel-
lar and there’s no booze, just Private Dan Kelly, US Army during closed Congressional
all these Krauts wearing stra
masks and uniforms, laid out
nge hearing
in a
regular pattern around this
da altar, I guess. They’re
but there’s also this book,
…kin-
dead, Man, I’ve never been so glad to see anyone in my life. There
looking, kinda creepy with
strange symbols on it. For
old
some were these things, creatures like insects, but bigger and with
reason, I gotta know what’s
side, like it’s calling to
some
in- razor teeth and wings and they seemed to spring fresh from the
Just as I’m about to part
covers, a hand snatches it
me.
the bodies faster than we could mow them down. Anyways,
look round there’s this olde
la, dressed like a college
away. I
r fel- those guys, the Furies or whatever dropped straight outta the
sor or something, and he says
wouldn’t touch that, soldier,
profes-
, ”I sky like they was the 7th Cavalry or something. And the
if you value your immortal

soul.”
not
firepower they unleashed on those bloodborn? Well, it was
just mind-blowing…”
Corporal Dwayne Rogers,
 Big Red One Division

“ The Department of Mumbo Jumbo is what


 Sergeant David Harris, US Marine Corps
Hoover used to call them, but damn, I’m glad
they’re fully operational now. I wouldn’t want
our boys in the field face what the Brits had
to in ’39 without some kind of esoteric support.”
Colonel Devon Archer,
51st Infantry Division

TOP SECRET
12
Chapter 2  A Secret War?
d-
“The sand gets everywhere, the san
storms will strip exposed flesh to the
g.
bone and the fly swarms are appallin
any thin g
But my friend, if you ever see
the dee per
who you that resembles a ziggurat in
“Have you ever seen dead men rise? Men tely
hed spill their wastes, then turn around immedia
fought alongside, who you watc and head back from whence you cam e.
t out in their
blood, who you held as the light wen No Egyptian Pharaoh ever buil t thos e,
back to more
eyes, have you seen them as they come but something much older and far
ched and
life? Have you ever watched as they twit dangerous.”
Feldwebel Kurt Jaeger, Afrika Korps
sight-
staggered and stood, leaking blood, their 
beyo nd the abyss, a
less eyes staring at you from
er selve s, raised by
shambling parody of their form
n’t trust them. An aura
the power of fell magic?” “I don’t like them and I do
Hauptmann Ernst Fischer to them like a shroud
of unwholesomeness clings
alongside the legions
“The snow covers everything,
blankets the frozen city, but on a corpse. I’d rather fight
there’s something living under n bastards. Come to
it, something unnatural and of hell than those Black Su
it takes a fresh victim every nig ch the same thing.”
deadly and it leaves no trace.
ht. It’s swift, silent and think of it, they’re pretty mu r


 Corporal Friedrich Fleische
Feldwebel Otto Brandt, 4th Pa
nzer Army, Stalingrad

Stuarts and
“The American tankers are brave men, no doubt, but their
on one. It takes
Shermans are no match for our Tigers and Panthers one
are so many
a strange kind of courage to face a superior enemy but there
dragging us
of them, and they swarm like crows flapping around an eagle,
, fall back.
down with sheer numbers. So that we must always fall back
ron of
It was during one such retreat that we were pursued by a squad “The kristall … the Blauer Kristall that is all those
our stand.
Shermans. We came to a crossroads and prepared to make wolves think about. If you offered them their own
s in a minute weight in diamonds or a fistful of the Kristall, they
The odds were against us, you can only fire so many round would choose the Kristall every time.”
is weakest. But
and they can flank and encircle, probe where your armour Horst Köhler, miner
destroyer of 
what should come rumbling out of a nearby barn, but a tank
glow. It made
an unfamiliar design, four gun barrels lit by a strange blue
“One guy, it was
had on this stra just one guy I te
ll you. He
like they
short work of those attacking Shermans, slicing through them
nge backpack an
weird plates on d these kind of
saviours but they
e in each hand.
were made of aluminium. I popped the hatch to thank our
Sherman clean ov But he lifted th
er his head and at
insignia on the tossed it into a
did not emerge and all I could see was a curious wolf’s paw
ditch, like I’d
toss away a spen
t k-ration.”
ed vehicle has
turret, as it trundled off in pursuit, far swifter than any track — Private Jame
s Sterling,
a right to be.” 50th Infantry Di
— Rolf Earhart, Tiger Tank Commander
vision, US Army

13
Chapter 2  A Secret War?

column deep
We were a flying “Just a room full of brain
t Bu rm es e Ju ngle, when we s in jars, who, what… is re
in the hear sponsible
came across an an
ci en t tu mbledown for that kind of horror? Bu
with them, t that wasn’t the worst of
temple. It wa s cr aw li ng
they still lived in some biz it, for
drones, warriors
and more. In an arre way, if you can call
su rrounded, and it Then I began to hear their that life.
instant we we re
end had come. Wi
thout voices, not out loud, but ins
looked like our head, voices that screame ide my
down my ar ms , wa lked d and screamed and would
thinking, I laid ly as I could,  n’t let up.”
as ca lm
forward speaking st Pr iva te Matthew Wyatt,
ey that we were lo 
managed to conv in th e sa me 29th Infantry Division,
ha rm —
and intended no ires US Army
were making enqu
tone I’d use if I ct io ns . A
fo r di re
at a country pub
emerged and in a
single REDACTED
buzzing approxim
ation of human “This war is fought on many fronts and in
speech it in to ne d ‘Begone!’.
second invitati
on many theatres, but few stranger than the quest
We didn’t need a
I can tell yo u.” which took us to the peaks of the ancient
id, Chindits, Bu
rma Himalaya. There, on certain paths where the
villagers will not tread, you can see them rise
Re
 Major Malcolm

at the full moon, a swarm which dances and


capers in honour of gods whose names were
ancient before the Earth was formed...”
 Captain David Hutchings, Indian Army

ersea
“We swam toward that vast und
firs t impr essi on was of a
city and my
“There are things, vast things that lurk beneath the larg e grou ping of rock y ston e towers,
ds of
surface hidden amongst those ageless depths that lit by the phosphorescent fron
r stra nge lam bent
seaweeds and othe
would drive men insane if they could but see them fish spec ies. The towe rs wer e ado rned
in their entirety. They are the leviathans which all man ner of esot eric mar kings
with
mono-
belong to that ancient undersea race and those and clustered around a central
e whi ch seem ed to func-
lithic structur
behemoths can seize and squash a U-boat as easily the crea ture s’ civi c cent re or
tion as
. It was
as cuttlefish crushes a clam.” more likely, place of worship
y of
there I encountered an assembl
 Captain Horst Grobler, U-Boat 645 their elders, mag es and war rior s, and
had a fear ful ulti mat um waiting
they
for me.”
Major Desiree Jones
“They walk amongst us you know, half- 
“I’ve seen them, strange beings rising from
breeds, hybrids, some strange unholy mix
of man and beast. Who knows how many
the waves on a cloudless night when the tide is
of them there are or how high they’ve
in flood, with their unnatural eyes and their
ascended, the Senate, Congress, spiked crests. That obscene chittering speech
even the White House itself?” as each calls to each, ugly, hopping flopping
Commander Paul McAvoy, things that no sane mind should have to
Office Naval Intelligence countenance.”
 Pierre Malraux, French Resistance

14
Chapter 3

Playing
the Game

Dice..................................................................16
Skill Tests.......................................................17
Momentum....................................................20
Fortune.......................................................... 23
Threat.............................................................24
Chapter Three
Chapter 3  Playing the Game

Playing the Game


Achtung! Cthulhu is a game of heroic deeds and bold This chapter covers the core rules of Achtung! Cthulhu
action in a Secret War where dauntless Allied heroes battle forming the foundation of the game, and will be referenced
tittering Nazi villains in epic, thrilling, seat-of-your-pants regularly, so you should read and familiarise yourself with
adventures. Yet even the bravest heroes require rules to them for use during roleplaying sessions and adventures.
help frame and describe their mighty deeds and actions.

Dice
Achtung! Cthulhu uses two different types of dice to CHALLENGE DICE
resolve the actions a character attempts and the situations
The second type of dice are Challenge Dice, abbreviated
they face. If more than one dice of the same type will be
to this symbol: . These six-sided dice are used primarily
rolled at once; these dice are referred to as a dice pool.
for inflicting stress in combat. Each has four faces with
three possible results — a score of 1, a score of 2, and two
D20s faces showing “!”, or an effect—as well as two blank faces.

The most commonly-used is the twenty-sided die, abbre-


Effects inflict 1 stress, and also trigger special effects
viated to d20. D20s are used for resolving skill tests, and
like additional damage (see Chapter 4: Action p.XX),
for rolling on random tables. Two to five d20s will be
depending on the circumstances of the roll. If there are
required, noted as Xd20, where X is the number of dice to
multiple special rules that trigger when an effect is rolled,
be rolled. 2d20 means that two twenty-sided dice should
then all of them trigger even if only 1 effect is rolled.
be rolled, and 5d20 means five should be rolled. It’s
helpful to have at least two d20s for each player, as more
A pool of Challenge Dice is rolled all at once, and their results
than one player may be rolling at the same time.
added together. Multiple Challenge Dice are noted as X ,
where X is the number of dice rolled. So, 4 indicates that four
Challenge Dice should be rolled, and their results added together.
Rerolls
Special talents or other rules, allow you to reroll dice.
Roll those dice again, and the new results replace the Roll the Bones
original ones, even if they are worse.
If you don’t have special Challenge Dice available, you
can use normal six-sided dice instead; treat any roll of a
Some situations allow for a specific number of dice to
3 or 4 as blank, and any roll of a 5 or a 6 as an effect.
be rerolled, while others allow all the dice in a pool to
be rerolled. You can always choose how many dice you
want to reroll, up to the number listed — you can always
Challenge Dice Result
choose not to reroll a die if you want to keep the result. D6 ROLL CHALLENGE DICE ROLL RESULT
1 1 1

2 2 2

3 0 0

4 0 0

5 1, plus effect 1, plus an effect

6 1, plus effect 1, plus an effect

16
Skill Tests

Chapter 3  Playing the Game


Behind Enemy Lines
Player characters in Achtung! Cthulhu are daring, Captain Jim Swann, a gri
zzled British special
dynamic individuals, skilled in their chosen fields, and forces veteran and Sec
tion M operative, is
knowledgeable enough in other fields to ensure they can deep behind enemy lines
on a scouting mission
overcome a wide range of problems, given enough time to infiltrate a Black
Sun castle, when he
and the right tools. encounters two Black Sun
troopers out on
patrol. Swann needs to
get round them, and
In any situation where a character’s success is in doubt, needs to do it quietly.
He wants to sneak past
where failure is interesting, or where there is risk them, which will need
a skill test.
involved, you need to make a skill test.
Swann has an Agility att
ribute of 10 and a
ROLLING THE DICE Stealth skill of 2, so
his skill test is 12 (10
the target number of
+2). The Black Sun
1. Choose Attribute + Skill: The gamemaster chooses troopers have walked pas
t him, so as long
which attribute and which skill are appropriate for as he can be quiet he
can sneak off behind
the skill test, and if any of the character’s focuses them, so the difficult
y of the test is 1.
apply. Add together the attribute and the skill chosen: He rolls 2d20, which sco
res 7 and 15. 7 is
this is the target number for each d20. below his target number
, while 15 isn’t,
but he’s done it! He got
2. Set the Difficulty: The gamemaster sets the difficulty 1 success, which
is enough to tip-toe qui
for the skill test, normally between 0 and 5. The etly away from the
patrolling troopers.
difficulty is the number of successes you must
generate with your dice to pass the skill test.

3. Roll the Dice Pool: Assemble your dice pool. You start
with 2d20, but you can buy up to 3 more d20s with TEST DIFFICULTY
Momentum (p.XX), and after you’ve added any dice,
When the Gamemaster calls for a skill test, they set a
roll the entire dice pool.
difficulty, which describes how challenging the task is.
4. Check For Successes: Each d20 that rolls equal to or Skill tests have a base difficulty of 1, though more routine
less than your attribute + skill target number scores skill tests can have a difficulty of 0. Difficulties can also be
1 success. affected by truths (see p.XXX).

a. Any die that rolls a 1 is a critical success, and


You will always be informed of the difficulty of the skill
generates 2 successes.
tests you attempt: player characters are skilled profes-
b. If you have a focus that applies you will score a sionals with fate on their side, who can evaluate how
critical success if a d20 rolls equal to or less than challenging an activity is. This allows you to decide
your skill rating. whether you want to spend Momentum or Fortune points
to improve your chance of success.
c. Each die that rolls a 20 causes a complication,
(p.XXX).

5 . Check Successes Against the Difficulty: If the Example Difficulties


number of successes generated equals or beats the
difficulty of the skill test, then you have passed. If the DIFFICULTY EXAMPLE
number of successes scored is less than the difficulty, 0 Researching a widely known subject
you have failed.
1 Overcoming a simple lock
a. Each success above the difficulty becomes a point
of Momentum, (p.XXX) a valuable resource for 2 Driving across challenging terrain
players which tips the odds in their favour.
Does your disguise pass muster under
3
6. Get the Result: The gamemaster describes the intense scrutiny?
outcome, and if the test was successful you can spend
Deciphering an unknown
Momentum to improve the result further. After this, 4
alien language
the GM introduces any complications.
Retaining your sanity as your stare into
5
the face of an elder god!

17
OPPOSED TESTS
Chapter 3  Playing the Game

Difficulty Zero Tests


At times, you will find yourself in direct opposition to an
If a test is difficulty 0, it does not require a dice roll: it is opponent, and these situations call for an opposed test.
automatically successful with zero successes, and no With an opposed test, there is an active character (the
risk of complications. However, because no roll is made, character who is trying to accomplish something) and the
it cannot generate Momentum and you cannot spend reactive character (the one trying to resist or avoid the
any Momentum on the outcome. active character’s efforts). If there is more than one char-
acter on each side, then they may assist (see below).
At the gamemaster’s discretion, you can still choose
to roll the dice against a difficulty of 0 to generate Both characters attempt a skill test normally, with a
Momentum as normal — because zero successes are base difficulty of 1, which may be adjusted by the GM.
required, every success generated is Momentum — but The outcome of the opposed test depends on both char-
complications can still occur if you roll a 20. acters’ results.

Active Character Succeeds, Reactive Character



?
Fails: The active character achieves their goal, and
their test is successful.

Reconnaissance Active Character Fails, Reactive Character



?
Succeeds: The active character fails to achieve their
Sergeant Sarah ‘Roo’ Walker is engaged
in goal, but the reactive character completes theirs.
chec kpoi nt on the
reconnaissance of a Nazi Both Characters Fail: Neither character achieves

?
cast le. She can
approach to the Black Sun their goal.
to her
see the basic lay of the land thanks
binoculars, so the skill test is diff iculty 0, Both Characters Succeed: Compare the total

?
but she decides to roll anyw ay so she can pick Momentum generated on each character’s skill test.
out more details. She gets 1 succ ess, gener- The character with the higher Momentum wins, and
ating 1 Momentum. From her vant age poin t she achieves their goal, but loses one Momentum for each
can ask the gamemaster a ques tion abou t the Momentum their opponent scored. The loser then
checkpoint, however one of her d20s roll s a discards all the Momentum they generated, and cannot
20, causing a complication . The GM desc ribe s spend any. In the case of a tie, the active character
the Black Sun guards poin ting at her thro ugh wins, but doesn’t have any Momentum left.
off her
her binoculars — sunlight has glinted
been spot ted. Now she
binocular lens and she’s
needs to get out of ther e, shar pish !

Toodle-Pip Old Chap!


ASSISTING OTHER CHARACTERS Captain Jim Swann has now infiltrated the
Black Sun castle and pauses for moment in a
If the situation allows, characters can work together as a forbidden library to take stock and get his
team when attempting a skill test, with one character acting bearings. A Black Sun Canon suddenly emerges
as the leader, and the others as assistants. To assist with a from the shadows and with no time to draw
skill test, you must describe how you are assisting the skill weapons, Swann decides to take to his heels,
test’s leader. If the gamemaster agrees, then you roll only with the Canon in swift pursuit.
1d20, using your own attribute + skill target number, and
your own focus (if any). So long as the leader generates at Swann attempts to lose the Canon in the
least one success, then you add your successes to theirs. castle’s labrythine corridors, so they both
You can still generate complications as normal. need to make an Agility + Athletics test, with
a difficulty of 1. They roll and check their
The gamemaster has the final say on whether you can successes. Swann scores 2 while the Canon
assist — there might be limited space, or the test might only scores 1, meaning they both passed the
be something only one person can attempt. You do not test but Swann scores one more Momentum than
have to use the same attribute + skill combination as the the Canon. Swann wins, saves his Momentum,
other characters involved in the test — indeed, assistance and utters a quick “Toodle-pip, old boy!” to
is often best provided by contributing something different. the Canon as he ducks around several corners,
You cannot purchase additional d20s while assisting, but doubles back and manages to loses himself in
your dice don’t count towards the leader’s 5d20 limit. the maze of ancient corridors.

18
Chapter 3  Playing the Game
EXTENDED TESTS Resistance
If a problem is especially tricky, the extended test may also
Some actions and outcomes are too complicated to be
have some native resistance which reduces the effect of your
covered by a single test and in this case, you will attempt
stress rolls (it can be thought of a bit like armour or cover,
an extended test which is used to represent problems
hindering your efforts to inflict stress). Most extended tests
that take more time and effort. This could be a lengthy
have a resistance of 0, but some will have more, reducing
action like cracking a complicated code, sneaking through
the stress you can inflict on the track each time.
a shadowy compound, or working multiple tumblers to
break into a bank vault. Extended tasks use the same Resolving Extended Tests
mechanism as taking stress and injuries in combat, except
Whenever you pass a skill test to overcome the extended
these injuries are called breakthroughs.
task, you roll 4 with bonus from any applicable attri-
Stress Track bute (for example the bonus you gain from your Brawn
attribute for a physical task). If you have the right tools or
Each extended test has a stress track, and a number of
an appropriate skill kit, you might also gain the Piercing or
breakthroughs which must be made before the extended
Vicious effects from your rolls (the GM will decide).
test is complete. The stress track represents how much
work is needed to resolve the problem, ranging in size
If you inflict 5 stress is in one go, or the test’s stress track
from 5 to 20, while the breakthroughs represent the tasks
is filled, you have achieved a breakthrough! But even
that need to be completed.
before that, individual breakthroughs can be made at the
Breakthroughs GM’s discretion which will affect your subsequent prog-
ress. These might include:
The breakthroughs needed to complete an extended test
can be thought of as the key moments when solutions
Difficulty Reduction: Any remaining skill tests made

?
are discovered to solve a difficult problem. Depending on
to overcome the problem are reduced in difficulty by 1.
the scale of the problem, the number of breakthroughs
required is called the magnitude — and ranges between Resistance Reduction: The stress track’s resistance

?
1 and 5. When you have made enough breakthroughs, is reduced.
you’ve passed the extended test.
Challenge Dice Increase: From now on you gain +1

?
for each roll made against the problem.

Establish a Truth: A new truth is established, reducing



?
or increasing the difficulty of your skill tests.

19
Chapter 3  Playing the Game

Safe Cracker
Private Dan Gregg discovers a Nazi safe, which successes and rolls 4 base stress, plus two
he suspects is full of valuable information and additional for his Reason score of 10.
with his comrades keeping watch, he sets about
trying to crack it. The GM decides this will be He inflicts 5 stress at the first attempt,
an extended test, with a stress of 15, a diffi- including an effect which makes the damage
culty of 2, a magnitude of 3 and a resistance of Piercing, which means it ignores any native
1. Gregg makes a Reason (10) + Engineering test resistance. Gregg has made a breakthrough,
test and because he has a focus in Mechanical cracking the first tumbler with ease and is so
Engineering the range of critical success is successful, the GM rules that the test’s resist-
extended. Rolling a 3 and a 9, Gregg scores 4 ance is reduced to zero.

Momentum
Whenever you generate more successes than the difficulty
of a skill test, each of these extra successes becomes 1 Using Threat to Pay Instead…
point of Momentum, a valuable resource that can be spent
to improve the result of the skill test, or saved so the If you don’t have any Momentum, or you don’t want
group can use it later. to use Momentum, you can pay for these options by
allowing the gamemaster to increase their Threat pool

SPENDING MOMENTUM instead. If you do, the cost is the same, but the GM
increases their Threat pool by the cost of Momentum
Immediately after passing a skill test, Momentum can be option, and you can always use a mix of Momentum and
spent to improve the outcome. Momentum used in this Threat to pay for the spend. Threat is explained in more
way doesn’t need to be declared in advance, with each detail on p.XXX.
point spent as required.

You can spend Momentum to:

Buy d20s: Before you roll for a skill test, you can buy

?
up to 3 more d20s for your dice pool. The cost of this
Behind Enemy Lines
increases for each die purchased: the first d20 costs 1 Sergeant Sarah Walker has evaded the Black
Momentum, the second costs 2 Momentum, and the Sun guards and rejoined her team of commandos
third costs 3. You can’t roll more than 5d20s. heading, as reinforcements, toward the Black
Sun castle. However, they suddenly encounter
Create a Truth: You can spend 2 Momentum to estab-

? a river which must be crossed. The river has
lish a new truth in the scene, or remove a negative a strong current, and with a difficulty of
truth currently in play. Truths created must relate to 4, Walker is going to have to put some extra
the skill test you just passed, and it must be something effort in to this skill test. Thankfully,
that would result from your actions. the march went well and the troops aren’t
Obtain Information (repeatable): You can ask the

? tired — with 3 Momentum in their group pool,
gamemaster a single question about the scene, per Walker buys more d20s to roll. This first die
Momentum spent. They must answer truthfully, but costs 1 Momentum, and the second costs 2, for
don’t have to give complete information, and the ques- a total of 3 Momentum, and Walker will roll
tion must be related to the test attempted. 4d20s on a Brawn + Athletics test.

Reduce Time: You can spend Momentum to reduce



?
the time it took to complete your test. The reduction in
time is down to the gamemaster, and you can vary the REPEATABLE MOMENTUM
amount of Momentum you spend depending on how SPENDS
quickly you want to complete the test.
Momentum can only be spent on one option on a skill test,
or once per round in a conflict. When a use of Momentum
Any unspent Momentum is saved to the group’s pool, as
can be repeated it will be noted as “repeatable,” or that
described opposite. Momentum that cannot be added to
the effect is “per Momentum spent.” These Momentum
the group pool is lost if it isn’t spent.
spends can be used as many times as you are willing to
pay for them.

20
BONUS MOMENTUM SAVING MOMENTUM

Chapter 3  Playing the Game


Some situations, items, and talents grant a character Saved Momentum goes into a Momentum pool, which
bonus Momentum. This is added to the amount of can be added to or used by any player in the group, and
Momentum you generate from a successful skill test. A represents the benefits of your collective successes. The
special rule generating bonus Momentum may specify that Momentum pool cannot contain more than 6 Momentum at
it can only be used in a specific way, such as buying dice, any time.
or obtaining information.
Whenever you want to spend Momentum, you spend
Bonus Momentum cannot be saved to a Momentum pool: points from the group pool. Momentum only needs to be
if it is not used when generated, it is lost forever. spent as required, so you don’t need to choose how much
Momentum you want to take from the group pool until
you know how you want to spend it, and it doesn’t need to
Other Uses For Momentum be spent all at once.

Just like the most dauntless of Allied heroes, you At the end of each scene, the GM removes 1 point of
shouldn’t be afraid to be creative when using Momentum from the group pool.
Momentum. When you pass a skill test with a lot of
Momentum, think of how that incredible success can be Momentum must be maintained, it will not last forever.
reflected in either the result of that skill test, or how the
test affects what happens next.
Timing Momentum
Regardless of how it is used, Momentum spends must
make sense within context, and the gamemaster can Most uses of Momentum come immediately after
veto Momentum spends that do not reflect the scene. a successful skill test but a few important uses for
Momentum happen at different times. These options
have their own restrictions on when they are used, which
is made clear in their text, such as buying d20s before
you roll you dice pool for a skill test, but after the GM
sets the difficulty.

Truths and Complications


Locations, character traits, and situations come in a The truth makes an action possible, or impossible.

?
variety of shapes and sizes, and these significant details
If a truth should have a particularly potent, or intense

?
are called truths. A truth is a single word or short phrase
effect, the GM can add a number after the name of
describing an important fact about the scene. It might be:
the truth, increasing the modifier of the difficulty. For
example, Smoke could be made more intense by calling
A location truth, such as “gridlocked road”, “rowdy

? it Smoke 2, making the difficulty to shoot through the
bar”, or “dense forest”.
smoke increase by 2, rather than 1.
A situation truth, such as “darkness”, “heavy rain”, or

?
“bustling crowds”.

A personal truth, such as “Veteran”, “Shell-Shocked”,



?
or “Disciple of the Black Sun”. Personal truths are Lingua Franca
described in more detail in Chapter 5 Heroes Are Forged
Section M agent Daphne Rogers is a “Polyglot”,
(p.XXX).
a personal truth that means she can speak
several languages. However, when she encoun-
PERMISSION AND DIFFICULTY ters some local Resistance members near the
Black Sun castle, as the fates would have
Details of a scene are only truths if they affect a skill test.
it, they speak Flemish, a language with which
They help the GM determine what is and isn’t possible,
she’s unfamiliar. Communicating with the
and how easy or difficult things are to achieve. In rules
Resistance is therefore going to be a little
terms, if the truth applies, it does one of the following:
tricky — a difficulty of 3. However, being a
polyglot allows Rogers to mix a bit of German
The truth makes an action easier, reducing the diffi-

?
and French together, to make herself under-
culty of the skill test by 1.
stood and so this personal truth reduces the
The truth makes something more difficult, increasing

? overall difficulty of communication by 1.
the difficulty of the skill test by 1.

21
COMPLICATIONS
Chapter 3  Playing the Game

In the dangerous world of the Secret War things don’t Lower the Drawbridge
always go to plan. Sometimes unforeseen problems crop
Having fled the Black Sun Canon, Captain
up, sometimes there are inescapable consequences for
Swann works his way toward his main objec-
acting, and sometimes a price must be paid simply to
tive: the castle’s gatehouse where he intends
even attempt a heroic action. Problems abound, and the
to lower the drawbridge, so that Walker and
measure of a hero is how they confront and overcome the
her commandos can get inside. Swann finds
slings and arrows of outrageous fortune
his way to the guard room, but the mechanism
for lowering the bridge is old and heavy and
These obstacles are called complications, a truth that
clearly designed to be operated by two people.
has a uniquely negative impact on the characters affected.
Swann attempts a skill test using his Brawn
Complications make skill tests harder or impossible after
+ Engineering to lower the drawbridge. The
they are introduced.
GM warns Swann that the complication range
for trying this manoeuvre has risen by 2, so
Complications can occur in one of three ways:
if any of Swann’s dice roll an 18, 19, or
20 he’ll generate one complication for each
Rolling a 20: When attempting a skill test, each d20

? result. If Swann lowers the drawbridge, and a
that rolls a 20 causes a complication, which comes into
complication is rolled, the GM might choose
effect once the test has been resolved.
to say he loses control of the mechanism and
GM Introduction: The GM can introduce complica-

? the drawbridge falls with a resounding crash,
tions by spending Threat. alerting the guards nearby.

Succeeding at a Cost: The GM may allow you to turn



?
a failed skill test into a pass by taking on a complication.

Buying Off Complications COMPLICATION RANGE


When you suffer a complication, you can always choose to Some skill tests might not be more difficult but are riskier
buy it off by adding 2 points of Threat to the gamemaster’s or more uncertain than normal. With this in mind, the
pool — trading a problem now for a potential problem gamemaster might increase the complication range of
later. Similarly the GM, if they can’t think of an incon- a test, making it more likely that complications will be
venient truth, can add 2 Threat to their pool instead; but generated. A skill test normally has a complication range
players always get first choice. of 1, meaning that you suffer a complication for each d20
that rolls a 20. Increasing the complication range by 1
If an NPC suffers a complication, the GM can choose to means that complications occur on a result of 19 or 20.
buy off the complication by spending 2 Threat, but you The complication range can be increased by up to four.
cannot gain Momentum if you don’t introduce a complica-
tion for the NPC.
It’s Complicated
Success at a Cost
DIFFICULTY COMPLICATION RANGE
Some skill tests can’t really be failed outright; rather,
it’s uncertain whether the test can be completed without 1 20
problems. In this situation, the gamemaster may allow you
2 19-20
to succeed at a cost. With this option, a failed roll still
means you pass the skill test, but you also suffer one auto- 3 18-20
matic complication in addition to any that occur because
4 17-20
of the dice rolled.
5 16-20
Although the failed test has produced a successful
outcome, you cannot spend Momentum to improve the
outcome of a skill test. Momentum can only be spent on
the test if it was successful due to the dice roll. THE DRAWBRIDGE FALLS
WITH A RESOUNDING CRASH,
ALERTING THE GUARDS NEARBY

22
Fortune

Chapter 3  Playing the Game


The heroes of the Secret War, being larger-than-life char- REGAINING FORTUNE POINTS
acters, have access to a special resource called Fortune.
Fortune points refresh at the start of each adventure,
Fortune reflects their ambition, drive, and luck which goes
as your plucky heroes prepare themselves to face the
beyond that of the ordinary men and women involved in
unspeakable. But when you’re down on your luck, the
World War II. Such individuals take destiny into their own
gamemaster might award you a Fortune point during
hands, shape their own fates, and influence the course
play — perhaps you made a noble sacrifice for King and
of the Secret War. Whether or not they are regarded as
country, or deployed a killer one-liner while destroying
heroes in the conventional sense, player characters are
the enemy’s stockpile of eldritch weapons. The GM may
marked by destiny, and might just be the champions
also award Fortune points to the group based on your
mankind needs in its darkest hour.
progress in a campaign, completing an objective, or to
invoke a scar (see Scars, p.XXX).
Fortune can be used to pull off extraordinary actions,
perform exciting stunts, make one-in-a-million shots or
provide a vital edge during life or death situations. VOLUNTARY FAILURE
You can also choose to voluntarily fail a skill test, at the
You begin an adventure with three Fortune points, which
GM’s discretion. If you decide that fate turns on your char-
refresh at the beginning of each subsequent adventure.
acter, the test is failed automatically and you don’t roll.
You cannot have more than five Fortune points at any one
You can’t decide to fail a difficulty 0 skill test, or a skill
time, and any excess points are immediately discarded.
test where you can succeed at a cost.

You can only spend one Fortune point per scene: once
you’ve spent a Fortune point, you cannot spend another VOLUNTARILY INVOKE A SCAR
until the next scene.
You can also voluntarily invoke one your scars, if you
have any, to produce a negative affect for your character
SPENDING FORTUNE in a scene. By doing so, the character’s past trauma or
injury inhibits them in a big way, and you gain 1 Fortune
Fortune points can be spent to buy:
point — but only if agreed by the GM.

Critical Success: A Fortune point may be spent before



?
a skill test to set a single d20 so that it automatically
rolls a 1 (generating two successes automatically). This
option must be selected before any dice are rolled on
that skill test, and you must roll the remaining dice in
the pool.

Reroll: A Fortune point may be spent to reroll any



?
number of dice in the character’s dice pool (d20s or
Challenge Dice).

Additional Major Action: In conflict you immediately



?
take an additional major action this turn, as soon as
.
the first one has been resolved Outside of a conflict,
you can perform another skill test or other significant
action immediately, before anyone else has an opportu-

he bold!
nity to respond.

u n e f a v o u rs t
Avoid Defeat: The character may spend a Fortune

?
point when they are defeated to immediately return Fort
As they say…
from defeat, either as soon as they are defeated, or at
some point later in that scene. See Chapter 4: Action
Scenes for more details.

Make It Happen: You can immediately introduce a new



?
truth for the scene (see p.XXX). It could be something
that no one in the scene has noticed yet, or a piece of
equipment you thought you didn’t have, but actually do!
This may be used before rolling for a skill test.

23
Threat
Chapter 3  Playing the Game

As you generate and spend Momentum, the gamemaster is always allowed when buying additional d20s, but the
generates and has their own currency to spend, called GM may permit other uses of Momentum to be paid for
Threat. The GM uses Threat to alter scenes and with Threat. You can even use a combination of spending
empower NPCs. Strictly speaking, your characters Momentum and generating Threat to pay for your
don’t know about Threat, but they will have a sense of Momentum spends. You may also need to add Threat to
the stakes of their mission, and any impending doom the GM’s pool for other reasons, such as:
around the corner.
Complications: If you want to ignore a complication

?
PAYING FOR MOMENTUM from rolling a 20 during a skill test, you can generate 2
Threat for the GM’s Threat pool.
SPENDS WITH THREAT
Escalation: If you perform a heroic but risky action, it

?
If you’re in dire straits, low on Momentum, in a tight
is possible to generate Threat. Getting access to some
corner or need a helping hand, you can decide to pay for
more exotic or deadly equipment, or reading forbidden,
some Momentum spends by letting the gamemaster add
alien texts can escalate the tension, and should be
an equivalent amount of Threat to their pool instead; this
approached with caution!

NO: 1,043 PRINTED IN LONDON AND MANCHESTER – MARCH 20TH, 1943 PRICE 2’d

Mysterious
Disappearances
Haunt Waver’s End
BY CRIME REPORTER GUS FRAZIER
Waver’s End is a quiet, unassum- idyll, for every full moon, around a means. I stayed up last full moon
ing village in the heart of Eng- dozen prime examples of the local and kept watch with my shotgun.
land, far from the ravages of war, variety of award-winning Ryeland When I heard bleating in the lower
but close to the nearby Crixley sheep go missing. field, I ran down, but t’was too late.
Research Institute. Village life has Two ewes had already been taken
gone on here more or less in the No rational explanation has been and there was this sound, like some
same way for centuries, centred forthcoming and bloodstains at huge beast moving off toward the
around those twin pillars of English the scene would appear to rule out mire. Worst thing was, there were
life, the parish church, St Hugh’s, sheep rustlers. Local farmer Peter also these phosphorescent tracks,
and the local pub, the Black Sheep. Holmes says: “Something uncanny glowing in the moonlight. Must’ve
Yet the inhabitants of Waver’s End is going on. I’m no superstitious been two yards long, tipped by
are facing a new and very perplex- ninny, but these disappearances claws n’all. For the life of me, I
ing mystery to disturb their pastoral can’t be explained by rational didn’t dare follow.”

24
Chapter 4

Action

Environments and Zones............................ 26


Action Order................................................. 27
Actions........................................................... 28
Attacks, Stress and Injuries........................ 32
Weapons and Effects.................................. 35
Mental Attacks.............................................. 36
Momentum and Fortune 
in Action Scenes........................................... 37
Recovering from Stress and Injuries........ 38
Scars............................................................... 39
Fatigue...........................................................42
Chapter Four
Chapter 4  Action

Action
Action scenes in Achtung! Cthulhu embrace its heroic, decision-making and razor-sharp reflexes. Action in
pulp-flavoured nature. Whether it’s thrilling car chases, Achtung! Cthulhu is fast-paced and enthralling, forming
spectacular shoot outs, or going toe-to-toe with the the beating heart of your adventures.
might of the Mythos menace, your heroes require quick

Environments and Zones


In an action scene, knowing where everyone is of vital or character. Being within Reach of an enemy increases
importance but rather than track everything to the precise the difficulty of any skill test that isn’t a melee or
inch, Achtung! Cthulhu resolves this by describing zones. mental attack by +2.

Close range is defined as the zone you are in, or a



?
distance of 0 zones.
Minis to the Max
Medium range is defined as an adjacent zone, or a

?
Achtung! Cthulhu also has a series of accompanying distance of 1 zone.
miniatures featuring brave Allied heroes like Sergeant
Long range is defined as two zones away, or a distance

?
Brandon Carter and Professor Richard Deadman and
of 2 zones.
elite units like Badger’s Commandos, as well as evil
Black Sun Villains, sinister Nachtwölfe troopers and Extreme range is any zone beyond Long range, or a

?
a wealth of horrific monsters and Mythos creatures distance of 3 or more zones.
to bring the Secret War to life. See the full range at
Modiphius.net for more details!
DISTANCE AND PERCEPTION
The further away something is, the harder it is to see. The

DISTANCES difficulty of tests to notice creatures or objects increases


by 1 for each zone beyond Close range. A creature that
To visualize your place in an action scene, it’s important isn’t trying to avoid notice doesn’t require a skill test
to keep track of which zone your character is in. Zones are under normal circumstances. Creatures or objects that are
defined by the terrain around them and tracking a char- particularly noticeable — someone firing a gun, shouting,
acter can simply be a matter of description — an enemy a fast-moving or brightly-coloured object—may also
might be ‘behind the control panel’ or ‘in the corridor’. reduce the difficulty.
This has the advantage of relying on natural language and
intuitive concepts.
Communication
The gamemaster may also use a map or sketch to mark
out the zones of a location, using markers to show your Allies will often want to communicate during an action
position in the scene. scene — like calling for help or relaying orders. You can
talk normally within Close range — you’re close enough
In combat, movement and ranges are measured in four to be heard and to make yourself understood without
categories, and one state: raising your voice. At Medium range you’ll need to raise
your voice, and at Long and Extreme ranges, you might
The state of Reach is when an object or character is

? be heard but not understood and will need radio or tele-
within arm’s length or melee weapon range. Reach phone equipment to get your message across.
isn’t a specific range, but rather is a state that you can
enter when you move. When you move into or within
a zone, you can move into or out of Reach of an object

26
MOVEMENT AND TERRAIN

Chapter 4  Action
The Shape of Battle
Moving to anywhere within Medium range is a minor
action — so long as your movement is unimpeded. Moving Different kinds of environments will determine different
further than this requires the Rush major action. types of engagement. Large open spaces with clear
lines of sight favour snipers, heavy weapons, and other
If the terrain is rough or hazardous, due to a location sources of overwhelming firepower, while confined
truth, then moving across it will require a skill test with spaces and close quarters favour short-ranged weap-
an increased difficulty based on the truth. Failure may onry and melee combat. Dense terrain hinders or directs
result in you stopping in the difficult terrain, falling prone, movement, while open spaces allow characters to move
or suffering the effects of a hazard. freely. Mixtures of these factors in a single environment
can result in a battlefield that has a very specific shape

OBJECTS or flow and encourages certain tactics — an empty


street may allow easy movement, but if it lacks cover,
Interactive objects are the doors, windows, control may also be a sniper’s hunting ground. Terrain containing
panels, or anything else you can move or manipulate in an shell holes and semi-ruined buildings will provide plenty
action scene. Interacting with these objects may take little of cover, but will be much slower to traverse and poten-
time or effort under normal circumstances, but operating tially more hazardous.
something more complex might need a major action (even
a skill test) to use.
the oldest sayings
‘Look before you leap’ is one of
COVER in the book, but I’d also say ‘check where you
hide’. Took cover behind some sturdy looking barrels
Cover is a common element of action scenes, representing
objects that interfere with a character’s ability to see or
one time, turns out they were full of some kind
of volatile organic Mi-Go goop
attack a target. Cover provides protection in the form of . Couldn’t
scrub the smell off me for a
cover dice. The nature of the cover can provide cover dice month after
to everyone in the zone, or it may be a smaller feature they went off.”
within a zone you must be within reach of.  Private Dan Gregg

Action Order
Action scenes are divided into rounds and turns. During ALTERNATE TURNS
a round, each character takes a turn, during which the
After you have completed your turn, the owning player
character can attempt a single major action, normally
hands the action to the opposing side (from Player
including a skill test of some kind (some circumstances
Characters to GM-controlled NPCs, or vice versa), who will
may allow a character to take a second major action).
choose a single character to take the next turn.
In addition, they may also take minor actions (described
later), which happen separately from the major action,
Once all characters on one side have taken a turn, then
though they may influence it. No character may take more
any remaining characters on the other side take their turns
than one turn in each round.
in whatever order they choose, one at a time, until all
characters on both sides have taken a single turn each.
At the start of an action scene, the gamemaster chooses a
single character to take the first turn:
Once all characters on both sides have taken a turn, one
point of Momentum is lost from the PCs’ group Momentum
Unless there are good reasons for an NPC to take the

? pool, and the action passes to a character on whichever
first turn, the gamemaster chooses a player character
side did not take the last turn, and the whole process
to take the first turn.
begins again for the next round.
If NPCs have an obvious reason to act first, or the GM

?
spends 2 Threat, an NPC will be chosen to take the
first turn.
KEEP THE INITIATIVE
There is another option which either side may use: either
GMs may decide that characters with the highest

? side may choose to Keep the Initiative. To Keep the Initiative,
Coordination or Insight get to act first, or alternate
the character who has just completed their turn may spend
between PCs to give everyone an opportunity.
2 Momentum, and then hand the action to another char-
acter on their own side. Once one side has opted to Keep
the Initiative, nobody on that side may do so again until
the opposition have taken at least one turn of their own.

27
Chapter 4  Action

REDACTED

Actions
During each turn, a character can take a major action,
and a minor action. Prone
MINOR ACTIONS When you’re prone, the following rules apply:

You can take one minor action on your turn. You can
?
The difficulty of ranged attacks against you are
spend 1 Momentum to take one additional minor action increased by 1, unless the attacker is within Reach
(once per turn), and each minor action can only be taken of you.
once per turn.

?
The difficulty of melee attacks against you are
reduced by 1, as are ranged attacks made by
Aim: You can reroll 1d20 when you make an attack

? attackers within Reach.
this turn.

Draw Item: You pick up an item within Reach, or draw



?
You cannot take the Rush action.

?
an item you are carrying. If the item doesn’t require a
?
Using the Hit the Dirt ability (see page XX) to
skill test to use, you can use it immediately for free. become prone increases the difficulty of being
attacked by 2, unless the attacker is within Reach
Movement: You move to any point within Medium

? of you. If the attacker is within Reach of you, when
range, can stand or drop prone, as part of this move-
using Hit the Dirt, the difficulty of being attacked is
ment. You can’t take this minor action if you have
increased by 1.
taken the Sprint action (see below) or if you are within
Reach of an enemy.
?
When attacking a prone enemy, the difficulty of
ranged attacks is increased by 1, unless your target
Prepare: You take a second to set up a major action.

? is within Reach of you.
Some major actions, such as spellcasting, require this
minor action before they can be taken.
?
The difficulty of melee attacks against a prone
enemy are decreased by 1.

28
MAJOR ACTIONS

Chapter 4  Action
Helping Someone Else
You can take one major action each turn. You can spend
1 Fortune point to take a second major action, once per You can choose to use the Catch Breath major action on
action scene. an ally within reach instead. This changes the skill test to
a Will + Medicine test with a difficulty of 2, and removes
Assist: You assist a character with a skill test during

? stress equal to your Medicine skill or their Resilience
their turn. It may be that you assist them before your skill, whichever is higher.
turn, in which case your major action is taken up by
doing so when it comes to your turn.

Attack: You attack an enemy or object. See Making an



? FREE ACTIONS
Attack (p.XX) for details.
Free actions are very short actions, such as talking,
Cast a Spell: Spellcasters can cast a spell, but must

? turning, or dropping something, that can be incorporated
have taken a Prepare minor action beforehand. The into minor or major actions. The gamemaster may judge
spell may require a skill test, as noted in the spell’s any action not covered in the rules to be a free action, and
effect description. you can perform as many free actions as the GM decides.
A free action never involves a skill test.
Catch Breath: You take a moment to remove stress

?
from your track, or remove a damage effect you are
suffering. This is a Will + Resilience test with a diffi- REACTIONS
culty of 2. Success either removes stress equal to your
Some talents allow you to respond to other characters’
Resilience score (plus 1 stress per Momentum spent),
actions, outside of your own turn. You can perform one
or removes an ongoing effect, such as the Persistent
reaction during each round. Reactions each have a specific
damage effect.
circumstance that triggers their use, and they must be
declared as soon as that circumstance applies. Anyone can
Create Truth: You alter the circumstances of the

? perform the following reaction:
battle, to give yourself an advantage or to hinder the
enemy. This is a skill test with a difficulty of 2, using Hit the Dirt:

? When you are targeted by a ranged
an attribute + skill appropriate to how you are attack, but before the attack is rolled, you dive to
altering the scene which you should discuss with the the ground bracing yourself. You can immediately
GM to see if it is appropriate. If successful, the char- move to any point within Close range, and drop prone
acter creates a new truth, changes an existing one, or (which adds +1 to the difficulty of ranged attacks).
removes a truth from the scene. In addition to the normal effects of being prone, you
gain +2 cover and morale resistance until the start of
Pass: You choose not to attempt a major action.

? your next turn.
Ready: You choose another major action to take as

?
a reaction to something else. When the trigger event
occurs, you temporarily interrupt the current character’s
turn to resolve your readied major action, then play
proceeds as normal. If the triggering event does not
occur before your next turn, the action is lost. You can
still perform minor actions during your turn as normal.

Rush: You sprint as fast as you can, making a difficulty



?
1 Agility + Athletics test to move anywhere within
Long range. You can’t take this action if you’ve already
taken the Move minor action. Location truths may
increase the difficulty of this skill test, and this skill
test always allows success at cost.

Stabilise: If a character is dying, you can provide



?
medical attention with a Coordination + Medicine
test with a difficulty of 2. If you succeed, the dying
character’s condition is stabilised — they are no longer
at immediate risk of dying, but they remain defeated.

Skill test: You make a skill test, at the discretion of



?
the GM.

29
Chapter 4  Action

Action Stations! An Encounter in the Dark


Four Section M operatives, Captain James Swann, test and rolls a 15, higher than its target
Sergeant Sarah Walker, Corporal Dan Gregg, and score of 12. It lumbers forward a single zone,
Agent Daphne Rogers are investigating an aban- into the main body of the cavern, but fails to
doned cave system, when they stumble out of the make further progress.
darkness and upon a very disconcerting sight.
Daphne, who’s next, says: “I’m not really a
The gamemaster says: “The tunnel you’ve just fighter, so I’m going to follow orders and use
emerged from branches out into a shadowy cavern, my free minor action to scurry behind those
lit by flickering torchlight, with boulders and stalactites and take cover. Can I use my obser-
stalagmites providing a degree of cover. You vation skills to see if there’s an opportunity
see an ancient pagan stone circle where a Black to disrupt that Master’s plans with a skill
Sun Master, a Deep One Scout, and four Black test?” The GM nods and using her Insight (10)
Sun acolytes are gathered in a circle before and Academia (4), with a further Occult focus
a blasphemous altar, performing some unspeak- at a difficulty of 1, Daphne rolls a 1 and
able rite. A sacrificial victim’s blood stains 4, generating three successes and gaining two
the central slab and amidst their unwholesome points of Momentum (two more success than the
chanting, a dark presence seems to be forming difficulty demands). The GM says, “You notice
in their air above the rough-hewn stone.” that the dark presence seems to be emanating
from a large book on the altar. It’s inscribed
The action scene begins and the GM states, with occult sigils and its ancient bindings
“The battlefield is made up of three simple appear to be made from human skin. You quickly
zones, the tunnel from where you’ve come, recognise the book as the Azeus Demonicium, a
the main cavern itself where you stand, dread tome used to summon the powers of the
and the altar where the ritual is taking outer dark. You surmise that if the cover of
place.” The GM briefly considers spending this book can be closed, then the summoning
2 Threat to give the Black Sun coven the will be irrevocably disrupted.”
first turn, but since the Player Characters
have surprised them, the GM lets the PCs go It’s a valuable insight, but while the PCs
first, selecting Captain Swann, who has the absorb this revelation, the action quickly
highest Insight attribute of the group to switches to the Black Sun, and with most of its
take his turn. members committed to the ritual, the GM senses
that the coven needs help. The GM immediately
Swann, coolly assesses the situation, and says: spends two Threat tokens to maximise their
“I’m going to use Create Truth as my major chances and summons three Black Sun novices as
action to create a battle plan.
plan That’ll be Minor NPC reinforcements to try and keep the
an Insight (8) + Tactics (4) skill test, with PCs occupied while the ritual continues.
a difficulty of 2: I roll an 8 and a 12, both
under my Target Number of 12, so I succeed. Private Dan Gregg steps up and says: “My talent
That Master is obviously the focal point of the as a Saboteur means I’m really good at breaking
ritual and necessary to maintain it, if we can things, but first, I need to get closer to that
kill or seriously injure him, it should disrupt altar. I’m going to use a minor action to move
the spell before whatever foulness they’re up, then attempt to slip into the shadows and
summoning arrives. As part of that, I order: get closer to that altar without being detected
‘Take cover and target that Master!’ I’m also by the Black Sun.” Since all hell is about to
going to use a minor action to move into cover break loose and the enemies’ eyes are upon the
behind a boulder.” Swann’s turn ends, and he PCs, this requires a skill test using Gregg’s
hands over to the GM. Agility (7) and Stealth (2) at a difficulty
of 3 (to reflect the peril of the scene)… but
The GM says: “Sensing the presence of Swann’s battle plan truth reduces that back
intruders, the Deep One Scout is the first to to a 2, as everyone’s focused on the objec-
react and amidst much agitated high-pitched tive. Gregg rolls 2d20 scoring a 3 and an 8,
chittering it attempts to Rush toward you, but just about passing, and manages to sneak his
since it’s out of its element and trying to way forward with being seen. He wipes a bead of
navigate through the cavern’s rough layout, I’m sweat from his forehead.
going to give the test a difficulty of 1.” The
Deep One attempts an Agility + Athletics skill

30
Chapter 4  Action
TOP SECRET

The GM now activates his Black Sun novices, Walker makes a ranged attack with her trusty
and advances them into the cavern, saying: Thompson SMG, a Coordination (9) + Fighting (4)
“They may not be the most accomplished of skill test, and her close quarters focus, with
fighters, real cannon fodder, but they are a base difficulty of 1, and no modifiers for
fanatically loyal and prepared to die for the range giving a target score of 13. Walker rolls
cause.” Brandishing Lugers, the novices spot 2d20 and scores 2 and 11, for three successes,
the imposing Sergeant Walker, the only one of generating two Momentum. The Thompson rolls 4
the PCs not in cover, and they immediately fire for damage but Walker adds +1 for her
off several pot shots. With a Coordination of 6 Coordination of 9 and spends a point of
and no relevant skills or focuses, the novices Momentum to add another, rolling 6 in total,
collectively roll a 15 and their shots whistle inflicting 8 points of stress, reduced to 4
harmlessly by the sergeant, bouncing off the by the Deep One’s natural armour of 4. The GM
tunnel’s walls, and ending their turn. rules this inflicts a new truth — riddled with
bullets — on the creature causing it to reel
Sergeant Sarah Walker declares, “Right, I’m back from this withering burst of fire, foul-
going to target the Black Sun Master,” but smelling black ichor dripping from its wounds.
the GM intervenes saying, “Ah, unfortunately
the rush of the Deep One Scout has brought His monstrous ally may be badly hurt, but the
it too close, blocking your line of sight to Black Sun Master is far from finished and
the Master. You may only target the creature continues performing his summoning (in the form
itself, or the novices from your current posi- of an extended task). The GM rolls and the
tion.” Walker ponders for a moment then says, Master makes another breakthrough, hastening
“Hm, the Deep One is the more immediate threat, the arrival of the otherworldly fiend. The GM
it’s no use taking a minor action to aim at it intones: “As the Deep One Scout reels back, the
with my Thompson SMG since it’s inaccurate, so Master’s chanting seems to rise to an unearthly
I’m just going to unleash a clip at it.” crescendo and piercing the dark veil, a single,
foetid tentacle emerges from the blackness,
wriggling unwholesomely as it first tastes the
air of this earthly plane.”

31
Attacks, Stress and Injuries
Chapter 4  Action

The Secret War is fought in many different ways and STRESS


on many different fronts, and as the Allied heroes resist
Despite the protection of their armour, and the daunt-
the might of the Nazi war machine they seldom emerge
lessness of their courage, characters can only withstand a
unscathed. This section covers how attacks are resolved,
certain degree of punishment before any lasting injury is
whether physical or mental, how stress is inflicted on
caused. This ability to endure is represented by the char-
characters, and how injuries impair characters and how
acter’s ability to take stress, while any lasting harm they
they recover from.
suffer is called injury.

MAKING AN ATTACK Whenever you are successfully attacked, that attack will
inflict stress. Stress is the measure of how much pain,
An attack is any action made with the intention of
fatigue, or agility you can bear before you become injured.
harming another character, NPC or creature, or inflicting
Whenever you successfully attack an opponent, you roll
stress upon an object. There are two forms of attack avail-
Challenge Dice ( ) to determine how much stress is
able to characters: physical, and mental. Physical attacks
inflicted, based on the weapon’s stress rating. That total is
are further broken up into melee attacks and ranged
then reduced, based on how much resistance the target
attacks, while mental attacks have their own constraints,
has, any remaining stress then fills up their stress track,
and are discussed separately on page XX.
point by point.

1. Declare the Attack: Choose a target that you can see,


Your character’s maximum stress track is equal to the
and a weapon to use. If you want to make a melee
highest of their Brawn or Will attributes, plus their
attack you must be within Reach of the target, if you
Resilience skill. You may be able to increase your maximum
want to make a ranged attack you must be able to see
stress through other means as well, such as talents.
the target.

2. Skill Test: You attempt a skill test, determined by the


type of attack. Each type of attack may have further
adjustments to difficulty.

a. Melee: Attempt an Agility + Fighting test with Example Maximum Stress Track
a difficulty of 1, opposed by the target’s own Daphne Rogers, Occult Investigator, has a
Agility + Fighting test, also difficulty 1. If the Will of 8 and a Resilience of 1, giving her a
target wins the opposed test, they may choose to stress track of 9.
inflict stress to you instead, or move to any point
within Close range.

b. Ranged: Attempt a Coordination + Fighting Test,


with a base difficulty of 1, if you are within range.

3. Inflict Stress: If the skill test succeeds then the attack


inflicts stress, as described below.

a. Roll Challenge Dice: Roll the number of


indicated by the weapon, and total the number and
any effects. This is the amount of stress inflicted on
the target.
Physical and Mental Stress
b. Resistance: The target totals any resistance it has —
armour and cover for physical attacks — and reduces Physical attacks, like melee blows or gunshots, deal
the amount of stress inflicted by that amount. physical wounds to the body, while most spells inflict
pain, fear, and confusion in the minds of their targets.
c. Inflict Stress: The target adds any remaining stress
When a rule says, “inflict physical stress”, or “inflict
to their stress track and checks to see if they have
mental stress” it refers to the type of injury that stress
sustained any injuries (see opposite).
causes, and which kinds of resistance reduce it. Physical
stress and mental stress are not two separate things,
and are both added to the same stress track.

32
RESISTANCE

Chapter 4  Action
Non-lethal Attacks
Characters are not entirely defenceless, and they may
make use of a variety of factors to protect themselves. This When you make an attack with a weapon, you can
protection is called Resistance, and it reduces the amount decide to try to defeat your opponent but keep them
of stress you suffer. Resistance is a numbered rating — a alive. Any injuries you inflict while you do this heal
brick wall may provide 3 cover, added to a character’s normally after a short time, and don’t require any
armour rating of 2 — for a total of 5 resistance. After the healing. You can’t do this with obviously lethal weapons,
Challenge Dice for an attack has been rolled, you reduce however, like heavy weapons or explosives, and even
the total rolled by any resistance you have from armour guns aren’t an effective means to debilitate someone
and cover, or courage and morale. If this final total is 0 rather than kill them.
or less, the attack inflicts no stress.
Trying to make a non-lethal attack with a lethal weapon,
Against physical attacks, a character applies resist-

? like a gun, may be more difficult or simply impossible, at
ance from armour and cover. Armour is either worn, the gamemaster’s discretion.
like Nachtwölfe’s advanced body armour, or is natural,
like a Deep One’s toughened skin. Cover comes from
terrain, like a sandbag emplacement, or brick wall.
Having any stress does not, by itself, cause a problem for
Against mental attacks, a character applies resistance

? your character: it imposes no penalty and doesn’t impair
from courage and morale. Courage represents a char- your actions or choices. Injuries, however, could mean
acter’s confidence and discipline, while morale is the your untimely demise!
certainty that comes from being inspired or encouraged
by others. Each injury is a special kind of truth, which will generally
impair a character (making things difficult or impossible).
Characters may begin play with a small amount of armour The name of the injury should reflect the type of attack
and/or courage, and may increase those ratings further by or hazard which inflicted it. Physical attacks and hazards
wearing specific equipment or taking certain talents. Cover inflict physical injuries like gunshot wounds, lacerations,
and morale come from circumstances, however — you get broken bones, burns, and so forth. Mental attacks and
them for being in specific places or taking certain actions. hazards cause mental injuries, normally expressed as
severe emotions like fear, panic, anxiety, and similar.

Destroying Cover or Morale Whether an injury is physical or mental should be noted


after the injury’s name, to ensure that the difference is
You may try to target an enemy’s source of cover or clear: (M) for mental injuries, and (P) for physical injuries.
morale, instead of targeting the enemy themselves. The
gamemaster may ask you to resolve a Create a Truth As with any truth, an injury’s effects apply at the GM’s
action, but adjust the difficulty accordingly, or provide a discretion to the skill tests attempted by a character, and
stress track for you to inflict stress to in order to over- those which would affect the character — a character
come the source of cover or morale. with a twisted ankle (P) may find an Agility + Athletics
test more difficult, but it’s unlikely to affect their aim too
much. And, as injuries are a personal truth — they reflect

INJURIES something which is true about the character — they can


be invoked to gain Fortune.
Injuries represent wounds and mental trauma, that cause
heroes and villains alike real problems. While injuries However, due to pain and distraction, a character
don’t knock you out of the fight by default, if they build increases their complication range by +1 for every
up they can cause lasting issues and leave you defeated, injury they have, on top of any other effects.
helpless before your enemies.
Once you have suffered 3 injuries, in any combination,
If you suffer 5 or more stress from a single attack or you are defeated (see pXX). If you are defeated and have
hazard, or you reach your maximum stress, you immedi- more physical injuries than mental ones, you are also
ately suffer an injury. If both these things happen, then dying. At the end of each of a dying character’s turns, roll
you suffer two injuries instead of one. Suffering 5 stress 1 . If you roll an effect (the “!” symbol), the character
is just a threshold, however, and injuries aren’t gained by dies from their injuries.
suffering multiples of 5 stress (10, 15, 20 etc.)

If you are already at maximum stress then suffering any


amount of stress will cause an injury, and if you suffer 5
or more stress while already at maximum, this causes an
additional injury.

33
Chapter 4  Action

Death or Glory Daphne Almost Buys It


MULTIPLE INJURIES As Daphne sprints around the corner of a Black
If a character suffers multiple injuries from a single Sun castle courtyard, she doesn’t spot the
attack, the gamemaster is welcome to treat these as a Black Sun sniper atop the tower. On his turn,
single, severe injury — in essence, a severe injury like the sniper shoots her, inflicting a total of
this counts as multiple injury truths with the same name. 6 stress. Daphne has 2 points of armour from
a protection spell, which protects her from
DEFEATED 2 stress, but 4 stress is applied to her
When a character becomes defeated, they are incapac- stress track.
itated and unable to act. A defeated character immedi-
ately falls prone, and cannot take any actions unless the Daphne already had 5 stress on her stress track…
gamemaster allows it.

If a defeated character suffers another physical Injury,


they die. If a defeated character suffers another mental
Injury, they are driven insane or fall into a coma; either
way they are no longer a playable character.

VOLUNTARY DEFEAT Daphne adds the 4 stress to her track, filling it…
Whenever your character suffers one or more injuries,
you can choose to become defeated immediately. If you
do so, then they only suffer a single injury (any after the
first inflicted are ignored), become defeated, and receive
one Fortune point.

If you accept defeat voluntarily your character cannot die


or gain a scar (see page XX), no matter how many inju- By filling her stress track Daphne receives 1
ries they accrue. However, they cannot be revived during injury, and is one step closer to defeat, and
the scene, and you cannot spend Fortune to recover marks a P in her box for “physical” injury…
from being defeated during this scene.

TNING ONLY SUCCEEDED


OTTO’S ATTEMPT TO BOTTLE LIGH
L DOGS
IN SUMMONING THE DREADED DEVI

34
Weapons and Effects

Chapter 4  Action
Weapons act differently, from fists and blades, to single shot
pistols and belt-fed machineguns—and they can even act differ- Firing Blind
ently in another pair of hands. This section outlines how your
character’s attributes and weapons affect their attacks. At the GM’s discretion, you can make attacks against
a target that you cannot see — firing through dense

RANGE smoke, or firing blind around a corner. An attack against


an unseen enemy increases the difficulty of the attack by
Ranged attacks have an associated range category — the 2, and the complication range by 1.
weapon’s ideal range to be used most effectively. Close-
ranged weapons become inaccurate over long distances,
while long-ranged ones may be awkward or impractical
in close quarters. When making an attack with a ranged
WEAPON EFFECTS
weapon, determine the range to the target relative to you. There is another factor when it comes to a weapon’s stress
Weapon ranges use the same terms that describe distances, output: effects. Weapon effects are special rules that occur
above (see Distances, p.XXX). whenever an effect symbol is rolled on the Challenge Dice.
It doesn’t matter how many effect symbols are rolled in a
If the target is within the weapon’s range category,

? pool of Challenge Dice, if one comes up all of the weap-
then the attack proceeds as normal. on’s effects apply.

If the target is outside the weapon’s range category



? Some weapon effects are listed with an X, which is
increase the difficulty of the attack by 1 for each cate-
replaced by a number depending on the weapon, and
gory beyond the weapon’s range — whether closer or
apply to all effect symbols rolled in the dice pool. If an
more distant — as described below.
effect would gain a rated damage effect that it already has,
only the higher rated of the two applies.

Range Finder Area: The attack or hazard hits one additional target

?
RANGE TO TARGET within Close range of the initial target for every effect
WEAPON
RANGE rolled. Secondary targets suffer the attack’s full effects.
CLOSE MEDIUM LONG EXTREME
Close – +1 +2 +3 Backlash X: Each effect inflicts X stress to the attacker.

?
Stress inflicted may be physical or mental, at the GM’s
Medium +1 – +1 +2 discretion.
Long +2 +1 – +1 Drain: The target suffers 1 fatigue for each effect rolled.

?
Extreme +3 +2 +1 – Intense: If the attack inflicts an injury, and an effect is

?
rolled, the attack inflicts an additional injury.

BONUS STRESS Persistent X: The attack or hazard has a lingering



?
effect. If one or more effects are rolled, the target suffers
Characters inflict bonus stress based on their attributes. X stress at the start of the affected character’s turn, for
A character with a high Brawn rolls extra with melee rounds equal to the number of effects rolled.
weapons, while a character with a high Insight rolls extra
Piercing X: The attack ignores X resistance for each

?
with ranged weapons, and a character with high Will
effect rolled.
rolls extra with mental attacks.
Snare: The attack or hazard can entangle and bind the

?
target. The target cannot take any actions of a type
Attribute Bonuses determined by the type of attack or hazard (physical
actions for physical attacks, etc.) other than to try and
ATTRIBUTE RATING BONUS CHALLENGE DICE
break free. It requires a skill test with a difficulty equal
8 or lower – to the number of effects rolled to break free.
9 +1 Stun: The attack or hazard leaves the target momen-

?
tarily unable to act. If a number of effects are rolled
10 or 11 +2
that equals or exceeds the target’s Resilience skill, the
12 or 13 +3 target may not take any actions in their next turn.
14 or 15 +4 Vicious: The attack or hazard is especially potent. Add

?
+1 to the total stress inflicted for each effect rolled.
16 or higher +5

35
Mental Attacks
Chapter 4  Action

In addition to physical violence, some creatures and char- stress instead. If the target wins the opposed test, they
acters can inflict mental harm on one another. suffer no ill effects and cannot be the target of any of
your mental attacks for the rest of the scene.
Under normal circumstances, you cannot inflict mental
Suppressive Fire: A ranged weapon may be used to

?
damage — it requires extreme and profound violence
make a mental attack if you spend a use of the weap-
to produce the kind of sudden, impactful mental harm
on’s ammo; spending this ammo makes the attack
described by these rules. However, Mythos creatures and
a salvo attack (see page XX). You make a normal
other fearsome entities can inflict mental stress through
attack with the weapon, but you inflict mental stress
their presence alone, inspiring a primal dread that’s
instead of physical stress, and the target reduces the
difficult to resist, and some forms of magic can attack the
stress inflicted by their Courage and Morale resistance
mind directly.
instead of Armour and Cover.

MENTAL HAZARDS You may also attempt to inflict mental stress if you know
a spell which has that effect; this follows the normal rules
Most sources of mental stress are hazards — situations
for casting spells (and casting a spell will inflict mental
where you encounter something horrific or unnatural and
stress upon you as a cost).
it shakes your resolve. The first time in a scene that you
encounter a hazard of this sort, you need to make a Will
A fearsome creature can attempt to make mental attacks.
+ Resilience test with a difficulty determined by the GM;
These are attempts to intimidate, dominate, or overwhelm
the more terrifying and sanity-breaking the encounter, the
other creatures, relying on the creature’s presence. It may
higher the difficulty. Seeing a Deep One war party emerge
only target a creature it is aware of, and which is aware of
from beneath the waves for the first time would give
it, within Medium range. The creature attempts a Will +
anyone pause for thought and might result in a difficulty
Persuasion or Will + Survival test with a difficulty of 1;
2 test, but suddenly beholding a dread god like Azathoth
success means that it inflicts mental stress on the target,
could involve a sanity-sapping difficulty 5 test.
reduced by a target’s Courage and Morale as normal. Each
creature’s entry lists how much mental stress it inflicts,
Failure on this test means you suffer mental stress,
and any weapon effects which apply to the stress inflicted.
resolved as described above; typically, a hazard will inflict
a number of of mental stress equal to the difficulty +2,
but this is left to the GM’s discretion. The mental stress
may have weapon effects as well. Mortal Horror vs Cosmic Horror
In general, player characters only have three ways to
Creatures with the Fearsome X special rule produce a
inflict mental stress: suppressive fire from their guns,
mental hazard just by being present in a scene.
holding foes at knifepoint (or similar), and magic. This is
by design.
MAKING A MENTAL ATTACK
While World War II was undoubtedly a horrific thing to
You may attempt a mental attack if you take actions
live through, Achtung! Cthulhu is as much a game of
specifically intended to terrify others. This always requires
pulp action and adventure as it is a depiction of history.
some specific method of causing fear, and for heroes, this
The player characters are intended to be heroes, and
means using a weapon. You may, when making an attack
thus incapable of committing the kinds of horrific acts
with a weapon, choose to inflict mental stress instead, if
that might let them inflict psychological harm on their
certain conditions are met:
foes more readily.

A Knife to the Throat: You may use melee weapons



? The mind-bending horrors of the Mythos, and the agents
to make a mental attack if the target of the attack is
of Nachtwölfe and the Black Sun, are a different matter,
within Reach and unarmed or defenceless. You make
but even their atrocities should be framed more as the
a normal skill test with the weapon, and the target
acts of incomprehensible monsters and pulp villains,
opposes it with their Will + Resilience. If you win,
respectively, rather than delving into real-world horrors.
you inflict the weapon’s normal stress, but as mental

“Psi ops? Pah, get inside your enemy’s mind


and set up camp there.”
– Captain James Swann
36
Momentum and Fortune in Action Scenes

Chapter 4  Action
MOMENTUM FORTUNE
Momentum provides more options in action scenes, as Luck is as much a part of combat as skill - even the most
violent conflict erupts and valiant heroes respond quickly professional of soldiers can find themselves in the wrong
to an ever-changing situation. As detailed in Chapter 3, place at the wrong time or find their equipment acting up.
pXX, Momentum can be used to improve the outcome The heroes of the Secret War have Fortune as a resource to
of a skill test, or used to improve the odds of a skill test. call on, reversing unlucky outcomes and demonstrating a
Action scenes provide even more options, changing how drive and zeal in combat few can match.
much stress you inflict, or how many actions you can take
in a single turn. Again, some Momentum spends can be Fortune spent in action scenes works the same as in any
used repeatedly — you can use this option as much as you other scene, and you can only spend 1 Fortune per scene.
like, so long as you have the Momentum to spend, or are Fortune points can be spent like this:
willing to allow the gamemaster to generate Threat.
Critical Success: A Fortune point may be spent before

?
a skill test to set a single d20 to a 1 (generating two
successes automatically). This option must be selected
Paying with Threat before any dice are rolled on that skill test, and you
must roll the remaining dice in the pool.
Remember, if you can’t or don’t want to use Momentum,
Reroll: A Fortune point may be spent to reroll any

?
the GM may allow you to pay for these options by adding
number of dice in the character’s dice pool (d20s or
to the Threat pool instead. If you do, the cost is the same,
Challenge Dice).
but the GM gains 1 Threat for each point of Momentum
the option would normally cost, and you can always use Additional Major Action: In conflict you immediately

?
a mix of Momentum and Threat to pay for the spend. take an additional major action this turn, as soon as
the first one has been resolved.
Buying d20s using Threat instead of Momentum is
Avoid Defeat: The character may spend a Fortune

?
always an option.
point when they are defeated to immediately return
from defeat, either when they are defeated, or at some
point later in that scene.

!
“Forward men, forwardp!”
Make It Happen: You can immediately introduce a new

?
truth for the scene (see p.XXX). It could be something
Never a backward ste that no one in the scene has noticed yet, or a piece of
equipment you thought you didn’t have, but actually do!
Captain ‘Mad’ Jack McMasters This may be used before rolling for a skill test.

Conflict Momentum Spends


SPEND COST EFFECT

Each Momentum spent adds +1 to the attack’s damage, before the rest are rolled.
Bonus Damage 1
This option can be used 3 times, for a total of +3 .

The character gains bonus d20s on their next skill test. The first die costs 1 Momentum,
Buy d20s 1, 2, 3
the second costs 2, and the third costs 3.

Each Momentum spent adds +1 morale (to a maximum of 3 ) until the start of their
Confidence 1
next turn. This option can be used 3 times, for a total of +3 .
Create Truth 2 Create, remove, or change a truth from the result of the skill test.

Disarm 2 One weapon held by the target is dropped within Reach.

Knockdown 2 The target is knocked prone.

Minor Action 1 Take one additional minor action this turn.

Obtain Information 1 Ask the GM a question about the situation. (Repeatable)

An additional target within Reach of the primary target is also affected by the attack,
Secondary Target 2
suffering the full effects of the attack.

37
Chapter 4  Action

CLASSIFIED

Recovering from Stress and Injuries


The heroes of the Secret War are a resilient, hardy bunch a single injury of the chosen type is treated, plus one
and unless killed outright, they can, over time, recover additional injury per 2 Momentum spent. Once treated,
from the stress they have suffered. At the start of a the injury is changed, renamed to reflect the treatment
scene, a character removes all the stress they’ve accu- provided (for example, from broken leg to leg in a splint).
mulated, assuming they have had time to rest since the
previous scene. A treated injury no longer imposes an increase in complica-
tion range and won’t be a problem as often (a broken leg in

STABILISE THE DYING a splint may still be a hindrance, but not as much as if the
leg wasn’t splinted), but it still counts as an injury in every
If a character is dying, you can provide medical attention other sense, and complications later could cause a treated
with a Coordination + Medicine test with a difficulty of injury to worsen (as stitches tear and wounds reopen).
2. If you succeed, the dying character’s condition is stabi-
lised — they are no longer at immediate risk of dying, but Removing an injury entirely takes time and rest. How
they remain defeated. much is left to the GM’s discretion, but in general, one
injury is removed at the start of each new adventure,

HEALING INJURIES representing time taken to recover. If your character is


able to sit out ongoing adventures — resting in a hospital
Injuries cannot be removed as easily. With appropriate bed, a safe house, or similar — then they’ll heal at twice
time and rest, you can attempt to treat an injury with a this rate. If this is an option, it’s recommended that the
difficulty 2 skill test. Physical injuries are treated with GM give you a temporary character to play while your
Coordination + Medicine, while mental injuries are normal character is recovering.
treated with Insight + Medicine. Success means that

38
Scars

Chapter 4  Action
Sometimes, injuries do not heal properly — there are their breath become important, this scar may take
complications with surgery, or injuries are so bad that it effect: the player gains one Fortune point, and the
changes a character’s life forever. These old wounds, or character increases the difficulty and complication
haunting memories of past trauma, stay with the character range of the skill test by +1 (if no test would normally
for as long as they live. These lingering injuries, whether have been required, it has a base Difficulty of 2).
physical or mental, are called scars.
Chronic Pain: The character suffered severe nerve

?
damage when they were injured, and they are now
Whenever an injury is removed, you must make a Brawn
forced to live with continual pain and discomfort.
+ Resilience or Will + Resilience test (depending on
While there are ways they can lessen the pain, or
whether the injury was physical or mental) with a difficulty
ignore it, it never goes away entirely, and the character
of 1; failure on this test means that the injury has some
carries around a supply of morphine to combat its
lasting effect, called a scar. Another character may make
worst effects. This scar may take effect at the start of
this test on your behalf, using Reason + Medicine instead.
any scene: the player gains one Fortune point, and the
Injuries removed by magical means always result in a scar.
character must either use a dose of morphine or imme-
diately suffer 2 Fatigue (this Fatigue can be removed in
Scars are new personal truths that affect the charac-
any subsequent scene once the character has secured
ter’s skill tests. They could be anything, particularly with
more morphine).
mental scars or those which come from magical healing,
but they either make things more difficult or impossible Drug dependency: During treatment for their injury,

?
for the character. Some scars could include: the character developed an addiction to certain phar-
maceuticals and needs them to survive normally in

PHYSICAL SCARS everyday life. Most of the time they are able to func-
tion normally, but if denied access to their supply, they
When a character suffers a physical scar, the GM selects suffer from withdrawal symptoms which affects them
one of the following options: in different ways. The character gains a Fortune point,
but takes a temporary -2 penalty to an attribute or
Amputee: The character lost part of a limb — a hand,

? skill of the GM’s choosing, until they are able to regain
foot, or part of their arm or leg — either when they access to a suitable supply.
were injured, or perhaps because a wound became
Distinctive Scarring: The character’s features are

?
infected and needed to be removed to save the charac-
marred by distinctive scars, which are difficult to
ter’s life. The character now has a prosthetic, to give
conceal. When the character is attempting a skill test
them some semblance of normal function, but it isn’t
to move amongst other people unnoticed, or when they
quite the same as the real thing. When a character with
attempt a skill test to persuade or manipulate another
a missing hand or arm attempts a Coordination test, or
(without intimidation), the scar may take effect: the
when a character with a missing foot or leg attempts
player gains a Fortune point, and the character’s skill
an Agility test, this scar may take effect: the player
test increases its complication range by 3 as their scars
gains one Fortune point, and the character increases
risk drawing unwanted attention.
the difficulty of the skill test by +2.
Head Wound: The character took a severe blow to the

?
Bad Back: The character’s back was damaged or

? head, or has shrapnel or bullet fragments lodged in
injured, perhaps even broken, leaving them with
their brain. While they survived the attack, it may have
restricted mobility and a limited range of movement.
left lasting damage, altering how they think and how
When this scar takes effect, a player gains a Fortune
they respond to events around them. Select a mental
point, but increases the complication range and diffi-
scar instead.
culty of any relevant skill test by +2.
Lingering Shrapnel: The character has a few pieces

?
Bad Leg: The character’s leg was hurt, possibly even

? of shrapnel left in them, which the surgeons couldn’t
broken, and while they’ve recovered, it will never
safely remove. These pieces are mostly trapped in
quite be the same. When attempting to move rapidly,
tough little knots of scar tissue, but there’s always
this scar may take effect: the player gains one Fortune
a danger that they’ll be worked loose and do more
point, and the character increases the difficulty and
damage. When the character performs some strenuous
complication range of the skill test to move by +1.
physical activity and suffers a complication, this scar
Chemicals: The character was exposed to some

? may take effect instead of the complication: the player
manner of dangerous chemical, perhaps a deadly gas gains one Fortune point, and the character immediately
or nerve agent, and while they’ve recovered, there are suffers 3 physical damage with the Vicious damage
likely to be some lasting breathing problems. Whenever effect, which ignores all armour and cover, as the
the character’s stamina, endurance, or ability to hold shrapnel shifts and does internal damage.

39
Chapter 4  Action
Believes They Are Someone Else: When overtaken by

?
this compulsion, the character is under the illusion that
they are a completely different person, perhaps a major
historical figure or well-known personality. They will
gain a Fortune point, but behave and act as if they were
this figure, and will ignore all evidence to the contrary
until the delusion recedes at the end of the current scene.

Brief Reactive Psychosis: The character seems fine



?
normally, but traumatic experiences leave them
delusional and incoherent for a short while. When the
character suffers one or more mental injuries from an
attack or hazard, this scar may take effect: the player
gains a Fortune point, and the character is immediately
defeated (though not dying), as they begin to halluci-
nate and speak incoherently.

Compulsive or Obsessive Rituals: The character



?
has a compulsion to carry out a particular activity or
action repeatedly, and they become anxious if they
are unable to do so — this may be washing of hands,
prayer, checking their weapons, or similar. The activity
is normally something routine and simple, and related
to the source of the scar: the character is attempting
to relieve some deep-seated anxiety or fear through
preparedness. This scar is a mild inconvenience most
of the time but during an action scene or other tense
situation, this scar may take effect: the player gains a
Fortune point and the character’s compulsive action
makes them ill-prepared to react quickly or sponta-
neously to changing circumstances, adding +2 to the
difficulty of any skill test attempted when they Keep the
Initiative.

Dissociative Identity Disorder: When afflicted by this



?
disorder, the character develops a secondary person-
ality or several secondary personalities, which will
overtake their primary personality during the current
Lost an eye: The character has lost a eye and their

? scene. The GM and player should discuss and agree
vision has been permanently impaired. They may
which new identities and behaviours the character will
wear an eye patch to conceal the empty socket, or
exhibit before experiencing this disorder.
hide it with a glass eye, but their eyesight is not what
it once was. When a character with a missing eye Epilepsy: The character suffers from epilepsy, being

?
attempts a Coordination test, or any other skill test seized by fits which cause them to lose control of their
where depth perception is important, this scar may body and spasm frenetically. This may be in response
take effect: the player gains one Fortune point, and to direct threats, or strong external trigger stimuli like
the character increases the difficulty of the skill test strobing lights. The player loses control of their character
by +2. for a number of rounds randomly determined by the GM.

Fainting: The character is prone to sudden bouts



?
MENTAL SCARS of unconsciousness, often at the most inopportune
moments and especially when under duress, direct
When a character suffers a mental scar, the GM can select
threat or mental attack. The character receives a
one of the following or choose their own.
Fortune point but remains comatose for a random
number of rounds.
Amnesia: The character suffers memory loss, blocking

?
out severe trauma and leaving them with gaps in their Insomnia: The character suffers from being unable to

?
memory. This can cause confusion and distress for the fall asleep, such that they can never get a good night’s
character when these gaps are discovered. When this repose or seem to gain sufficient rest in the way that
scar takes effect, the GM declares that the character others can. Following a bout of insomnia, the character
cannot recall a past event or important piece of infor- will suffer a temporary Fatigue penalty determined
mation, and the player gains a Fortune point. by the GM, which will last until they are able to rest
properly again.

40
Chapter 4  Action
Hears Voices: When overtaken by this mental scar,

? themselves from its presence as quickly as possible, and
the character hears voices directing and focussing their the player gains a Fortune point; if they fail to distance
actions, sometimes to their benefit, sometimes to their themselves from the subject of their phobia (or are
detriment. These voices may be familiar or completely unable to do so), they suffer 3 mental damage with
unknown, but they will be compelling and believable the Drain and Piercing 1 damage effects.
to the character. The player and GM should discuss
Post-Traumatic Stress Disorder: The character has

?
how this will play out during a scene and come to an
been deeply affected by the experiences of combat,
agreement on the nature and direction of these voices.
or by an encounter with a horrific entity and it leaves
The player gains a Fortune point.
them feeling isolated, irritable or experiencing residual
?Mania: The character suffers from brief bouts of this
guilt. Characters may be become unsociable or with-
distracting mental illness and is suddenly overtaken drawn or act inappropriately during social encounters.
by periods of great excitement or euphoria, delusional During combat or action scenes they may become
behaviour or hyperactivity. This might manifest as unfocussed or freeze on the spot, unable to act. Players
extreme enthusiasm for an idea, or it might mean fixa- and GMs should discuss and agree how this affliction
tion on a particular design or plan, or an urgent need to will relate to the current scene, although the player
act in a particular way. Player and GM should discuss will gain a Fortune point.
and agree the effects of the passing mania, which will be
Tics or Tremors: The character has developed a

?
derived from the character’s current situation or circum-
twitch, spasm, tremor, or other involuntary movement
stance. The player gains a Fortune point.
that becomes strongest during times of stress. This can
Narcolepsy: During social situations the character

? also manifest as a verbal tic — involuntary sounds or
may suddenly fall asleep at inappropriate or inop- speech. This can take effect during an action scene or
portune moments and become impossible to wake other tense situation, adding +1 difficulty and compli-
until the next scene. This might happen also during cation range to a single skill test; the player then gains
a combat or action scene, but is more likely to occur a Fortune point.
during important social interactions. The player gains
Violent Tendencies: The character has been trauma-

?
a Fortune point.
tised to such a degree that when seriously threatened,
Object Fixation: The character has developed a

? they may lash out blindly and indiscriminately. When
powerful obsession with a particular item in their seized by this affliction during combat, characters will
possession, which brings them comfort. They can func- attack those closest to them, friend and foe alike, as
tion normally while this item is with them — and they they unleash their unbridled anger. This effect will
may seek to touch or grasp it during times of stress last for a random number of combat rounds until the
— but being deprived of the item causes considerable character’s fury is spent after which they will gain a
distress. If the character is deprived of the object, any Fortune point.
skill test they attempt increases both difficulty and
The Price of Magic: The character had an injury

?
complication range by +2 until the item is returned to
healed through magical means, and it has taken a
them; the player gains a Fortune point.
spiritual toll. The character may feel as if the magic
Paranoia: The character comes to believe that others —

? which healed them also took something in return, and
even close friends and allies — are conspiring against this nagging feeling of absence can lead to irrational
them, often treating incidental or accidental events as behaviour, self-doubt, and mood swings.
intentional or deliberate. After the character suffers one
or more complications, this scar may take effect: the
player gains a Fortune point, and the character loses the Healing Scars
ability to draw from, or add to, the group’s Momentum
pool for the remainder of the scene. Scars are more permanent than injuries, or stress. They
become an intrinsic part of your character, demonstrating
Psychosomatic Disorder: The character has been

? past near misses or exposure to the cosmic horror of
deeply scarred by their experiences and is prone to
the Secret War. At your gamemaster’s discretion you
temporary sensory afflictions, which are most likely to
may be able to change your scar or remove its debili-
affect them whilst under duress. These might include
tating factors through therapy, whether that’s physical or
temporary blindness, deafness, loss of touch, taste or
mental. This kind of therapy takes a very long time, and
smell, and these effects will often manifest themselves
it won’t be accomplished soon after the events that led
during tense or stressful action scenes, although the
to the trauma. How that therapy manifests, and how long
player will gain a Fortune point.
it takes, is up to you and the gamemaster.
Phobia: The character has developed an irrational fear

?
of something — the GM should link this to something
the character encountered in the adventure where they
suffered the scar. When the character is confronted with
the subject of their phobia, they must attempt to remove

41
Fatigue
Chapter 4  Action

Some actions and environmental effects can affect endur- A character can remove Fatigue with a Brawn or Will
ance, from intense heat, extreme cold, thirst or starvation, + Resilience test with a difficulty of 1, once they have
abject despair, sleep deprivation, or overexertion. These removed themselves from any sources of Fatigue (for
problems, while not as severe as an injury, can still cause example, if you took Fatigue from sleep deprivation and
problems for you. starvation, getting a hot meal and a good night’s sleep
allows the character to try and remove that Fatigue).
When you suffer Fatigue, you reduce your stress track Success removes 1 point of Fatigue, plus 1 more for each
by 1 for each point of fatigue suffered. If your maximum point of Momentum spent.
stress is reduced to 0 you are defeated — collapsing
from exhaustion, despair, or deprivation. Reducing your
maximum stress will also make it easier for a character to
suffer injuries, as your stress track will fill up quicker, or
become full, thanks to Fatigue.

“The North Atlantic is a harsh run in winter, even if we hadn’t got those blasted
u-boats dogging us at every turn. We were five days out of Boston on board
the Lucky Lucy, a heavy freighter loaded with desperately needed food and
materials for the home front. Anyways, fog descends and we got separated
from the convoy. When it eventually lifts, we’re trying to make up lost time
and re-join ‘em, when I see’s something surface off our port bow.

Long story short, it’s a u-boat. Now, some of ‘em will torpedo you first and ask
questions later, but not this one, he surfaced and simply pointed his deck gun
at us, giving us the option. Now a week or more in a lifeboat in the Atlantic is
no joke, but better than Davy Jones Locker I reckon. So just as we’re making
to abandoning ship, the water around him starts to bubble in a way I ain’t
ever seen before. Next thing you know, two great jaws clamp onto his hull and
bite clean through it. He goes down in less than ten seconds with all hands.
Now, that was no whale, nor any other creature I ever heard of either, so it
must’ve been like some kind of biblical leviathan. Sends shivers down my spine
just to think of it. Skipper says not to speak of it, says people will think
we’ve been at the rum, but when you witness something like that…”

 Able Seaman Albert Briggs.

t e m be r 19 43
3rd S e p
t
Top Secre

42
Chapter 5

Heroes
are Forged

Your Country Needs You!...........................44


Character Creation Overview....................45
The Building Blocks of Your Character.... 47
Character Creation...................................... 52
Nationality..................................................... 62
Background................................................... 65
Characteristic............................................... 72
Finishing Touches........................................ 77
After-Action Reports: 
Character Advancement............................. 82
Chapter Five
Chapter 5  Heroes are Forged

Heroes are Forged


Your Country Needs You!
The Secret War needs audacious heroes to take the fight WHO ARE YOU?
to the occult Nazi war machine of Black Sun, Nachtwölfe
Achtung! Cthulhu supports a huge variety of character
and their supernatural allies. These heroes are usually
types, so when starting it’s a good idea to think of the type
chosen from amongst the plucky individuals of Britain’s
of character you’ll enjoy playing.
Section M, the inexperienced but well-resourced agents of
the United States’ Majestic, or the many brave resistance
Characters are defined by their attributes, skills and
fighters who defy the Nazi occupations of their home-
focuses, these numerical values and descriptions are your
lands across Europe. All these heroes have been plucked
character’s basic building blocks.
from the frontlines of World War II and pitched into the
dark struggle of the Secret War. In this chapter you’ll
What makes your character unique is a combination of their
learn what makes them tick and how to create your own
archetype (profession or role within the group), back-
character in the ongoing struggle against the Nazis and
ground (personal history) and characteristic (distinctive
the Mythos.
features which make them stand out from the crowd).

A useful first step is often to simply ask ‘who am I?’


Player Characters and NPCs
Are you an all-action Allied hero, talking with your

?
Characters are divided into two types:
fists and ready to mete out some searing vengeance
on those Black Sun villains? Sounds like the Soldier

?
Player Characters (PCs) are the protagonists
archetype might be your cup of tea.
played by you. You decide how your Player
Character will act in the scenes of the game. Do you want to be the best at fixing things, modifying

?
equipment, and getting the job done with the best

?
Non-Player Characters (NPCs) are controlled by
gear? Then perhaps the Engineer background would
the gamemaster, both allies, enemies, creatures and
be your bag?
monsters. Non-player characters are described fully
in Chapter XX: Gamemastering. Perhaps you enjoy deep roleplaying and want to tell

?
the story of a conscientious objector, promoting peace
Many of the rules in this chapter apply equally to both but caught up in a cosmic war? You could choose the
Player Characters and NPCs and this chapter will Conscientious Objector characteristic.
frequently refer to “characters” meaning both PCs and
NPCs. There’s plenty of variety and diversity within each combi-
nation of archetype, background, and characteristic, and
if you’re not sure what you’d like to play, try creating a
few different characters and see what appeals the most.
If nothing else, it will familiarise you with the character
creation process.
Mr Arthur McAlpine,
If you’re creating characters as part of a group, try
You are hereby ordered
to report creating a range of different heroes. Many challenges
by no later than 04/03/
to the barracks of the
1940. await in the Secret War, and the group who is able to call
Regiment for induction
Middlesex on a wide variety of skills and experiences is usually best
into
His Majesty's armed for equipped to tackle them.
ces


11.38am – 21st

44
Character Creation Overview

Chapter 5  Heroes are Forged


Creating your character is a multi-stage process so it’s Add a Background Truth

?
a good idea to get a quick overview of how to build
Add any Background Belongings or Contacts

?
your hero. Take a look at the example character sheet
(if applicable)
shown on (p.XX) and how the steps shown below affect
the values in each section of your character sheet. Don’t
worry, there’ll be plenty of examples to show you how it’s STEP 5: CHARACTERISTIC (P.XX)
done at every step.
The heroes of the Secret War are exceptional individ-
uals marked by destiny and their characteristic is what
STEP 1: STARTING ATTRIBUTES makes them distinct, unusual, or extraordinary in some
(P.XX) way. Are you a Bookworm or a Dreamwalker, were you
an Experimental Subject or do you have a Criminal
Start by taking a quick look at the example character sheet
Background? This section will add even more depth and
(p.XX). Your attributes of Agility, Brawn, Coordination,
flavour to your hero!
Insight, Reason, and Will all start at 6. Check out the
various skills and focuses to get an overall picture of what
Add Characteristic Attributes

?
makes up a character. At the moment this is just a blank
page but don’t worry you’ll soon start filling it! Add Characteristic Skills

?
Choose a Characteristic Talent

?
STEP 2: CHOOSE ARCHETYPE Add a Characteristic Truth
(P.XX)
?
Add Characteristic Belongings or Contacts

?
Here’s your first major decision — are you a Boffin,
(if applicable)
Commander, Con Artist, Grease Monkey, Investigator,
Infiltrator, Occultist, or Soldier? Make your choice and
then apply the bonuses it grants! STEP 6: FINISHING TOUCHES
(P.XX)
Add Archetype Attributes

? With your character almost complete, in this section
Add Archetype Skills

? you’ll do some final checks and balances, while adding
in applicable bonuses, noting down Armour and Courage
Choose 2 Skill Focuses

? resistance, and finally deciding on your character’s name,
Choose an Archetype Talent

? personality and appearance to bring your living breathing
hero to life!
Add Archetype Belongings or Contacts (if applicable)

?
Final Checks

?
STEP 3: NATIONALITY (P.XX) Choose Spellcaster Method or Tradition (Spellcaster
Where are you from? An important facet of creating your char-

?
keyword Talent only) if applicable.
acter, this will provide you with a key part of your backstory.
Choose from a standard or expanded list of nationalities. Select Bonus Languages (if applicable).

?
Calculate Stress Track (Brawn + Resilience or Will +

?
Note down a Nationality and Major Language as truths.

? Resilience, whichever is higher).

STEP 4: BACKGROUND (P.XX) Calculate Armour Resistance (based on your Brawn)



?
What’s your personal story? Start to flesh out your char- Calculate Courage Resistance (based on your Will)

?
acter by deciding who they are and how they have become
Check Bonus Damage Dice Bonus:

?
involved in the Secret War. Select from over 20 careers
including Academic, Criminal, Entertainer, Politician ?Melee Attacks (Brawn)

or Spiritual Leader, as well as more conventional roles in
?Ranged Attacks (Insight)

the Army, Navy or Air Force.
?Magical and Mental Attacks (Will).

Choose a Background

? Choose your Name.

?
Add your Background Attributes

? Decide on your character’s Personality.

?
Add your Background Skills

? Explore your character’s Appearance.

?
Choose 2 Background Focuses

?
Choose Background Talents

?
45
Chapter 5  Heroes are Forged

®

CHARACTER RECORD SHEET

Name Nationality Rank


6 3
Archetype Background Characteristic
2 4 5
Personal Truths & Scars

Stress Courage Injuries

6 6
Armour
Languages 6
Fortune
6
Attribute AGILITY BRAWN COORDINATION INSIGHT REASON WILL
1 RATING

BONUS DAMAGE

Skills RANKS FOCUSES

ACADEMIA Art, Cryptography, Finance, History, Linguistics, Occultism, Science

ATHLETICS Climbing, Lifting, Physical Training, Running, Swimming, Throwing

ENGINEERING Architecture, Combat Engineering, Electronics, Explosives, Mechanical Engineering

Close Quarters, Handguns, Hand-to-Hand, Heavy Weapons, Melee Weapons, Rifles,


FIGHTING Threat Awareness, Exotic

MEDICINE First Aid, Infectious Diseases, Pharmacology, Psychiatry, Surgery, Toxicology

OBSERVATION Hearing, Instincts, Sight, Smell and Taste

PERSUASION Charm, Innuendo, Intimidation, Negotiation, Rhetoric, Deceive, Invocation

RESILIENCE Fortitude, Discipline, Immunity

STEALTH Camouflage, Disguise, Rural Stealth, Urban Stealth

SURVIVAL Animal Handling, Foraging, Hunting, Mysticism, Orienteering, Tracking

TACTICS Air Force, Army, Covert Operations, Leadership, Navy, Technical Projects

VEHICLES Cars, Motorcycles, Heavy Vehicles, Tanks, Aircraft, Watercraft

TM & © 2021 Modiphius Entertainment Ltd. Permission is granted to reproduce this document for personal use.

1. Starting Attributes 3. Nationality 5. Characteristic

2. Choose Archetype 4. Background 6. Finishing Touches

46
The Building Blocks of Your Character

Chapter 5  Heroes are Forged


If you’re new to roleplaying, or the world of Achtung! Insight
Cthulhu, before you plunge headlong into creating your Insight is your perception, instincts, and your ability to
first character, you might like to acquaint yourself with comprehend the world around you. Insightful characters are
what the various attributes, skills and focuses mean and observant and shrewd, have ‘street smarts’ and wisdom.
what they do within the game. This section also gives an
overview of other key character concepts like Talents, Insight adds bonus challenge dice (

? ) to ranged
Stress, Fortune points, and all the additional information attacks.
that goes into creating your Achtung! Cthulhu hero.
Some magic users use Insight when casting spells.

?
Although it’s not strictly essential to know every single
detail, this will give you a better understanding of the Reason
building blocks which form your character and allow you Reason is the ability to apply logic, intellect, and learned
to shape them in more detail when you’re choosing who to facts to a situation. Characters who have high reasoning
play. If you’re an experienced roleplayer and want to skip skills tend to be lucid, rational or contemplative, and
this section, simply head straight to Character Creation on driven by a need to learn or understand.
p.XX and get started, but even veteran players may benefit
from understanding these core concepts. Some magic users use Reason when casting spells.

?

ATTRIBUTES Will
Will is your sense of self, mental strength, and sense of
The initial building blocks of your character are their
self-discipline. Wilful characters tend to be single-minded,
attributes, and each character in Achtung! Cthulhu is
stubborn, and have forceful personalities.
defined by six attributes: Agility, Brawn, Coordination,
Insight, Reason and Will, which describe their physical
Some magic users use Will when casting spells

?
and mental abilities. Attributes make up one part of your
target number during a skill test. It is used to determine a character’s maximum stress.

?
Agility It provides your character with Courage resistance.

?
Agility is a mixture of speed, balance, and muscle
memory, and is responsible for a character’s movement ATTRIBUTE RATINGS
and dexterity. An agile character is quick, moving with
Each attribute has a rating with higher numbers reflecting
certainty and precision.
greater ability. For player characters, these attributes
range from 6 to 12, with 8 representing the average. Some
Agility is used to navigate difficult terrain and move

? characters and creatures may have attributes higher or
swiftly or silently.
lower than this, and special abilities may increase their
capabilities further.
Brawn
Brawn is the character’s physical fitness and endurance. A
brawny character is strong and hardy.
SKILLS
Each character is trained in several skills, rated from 0 to
Brawn is used to make melee attacks.

? 5. A skill rating of 0 represents a complete lack of training,
while a skill rating of 5 represents mastery of that disci-
Brawn adds bonus challenge dice ( ) to melee attacks.

? pline, with the character being amongst the best in the
It is used to determine a character’s maximum stress.

? world in that field.

It provides your character with Armour resistance.



? During a skill test you can combine a skill and attribute
to make your target number. You might use Reason +
Coordination Engineering to tackle a mechanical problem with learned
Coordination is a measure of your fine motor skills, accu- knowledge, or Brawn + Engineering to know just where
racy, and sense of timing. Coordinated characters are good to thump it to get a machine working again. Coordination
shots, good drivers and pilots, and excel at sleight of hand + Stealth might be used together to sneak past a guard,
and other delicate, precise tasks. but Insight + Stealth will tell you the best time to move.

Coordination is used to make ranged attacks.



?

47
Chapter 5  Heroes are Forged
Running — covers short-distance sprinting and

?
Focuses long-distance endurance running.

Skills are broad, covering several fields of expertise Physical Training — covers how to train oneself

?
within one discipline. Focuses allow a character to and others.
specialise, and each skill has several possible focuses
Throwing — covers throwing objects from Olympic-

?
that a character can learn. Focuses increase the
style shot putt, javelin, and hammer-throw, to the use
chances of the character critically succeeding on a skill
of grenades and knives.
test (p.XX). If you have a focus such as Handguns 3, any
roll of 3 or under earns two successes. Lifting — covers lifting and moving heavy objects

?
with the conditioning necessary to make such efforts
more effective.

Academia
Engineering
This skill covers your character’s education and accu-
This skill encompasses your character’s technical and
mulated knowledge, as well as their ability to research
mechanical expertise, with an emphasis on practical
unfamiliar subjects. Academia is most useful when trying
applications: designing, building, and repairing devices,
to study new information or recall facts about a subject.
machines, and structures, as well as operating complex or
untested equipment, and determining how to disable or
Focuses:
destroy unfamiliar machines. There’s a degree of overlap
Art — covers knowledge of individual pieces of art,

? between Engineering and Vehicles, but Engineering
the study of different artistic techniques and schools focuses on the mechanics of a vehicle.
of thought, the history of art within different cultures,
and its influences upon those cultures. Focuses:

Cryptography — covers knowledge of codes and



? Architecture — covers an understanding of how

?
ciphers, both how to create them and how to break buildings are designed and constructed, their
them. internal and external structure and how their mass is
supported and distributed.
Finance — covers knowledge of trade and banking,

?
both contemporary and historically, and of the influ- Combat Engineering — covers work done to support

?
ence of money on politics and culture. or hinder troop movements, including the construction
and demolition of roads, trenches, fortifications, and
History — covers a knowledge of historical events, and

? other military infrastructure.
the forces and individuals that drove those events, as
well as different historical perspectives. Electronics — covers an understanding of how elec-

?
tronic devices work, how they are assembled, what can
Linguistics — a study of languages in their current

? go wrong with them, and how to construct, modify,
form, as well as historical and dead languages, and the
and repair them. Electronics known as “radio elec-
ways that language changes over time.
tronics” is a relatively new development in World War
Occultism — a study of supernatural and occult

? II, with technologies like radar, sonar, communica-
phenomena, practices, creatures, and traditions. tions and even the first tentative steps into computing,
developing significantly as the war progresses.
Science — the scientific method and the various

?
disciplines associated with science, from mathe- Explosives — covers an understanding of explosive

?
matics, to physics, chemistry, and biology, it also substances and the purposes they are most suited for, as
includes more detailed and specific fields of study well as a knowledge of how to employ them effectively,
within these branches. including how to create and defuse bombs and mines.

Mechanical Engineering — covers an understanding



?
Athletics of mechanical devices, how they operate, how they
This skill covers your character’s physical conditioning, can fail, and how to construct and repair them. This
and athletic ability. Athletics also covers a character’s focus can be applied to all fighting vehicles like tanks,
attempts to move with haste. planes, boats and other support craft.

Focuses:

Climbing — covers scaling sheer surfaces such as walls



?
or cliffs, as well as mountaineering.

Swimming — covers swimming unaided and diving



?
with a breathing apparatus.

48
Chapter 5  Heroes are Forged
Fighting Toxicology — covers the study of toxic substances

?
(poison, venom, and other foreign substances) and
This skill covers your character’s ability to fight and defend
their effect upon the body, as well as the means to
themselves against attacks, a combination of learned
neutralise or expel them.
techniques, physical conditioning, and instinct. It is used
to make attacks, judge threatening situations, and covers a
practical understanding of weaponry and combat styles. Observation
This skill covers your character’s awareness and ability to
Focuses: discern information from their surroundings. It describes
how observant and astute they are, how quickly they pick
Hand-to-Hand Combat — covers unarmed combat by

? out important details and make use of them, as well as
striking and grabbing opponents, and may represent
their ability to ignore distractions.
training in a martial art like boxing or judo.

Melee Weapons — covers fighting with a melee



? Observation overlaps with many other skills, and often
weapon, such as a knife or bayonet, or more archaic runs parallel to Academia, as both are about gaining infor-
weapons like swords or spears. mation, albeit in different ways.

Handguns — covers the use of sidearms, revolvers and



? Focuses:
semi-automatic and machine pistols.
Hearing — covers auditory perception, distinguishing

?
Close Quarters — covers the use of shotguns and

? between different sounds, and the ability to discern
sub-machine guns, and similar weapons designed for
information from them (such as being able to pick up
use at close range or within tight confines like trenches
a faint accent in someone’s voice). This focus is a great
or buildings.
asset for radio operators, code breakers and communi-
Rifles — covers the use of rifles, carbines, and other

? cation specialists.
firearms for use at Medium and longer ranges.
Instincts — covers the “sixth sense” or “gut feelings”

?
Heavy Weapons — covers the use of machine guns,

? made from observations, and other extra-sensory percep-
flamethrowers, anti-tank weapons, and mortars, as well tions that you may not be able to describe the source of.
as vehicle-mounted weapons. Instincts are unlikely to provide detailed information,
but a hunch or general feeling about a situation.
Threat Awareness — covers readiness and detecting

?
danger and the ability to avoid attacks or ambushes. Sight — covers visual perception, providing greater

?
sensitivity when visibility is poor, an ability to reliably
Exotic — covers weird or experimental weaponry and

? pick out details at a distance, and a greater ability
the ability to figure out how an unfamiliar weapon
to spot small variations or brief movement. Spotters,
should be operated without risk.
navigators and bombardiers are particularly well suited
to utilising this focus.
Medicine
Smell and Taste — covers the ability to detect and

?
This skill covers the treatment of physical and mental inju-
discern information from scents and tastes; this is not a
ries, and the diagnosis and cure of poisons and diseases.
commonplace focus for humans, as humans don’t have
It can also be used to perform autopsies to determine the
especially sensitive senses of smell, though it is valu-
cause of a person’s death.
able focus for poisoners, doctors or sommeliers.

Focuses:
Persuasion
First Aid — covers emergency medical attention to

? This skill encompasses your character’s ability to influence
stabilise a patient and keep them alive until they can
others, through a mixture of speech and body language. It
receive proper medical care.
also allows you to spot when others are attempting to use
Infectious Diseases — covers an understanding of

? these techniques—it often takes a liar to spot a liar.
diseases, their causes, the way they spread, their symp-
toms, and the ways that they can be treated. Focuses:

Pharmacology — covers an understanding of medica-



? Charm — methods of manipulating others through

?
tion, both its uses in treatment, and its side effects. natural charisma and magnetism.

Psychiatry — covers the study and treatment of



? Innuendo — the art of conveying meaning indirectly.

?
mental illness.
Intimidation — inspiring fear, doubt, or hesitation or

?
Surgery — covers surgical, instrumental, and oper-

? leveraging a person’s weaknesses against them.
ative medical procedures which require cutting into
Negotiation — reaching agreement through conversa-

?
a patient, extraction of tissue or foreign objects, or
tion, possibly involving trade or payment.
manually closing wounds.

49
Chapter 5  Heroes are Forged
Rhetoric — using language in public speaking or

? Survival
a formal debate, to inform, persuade, motivate or
This skill expresses your character’s ability to survive inhos-
convince others.
pitable conditions, including extremes of temperature and
Deceive — methods of manipulating others to believe

? weather, dangerous plants and animals — as well as finding
something that is untrue. sufficient food and water, and creating a fire and a shelter.
It also covers the ability to track animals (and enemies), as
Invocation — unusual and esoteric methods of

? well as communicating with and training animals.
communicating with paranormal entities which is not
usually open to the average person.
Focuses:

Resilience Animal Handling — covers knowledge about a range of



?
different animals, how they behave, how to act around
This skill encompasses your character’s ability to resist
them, as well as how to train and command them.
and recover from physical and mental debilities — from
injury, pain, and fatigue and mental distress. This also Foraging — covers the skill of gathering food from the

?
includes withstanding the effects of poisons, diseases, local environment, being able to identify edible flora,
and magical effects. You may use Resilience to try and and safely recognising natural toxins.
resist effects before they happen, or to recover from
Hunting — covers the ability to stalk, catch, and kill

?
lasting effects already succumbed to. While Medicine
animal prey, and the knowledge of preparing game.
overlaps with Resilience in a few ways, Resilience is more
concerned with an individual’s inherent toughness. Mysticism — covers knowledge of the rites and prac-

?
tices performed by ancient spiritual leaders (and their
Resilience is used to calculate a character’s maximum stress, modern descendants) to commune with their gods and
along with the higher of Brawn or Will. spirits, and how they can be combatted or withstood.

Orienteering — covers the skill of navigating over



?
Focuses:
distance, maintaining a direction, planning a route,
Fortitude — represents the hardiness and endurance

? and the physical demands of hiking.
of the body, and its ability to resist and recover from
Tracking — covers the practice of identifying the tracks

?
fatigue, pain, and injury.
of a specific animal, person, or group, and following
Discipline — represents the character’s durability and

? them. It also covers the ability to determine information
self-control, and their ability to resist and recover from about them, such as direction, how many there were,
confusion and fear or supernatural effects that afflict their physical state, speed, and other characteristics.
the mind.

Immunity — represents a character’s natural ability



? Tactics
to resist diseases or toxins, and their ability to recover This skill deals with your character’s ability to perceive
from those effects. and evaluate a combat situation and devise an appropriate
plan. This not only covers military strategy and tactics,
Stealth but also team dynamics and leadership, or organising a
group of scientists or engineers.
This skill encompasses your character’s ability to pass
undetected, from moving quietly, to using darkness, cover
Focuses:
and concealment to remain unseen. It also covers your
ability to use disguises, hide in plain sight, or use camou- Air Force — covers training in fighter and bomber

?
flage to conceal yourself and others. tactics, such as dogfighting, formation flying and navi-
gation, as well as aerial military strategy.
Focuses:
Army — covers familiarity with military strategy and

?
Disguise — covers the use of make-up, clothing, props,

? tactics for infantry, as well as mechanized ground warfare.
and appropriate body language to assume the guise of
Covert Operations — covers organising a team to

?
another person.
operate quietly and efficiently behind enemy lines.
Camouflage — covers the use of materials to cover a

? Leadership — covers the command and leading of

?
person, object, or location, hiding it from sight.
others, giving clear orders, and maintaining morale.
Urban Stealth — covers techniques for moving silently

? Navy — covers naval strategy and tactics, from

?
and remaining unseen in urban environments.
shallow to deep water, and single boat actions to major
Rural Stealth — covers techniques for moving silently

? fleet engagements.
and remaining unseen in rural environments.
Technical Projects — covers an understanding of how

?
to divide work and manage team members on a large
scientific, engineering, or academic project.

50
FORTUNE

Chapter 5  Heroes are Forged


Vehicles
This skill covers the operation and maintenance of vehicles of You are marked out by destiny for greatness, and Fortune
all kinds. A character skilled in Vehicles is knowledgeable about points represent your character’s good luck or fate,
how they function, what makes them fail, and how to maintain allowing you to seize the moment and reverse unfortunate
and repair them, as well as how to operate them. This overlaps rolls or drastically improve your odds of success. You can
with Engineering with regards to vehicles specifically, and a use them to generate automatic successes on skill tests,
character driving a vehicle uses Vehicles instead of Athletics reroll dice, and change the truths of a scene.
to avoid or overcome obstacles such as terrain features.
All characters begin each game session with 3 Fortune
Focuses: points and can earn more of them through bold, self-
less actions. Fortune points are renewed at the start of
Cars — covers the operation of civilian and military

? each adventure, and you can find out more about them
four-wheeled motor vehicles, up to and including
on p.XXX.
small trucks.

Motorcycles — covers the operation of civilian and



?
military two- and three-wheeled motor vehicles.
EQUIPMENT
Your character will be supplied with equipment in
Heavy Vehicles — covers the operation of heavy-duty

? accordance with their background and organisation.
civilian and military vehicles, including heavy trucks,
During wartime, military personnel are fed, watered, and
half-tracks, and similar vehicles.
equipped, so you’ve no need to worry about your char-
Tanks — covers the operation of tanks of all sizes.

? acter’s basic upkeep and living expenses. You can also
requisition equipment at the beginning of missions, or
Aircraft — covers the operation of civilian and military

? even during them, if you have the support of an organisa-
aircraft, both single-engine and multi-engine, propel-
tion or contact.
ler-driven planes. Towards the end of the conflict, it also
encompasses newer jet engine planes and technology.
For a full list of equipment, see Chapter 7: Tools of the
Watercraft — covers the operation of civilian and

? Trade, p.XX.
military boats, submarines, and ships.

LANGUAGES
TRUTHS AND SCARS Your character will know at least one language, based on
Characters have truths (see p.XX) that define key elements their nationality, and may know more due to their back-
of their personality or physicality — a single word or short ground, Reason score or Linguistics focus. Being able to
phrase that describes a fundamental aspect of who they speak another language helps communicate and negotiate
are. These truths are used in the same way as any other: with those who do not speak your native tongue, and this
making a skill test easier or harder, or making something knowledge is imperative when operating effectively in
possible or impossible for them. different theatres of war.

Your character may occasionally gain additional truths during


play. This may be the result of an injury they sustained,
STRESS
or the impact of a harrowing experience, called scars, or You can endure stress before you start sustaining inju-
the gamemaster may decide to give you, or change, a truth ries, which can be either mental or physical. A character’s
because of your actions. There is no fixed number of truths stress is the total of:
a character can have, though from character creation a char-
acter will have at least two, one of which reflects the charac- Brawn + Resilience or Will + Resilience, whichever

?
ter’s background. For more on truths, see Truths, p.XXX. is higher.

TALENTS INJURIES
A character is more than the sum of their parts, and attrib- You can sustain 3 injuries before being taken out of the
utes, skills, and focuses alone do not give a full picture fight in an action scene. These can be a mix of mental and
of what they are capable of. These larger-than-life heroes physical injuries, and if the combined total is 3, you are
also have heroic edges called talents. defeated. If you have more physical injuries than mental,
you are also dying.
Talents are additional benefits that a character possesses, taking
the form of a mechanical bonus—rerolls, bonus Momentum,
or rule exceptions — that apply within a set of circumstances.

The full list of talents can be found on p.XXX.

51
Character Creation
Chapter 5  Heroes are Forged

To play Achtung! Cthulhu, you first need to create your STEP 2: ARCHETYPE
character. World War II brings people together from all
Select your character’s archetype, their main role within
nations and walks of life, giving you plenty of freedom to
a group. A character’s archetype describes their field of
choose where your character comes from, what they were
expertise and the job they are called upon to perform out
doing when the war broke out, and what they plan to do to
in the field and back at base.
combat the growing evil of the Black Sun and Nachtwölfe.

There are eight archetypes in total: Boffin, Commander,


STEP 1: STARTING ATTRIBUTES Con Artist, Grease Monkey, Investigator, Infiltrator,
Occultist, and Soldier. Read about each and then select
At the start of character creation:
one of these archetypes or roll a random one on the table
below, and apply the bonuses listed for that archetype.
Your Attributes of Agility, Brawn, Coordination,

? These are the most common roles within the Secret War’s
Insight, Reason, Will all begin with a rating of 6.
organisations, and each one provides a distinct set of
Skills start with a rating of 0.

? abilities, but don’t worry about playing a stereotypical
archetype, you’ll be able to add more depth, flexibility and
Attributes can be raised to a maximum of 12, while skills variety through your background and characteristic choices.
can be raised to a maximum of 5.
Choose an archetype from the list below or roll
At each stage of the creation process, you will select one randomly and then apply its benefits.
of the options available, apply its benefits and bonuses and
see your character begin to grow and take shape. While
some combinations may seem obvious — like a Boffin with Random Archetypes
a Scientist background — there are no restrictions, and
D20 ROLL ARCHETYPE PAGE
unorthodox choices may make for a more interesting and
memorable character. 1-2 Boffin XX

3-5 Commander XX
At this point, you should have a blank character sheet
handy. These are presented on p.XX and are also down- 6-7 Con Artist XX
loadable at XXX. It’s a good idea to use a pencil when
8-9 Grease Monkey XX
writing down information and taking notes during char-
acter creation, as the values for attributes and skills are 10-11 Infiltrator XX
likely to change during the process.
12-13 Investigator XX

14-17 Occultist XX
Example Character: 18-20 Soldier XX
Sarah “Roo” Walker
Our player, Molly, sits down to make her first
character, and grabs a pencil and eraser, a
blank character sheet, and a bit of scrap paper
for notes. Her first stop is Step 1: Starting
Attributes to get a basic understanding of
attributes,
tes skills
skills, and focuses (p.XX), but it’s
also where she can think about what character
concept she wants to play. In this example,
Molly wants to create a combat-focused, front-
line warrior adept at all forms of fighting,
who is tough as nails, and ready to smite Black
Sun and Nachtwölfe wherever she can find them.

Molly notes her attributes all start at 6 and


leaves her skills blank as they all start at 0.

52
Chapter 5  Heroes are Forged
Example Character: Contacts
Sarah “Roo” Walker Many of the choices available during character crea-
tion provide a player character with the option to make
Molly’s first major choice is Step 2: contacts. The gamemaster should work with the player
ype the role she’ll play most often
Archetype, to define who a character’s contacts are.
within her team, and based on her starting
concept she immediately selects Soldier.
r
A contact is a specific kind of non-player character
She’s in the army now, and ready for orders! whom the player character knows. Each contact is an
individual, group of people, or organisation, associated
with a single skill or a focus, representing their profes-
sion, area of expertise, and network of influence.

Molly adds 1 to her Agility, 2 to her Brawn, A player character may call upon each of their contacts
2 to her Coordination, and 1 to her Insight — face-to-face, by mail, by telephone, or through some
attributes. She adds 1 to her Athletics, 2 to other means of communication — once per adventure to
Fighting, 1 to Observation, 2 to Resilience, request information or access to resources. A contact is
2 to Survival, and 1 to her Tactics skills. always favourably inclined towards the player character,
She can choose 2 focuses from Fighting, and will make every reasonable effort to help, but the
Resilience, and Survival, so she chooses Close form this help takes will depend on the circumstances
Quarters from the Fighting skill, which covers the player characters are in.
the use of shotguns and sub-machine guns, and
Fortitude from the Resilience skill to improve Contacts can normally provide one of the following
her hardiness, allowing her character to tough forms of assistance:
it out with the best of them!

?
Access to a workshop or similar work space, such
as a library or laboratory. A contact may have such
a space themselves, or belong to a group with
access to such resources.


?
Rare or specialised information. Calling upon a
contact is equivalent to spending three Momentum
to Obtain Information, and if they don’t know the
answer they may be able to suggest someone who
does or where it can be found.


?
Access to scarce or specialised resources, such
as military equipment, explosives, a vehicle or
safehouse. Again, the contact may have these
From the three talents on offer, Army of One resources personally, or they have a colleague
sounds the best fit, making her character or contact of their own who can provide such
deadly with a vast array of weapons and giving resources.
her extra weapon effects like Drain, Piercing,
or Stun when she attacks. Finally, the Soldier The gamemaster may also have a player character’s
archetype gives her character two weapons, a contacts call upon the PCs, to ask them for favours or
pistol and one other weapon with a restriction to provide vital information. A request from a contact is
of 3 or less, so she chooses a Winchester M12 often the stuff adventures are made of...
Shotgun and an Enfield No. 2 Service Revolver
from Tools of the Trade p.XX, preparing
herself for up-close and personal firefights.

, it ’s w h o you know
ow
hat you kn
“It’s not w es all the difference.
that mak k n o w in g th e right person
nection s,
Contacts, con that’s the foundation
to turn to, career.”
of any successful

53
Boffin
Chapter 5  Heroes are Forged
PLAY A BOFFIN IF YOU WANT TO…
. Be the smartest one in the group.
A boffin knows how things work. They have vast technical . Have an answer for everything.
and practical knowledge, and the knack for putting that
knowledge into use. If a Boffin doesn’t know something, . Breaks codes, disable tanks, and outsmart
they can probably figure it out with a bit of trial and error, the Nazis!
and they’re not afraid to get their hands dirty.

ATTRIBUTES SKILLS
Brawn +1

? Academia +1

?
Coordination +2

? Engineering +2

?
Insight +1

? Medicine +2

?
Reason +2

? Observation +1

?
Stealth +1

?
Vehicles +2

?
FOCUSES
Choose any 2 focuses from the Engineering, Medicine, and
Vehicles skills (p.XX).

TALENTS
Choose 1 talent from the list below. CLASSIFIED
EQUIPMENT
Choose two set of tools, two contacts, or one set of tools
and a contact: Mechanic’s tools or a contact (mechanic)

Mechanic’s tools or a contact (mechanic)



?
Electrician’s tools or a contact (electrician)

?
Demolition kit or a contact (demolitions)

?
Medic’s bag or a contact (medicine)

?

Talents
PROTOTYPE may also attempt to save the life of a character who died
Keywords: Boffin, Engineering during the current scene. You must spend 1 Fortune and
make a Coordination + Medicine test with a difficulty of 3;
You can construct unusual and experimental devices with
if successful, the character is defeated, rather than dead.
a difficulty 2 Engineering skill test. When you do, select
a talent from the Talents section (p.XXX), and apply its
PUSH THE LIMITS
benefit to the device. Anyone using the device can apply
Keywords: Boffin, Vehicles
that talent to their skill tests. After the device is used, roll
1 , plus one additional for each use before this one; if Your knowledge of vehicles allows you to push their power to
an effect is rolled the device stops working and cannot be its limits. If you can reach the engine of the vehicle, you can
repaired. make a Coordination + Vehicles skill test with a difficulty
of 3. If successful the vehicle’s Speed increases by 1, or
LIFESAVER the vehicle may count its Scale as 1 lower for the purposes
Keywords: Boffin, Fortune, Medicine of terrain and manoeuvring. However, these adjustments
can make the vehicle unreliable—any skill test made to
You can bring people back from the brink of death. You
operate the vehicle increases its complication range by 1.
reduce the difficulty of any Medicine skill test made to
The benefits of this talent end at the end of the scene.
stabilise a dying character or revive a character by 1. You

54
Commander

Chapter 5  Heroes are Forged


YOU WANT TO…
PLAY A COMMANDER IF
Bullets, bayonets, and bombs are only of so much use in . Be the leader of the group.
themselves… they need to be deployed in the right place . Give orders to assist others. t
at the right time to win battles. A Commander is a master ring tactics, and ge
at this, able to see the bigger picture and marshal the
. Lead the charge, use da
jective!
ob
your heroes to the
troops and resources at their disposal so that everyone can
do their job with maximum efficiency.

ATTRIBUTES SKILLS
Coordination +2

? Academia +1

?
Insight +1

? Fighting +2

?
Reason +2

? Persuasion +1

?
Will +1

? Survival +2

?
Stealth +1

?
Tactics +2

?
FOCUSES
Choose any 2 focuses from the Fighting, Survival, and

CLASSIFIED
Tactics skills (p.XX).

TALENTS
Choose 1 talent from the list below.

BELONGINGS
At the start of each adventure, you may requisition one
item up to Restriction 2 for free.

Talents
OPPORTUNIST your group attempts a Survival skill test you cannot assist,
Keywords: Commander, Fighting you may spend 2 Momentum to assist anyway, repre-
senting your guidance and advice. Any test assisted in this
You have a knack for capitalising on the mistakes of the
way increases its complication range by 1.
enemy. As a reaction, when an enemy suffers a complica-
tion or fails a skill test with a difficulty of 3 or higher, you
BORN LEADER
may spend 2 Momentum to immediately create a truth,
Keywords: Commander, Tactics, Fortune
which must represent a tactical advantage and which lasts
until the end of the action scene. You are a natural when it comes to leading others and
bringing out the best in them. You may spend a Fortune point
WILDERNESS GUIDE in order for a single ally to immediately gain a Fortune point.
Keywords: Commander, Survival

You are skilled at not only keeping yourself alive in the field,
but also helping others to do the same. When a member of

55
Con Artist
Chapter 5  Heroes are Forged
PLAY A CON ARTIST IF YOU WANT TO…
. Have a magnetic personality.
A Con Artist is at home in society, speaking whatever . Fool your enemy and wear incredible
languages and adopting whatever personality traits will disguises.
let them get their way. They’re skilled manipulators, . Manipulate your mark, bluff the guards, or
able to intimidate, seduce, persuade and deceive their hide in plain sight!
way through life, and equally talented in spotting when
someone else is trying to manipulate them in turn.

ATTRIBUTES SKILLS
Coordination +1

? Academia +1

?
Insight +2

? Observation +2

?
Reason +1

? Persuasion +2

?
Will +2

? Resilience +1

?
Stealth +2

?
Tactics +1

?
FOCUSES
Choose any 2 focuses from the Observation, Persuasion,

CLASSIFIED
and Stealth skills (p.XX).

TALENTS
Choose 1 talent from the list below.

BELONGINGS
Disguise Kit

?
One contact, for any one skill or focus

?

Talents
COLD READING CHAMELEON
Keywords: Con Artist, Observation Keywords: Con Artist, Stealth, Fortune

You know how to use simple observations and leading You have a talent for assuming the guise of other people,
statements to appear more knowledgeable than you truly and even the identity you present may not be the real you.
are. When engaged in conversation, you may spend 2 When you adopt a disguise, you can spend a Fortune point
Momentum to perform a cold read, and other characters to establish that you have an appropriate alias already,
present (who are not in on the trick) will mistakenly believe complete with the corresponding papers and other trap-
that you have some source of detailed, specific knowledge. pings either on your person or in a secure location nearby.

A WAY WITH WORDS


Keywords: Con Artist, Persuasion

You never say anything more than you need to. Whenever
you suffer a complication when attempting a Persuasion
skill test, you may spend 1 Momentum to prevent that
complication from happening.

56
Grease Monkey

Chapter 5  Heroes are Forged


PLAY A GREASE MONKEY
IF YOU WANT TO…
Virtually born behind the wheel, you are an expert in
. Be an expert in vehicles.
getting people and supplies where they need to be. You . Build or fix just about anything.
are invaluable during dangerous missions not only for . Fly planes, operate artillery, and give
your ability to operate vehicles, but for your ability to chase in fast-paced pursuits!
keep them working in the worst conditions.

ATTRIBUTES SKILLS
Brawn +1

? Athletics +1

?
Coordination +2

? Engineering +2

?
Insight +1

? Persuasion +2

?
Reason +2

? Resilience +1

?
Survival +1

?
Vehicles +2

?
FOCUSES
Choose any 2 focuses from the Engineering, Persuasion,
and Vehicles skills (p.XX).

TALENTS
Choose 1 talent from the list below.
CLASSIFIED
BELONGINGS
Gain the following:

Mechanic’s Tools

?
A contact (Vehicles)

?

Talents
KEEP IT STEADY hidden on your person, stored in a vehicle you’ve been
Keywords: Grease Monkey, Engineering using, or in a hidden location nearby (the GM determines
where the item is). This must be a minor item with a restric-
You love tinkering with your vehicle and can keep it
tion of 3 or lower, and it cannot be a weapon unless that
working in the worst conditions. When operating a vehicle
weapon has the Thrown quality.
you have spent time maintaining and modifying, you may
spend 2 Momentum when attempting a Vehicles skill test
BORN TO DRIVE
to ignore the effects of any injuries the vehicle has suffered
Keywords: Grease Monkey, Vehicles
during that test.
You are always in control of any vehicle you operate and
QUARTERMASTER can pull off incredible stunts that few others would even
Keywords: Grease Monkey, Persuasion, Fortune attempt. When attempting a Vehicles skill test to operate
a vehicle with a difficulty of 3 or higher, you may spend
You’re used to ferrying supplies around and dealing with
up to 3 Momentum to reduce the difficulty by 1, 2, or 3 (1
suppliers, and you’ve been known to keep the occasional
difficulty per Momentum spent). The complication range of
item for emergencies. You may spend a Fortune point to
the test increases by the same amount as the difficulty was
reveal that you have a specific item available. The item is
reduced, however, due to the risk of the manoeuvre.

57
Infiltrator PLAY AN INFILTRATO
Chapter 5  Heroes are Forged

IF YOU WANT TO… R


. Wage war from the shadows!
An Infiltrator is talented at getting into places they
shouldn’t. They excel at evading detection, bypassing secu-
. Enjoying sneaking around behind
rity and grabbing valuables and secrets from secure loca- enemy lines.
tions. Amidst the clamour of warfare, the ability to move . Have a talent for moving unseen
and being
unseen and unheard gives them a crucial advantage. where you shouldn’t!

ATTRIBUTES SKILLS
Agility +2

? Athletics +2

?
Brawn +1

? Engineering +1

?
Coordination +2

? Fighting +2

?
Insight +1

? Observation +1

?
Stealth +2

?
Survival +1

?
FOCUSES
Choose any 2 focuses from the Athletics, Fighting,
and Stealth skills (p.XX).

TALENTS
Choose 1 talent from the list below.
CLASSIFIED
BELONGINGS
Camouflaged clothing

?
Climbing equipment

?
Burglar’s tools

?

Talents
ACROBATIC unaware target, you may spend 2 Momentum to perform
Keywords: Infiltrator, Athletics an assassination, gaining the Intense weapon effect to the
attack (or an additional +2 damage if the attack is already
You are extremely flexible and athletic, able to traverse
Intense). If the target is defeated by your assassination,
obstacles quickly and with a minimum of effort. When
then the attack is silent and not heard by anyone.
moving around an obstacle, you may spend 2 Momentum
in order to bypass the obstacle immediately, without
SILENT STEP
requiring a skill test, and without the use of tools such as
Keywords: Infiltrator, Stealth
climbing gear. The obstacle must be something you could
bypass normally, such as a gap that can be jumped, a wall Your footsteps are eerily quiet and passing unnoticed is as
or cliff that can be climbed, or a barrier that can be vaulted. natural to you as breathing. Whenever you suffer a compli-
cation when attempting a Stealth skill test, you may spend
ASSASSINATION 1 Momentum to prevent that complication from happening.
Keywords: Infiltrator, Fighting

You are deadly against unaware foes, striking them down


quickly and quietly. When making an attack against an

58
Investigator

Chapter 5  Heroes are Forged


PLAY AN INVESTIGATOR
IF YOU WANT TO…
An Investigator has an insatiable appetite for the truth and . Discover the truth no matter what the
will go to the ends of the earth to find it. With the propa- consequences.
ganda war dominating both sides of the conflict, the truth is . Uncover conspiracies.
harder to discern but more valuable than ever before. Private
investigators, military police, and journalists delve into the
. Rifle through desks, discover clues, and
truth behind the headlines as peoples’ lives are turned upside find the missing links!
down and these individuals make great operatives.

ATTRIBUTES SKILLS
Agility +1

? Academia +2

?
Coordination +1

? Engineering +1

?
Insight +2

? Medicine +2

?
Reason +2

? Observation +2

?
Persuasion +1

?
Stealth +1

?
FOCUSES

CLASSIFIED
Choose any two focuses from the Academia, Medicine,
and Observation skills (p.XX).

TALENTS
Choose 1 talent from the list below.

BELONGINGS
Choose 1 set of tools or a contact:

Analytical tools or a contact (science)



?
A first aid kit or a contact (medicine)

?
A handgun or a contact (Academia)

?

Talents
POLYMATH with a difficulty of 3 or higher, you may spend up to 3
Keywords: Investigator, Academia Momentum to reduce the difficulty by 1, 2, or 3 (1 difficulty
per Momentum spent). The complication range of the
You are widely-read and multi-talented, possessing exper- test increases by the same amount as the difficulty was
tise in a wide variety of fields. Once per scene, you may reduced, however, because the latest medical advances
spend 2 Momentum to gain an additional focus for the are not always safe.
duration of the scene. This focus can be chosen from any
skill in which you have a score of 2 or higher. DETAILED ANALYSIS
Keywords: Investigator, Observation
THE CUTTING EDGE
Keywords: Investigator, Medicine You have a keen attention to detail, carefully studying
everything you observe. Once per scene, you may spend
You know the latest advances in medical science, from 2 Momentum to immediately ask the GM three questions
new surgical techniques, to new medicines, and the study about the scene, as per the Obtain Information Momentum
of new diseases; with this knowledge, you are prepared spend, but without requiring a prior skill test.
for anything. Whenever you make a Medicine skill test

59
Occultist
Chapter 5  Heroes are Forged

PLAY AN OCCULTIST
IF YOU WANT TO…
An Occultist has delved into the deeper, stranger forces . Possess a strange insight into the inner
of the universe, and gleaned secrets of how to bend such workings of the universe.
forces to their will. Though only the most egotistical and
delusional Occultists can claim mastery over the supernat-
. Wield incredible magic.
ural, even a little talent for the esoteric can be powerful in . Cast spells, awaken sleeping gods, and
the right hands… or dangerous in the wrong ones. stand against Nazi cultists!

ATTRIBUTES SKILLS
Brawn +1

? Observation +1

?
Will +2

? Persuasion +2

?
Either...

? Resilience +2

?
?Insight +2 and
Stealth +1

?
Reason +1 Either...

?
?Insight +1 and
?Academia +2 and

Reason +2 Survival +1
?Academia +1 and

Survival +2

FOCUSES
Choose any 2 focuses from the Academia, Persuasion,
Resilience, and Survival skills (p.XX).
CLASSIFIED
TALENTS
Choose 1 talent from the list below. A character may only
have one talent with the Spellcaster keyword.

BELONGINGS
Ritual tools

?
A contact with either the occultism or mysticism focus

?

Talents
OCCULT SCHOLAR spell, you can spend 2 Momentum to secure the obedience
Keywords: Occultist, Academia, Spellcaster of the summoned creature. This obedience lasts for a number
of minutes (or rounds in combat) equal to your Persuasion
You are well-versed in arcane traditions, parapsychology, and
skill, after which the creature must be commanded as normal.
other fields of supernatural study, and know a few techniques
for hardening the mind against occult horrors. You are a spell-
A PRICE TO PAY
caster, as described in more detail in Chapter 9: Magic &
Keywords: Occultist, Resilience, Spellcaster
the Mythos. You gain courage equal to your Academia skill
(this does not stack with the Courageous talent). You understand that magic always comes at a cost, and
pay that price willingly, even sacrificing more of yourself to
SUMMONER augment your spells. You are a spellcaster, as described
Keywords: Occultist, Persuasion, Spellcaster in more detail in Chapter 9: Magic & the Mythos. In addi-
tion, whenever you successfully cast a spell, you may gain
You have spoken with entities beyond the fringes of the mate-
2 bonus Momentum, which may only be used to improve
rial world, and are adept at calling creatures into existence
the spell’s effect and cannot be saved. If you do so, the
from other dimensions beyond time and space. You are a
spell’s Cost increases by +2 , and the Cost is physical
spellcaster, as described in more detail in Chapter 9: Magic
stress instead of mental stress.
& the Mythos. In addition, whenever you cast a summoning

60
Soldier

Chapter 5  Heroes are Forged


PLAY A SOLDIE
IF YOU WANT TOR…
A Soldier excels at combat, defeating their foes, and
. Be the strongest in th
e gr
protecting others. Even in wartime, where entire armies . Shoot big guns and wi oup.
eld
march through the cities of Europe, a Soldier stands apart . Dive for cover, make an brutal weapons.
on the field of battle: they commonly survive horrors and impossible shot,
charge forward fo or
disasters that others cannot and are singled out for special r victory!
combat assignments.

ATTRIBUTES SKILLS
Agility +1

? Athletics +1

?
Brawn +2

? Fighting +2

?
Coordination +2

? Observation +1

?
Insight +1

? Resilience +2

?
Survival +2

?
Tactics +1

?
FOCUSES
Choose any 2 focuses from the Fighting, Resilience, and
Survival skills (p.XX).

TALENTS
CLASSIFIED
Choose 1 talent from the list below.

BELONGINGS
One weapon with a restriction of 3 or lower

?
A handgun of restriction 1

?

Talents
ARMY OF ONE OWN THE BATTLEFIELD
Keywords: Soldier, Fighting Keywords: Soldier, Survival, Fortune

You are deadly with a vast array of weapons and forms You are a cunning warrior, well-versed in making the most
of combat. When you attempt an attack, you may spend of the terrain around you. You may spend a Fortune point
2 Momentum to add one of the following weapon effects to make one the following Reactions :
to the attack: Drain, Piercing, or Stun. Only one damage
effect may be added to an attack in this way.
?
Snap Shot!: When an enemy within Medium range of
you fails a skill test to move through difficult terrain,
DRAW THEIR FIRE! you can inflict physical stress equal to your Fighting
Keywords: Soldier, Resilience skill. You cannot spend ammo to make this a Salvo
attack, or spend Momentum to increase the of the
You protect your allies by drawing the attention of the
stress roll. You must be wielding a functioning, loaded
enemy. After you make an attack, you may spend 2
firearm to make this reaction.
Momentum to draw the enemy’s attention. If you do, then
any enemy able to attack you who targets one of your allies
?
Heads Down!: When an enemy makes a successful
increases the difficulty of their attack by 1. ranged attack against you, or an ally within Medium
range of you, the target of the attack gains cover
resistance equal to your Observation skill until the
start of their next turn.

61
Step 3: Nationality
Chapter 5  Heroes are Forged

While your character’s nationality or ethnicity has no


specific effects on attributes and skills, their home nation
Common Nationalities
will determine a lot about who they are and what kinds D20
NATION MAJOR LANGUAGE(S)
of experiences they have had. Your nationality and the ROLL
language(s) you speak are truths. English,
1-2 Australia
Indigenous Australian
You can choose to roll on the Common Nationalities English, French,
table (right) if you’d like a random nationality, or choose 3-4 Canada
First Nation Canadian
a nationality from the expanded choices which follow.
Czech, Slovak, German,
Whichever you choose, write your nationality on your 5-6 Czechoslovakia
Hungarian, Yiddish
character sheet and a language spoken there as your
first language. These are both truths. You may also 7-8 France French
know a secondary language from the country depending
9-10 India English, Urdu, Hindi, Bengali
on your backstory which you should discuss with the GM.
11-12 Norway Norwegian
You may also know additional languages due to a
13-14 Poland Polish
high Reason skill and linguistics focus (see p.XX Bonus
Languages) which you’ll acquire at the end of the char- 15-16 United Kingdom English, Welsh
acter creation process in Step 6: Finishing Touches p.XX. United States English*, Native American
17-18
of America languages
19-20 USSR Russian

* Characters from a US minority ethnic background may


know an additional language like Spanish.

REDACTED

62
Chapter 5  Heroes are Forged
Expanded Nationality and Languages
NATION MAJOR LANGUAGE(S)
Australia English, Indigenous Australian

Belgium Dutch, French, German

Cameroon English, French

Canada English, French, First Nation Canadian

Ceylon English, Sinhala, Tamil

Cyprus Greek, Turkish


Czech, Slovak, German,
Czechoslovakia
Hungarian, Yiddish
Denmark Danish

France French
English and tribal language like
The Gambia
Mandinka or Wolof.
German German

Ghana English and one of 80 tribal languages.

Greece Greek

India English, Urdu, Hindi, Bengali

Ireland English, Gaelic

Kenya English, Swahili

Luxembourg Luxembourgish, French, German

Malta Maltese, English

New Zealand English, Maori

Nigeria English, Hausa, Igbo, Yoruba CHARACTERS AND


HISTORICAL ACCURACY
Norway Norwegian
Owing to the presence of supernatural
Poland Polish, Ukranian, Yiddish elements, ACHTUNG! CTHULHU isn’t an accurate
Rhodesia English, Shona, Ndebele historical depiction of the world as it was
from 1939 to 1945, but a pulp dramatization
English, Dutch, Afrikaans and native of those events, filled with action, intrigue
South Africa
African languages and cosmic horror. For this reason, this
Spain (Republican) Spanish, Catalan, Basque chapter doesn’t stress the challenges faced by
women, people of colour, and other marginal-
English, French, Spanish, Dutch,
The Caribbean ised groups during the period: a character’s
Creole
rules do not change because of their sexu-
The Netherlands Dutch, English, German, French ality, identity, or race.
United Kingdom English, Welsh
We in no way wish to make light of the
English (Characters from an ethnic discrimination of the era, but we leave it to
United States
minority background may also know you to determine how much attention those
of America
that language), Native American themes receive. We do encourage you to place
USSR Russian little or no restrictions on who can play
what, or how they play them, as this makes for
Yugoslavia Serbo-Croatian
a more inclusive, entertaining and down-
right fun game, and also gives players the
ACHTUNG! CTHULHU IS maximum chance to express themselves.
FILLED WITH ACTION,
INTRIGUE AND COSMIC HORROR

63
Chapter 5  Heroes are Forged

The Allied Forces


It’s likely that the majority of characters you create will defend the country’s borders from Japanese invasion, but
be British or American in origin, or from countries who they also serve with distinction in every theatre of war,
fought on the Allied side. With Great Britain declaring war while her strategic position in the Indian Ocean provides a
in 1939, it is one of a few countries in Europe to stand key resupply centre for operations against Japan.
against the growing strength of the Third Reich, calling
upon the support of its colonies, dependencies, and NEW ZEALAND
its Commonwealth allies. The United States of America New Zealand declares war on Germany immediately after
doesn’t join the war until 1941, but even before that it it has confirmation that the British ultimatum has expired.
was an undeclared ally of Britain’s and worked covertly Like the Australians, the country’s troops serve heroically
alongside Section M once it ascertained the threat of the in North Africa, Italy, and the Pacific. They also provide key
Nazi occult threat. Once the Americans fully enter the fray, personnel for the Royal Air Force.
they contribute vast amounts of personnel and materiel to
help the Allied cause, plus the enthusiasm and resources SOUTH AFRICA
of Majestic to counter the Nazi occult menace. Due to the racial politics of South Africa the nation
possesses a limited army, as commanders only arm men of
There are also many other choices of nationality, from European descent. However, they do field a large number
across the world, including mainland Europeans who of supply and logistics troops from ethnic communities.
escaped persecution or oppose the Nazi regime. You South African troops play significant roles in several battles
can choose any nation from around the world, but may in North Africa.
find further inspiration in the list below. It’s always best to
discuss alternatives with your gamemaster if you have an DISPLACED NATIONALS
idea that might fit their campaign and express your identity The Nazis like to believe that resistance to their rule will
through your character truths. end after the invasion of a nation, but they are proven
wrong at every turn. Even as their tanks and troops rout the
AUSTRALIA central European armies, those who refuse to bow down
Despite suffering severe hardship during the Great either take a stand and become resistance fighters or, in
Depression, Australia follows British policy towards Nazi the case of their leaders, flee to Britain, which becomes
Germany and declares war within days of Britain. Many home to a number of governments in exile. Belgium,
Australian pilots fight gallantly to defend King and Country Czechoslovakia, the Free French, Greece, Luxembourg,
during the Battle of Britain, while Australian troops serve the Netherlands, Poland, Norway, and Yugoslavia all
in North Africa, the Mediterranean, and extensively in the establish governments in opposition to the puppet regimes
Pacific alongside American forces. set up in their homelands by the Nazis. Nationals who
have managed to escape Nazi occupation, or expatriates
CANADA determined to fight for liberation, flock to their uprooted
Canada joins Britain’s declaration of war against Germany, government’s cause.
and her troops serve in Italy and Northern Europe. Her
greatest contribution is her involvement in the Battle of London in particular is a beacon of freedom for all nations
the Atlantic, helping to maintain the crucial supply lines to under the yoke of Nazi oppression, with every man and
Britain, losing thousands of men of the Canadian Merchant woman ready to play their part in the liberation of their
Navy as they brave the U-boat wolf packs to keep food homelands. Though they are no doubt watched closely by
and raw materials flowing into British ports. Many of her the security forces, these displaced nationals even include
servicemen also see duty with their American compatriots a number of exiled Germans who have fled Nazi tyranny.
in the joint First Special Service Force.
Some, such as the actress Marlene Dietrich, take a major
INDIA stand against the fascists, publicly campaigning against
The Jewel in the Crown, still a key part of the British them. In addition, though their country remains officially
Empire, declares war against Germany and sends over neutral in the war, a number of Spanish Republicans join
three million volunteer troops to fight the Nazis alongside the Allied cause after their defeat at the hands of Franco’s
the Allies, while a number of Indian states donate vast fascist army and its Nazi supporters.
sums to support the war effort. India’s troops not only

64
Step 4: Background ENLISTMENT AND CONSCRIPTION

Chapter 5  Heroes are Forged


Most characters in Achtung! Cthulhu will be
working for the Allied war effort in some
Everyone comes from somewhere and your character’s
capacity. Scientists and scholars are in
background is a mixture of their upbringing, profession,
constant demand to sustain the technical arms
and their most formative experiences. In conjunction with
race, those who are young and able-bodied join
your archetype, your character’s background will describe
up to do their part, and Section M constantly
how, where, or why you learned your skills. The two don’t
scours Britain and the Commonwealth for unusu-
necessarily have to be closely connected and contrasting
ally talented individuals who can resist the
ones can often result in memorable characters.
occult Nazi menace. Even before the US fully
enters the war, the forerunners of the OSS and
Choose a background from the list below, or select one
Majestic are busy preparing for the occult
randomly and apply its bonuses.
conflict to come.

Random Backgrounds Back in Britain, new organisations like the


Women’s Land Army, the Air Raid Wardens, and the
D20 ROLL ARCHETYPE PAGE volunteer police constables come into exist-
ence, because some jobs need to be done even as
1 Academic XX
thousands are called up to fight on the front
2-3 Air Force XX lines (see CHAPTER 10: THE MARCH OF HISTORY).
4-5 Army XX
A character’s background may not represent what
6 Athlete XX they are doing right at this moment, but what
they were doing with their lives when war broke
7 Covert Operative XX
out. A character with an Athlete background
8 Criminal XX might have set aside their sporting career
to enlist in the army, for example. This can
9 Driver XX
often be illustrated by the other choices that
10 Engineer XX you make for your character, emphasising the
differences between your character’s life before
11 Entertainer XX
the war and their life once it had started.
12 Journalist XX

13 Labourer XX

14 Military Officer XX

15 Navy XX

16 Physician XX

17 Police XX

18 Politician XX

19 Resistance XX

20 Spiritual Leader XX

n I finally
“I was spoiling to do my bit, so whe
.
received my call up papers, I was dead chuffed
Mind you, if I knew then, what I know now,
I might not have been so keen.”
—Private Alf Bennett, Badger’s Commandos

65
Chapter 5  Heroes are Forged

Example Character: Sarah “Roo” Walker


Now things are starting to take shape, Molly’s Molly gets to pick a talent with the Fighting
next choice is Step 3: Nationality.
Nationality Molly wants keyword, and selects Sharpshooter for the free
to honour her own family’s history by selecting bonus d20 with an Aim minor action, and the
Australia as her character’s nationality, and Piercing effect.
writes that as her truth with English as her
first language. Sarah “Roo” Walker is going to Molly also gets to choose a truth for Sarah
be a soldier from the Commonwealth, travelling and she wants to give her something evoking
to Britain to help its armed forces fight for her fighting prowess, so she selects “Deadly
Europe’s freedom. Commando”, making Sarah part of an elite
infantry unit specialising in surprise raids
and reconnaissance.

To her belongings she adds an ammo belt of


shotgun shells, giving her 3 more ammo for
salvo attacks.

For Step 4. background,


background two choices stand out
from the list: Army and Military Officer.
Officer
Molly doesn’t see her character as an officer
and wants to be down in the trenches, fighting
shoulder to shoulder with her comrades, so
she chooses Army. She adds 2 to her Agility,
2 to Brawn, 1 to Coordination, and 1 to Will
attributes. She adds 1 to her Athletics, 2
to Fighting, and 1 to her Tactics skills. She
can choose 1 focus from the Fighting skill,
so she selects Hand-to-Hand Combat for when
the enemy gets up close and personal. She also
gains a focus from any other skill, so chooses
Battlefield Tactics.

66
ACADEMIC ARMY

Chapter 5  Heroes are Forged


Your life has been spent amongst books and other You belong to one of the armies of the Allied nations. This
sources of knowledge. You may have been an expert in a might be as an infantryman, but armies are big organisa-
particular academic field, such as a historian or some form tions with a wide array of different jobs, from tank and
of scientist, or you might have spent your time preserving artillery crews, to logistics and technical personnel, to
and spreading knowledge, perhaps as a teacher, librarian, scouts and marksmen, to more elite roles such as para-
or museum curator. troopers and commandos. This background can also cover
groups like the Royal Marines and the US Marine Corps,
Attributes: Coordination +2, Insight +1, Reason +2,

? who have advanced training in combat and rapid deploy-
and Will +1 ment operations.

Skills: Academia +2, Observation +1, Persuasion +1



? Attributes: Agility +2, Brawn +2, Coordination +1,

?
Focuses: Choose 1 focus from Academia, and 1 focus

? Will +1
from any other skill.
Skills: Athletics +1, Fighting +2, Tactics +1

?
Talents: Choose 1 talent with the Academia keyword

? Focuses: Choose 1 focus from Fighting, and 1 focus

?
(p.XX).
from any other skill.
Truth: Choose a truth from the list, or create your own

? Talents: Choose 1 talent with the Fighting keyword.

?
relating to your academic background:
Truth: Choose a truth from the list, or create a truth

?
?Doctor of (subject)
relating to your service in the army.
?Museum Curator

?Trained Marksman

?Professor of (subject)

?Paratrooper

Belongings: You have a contact (Academia)

? ?Deadly Commando

AIR FORCE Belongings: You gain an ammo belt.



?
You belong to one of the air forces of the Allied nations, as
a pilot, part of the crew of a bomber, a navigator, or as the
ATHLETE
ground crew who service the planes between flights. You’re a professional athlete. In spite of trying to main-
tain a degree of normality, many professional sports are
Attributes: Agility +1, Coordination +2, Insight +2,

? suspended during wartime, with athletes finding other
Reason +1 ways to contribute to the war effort. Skilled servicemen
were also retained to play in Army versus Navy matches
Skills: Engineering +1, Tactics +1, Vehicles +2

? and other similar sporting contests to keep morale high on
Focuses: Choose 1 focus from Vehicles, and 1 focus

? the home front.
from any other skill.
Attributes: Agility +2, Brawn +2, Coordination +1,

?
Talents: Choose 1 talent with the Vehicles keyword

? Insight +1
(p.XX).
Skills: Athletics +2, Fighting +1, Resilience +1

?
Truth: Choose a truth from the list, or create a truth

?
relating to your experience in the air force. Focuses: Choose 1 focus from Athletics, and 1 focus

?
from any other skill.
?Fighter Ace

Talents: Choose 1 talent with the Athletics keyword

?
?Expert Navigator
(p.XX).
?Talented Mechanic
Truth: Choose a truth from the list, or create a truth

?
Belongings: Mechanic’s tools or a contact with one

? relating to your sporting career.
of the following focuses: mechanics, heavy vehicles,
?Star Footballer (Soccer)

or aircraft.
?Baseball Champion

“ Tally ho,
?Olympic Boxer

d i t s a t 1 2 o’c lock. Belongings: Gain either a baseball bat, cricket bat,



?
ban or other piece of sporting equipment of your choice,
Engage! Engage!” which could make an improvised weapon.

67
COVERT OPERATIVE DRIVER
Chapter 5  Heroes are Forged

You work behind enemy lines, as an agent of a special Your working life was spent behind the wheel. You may
service like Britain’s Special Operations Executive (SOE) or have driven a bus or taxi, or be a delivery driver in a
the American Office of Strategic Services (OSS). Whether truck. You may be a civilian aviator or in the merchant
gathering intelligence and cultivating networks of inform- navy, and all such transport-focused characters can find
ants, or sowing discord with sabotage and propaganda, their skills put to use in wartime to help ferry people and
your work is risky but vital, especially in support of supplies to where they’re needed most.
resistance groups struggling to free their own nations from
occupation. Attributes: Brawn +1, Coordination +2, Insight +2,

?
Reason +1
Attributes: Agility +2, Coordination +1, Insight +1,

? Skills: Athletics +1, Engineering +1, Vehicles +2

?
Will +2
Focuses: Choose 1 focus from Vehicles, and 1 focus

?
Skills: Persuasion +1, Stealth +2, Tactics +1

? from any other skill.
Focuses: Choose 1 focus from Stealth, and 1 focus

? Talents: Choose 1 talent with the Vehicles keyword

?
from any other skill.
(p.XX).
Talents: Choose 1 talent with the Stealth keyword

? Truth: Choose a truth from the list, or create a truth

?
(p.XX).
about your driving ability.
Truth: Choose a truth from the list, or create a truth

? ?Obsessive Motorist

about your clandestine activities.
?Speed Freak

?Cover Identity

?Aerobatic Daredevil

?Silent Killer

Belongings: Gain a contact with one of the following

?
?Resistance Member
focuses: cars, heavy vehicles, aircraft, or watercraft.
Belongings: Identity documents and 1 weapon of

?
restriction 2 or less with the Hidden quality.
ENGINEER
CRIMINAL You deal with machines big and small, repairing broken
things to make a living or designing new equipment and
You are a career criminal on the wrong side of the law, cutting-edge technology. In wartime, many of the finest
though wartime may have shifted your loyalties some- minds in these fields are helping to produce the tools to
what. More than a few criminal organisations use their win the war, while others are vital for keeping things
connections to aid their countries, while others use the running back home.
chaos of the war to expand black markets.
Attributes: Agility +1, Coordination +2, Insight +1,

?
Attributes: Agility +2, Brawn +1, Insight +2, Will +1

? Reason +2

Skills: Persuasion by +2, Stealth +1, Tactics +1



? Skills: Academia +1, Engineering +2, Observation +1

?
Focuses: Choose 1 focus from Persuasion, and 1 focus

? Focuses: Choose 1 focus from Engineering, and 1 focus

?
from any other skill. from any other skill.

Talents: Choose 1 talent with the Persuasion keyword



? Talents: Choose 1 talent with the Engineering keyword

?
(p.XX). (p.XX).

Truth: Choose a truth from the list, or create a truth



? Truth: Choose a truth from the list, or create a truth

?
about your illegal dealings. about your engineering ability.

?Shifty Bagman
?Diligent Mechanic

?Criminal Mastermind
?Experimental Genius

?Black Market Dealer
?Bookish Technician

Belongings: Gain any 1 item with a restriction of 1 or

? Belongings: You have either mechanic’s tools, elec-

?
lower. trician’s tools, or a contact with one of the following
focuses: electronics or mechanics.

68
Chapter 5  Heroes are Forged
TOP SECRET

ENTERTAINER JOURNALIST
You are an actor, comedian, musician, or part of a variety You report on the latest news and investigate the events
act, entertaining others for a living. Amidst the horrors that shape daily life. With the world at war, news is an
and hardships of wartime, entertainment is a valuable important currency as an information and propaganda tool,
way to maintain fighting spirit, as well as a medium for and between the newspapers, radio, and the cinema news-
government propaganda, with many entertainers enlisted reels, is it covered in a depth never seen before. You may be
to help keep morale up both at home and abroad. People a freelance writer, selling stories on a case-by-case basis, or
turn to the radio and cinema newsreels to escape their a correspondent employed to report on a specific subject, or
troubles and to keep up-to-date with the latest news from even a war correspondent for an official news agency.
the front (all government approved, of course), while
music and dance gain in popularity in all Allied countries. Attributes: Coordination +1, Insight +2, Reason +1,

?
Will +2
Attributes: Agility +2, Coordination +1, Insight +1,

? Skills: Academia +1, Observation +2, Persuasion +1,

?
Will +2
Focuses: Choose 1 focus from Observation, and 1 focus

?
Skills: Athletics +1, Observation +1, Persuasion +2

? from any other skill.
Focuses: Choose 1 focus from Persuasion, and 1 focus

? Talents: Choose 1 talent with the Observation keyword

?
from any other skill.
(p.XX).
Talents: Choose 1 talent with the Persuasion keyword

? Truth: Choose a truth from the list, or create a truth

?
(p.XX).
about your reporting experience.
Truth: Choose a truth from the list, or create a truth

? ?Investigative Reporter

about the practice of your art.
?Unhinged Conspiracy Theorist

?Star of Stage or Screen

?Award-winning Journalist

?One Act Wonder

Belongings: You gain a camera or a portable radio set.

?
?Voice of a Generation

Belongings: You get a contact (persuasion).

?
69
LABOURER NAVY
Chapter 5  Heroes are Forged

Your life is one of hard, physical work but peak physical You are a sailor, having lived a life on the seas and oceans
conditioning and work shortages in war industries often of the world, serving as part of the crew of a battleship,
mean that unskilled labour pays a decent wage. You might aircraft carrier, or submarine. Sailors have highly tech-
work on a farm, in construction, in a factory, down the pit nical jobs, and work in small teams, often with heavy
or in one of countless other jobs… or you may have done machinery in close quarters.
a variety of such work over the years.
Attributes: Agility +2, Brawn +1, Coordination +2,

?
Attributes: Agility +1, Brawn +2, Coordination +2,

? Reason +1
Will +1
Skills: Engineering +1, Tactics +1, Vehicles +2

?
Skills: Athletics +1, Resilience +2, Survival +1

? Focuses: Choose 1 focus from Vehicles, and 1 focus

?
Focuses: Choose 1 focus from Resilience, and 1 focus

? from any other skill.
from any other skill.
Talents: Choose 1 talent with the Vehicles keyword

?
Talents: Choose 1 talent with the Resilience keyword

? (p.XX).
(p.XX).
Truth: Choose a truth from the list, or create a truth

?
Truth: Choose a truth from the list, or create a truth

? about your time at sea.
about your working life.
?Salty Sea Dog

?Hardworking Farmhand

?Eager Ship’s Mate

?Jack of All Trades

?Experienced Submariner

?Experienced Miner
Belongings: Mechanic’s tools or engineer’s tools

?
Belongings: A contact with one of the following

?
focuses: architecture, mechanics, animal handling,
foraging, hunting, or orienteering.
PHYSICIAN
You took an ancient oath to “first do no harm” and heal

MILITARY OFFICER the sick and wounded. You may be a doctor with an
extensive medical training, but you could also be a nurse,
You are a leader, trained and commissioned to wield psychiatrist, or pharmacist. Military physicians are found
authority within a branch of your nation’s military. in army bases and airbases, and in field hospitals or
Coming from wealthy families or those with a military hospital ships near the front lines. Civilian physicians care
background, or perhaps even from a colonial force, you for those coming home from the front, too injured or shell-
were trained in a military academy and maintain a profes- shocked to keep fighting.
sional distance from your subordinates.
Attributes: Coordination +2, Insight +1, Reason +2,

?
Attributes: Agility +1, Insight +1, Reason +2, Will +2

? Will +1

Skills: Fighting +1, Persuasion +1, Tactics +2



? Skills: Academia +1, Medicine +2, Resilience +1

?
Focuses: Choose 1 focus from Tactics, and 1 focus

? Focuses: Choose 1 focus from Medicine, and 1 focus

?
from any other skill. from any other skill.

Talents: Choose 1 talent with the Tactics keyword



? Talents: Choose 1 talent with the Medicine keyword

?
(p.XX). (p.XX).

Truth: Choose a truth from the list, or create a truth



? Truth: Choose a truth from the list, or create a truth

?
about your commission. about your time in the medical profession.

?Calculating Strategist
?Caring Nurse

?Inspirational Leader
?Probing Psychologist

?Frontline Commander
?Driven Frontline Medic

Belongings: Once per adventure you can reduce the

? Belongings: First aid kit or a contact (medicine)

?
difficulty of any special requisition requests to Section
M or Majestic by 1 (see Special Requisitions, p.XXX).

70
POLICE RESISTANCE

Chapter 5  Heroes are Forged


You were, or still are, part of a police force, whether that’s You’re under the heel of the Third Reich, from a nation
a local force that covers a town or city, or a national agency occupied by the Nazis, but with the aid of British and
like Britain’s MI5, or the United States’ FBI. You might be American intelligence you work covertly to undermine the
a bobby on the beat, or a detective delving into the most Germans. Many resistance fighters are refugees who’ve
heinous crimes or perhaps a special investigative agent. returned home after receiving specialised training over-
seas, and brave the constant danger of being discovered
Attributes: Agility +1, Brawn +1, Coordination +2,

? and executed.
Insight +2
Attributes: Agility +1, Coordination +1, Reason +2,

?
Skills: Fighting +1, Observation +2, Persuasion +1

? Will +2
Focuses: Choose 1 focus from Observation, and 1 focus

? Skills: Persuasion +1, Stealth +2, Tactics +1

?
from any other skill.
Focuses: Choose 1 focus from Stealth, and 1 focus

?
Talents: Choose 1 talent with the Observation keyword

? from any other skill.
(p.XX).
Talents: Choose 1 talent with the Stealth keyword

?
Truth: Choose a truth from the list, or create a truth

? (p.XX).
about your time in law enforcement.
Truth: Choose a truth from the list, or create a truth

?
?Busy Beat Cop
about your resistance efforts.
?Intimidating Military Policeman

?Confident Saboteur

?Hard-Boiled Private Investigator

?Émigré Allied Agent

Belongings: Choose one melee weapon of restriction 2

? ?Valiant Cell Leader

or lower, or choose one handgun.
Belongings: One of the following: a piece of covert

?
POLITICIAN communications equipment, a saboteur’s kit, a weapon
of restriction 2 or lower, or a contact (stealth).
You hold an elected office, or work for someone who does.
You’re well-connected and well-educated, talented in rhet-
oric and debate, and with a knack for leading others. This
SPIRITUAL LEADER
could be at any level of politics, and America in particular, Your character may be a priest, shaman, an occult prac-
has an abundance of public offices and elected officials. titioner, or researcher into the unknown, from the Allied
This might also cover civil servants and bureaucrats; while nations or from the far flung corners of the globe. You
they aren’t necessarily elected themselves, they often work peer into the realms beyond the physical world, looking
closely with officials who are. for enlightenment, power, or other spiritual rewards, often
guiding others in the process.
Attributes: Coordination +1, Insight +2, Reason +1,

?
Will +2 Attributes: Agility +1, Insight +2, Reason +1, Will +2

?
Skills Academia +1, Persuasion +2, Tactics +1

? Skills: Academia +2, Persuasion +1, Resilience +1

?
Focuses: Choose 1 focus from Persuasion, and 1 focus

? Focuses: Choose 1 focus from Academia, and 1 focus

?
from any other skill. from any other skill.

Talents: Choose 1 talent with the Persuasion keyword



? Talents: Choose 1 talent with the Academia keyword

?
(p.XX). (p.XX).

Truth: Choose a truth from the list, or create a truth



? Truth: Choose a truth from the list, or create a truth

?
about your time in office. about your otherworldly knowledge.

?Charismatic Public Figure


?Mesmerising Cult Leader

?Devious Cabinet Minister
?Holy Person

?Overworked Public Servant
?Insightful Medium

Belongings: At the beginning of every adventure, you

? Belongings: your character has access to clothing

?
gain 2 more Requisition points for the group to spend appropriate to their position, plus appropriate insignia
on equipment. and a contact (occultism, invocation, mysticism)

71
Step 5: Characteristic
Chapter 5  Heroes are Forged

Example Character:
Sarah “Roo” Walker
The fifth key part of building your character is their char-
acteristic. Characteristics mark you as distinct, unusual, Molly’s next choice is Step 5: Characteristic:
c
and extraordinary in some way. They indicate why something which marks her character out as
you were recruited into the Secret War—why you were special. Built like a Brick Outhouse is tempting,
drawn away from the frontlines and thrust into perilous but Molly chooses Raised in the Colonies as it
occult battles against the Black Sun, Nachtwölfe and their fits her theme perfectly. She gains 1 to Agility,
inhuman allies. 1 to Brawn, and 1 to her Will attributes.
She also adds 1 to Athletics, 1 to Survival,
Select or roll for a single characteristic from the and 1 to her Stealth and Tactics skills.
following list:

Random Characteristic
D20 ROLL CHARACTERISTIC PAGE
1 Bookworm XX

2 Born Behind the Wheel XX

3 Built like a Brick Outhouse XX

4 Conscientious Objector XX

5 Criminal Mindset XX

6 Dilettante XX

7 Dreamwalker XX

8 Escaped from Europe XX

9 Experimental Subject XX

10 My War Started Early XX

11 Nomadic XX

12 Own an Occult Artefact XX Looking for Survival or Athletics talents, she


lights upon Companion, a faithful hound who will
13 Raised by A Cult XX join Sarah on her adventures! Molly names the
14 Raised in the Colonies XX dog Crook, a faithful border collie who used to
accompany her on her journeys into the Outback,
15 Read from an Occult Book XX and who has now become a regimental mascot!
16 Scientific Visionary XX
Molly adds an army uniform to her belongings,
17 Street Kid XX and with the GM’s permission, adds a boomerang
18 The Lucky One XX for a personal flourish. The GM, Nathan, comes
up with some statistics for her boomerang which
19 Veteran of the Great War XX she will use as a silent lethal weapon.
Choose either
XX or XX
20 Wanted by the Authorities
respectively
or Young at Heart

72
BOOKWORM CONSCIENTIOUS OBJECTOR

Chapter 5  Heroes are Forged


You have studied intensely and have a deep love of Violence is never the answer but that doesn’t make you a
learning and knowledge. You’re the one who knows coward. Many conscientious objectors serve with distinc-
obscure facts and strange statistics, and you would rather tion in all manner of roles and make a real contribution
spend your free time with your nose in a book, than to the war effort (see p.XX Chapter 10: The March of
anything else. History). While you refuse to carry a weapon, exposure to
the Secret War is about to test that belief to its very limits.
Attributes: Insight +1, Reason +1, and +1 to any

? When confronted with the unspeakable horrors of the
other attribute. Mythos will you be able to maintain your ideals?

Skills: Academia +1, and +1 to three other skills.



? Attributes: Reason +1, and Will +1, and +1 to any

?
No skill can be chosen twice.
other attribute.
Talents: Choose 1 talent with the Academia keyword

? Skills: you gain +1 to Resilience, and +1 to any three

?
(p.XX).
other skills except Fighting or Tactics. No skill can be
Truth: Use the “Bookworm” truth or make up your

? chosen twice.
own related to your love of the written word.
Talents: Choose 1 talent with the Resilience keyword

?
Belongings: You have books and journals related to

? (p.XX).
your study, supporting your factual knowledge.
Truth: Use the “Conscientious Objector” truth, or make

?
up your own related to your moral stance.
BORN BEHIND THE WHEEL Belongings: You gain 1 skill kit for a skill you have a

?
You live life in the driving seat, or elbow-deep in the score of 2 or more in.
workings of your favourite vehicles.

Attributes: Coordination +1, Reason +1, and +1 to



?
CRIMINAL MINDSET
any other attribute. You live outside petty considerations like the law and
there’s always an opportunity to profit. Just like there are
Skills: Engineering +1, Vehicles +1, and +1 to two

? always excuses for your actions. But perhaps your unique
other skills. No skill can be chosen twice.
skills can be of use in the Secret War?
Talents: Choose 1 talent with the Vehicles keyword

?
(p.XX). Attributes: Insight +1, Agility +1, and +1 to any

?
other attribute.
Truth: Use the “Born Behind the Wheel” truth, or make

?
up your own related to your love of vehicles. Skills: Observation +1, Stealth +1 and +1 to two

?
other skills. No skill can be chosen twice.
Belongings: You have overalls, driving gloves and

?
goggles. Talents: Choose 1 talent with the Stealth or Persuasion

?
keyword (p.XX).

BUILT LIKE A BRICK OUTHOUSE Truth: Use the “Criminal Mindset” truth, or make up

?
your own related to your criminal inclinations.
You’re huge. You tower over those around you, standing
taller and broader than your peers. And your size isn’t just Belongings: You gain a single item with a restriction

?
for show—you’re strong, and you’ve always found ways to of 3 or less, which was obtained illegally.
put that strength to use.

Attributes: Brawn +1, Coordination +1, and +1 to



?
any other attribute.

Skills: Athletics +1, Fighting +1, Resilience +1, and



?
+1 to any one other skill. No skill can be chosen twice. “ There’s some right shifty fellas in the regiment,
Talents: Choose 1 talent with the Athletics or

? but what’d get you locked up on civvy street,
Resilience keyword (p.XX). is a positive asset when you’re deep behind enemy lines.
Truth: Use the “Built Like a Brick Outhouse” truth, or

? It’s handy to know that no door, lock
, or safe,
make up your own related to your towering stature or is proof agains t our own ‘F
powerful physique. ingers’ Freddy”
— Sergeant Harol
Belongings: All your clothes are either ill-fitting

? d Blake, SAS
or have been heavily altered to accommodate your
unusual size.

73
DILETTANTE
Chapter 5  Heroes are Forged
Belongings: You have a single tattered keepsake that

?
reminds you of home.
You’re a jack of all trades and can turn your hand to pretty
much anything with some degree of success, although
you’re soon ready to move on. EXPERIMENTAL SUBJECT
The war effort needs volunteers to learn exactly what
Attributes: Coordination +1, Insight +1, and +1 to

? can be achieved through science, technology and even
any other attribute.
mystical forces. Top secret off-the-book experiments are
Skills: You gain +1 to each skill currently at 0 ranks.

? being conducted to enhance soldiers with frightening
new powers. Your country thanks you for your sacrifice.
Talents: Choose 1 talent with any keyword.

? You volunteered right? No? Unfortunately that’s all too
Truth: Use the “Dilettante” truth, or make up your

? common in these extraordinary times.
own related to your wide-ranging practical knowledge.
Attributes: Agility +1, Brawn +1, and +1 to any

?
Belongings: You have a number of trivial, potentially

? other attribute.
useful items, such as a pocket watch, screwdriver,
matches, etc. that you can declare are on your person Skills: You gain +1 to each of any four skills. No skill

?
at the discretion of the GM. can be chosen twice.

Talents: Choose 1 talent with the Weird keyword



?
DREAMWALKER (p.XX).

Sleep is a mere gateway and even as a child you wandered Truth: Use the “Experimental Subject” truth, or make

?
the Dreamlands. Many strange beings have attempted to up your own related to time as a human guinea pig.
trick you into obeying them but you have avoided the
Belongings: You have some form of strange identi-

?
cruel fates of those lost in the void. Now your country
fication, sigils or mysterious markings on your skin,
needs you, can you use the special wisdom you have
or perhaps even incomplete documents, or a strange
gained contemplating the great beyond?
uniform pertaining to your time as a test subject.

Attributes: Insight +1, Will +1, and +1 to any other



?
attribute. MY WAR STARTED EARLY
Skills: Resilience +1, Observation +1, and +1 to two

? Whether you started the fight in Abyssinia,
other skills. No skill can be chosen twice. Czechoslovakia, Manchuria, or Spain you’ve been at war
for many years before the main conflict erupted. War is a
Talents: Choose 1 talent with the Observation or

? horror show, but for you it’s become alarmingly mundane.
Weird keyword (p.XX).

Truth: Use the “Dreamwalker” truth, or make up your



? Attributes: Agility +1, Brawn +1, Coordination +1.

?
own related to your travels through the Dreamlands.
Skills: Fighting +1, Medicine +1, and +1 to two

?
Belongings: You own a pet of your choice which

? other skills. No skill can be chosen twice.
is devoted to you, and seems to see things which
Talents: Choose 1 talent with the Fighting (p.XX) or

?
aren’t there.
Medicine (p.XX) keyword.

ESCAPED FROM EUROPE Truth: Use the “My War Started Early” truth, or make

?
up your own related to your harrowing experiences.
Everything you once loved has been swallowed up by the
Belongings: You have some treasured mementoes, like

?
German war machine and its terrible masters. You fought
a family photo, your father’s watch, or a cultural or
hard and did your utmost, but ultimately had to flee to
religious item that you always carry.
escape death or worse. Your new home seems strange but
working with the Allies you burn with desire to liberate
your homeland.

Attributes: Insight +1, Will +1 and +1 to any one



? “This fight is nothing new,
other attribute.

Skills: Academia +1, Athletics +1, Persuasion +1,



?
I have been at war for many years
Survival +1
and fought countless battles.”
Talents: Choose 1 talent with the Persuasion (p.XX) or

?
Survival (p.XX) keyword. — Juan Domingo - partisan
Truth: Use the “Escaped from Europe” truth, or make

?
up your own related to your refugee status.

74
NOMADIC

Chapter 5  Heroes are Forged


Talents: Choose 1 talent with the Stealth, Resilience,

?
or Weird keyword (p.XX).
Once you had a home, but now your home is the road. You’re
a restless spirit and never stay in one place for too long. Truth: Use the “Raised by a Cult” truth, or make up

?
Always keeping one step ahead of your troubles, you’ve come your own describing your membership of the cult.
to appreciate the freedom that an itinerant lifestyle offers.
Belongings: You own ceremonial robes, tokens,

?
charms and other personal trappings from the cult.
Attributes: Brawn +1, Coordination +1, Reason +1.

?
Skills: Survival +1, Vehicles +1, and +1 to two

?
other skills.
RAISED IN THE COLONIES
When the war came to Europe you were far from the front.
Talents: Choose 1 talent with the Survival (p.XX) or

? Few countries were as removed from the action as yours, but
Vehicles (p.XX) keyword.
you nevertheless signed up for king and country and have
Truth: Use the “Nomadic” truth, or make up your own

? journeyed thousands of miles to aid the war effort. Yours
describing your wayfaring lifestyle. was a rural existence where agriculture was paramount,
livestock grazed the plains and everybody knew everybody,
Belongings: You possess a number of trivial items on

? but now you’re itching to take up arms against the Axis.
your person, a pen-knife, dice, string and other handy
odds and ends, as well as a means of raising a little
Attributes: Agility +1, Brawn +1, and Will +1.

?
ready money, like an instrument or a pack of cards.
Skills: Athletics +1, Survival +1, and +1 to any two

?
OWN AN OCCULT ARTEFACT other skills. No skill can be chosen twice.

Talents: Choose 1 talent with the Athletics (p.XX) or



?
It’s been in your family for as long as you can remember
Survival keyword (p.XX).
and now its stewardship has become your responsibility.
Whether it’s a weapon that can be turned against the Truth: Use the “Raised in the Colonies” truth, or make

?
Reich, the soul of a trapped monstrosity or a fragment of a up your own related to your distant upbringing.
bizarre entity pickled for posterity, you must decide how
Belongings: You own some clothes or personal items

?
you will use this strange artefact.
from your home nation.

Attributes: Reason +1, Will +1, and +1 to any other



?
attribute. READ FROM AN OCCULT BOOK
Skills: +1 to either Observation, Persuasion or Stealth,

? At some point in your past, you read from a forbidden
Resilience +1, and +1 to two other skills. No skill can book, which revealed horrific secrets and the strange
be chosen twice. mysteries of the universe. You don’t remember exactly
what you read, but the sensation of viewing those sigils
Talents: Choose 1 talent with the Weird keyword

? and reading those words still lingers, like a faint scar on
(p.XX).
the mind. You seem to notice things and make connections
Truth: Use the “Own an Occult Artefact” truth, or make

? that others without your hidden knowledge, overlook.
up your own related to the acquisition of the item.
Attributes: Insight +1, Will +1, and +1 to any

?
Belongings: You own an Occult artefact, such as a dread

? other attribute.
Mythos tome (see p.XX) the token of a deity, an obsidian
scrying mirror, or a box that whispers to you in your Skills: Observation +1, Resilience +1, and +1 to two

?
sleep, which is dormant… for now. The nature of this other skills. No skill can be chosen twice.
artefact should be discussed and agreed with the GM.
Talents: Choose 1 talent with the Weird keyword (p.XX).

?
RAISED BY A CULT Truth: Use the “Read From an Occult Book” truth, or

?
make up your own related to your harrowing occult
You were born and raised into a secret esoteric order. knowledge.
While on Sunday you attended church and sang hymns,
Belongings: You have a collection of personal notes

?
when the stars aligned, your family celebrated with other
from an occult tome.
hidden, darker, rites. You have seen many horrible and
astonishing things, expanding your mind and giving you a

That book...creepy.
new perspective on man’s place in the universe.

Attributes: Brawn +1, Insight +1, and +1 to any



?
f e e l l i k e it’s e,
other attribute. I gm
Skills: Academia +1, Resilience +1, Stealth +1, and

? watchinlike it has ...
es
+1 to one other skill.
its own ey
75
Chapter 5  Heroes are Forged

REDACTED

SCIENTIFIC VISIONARY Skills: Resilience +1, Survival +1, Stealth +1, and

?
+1 to any one other skill except Academia. No skill
You have made an incredible discovery through your
can be chosen twice.
studies, which may prove to be an invaluable contribution
to the war effort. Talents: Choose 1 talent with the Survival keyword

?
(p.XX).
Attributes Insight +1, Reason +1, and +1 to any

? Truth: Use the “Street Kid” truth, or make one up

?
other attribute.
based on your early life.
Skills: Academia +1, Engineering +1, and +1 to two

? Belongings: You have a lucky charm or some other

?
other skills. No skill can be chosen twice.
token of good fortune.
Talents: Choose 1 talent with the Academia or

?
Engineering keyword (p.XX).
THE LUCKY ONE
Truth: Use the “Scientific Visionary” truth, or make

? When the order came to seek shelter every last one of you
one up your own related to your scientific talents.
obeyed. Then the bomb hit and you were the sole survivor.
Belongings: You have a contact with one of the

? You can’t explain how you endured when all the others
following focuses: cryptography, science, electronics, died, but you hear them now whispering behind your
explosives, or the Medicine skill. back, calling you Jonah and implying you’re bad luck.

STREET KID Attributes: Agility +1, Brawn +1, and Will +1.

?
Skills: Athletics +1, Tactics +1, and +1 to any two

?
Your life up until now has been tough, and you’ve had
other skills. No skill can be chosen twice.
to work hard for the little you’ve got. Somehow you’ve
always managed to scrape together enough to get by. But Talents: Choose 1 talent with the Fortune keyword

?
you’re quick, you’re tough, and you’re clever, and rely (p.XX).
on your wits and streets smarts to survive. The war effort
Truth: Use the “The Lucky One” truth, or make up

?
could use these kind of skills.
your own related to your harrowing survival against
the odds.
Attributes: Brawn +1, Coordination +1, and

?
Reason +1. Belongings: you have a poignant memento from one

?
of your fallen friends or comrades.

76
VETERAN OF THE GREAT WAR

Chapter 5  Heroes are Forged


Truth: Use the “Wanted” truth, or make up your own

?
establishing your shady past.
You fought in the Great War. You remember when it was
declared to be “the war to end all wars”. Now another Belongings: You have an item of restriction 2 or

?
global conflict has broken out, and those old skills — and less relating to your crime, or you have false Identity
that old service revolver — are called into action again. Documents.

Attributes: Brawn +1, Coordination +1, and +1 Will.



? YOUNG AT HEART
Skills: Fighting +1, Survival +1, and +1 to two other

? You might be young or simply naïve, but when it comes
skills. No skill can be chosen twice.
to the crunch you pick up what you need to know pretty
Talents: Choose 1 talent with the Fighting (p.XX) or

? quickly and have the energy of youth on your side.
Survival (p.XX) keyword.
Attributes: Agility +1, Reason +1, and +1 to any

?
Truth: Use the “Veteran of the Great War” truth, or

? other attribute.
make up your own related to your experiences of
World War I. Skills: Athletics +1, Stealth +1, and +2 to any one

?
skill that you have 0 or 1 ranks in.
Belongings: You have an old service revolver (use the

?
rules for an Enfield Service Revolver, page XX). Talents: Choose 1 talent with any keyword.

?
Truth: Use the “Young at Heart” truth, or make

?
WANTED BY THE AUTHORITIES up your own describing your extraordinary pluck
and vigour.
You committed a serious crime, and were on the run,
being hunted by the authorities but have evaded capture Belongings: You have 1 extra resource for any skill

?
so far. Along the way you managed to make yourself kits you possess.
useful and now you’re part of a secret organisation inves-
tigating the occult. Maybe you exchanged this work for
your ‘freedom’, or perhaps you joined the military under a
pseudonym and dread discovery.

Attributes Agility +1, Insight +1, and +1 to any



? e n s t h e s e k ids’ days. sk
other attribute.
“ Nothing d
ark
d a w n till du
Skills: Persuasion +1, Stealth +1, and +1 to two

? ‘ e m fi g ht from ng.
other skills. No skill can be chosen twice. I’ve seen till come up smili
and s u t h I guess.”
Talents: Choose 1 talent with the Persuasion (p.XX) or

? o f y o
Stealth (p.XX) keyword. Energy n Carter
B r a n d o
— Sgt

Step 6: Finishing Touches


At this stage, your character is almost complete! This Attributes: Your character’s attributes should all be

?
section features final checks and adjustments so that at least 6 and no higher than 11. The total of all their
everything is all present and correct, and gives you a last attributes added together should equal 51.
chance to customise your character before finally diving
Skills: Each skill rating should be no higher than

?
into the action of the Secret War.
5. The total from all your character’s skills, added
together, should equal 17, except when the character
FINAL VALUES has the Dilettante characteristic.

After selecting an archetype, a background, and a charac- Focuses: Your character should have four focuses; two

?
teristic, you should have the following details: from their archetype, and two from their background.
If they don’t, revisit your choices and make sure you
Truths: Your character should have at least four truths,

? picked focuses relating to those skills.
one from their background, one from their character-
Talents: Your character should have three talents: one

?
istic, plus two from nationality and language. If they
from their archetype, one from their background, and
don’t, revisit your choices and check the truths relating
one from their characteristic. If they don’t, revisit your
to them.
choices and pick relevant talents.

77
Chapter 5  Heroes are Forged

Using Magic Spellcaster Attributes


A character who has the Occult archetype and has SPELLCASTER SPELLCASTING
BASE POWER
TYPE ATTRIBUTE
selected a talent with the spellcaster keyword becomes
a wielder of magic, and can cast spells using the rules 1 /3
found in Chapter 9: Magic & The Mythos. A character Dabbler Will (1 Threat per
can only have 1 talent with the spellcaster keyword. Effect rolled)

Research Reason 2
If your character is a spellcaster you have learnt magic
in one of the following ways. Tradition Insight 2


?
Tradition: The follower of a tradition learns magic
through a mystical practice, with a powerful spiritual
element to their craft. They’re spellcasters who BONUS LANGUAGES
rely on Insight, and have a base Power of 2 .
Your character will have a first language, but may have
Tradition spellcasters can only learn the spells of
several additional languages largely determined by their
their tradition, but they learn spells more easily than
nationality, please refer to the table on page XX for details
other spellcasters. A Tradition spellcaster begins
on this. The gamemaster may allow your character to know
play knowing three spells from their tradition.
one or two additional languages if your character’s back-
The traditions most common amongst the Allies
story supports this: for example, an American character
are as follows, but other mystical and shamanic
born to Italian immigrant parents may also speak Italian.
spellcasting may also be emulated if you desire,
see Chapter 9: Magic & The Mythos. More magical
Your character may also know additional languages of
traditions will be developed in later Achtung!
your choice based on their Reason, and up to three addi-
Cthulhu source books.
tional languages if they have the Linguistics focus. These
?Runeweaving is a magical tradition prevalent in
do not have to be languages spoken currently, and can
Norse and Scandinavian peoples, and draws on be dead languages such as Latin if you wish, potentially
the power of the runes to channel the power of useful for reading arcane tomes or manuscripts. When
the Viking pantheon of deities. determining languages, it is a good idea to discuss the
matter with other players, ensuring that the entire group
?Druidism is the magical tradition of the Celtic
has at least one language in common.
people and is rooted in animistic beliefs, drawing
its power from both its gods and the forces of
the natural world. Bonus Languages
?Psychic is an expression of the ‘magical’ powers
REASON SCORE BONUS LANGUAGES KNOWN
inherent in the mind of gifted and talented
individuals. Although it is not strictly a magical 9-10 1
tradition in the conventional sense, it is treated
11+ 2
as one for game purposes.


?
Dabbling: A dabbler is someone who has
experimented with magic without guidance or a
true understanding. They rely on Will and have a
STRESS TRACK
base Power of 1 , but can count as 3 Power by A character’s stress track is a measure of their ability
generating 1 Threat for each effect they roll on in to withstand damage and is equal to the higher of their
that dice pool. Dabblers can learn any spell, but Brawn or Will, plus their Resilience. Stress is a measure of
learn flawed versions at first (for more on flawed the physical and mental punishment your character can
spells see p.XX). A Dabbler begins play knowing take before becoming injured.
one spell, or two flawed spells, which may be
from any tradition. Add your:


?
Research: A researcher is someone who’s learned Brawn + Resilience, or

?
magic through intense and rigorous study of ancient
Will + Resilience (whichever is higher)

?
books and forbidden tomes. They rely on Reason
and have a base Power of 2 . Researchers can
learn any spell. A Researcher begins play knowing
two spells, which may be from any tradition
Allied or Mythos.

78
RESISTANCE

Chapter 5  Heroes are Forged


ESOTERIC AND ARCHAIC LANGUAGES Your character also receives a basic degree of resist-
ance to damage — both Armour and Courage — based
As the gods and entities of the Mythos have on their attributes.
interacted with mankind down the ages, much
forbidden knowledge has been recorded in Your character gains Armour resistance based on

?
long-dead languages. Those with a scholarly their Brawn.
inclination may specialise in understanding
one of these forgotten tongues. Here is a short Your character gains Courage resistance based on

?
selection of the ancient languages a char- their Will.
acter could speak or read as they are the ones
most often used in ACHTUNG! CTHULHU, but you
should feel free to add more as the need arises. Character Resistance
. ATLANTEAN — a language spoken by the now ATTRIBUTE RATING RESISTANCE
lost civilisation of Atlantis. 8 or lower –
. ANCIENT GREEK — the language of the great 9 1
Greek civilisation, preserved through the
writings of philosophers and playwrights 10 or 11 2
of the time. 12 or 13 3
. LATIN — the language of the ancient 14 or 15 4
civilisation of Rome, it was also the
language of scholarship during the 16 or higher 5
medieval period of European history.
. ANCIENT EGYPTIAN — the hieroglyphic
Additional armour from equipment worn, or additional
language of the Ancient Egyptians,
courage from talents, is added to this base value.
widely illustrated on the walls of their
historical sites.
. RUNIC — the alphabet used by a set of
Germanic languages before Latin rose “Armour” while Unarmoured —
to prominence. Scandinavian runes are
derived from it.
Take Courage!
. OGHAM — is an alphabet used to The rules provide characters with a small amount of
communicate in the early Irish language Armour resistance even when they appear completely
dating from the late Roman era. unarmoured. While this may seem counter-intuitive
. HEBREW — the language of the ancient
and conjure images of heroes with bulletproof skin, the
amount of resistance a character receives from their
Israelites, and the language the Jewish
attributes is relatively minor, and more than anything
Torah is written in.
represents a higher tolerance for pain and discomfort,
. ARAMAIC — another Semitic language, an and a greater ability to roll with the punches. A char-
ancestor to Hebrew and other Middle- acter with a high Brawn doesn’t literally have armoured
Eastern languages. skin, they’re just generally “tough” and can take more
. OLD NORSE — a North Germanic language punishment than their less-brawny comrades. Courage
spoken by the Vikings and other is a measure of your character’s mental strength, inde-
Scandinavian cultures. fatigability and morale and is used to withstand mental
attacks, fear and terror, and the mind-bending effects of
. SANSKRIT — the ancient language of India, viewing strange Mythos creatures first hand!
and the language used in Hinduism, and
Buddhist schools in the region.

‘‘The so-called ‘dead’ languages of Hyperborea and Atlantis


are quite fascinating in their own ways.
millennia
Words and phrases that haven’t been spoken aloud in
and yet they retain an awesome power.”
— Professor Richard Deadman
79
BONUS CHALLENGE DICE APPEARANCE
Chapter 5  Heroes are Forged

Your character also receives bonus Challenge Dice ( ) on How does your character look? Are they typical for
a roll, based on their attributes, which can be calculated someone from their area or from that era? Take a look
using the table below: at the character’s attributes. Do any stand out (a high or
low Brawn, for example) or offer suggestions for their
Your character adds bonus

? to their melee attacks physical appearance? Is your character handsome or ugly?
based on their Brawn. Remarkable or average-looking? How do they dress? Do
they have any signature habits, tendencies, or behavioural
Your character adds bonus

? to their ranged attacks
quirks? Maybe they employ a catchphrase or verbal tic?
based on their Insight.
You can decide on all of these aspects or none of them,
Your character adds bonus

? to their magical and but it’s often a good idea to give your character some sort
mental attacks based on their Will. of visual description, especially to give other players an
idea of what they look like.
Other attributes may contribute bonus damage to certain
improvised attacks or hazards, at the GM’s discretion.
PERSONAL BELONGINGS
In addition to the items granted by the
Bonus Challenge Dice character’s archetype, background, and
characteristic, you can gain more items as
ATTRIBUTE RATING BONUS DAMAGE personal gear. Player characters may choose
8 or lower – one additional item of Restriction 3, two
additional items of Restriction 2, or three
9 +1 additional items of Restriction 1 to round out
10 or 11 their character. See Chapter 7 Tools of the
+2
Trade p.XX for the different weapons and
12 or 13 +3 equipment and their Restriction levels.

14 or 15 +4

16 or higher +5

NAME
Every character needs a name to identify them and you
might decide to go for something typical of the era, or your
nationality, or simply pick your name based on your char-
acter’s personality. Generally, it’s best to give a character
an original name, rather than one from another source, as
it will be less distracting for the other players. But don’t be
afraid to choose something that really stands out and have
some fun with this aspect of your character’s identity.

PERSONALITY
Now that you know what sorts of experiences have
shaped your character, ask yourself: what sort
of personality do they have and how would you
like to play them? Are they angry? Happy-go-
lucky? Adventuresome? Out for revenge? Wise?
Hot-tempered? Calm? Fierce? Cynical? Brooding?
Even choosing a few quick adjectives like these
can really help define or refine their personality.
That doesn’t mean they will be like this all the
time, however. Characters will evolve and change
personality over time based on their experi-
ences. However, it’s always a good idea to have
some defining notes or points of differentiation
at the start, even if it’s just for the gamemaster
to grasp how others see them.

80
Example Character: Sarah “Roo” Walker

Chapter 5  Heroes are Forged


In Step 6: Finishing Touches,
Touches it’s now time for
Molly to do some quick bookkeeping. Her attrib-
utes, skills and focuses seem to be all present
and correct, and she has the right number of
talents. English is her first language and with
a Reason of 6, she doesn’t know any others,
however with the GM’s agreement, Molly adds
some knowledge of basic First Nation Australian
symbolism, as well, based on her personal back-
story. She also notes down three Fortune points
on her character sheet, and since she’s also
entitled to some additional personal belong-
ings, Molly gives Sarah a trench knife.

Molly calculates Sarah’s stress track which


with a Brawn rating of 11, and a Resilience of
2, she adds them together to get a total of 13;
her Brawn also gives her 2 points of Armour
resistance for her innate hardiness. This
Australian commando will be able to take a fair
degree of punishment! She’ll be able to dish
it out too, with Brawn also giving her melee
damage +2 when inflicting stress.

Looking at her stats and skills helps Molly


decide on Sarah’s personality
personality. Sarah’s obviously
strong, agile and well-coordinated, with deadly
close-quarters combat skills, so she’s going to
be confident and forceful in action. She’s down
to earth, practical but more reticent away from
the field—a product of her rural upbringing.

Imagining Sarah, Molly sees her growing up on


one of the vast Australian sheep farms, with
excursions into the outback and contacts amongst
the First Australians honing her survival
skills, but the army eventually offering her
way to broaden her horizons and see more of
the world, where she trained as a commando for
raiding and infiltration operations. Depending
on when the campaign starts, Molly might decide
to have Sarah take part in the daring raids on
Måløy or St Nazaire, early in the war, or even
Operation Gunnerside, in 1943, which destroyed
a heavy water plant and was reckoned the most
successful commando operation of the entire war.

Finally, Sarah’s appearance suggests someone


tall and strong, and also fierce looking in
combat. She’s naturally devoted to Crook, her
dog, and Molly decides she also has a real
affection for animals of all kinds.

Watch out Black Sun and Nachtwölfe, a skilled,


determined and downright dangerous commando,
Corporal Sarah “Roo” Walker,
Walker has just reported
for duty!

81
After-Action Reports: Character Advancement
Chapter 5  Heroes are Forged

One of the most enjoyable aspects of a roleplaying game RETRAINING


is watching the development and growth of your player
You can retrain one of the following areas between adven-
character over the course of their adventures. In Achtung!
tures, but you may not retrain and buy an advancement
Cthulhu you have several options to gain experience and
for the same area at the same time (e.g. you could not
develop your character after their creation.
increase an attribute and retrain another attribute at the
same time).
GAINING EXPERIENCE
Attributes: Reduce one of your attributes by 1, then

?
Just as the heroes of the Secret War are in charge of their
increase any other attribute by 1.
own destinies, you too are in charge of the experience
they gain and how that influences their development. Over Skills: Reduce one of your skills by 1, and then

?
the course of a campaign you will gain experience points increase any other skill by 1.
(XP) for your character through the choices you make in
Focuses: The character loses one of their existing

?
play. When you make one of the following choices, you
focuses, but gains a new focus in its place.
gain the listed XP as a reward at the end of the session and
it’s a good idea to keep a note of these as you go along. Talent: The character loses one of their existing

?
talents, but gains a new talent in its place.
Goals: You receive 4 XP for achieving the main objec-

?
tives of the mission.
ADJUSTING TRUTHS AND SCARS
Heroism: At the end of the session take a vote between

? As the more persistent elements of your character, truths
the players on who performed any heroic deeds and
cannot be easily altered, gained, or lost. However, you, or
rank them in order. The most heroic act earns 4 XP,
the gamemaster, may want to change one of your truths
and other heroes during that session gain 2 XP each. If
because of a significant event in your character’s life.
you need a final arbiter, ask the GM.
When you want to change a truth, you should work with
Invoking a Truth: You gain 1 XP when you invoke a

? the GM to rephrase the truth so that it makes sense based
character truth to gain a Fortune point. on the impact of events on your character, and how it will
continue to influence them.
Failure: You gain 1 XP each time you fail a skill test in

?
which you bought 1 or more bonus d20s.
A character must always have at least 1 other truth
Threat Spend: You gain 1 XP when the GM spends 3

? as well as their nationality and first language. You
or more Threat at once. can’t reduce the amount of these other truths to zero for
any reason.
GM’s Gift: GMs will also award XP for good role-

?
playing, or audacious, innovative or amusing actions or
If you want to gain a truth due to a sufficiently signifi-
dialogue. Make sure you note these down too.
cant event in an adventure, you can spend 10 XP to gain
an additional truth to reflect the event’s impact upon the
SPENDING EXPERIENCE character. This counts as an advancement, but must have
the approval of your GM, who may choose to reduce the
Between adventures, you can spend XP your character has
cost at their discretion.
gained to increase an attribute or skill, or get a new focus
or talent. A player may only buy a single advancement
You can only change or remove scars by spending 10 XP
after each adventure. Each advancement costs 10 XP.
with the GM’s approval, which will usually mean extended
downtime between adventures to undergo medical or
Attributes: Improve one attribute by +1. No attribute

? psychological procedures.
can be increased above 12.

Skills: Improve one skill by +1. No skill may be



?
increased above 5.
MEDALS & PROMOTION:
RANKS AND DECORATIONS
Focus: Gain one focus.

? If you manage to survive the many perils and adversities
Talent: Gain one talent.

? of the Secret War, it is almost inevitable that you will rise
through the ranks of your parent organisation (usually
Section M or Majestic, or as part of one of the many
Resistance movements).

82
Chapter 5  Heroes are Forged
You may be awarded a rank based on the total accumu- the needs of your adventures and campaigns. If you earn a
lated XP that you have earnt throughout your career. You promotion, you will gain some additional responsibilities,
don’t have to spend that XP, but use it as a threshold for a but enjoy some additional privileges; officers may have to
new rank or promotion. spend a certain amount of their time managing their own
staff and equipment, but might also profit from an NPC
Earning seniority through promotions is a natural progres- NCO or adjutant to accompany them (at the GM’s discre-
sion for your character’s career, and it is down to both you tion of course).
and the GM to manage that progress, tailored according to

Organisation Ranks*
BRITISH ROYAL AIR
ROYAL NAVY US ARMY US NAVY USAAF RESISTANCE
ARMY FORCE
Enlisted
Ordinary Aircraftman Seaman
Private Private Private Partisan
Seaman Second Class Recruit
Aircraftsman Private, First Seaman Private First
— Able Seaman —
First Class Class Apprentice Class
Lance Leading Senior
— Corporal Seaman Corporal
Corporal Aircraftsman Partisan
Non-Commissioned Officers
Petty Officer Resistance
Sergeant Petty Officer Sergeant Sergeant Sergeant
Second Class Organiser
Sergeant- Flight Petty Officer
— Staff Sergeant Staff Sergeant —
Major Sergeant First Class
Warrant Chief Petty Warrant Chief Petty Senior
First Sergeant Top Sergeant
Officer 1 Officer Officer Officer Organiser
Commissioned Officers
Second Sub- Second Second
Pilot Officer Ensign —
Lieutenant Lieutenant Lieutenant Lieutenant
First First
Lieutenant — Flying Officer Lieutenant LG Lieutenant
Lieutenant Lieutenant

Captain Lieutenant Captain Captain Lieutenant Captain Cell Leader

Lieutenant- Squadron Lieutenant-


Major Major Major —
Commander Leader Commander
Lieutenant- Wing Lieutenant- Lieutenant- Resistance
Commander Commander
Colonel Commander Colonel Colonel Commander

Colonel Captain Group Captain Colonel Captain Colonel —

Brigadier Commodore Air Commodore Brigadier Rear-Admiral Brigadier District Leader

Air Vice-
Major-General Rear-Admiral Major General Rear-Admiral Major General —
Marshal
Lieutenant Lieutenant-
— Vice-Admiral Air Marshal Vice-Admiral —
General General
Air Chief Regional
General Admiral General Admiral General
Marshal Leader
Admiral of Marshal of General of General of National
Field Marshal Fleet Admiral
the Fleet the RAF the Army the USAAF Leader

* Rank structure has been simplified for in game use across US and British forces. Resistance movements vary across nation-
ality and political affiliation, and have no formal rank structure, but equivalent terms are used to denote seniority within a typical
Resistance organisation.

83
Chapter 5  Heroes are Forged

Ranks & XP
BRITISH ARMY XP
Enlisted/Non-Commissioned Officers

Private 0

Lance Corporal 40

Sergeant 80

Sergeant-Major 160

Warrant Officer 1 320

Commissioned Officers*

Second Lieutenant 0

Lieutenant 40

Captain 80

Major 160

Lieutenant-Colonel 320
MEDALS AND DECORATIONS Colonel 640
Medals and decorations are awarded for outstanding
Brigadier 1280
bravery or exceptional performance by your character
during a single mission (although service ribbons are given Major-General 2560
for serving in a particular battle or theatre of war) and
General 5120
their award is largely at the GM’s discretion, according to
the needs of their campaign. Field Marshal 10240

XP can also be used to determine whether a Player * In the British Army, a division is made between enlisted men
Character is awarded a medal for singular performance and NCOs and Officers and a PC will need to retrain and/or
earned during a single mission, adventure or campaign. change a truth to enable them to begin officer training.
Like promotions, this is kept as a separate record by the
GM and not spent like normal advancement and does not
accumulate between missions—it is designed to recognise
one-off feats of amazing heroism and bravery.

Battle Honours
NAME UK US XP
Military Medals Victoria Cross Medal of Honor 40

George Cross Distinguished Service Cross 35

Distinguished Service Order Silver Star 30

Military Cross Bronze Star 25

Military Medal Citation 15


Awarded for being
— Purple Heart
wounded in action
Secret War Decorations Order of the Hidden Flame Guardian of Liberty 50

Order of Extraordinary Endeavour Defender of the Union 40

Section M Gold Gallantry Star Legion of the Bald Eagle 30

Section M Silver Gallantry Medal Majestic Distinguished Service Medal 25

Section M Service Star Majestic Silver Cross 20

Section M Service Medal Majestic Service Star 10

84
Chapter 6

Talents

Talent Keywords.......................................... 86
Common Talents.......................................... 87
Academia...................................................... 88
Athletics........................................................ 89
Engineering................................................... 89
Fighting.........................................................90
Medicine........................................................90
Observation...................................................91
Persuasion......................................................91
Resilience...................................................... 92
Stealth............................................................ 93
Survival..........................................................94
Tactics............................................................94
Vehicles......................................................... 95
Weird.............................................................96
Chapter Six
Chapter 6  Talents

Talents
Talent Keywords
All talents are labelled with one or more keywords, which Spellcaster: A talent with the Spellcaster keyword

?
group similar talents together. Keywords are labels that allows a character to use magic (see Chapter 9: Magic &
signify which skills or rules a talent applies to. Some The Mythos, p.XXX for more information). A character
keywords can restrict your access to the talent or its use may only have 1 talent with the Spellcaster keyword.
— if a keyword lists no limitations or restrictions, then
Advanced: A character must have a rating of 3 or

?
none apply.
more in the associated skill to choose this talent.

Archetype: Only characters with the listed archetype



? Weird: A talent with the Weird keyword represents

?
can choose this talent. something unusual, unnatural, or inexplicable, and
they often come with some drawback or quirk that
Skill: Talents with a skill as their keyword will affect

? sets a character apart as strange. After character
the related skill tests. <Skill> denotes talents which
creation, Weird talents may only be selected with the
can be used with a single specific skill, chosen when
GM’s permission.
the talent is taken — replace <Skill> with the name
of the skill chosen.

Fortune: Characters must spend a Fortune point to use



?
this talent.

Choosing Talents
You can choose talents while creating your character, or
by spending experience points (XP) after an adventure.
You can’t select the same talent twice, unless the talent
says so.

Talents are organised by skill keyword, for ease of reference.

86
Chapter 6  Talents
Talents by Keyword
As character creation often grants talents which must
?
Observation: Constantly Watching, Forward Observer,
possess a particular skill keyword, this list provides a Lights Out, Ransack, Scout, Scrutinise
useful reference for which talents possess which keyword,
as well as all talents with the weird keyword. This list

?
Persuasion: Counter-Argument, Hog the Spotlight,
Imposing, Reasoned Discourse, Rousing Oratory,
doesn’t include archetype talents, or talents which lack
Subtle Cues
either a skill keyword or the weird keyword. Talents which
also have the Advanced keyword are marked in italics.
?
Resilience: A Bit of the Good Stuff, Courageous,
Dauntless, Hard as Nails, Second Wind, Tough

?
<Skill>: Advisor, Bold, Cautious, Collaboration,
Cool Under Pressure

?
Stealth: All the Best Hiding Spots, Exploit Weakness,
Face in the Crowd, Hit and Run, Like a Shadow,

?
Academia: Book Smart, Deep Expertise, Did the Perfect Timing
Reading, Library Dweller, Polyglot, Studious

?
Survival: Companion, Dig for Victory, Everything I

?
Athletics: Athletic Prodigy, Fighting Fit, Hail Mary, Need is Here, Fieldcraft, Foraging, Tracker
Hit the Dirt, Might Makes Right, Sure-Footed

?
Tactics: Band of Brothers, Call to Action, Convey

?
Engineering: Demolitions, Elbow Grease, Gunsmith, Intent, Decisive Plan, Direct, Teamwork
Jury Rig, Saboteur, Salvage for Parts

?
Vehicles: Combat Gunner, Drive All Night, Off-Road,

?
Fighting: Defensive, Five Rounds Rapid, Guardian, Mean Smuggler, Still in Control, Strafing Run
Right Hook, Sharpshooter, They Don’t Like It Up ‘Em

?
Weird: Bizarre Insight, Foreboding Survival, Minor Pact,

?
Medicine: Long-Term Care, Make Do and Mend, Mystical Power, Numb to the Horrors, Occult Dabbler
Medic, Out of Harm’s Way, Reassuring, Seen Worse

Common Talents
ADVISOR COLLABORATION
Keywords: <Skill> Keywords: <Skill>, Advanced

You’ve got a knack for guiding others through prob- You’ve coached your allies to capitalise on your expertise,
lems. When you choose this talent, select a single skill. and that effort has paid off. When you select this talent,
Whenever you assist an ally and you use that skill, the ally choose a single skill with a rating of 3 or more. Whenever
you assist may reroll a single d20 in their dice pool. an ally attempts a skill test using that skill, and you can
communicate with them, you may spend 2 Momentum to

BOLD allow them to use your score for that skill, and one of your
focuses (if applicable).
Keywords: <Skill>

When you take calculated risks, you tend to succeed more COOL UNDER PRESSURE
often than seems reasonable. When you select this talent,
Keywords: <Skill>, Fortune
choose a single skill. When you attempt a skill test using
that skill, and you buy additional d20s by generating Threat When the situation gets tough, you take a deep breath and
for the GM, you may reroll a single d20 in that dice pool. get the job done. When you select this talent, choose a
single skill. When you attempt a skill test using that skill,

CAUTIOUS you may spend a Fortune point to automatically succeed


at that skill test, but you generate no Momentum.
Keywords: <Skill>

You’re patient and circumspect, acting only when the odds


are in your favour. When you select this talent, choose a
single skill. When you attempt a skill test using that skill,
and you buy additional d20s by spending Momentum, you
may reroll a single d20 in that dice pool.

87
Academia
Chapter 6  Talents

BOOK SMART DEDICATION


Keywords: Academia Keywords: Academia

You are ridiculously well-read. If you spend any You’ve got a knack for putting all your effort into an
Momentum to Obtain Information during a scene, you may activity when it really matters. When you attempt a skill
reduce the Momentum cost of one bonus d20 you purchase test where you have an applicable focus, you may spend
later in that scene by 1. a Fortune point to double your critical success range (to a
maximum of twice your skill rating).

DEEP EXPERTISE
Keywords: Academia
LIBRARY DWELLER
Keywords: Academia
You are an expert in many fields. You gain an additional
focus for each skill in which you have a rating of 3 or You are at home amongst books and stores of knowledge.
higher. After taking this talent, if any of your skills are Whenever you attempt an Academia test to research a
increased to 3 you immediately gain one additional focus subject, it only takes you half as long as it normally would.
for that skill.

POLYGLOT
DID THE READING Keywords: Academia
Keywords: Academia, Advanced
You must have the Linguistics focus to select this talent.
You study every fact and detail about the situations you You gain an additional truth, Polyglot. You also know
are likely to encounter on your missions. Once per scene, three additional languages of your choice (see Language
you may use Academia instead of any other skill, and you Table, p.XXX), and when faced with a language you don’t
count as having a focus for that skill test. know, you may spend one Momentum in order to under-
stand the overall meaning of the text or conversation.

STUDIOUS
Keywords: Academia

The first time you Obtain Information on a successful skill


test, you can ask one additional question.

CLASSIFIED
88
Athletics

Chapter 6  Talents
ATHLETIC PRODIGY MIGHT MAKES RIGHT
Keywords: Athletics Keywords: Athletics, Advanced

You push yourself harder and further than anyone else. You know how to use your size and strength in a fight.
When you succeed at an Athletics skill test which is part of When you roll in an opposed test for a melee attack you
an extended task, you may add +2 to your stress roll to may use Brawn + Athletics. In addition, you may ignore
progress in the extended task. the Heavy quality on weapons you wield.

FIGHTING FIT SURE-FOOTED


Keywords: Athletics Keywords: Athletics

You’re in good physical condition, and do not tire as quickly You have perfect balance, and seem to never stumble,
as others. Whenever you suffer fatigue through strenuous trip, or fall. Whenever you make an Athletics test, you
physical activity, roll 1 for each point of fatigue suffered. may ignore the first complication you roll, and opponents
Each effect rolled ignores 1 point of fatigue. must spend 3 Momentum rather than 2 to knock you
prone in combat.

HAIL MARY
Keywords: Athletics
SERPENTINE
Keywords: Athletics
You’ve got one hell of a throwing arm, letting you hit a
target at much longer distances. When you use a thrown When you take the Rush action in combat, attacks against
weapon you may generate 1 Threat to increase the range you increase in difficulty by +1 until the start of your
category of the weapon by 1 (from Close to Medium, for next turn.
example) and increase the damage of the weapon by +1 .

Engineering
DEMOLITIONS JURY RIG
Keywords: Engineering, Advanced Keywords: Engineering

You’re skilled in making, setting, and defusing explosives. When you attempt a skill test to repair a machine, you
Whenever you attempt an Engineering test to create, set, may generate 2 Threat to reduce the difficulty of that test
or to defuse an explosive device your first bonus d20 is by 1, to a minimum of 0, but the repairs are only tempo-
free. You can also ignore the first complication on an rary. The repairs last for the rest of the current scene, but
Engineering test involving explosives once per scene. after that, the machine will fail when the gamemaster
spends 2 Threat.

ELBOW GREASE
Keywords: Engineering
SABOTEUR
Keywords: Engineering
You’re used to putting in hard work and getting the job
done. When you attempt an Engineering test as part of You’ve got a knack for breaking things. When attacking
an extended task, you ignore 1 resistance for each effect an object, structure, or stationary vehicle, you may use
rolled on the Challenge Dice. your Engineering skill instead of Fighting, and gain bonus
challenge dice from Reason instead of Brawn or Insight.

GUNSMITH When inflicting stress against such a target, you can spend
2 Momentum to change any challenge dice to an effect
Keywords: Engineering result, up to your rating in Engineering.

You know the inner workings of firearms and are skilled at


keeping them in good condition. At the start of a mission,
you may select 1 ranged weapon in your team’s posses-
sion which either gains the Reliable quality or loses the
Unreliable quality.

89
MAKE DO AND MEND
Chapter 6  Talents
a machine and retrieving useful parts with a difficulty 1
Insight + Engineering test. If successful, you retrieve
Keywords: Engineering
enough spare parts to replenish the resources from a
You’re used to making do with what you can scavenge from mechanic’s tools or electrician’s tools skill kit. This test can
other machines. You may spend half an hour disassembling succeed at cost, with the item you are disassembling lost.

Fighting
DEFENSIVE MEAN RIGHT HOOK
Keywords: Fighting Keywords: Fighting

You’re especially good at avoiding harm. Select one of Your unarmed attacks gain the Vicious weapon effect.
the following: melee attacks or ranged attacks. Those
type of attacks targeting you are increased in difficulty
by 1. This talent may be selected two times, once for
SHARPSHOOTER
each type of attack. Keywords: Fighting

You’re a crack shot, able to hit bullseyes and make shots


FIVE ROUNDS RAPID that most other people could only dream of. When you
take the Aim minor action, before making a ranged
Keywords: Fighting
attack, the first bonus d20 you buy is free. In addition, the
When you open fire, you are able to unleash a devastating attack gains the Piercing quality or improves the weapon’s
volley. When you make a ranged attack and spend ammo Piercing quality by 1.
to make a salvo attack, your first bonus d20 is free.

THEY DON’T LIKE IT UP ‘EM


GUARDIAN Keywords: Fighting
Keywords: Fighting
When the fighting gets up close and personal, you’re
You readily put yourself in the line of fire. You may make an expert with cold steel, scattering enemies with your
a reaction when an ally within Close range is targeted by irresistible charges. When you move into Reach of an
an attack which forces the attacker to target you instead. enemy and make a melee attack, the first bonus d20 you
buy for that attack is free, and if successful your target is
knocked prone.

Medicine
LONG-TERM CARE PLACEBO EFFECT
Keywords: Medicine Keywords: Medicine

You’re adept at ameliorating the horrors of war and With supplies are stretched thin, you’re good at making
ensuring your comrades’ injuries are well-treated. You the most of what little you have. When you spend
may reroll a single d20 on any Medicine test to determine resources from a first aid kit on a Medicine test, roll 1
if a character gains a scar, or when you are trying to heal for each use of medication. For each effect rolled, one of
a scar. those spent resources is immediately returned.

MEDIC OUT OF HARM’S WAY


Keywords: Medicine Keywords: Medicine

When you successfully stabilise an ally you may spend You’re used to balancing the need to keep a patient
2 Momentum in order to immediately treat one physical still and the need to get them somewhere safer. When
injury that ally has suffered, though they remain defeated. attempting to carry or restrain another person, you may
use Medicine instead of Athletics, and you ignore the first
complication rolled on any such skill test.

90
REASSURING SEEN WORSE

Chapter 6  Talents
Keywords: Medicine Keywords: Medicine, Advanced

Your bedside manner is immaculate, and your patients’ You’ve got a strong stomach, and a sense of duty which
fears dissipate when you’re around. When attempting will not permit your own fears to override the needs of
to treat a patient’s mental injuries, you may spend 2 your patients. You may spend 2 Momentum to gain Morale
Momentum in order to treat an additional mental injury. resistance equal to the number of injured allies you are
able to see or hear.

Observation
CONSTANTLY WATCHING RANSACK
Keywords: Observation Keywords: Observation

Whenever you attempt a skill test to detect danger or You know that time is of the essence, and your searches
hidden enemies, reduce the difficulty by 1, to a minimum are thorough, if somewhat messy. When you attempt an
of 0. Observation test to search an area, you may generate 2
Threat to reduce the difficulty of the test by 1 and reduce

FORWARD OBSERVER the time the search takes by half.

Keywords: Observation
SCOUT
You spot targets for friendly artillery, allowing them to
Keywords: Observation
home in on their objectives. If you are able to commu-
nicate with an ally using a weapon with the Indirect You are adept at getting the lie of the land and picking
quality, you may assist their attack using your Reason + out important details quickly. You may ask 1 question for
Observation. Your ally also reduces the difficulty of the free at the beginning of an action scene, as if you’d spent
attack by 1 when you do. Momentum to Obtain Information.

LIGHTS OUT SCRUTINISE


Keywords: Observation Keywords: Observation

You must have eaten your carrots as you’re exceptional You pay close attention whenever possible, noticing little
at seeing in the dark, allowing you to function effectively details that others might overlook. When you double
with almost no light around. You ignore any increases in the time it takes to make an Observation test outside of
difficulty or complication range caused by low lighting, combat, the first bonus d20 you buy is free.
though total darkness still impairs you as normal.

Persuasion
AN ANSWER FOR EVERYTHING a Persuasion test to distract or hold the attention of others,
you may spend 1 Momentum to increase the difficulty of
Keywords: Persuasion
all Observation tests made by enemies by +1.
You relish an intense debate, where you can see your
opponents’ argument unfold, then turn it back against
them. When you succeed at a Persuasion test as part of
IMPOSING PRESENCE
an extended task, you may reroll a number of equal to Keywords: Persuasion
your Persuasion skill.
It’s always been easy for you to intimidate others. When
you use a melee weapon to make a mental attack, you
HOG THE SPOTLIGHT may use your Persuasion skill instead of your Fighting,
and you may add one of the Piercing 1 or Stun weapon
Keywords: Persuasion
effects to the attack.
You’re used to being the centre of attention, and you know
how to keep all eyes focused on you. When you succeed at

91
REASONED DISCOURSE
Chapter 6  Talents
cry in an action scene; make a Will + Persuasion test as
a major action, with a difficulty of 1. If you succeed, every
Keywords: Persuasion
ally able to hear you gains 2 morale, plus +1 morale per
You’re precise and succinct with language, allowing you to Momentum spent for the rest of the scene.
convey facts and logical arguments quickly and effectively.
When you need to communicate complicated information
or argue with logic over emotion, reduce the difficulty of
SUBTLE CUES
your Persuasion test by 1. Keywords: Persuasion

You’re good at knowing what people are thinking, spot-


ROUSING SPEAKER ting all those little cues they give away in their posture,
gestures, and tone of voice… and you’re good at faking
Keywords: Persuasion
those cues as well. If you spend some time conversing with
You are accustomed to public speaking, stirring the or observing someone, when you make a Persuasion test
emotions of your audience. When you attempt to convince against them during the current scene, you may reduce the
or persuade others with a stirring speech, reduce the cost of the first d20 you purchase to 0.
difficulty by 1. In addition, you can also attempt a rallying

Resilience
A STIFF DRINK DAUNTLESS
Keywords: Resilience Keywords: Resilience

Strong drink helps you hold your nerve. Add a hipflask Whenever you attempt a skill test to resist being intimi-
with a strong alcoholic drink to your belongings. When dated or threatened, or to resist fear and panic, the first
you attempt the Recover action to remove stress from bonus d20 you buy is free.
yourself or an ally, you or they may drink from the flask.
If you do so, remove an additional 1 stress. However,
if an effect is rolled, then the alcohol has dulled your
EXTRA EFFORT
abilities, and you increase the complication range of all Keywords: Resilience
skill tests you attempt by +1 for the rest of the scene. You
When you select this talent, select a single attribute.
cannot use this talent if the flask runs out (possibly as a
When you attempt a skill test using the chosen attribute,
complication), though it should never be too difficult to
you may buy bonus d20s by using fatigue instead of
get a refill of something bracing.
Momentum, suffering 1 fatigue for each Momentum that
you would have spent.
COURAGEOUS
Keywords: Resilience HARD AS NAILS
You are not easily frightened. You gain courage resistance Keywords: Resilience
equal to your Resilience skill.
You’re tougher than most. Your armour resistance
increases by +1.

e,
“Take coifuyroaug can’t take courage, SECOND WIND
and uple Keywords: Resilience, Fortune
well I usually find a coetty On your turn, as a free action, you may spend one Fortune
of stiff Scotches has pr point to remove all Stress you currently have.
much the same effect.”
— ‘Mad’ Jack TOUGH
McMasters Keywords: Resilience

You can handle stress better than most. Your stress track is
increased by +3.

92
Chapter 6  Talents
REDACTED

Stealth
ALL THE BEST HIDING SPOTS HIT AND RUN
Keywords: Stealth Keywords: Stealth

You’re difficult to sneak up on, because you’ve already You know that the first place the enemy will look is the
figured out all best places to hide. Enemies attempting a place where the attack came from, so you make sure
Stealth test within sight of you increase the difficulty of you’re not in the vicinity. After you make a successful
their tests by +1. attack against an unaware target, you may spend 1
Momentum to move within Close range. You may do this

EXPLOIT WEAKNESS even if you moved this turn.

Keywords: Stealth
LIKE A SHADOW
When you attempt an attack against an unaware enemy,
Keywords: Stealth
or an enemy suffering from a truth that represents a
weakness or vulnerability, the attack gains the Piercing 2 You’re quiet, and even when things go sideways, you’re
weapon effect. quick to minimise the disturbance you cause. When the
scene involves enemy alertness or a pursuer closing in on

FACE IN THE CROWD you, you increase the resistance of the consequence by +2.

Keywords: Stealth
PERFECT TIMING
You know how to hide in plain sight: you act like you
Keywords: Stealth
belong, and you look the part as long as you don’t do
anything unusual. If you’re wearing appropriate clothing You always get where you need to be in the nick of time.
or a suitable disguise, enemies attempting an Observation When you make a Stealth test and there is a limited
test to notice you within a group of other people increase amount of time to succeed — such as reaching a certain
the difficulty of their tests by +1. location before a guard turns around, or avoiding a
moving searchlight — the first bonus d20 you purchase
costs 0.

93
Survival
Chapter 6  Talents

Dog
TRUTHS
COMPANION
?
Trained Dog
Keywords: Survival
?
Loyal Companion

You aren’t alone in the wilderness. You have a pet dog


that serves as a friend and ally in dangerous times. The
Attributes
dog has the character profile shown here, and is treated AGILITY 11 BRAWN 09
as an Allied NPC under your command (see p.XXX in COORDINATION 05 INSIGHT 10
Chapter X: Gamemastering). When you forage for supplies,
your dog looks after themselves. If your dog is ever slain
REASON 05 WILL 09
by enemy action or misfortune, you immediately gain a
SKILLS & FOCUSES
Fortune point and you have a choice between retraining
Athletics 2, Fighting 2, Observation 3 (Smell and Taste),
the talent (and getting a new dog) or replacing it with a
Resilience 1, Survival 2 (Tracking)
different talent.
STRESS
DIG FOR VICTORY INJURIES
Keywords: Survival ARMOUR 1 COURAGE 2
You’re highly adept at making the wilderness feel like
ATTACKS
home. When you attempt a Survival test to make camp or a
defensive position, you may reduce the time taken by half.

?
Bite: Agility + Fighting (Hand-to-Hand Combat, 3 )
SPECIAL RULES
EVERYTHING I NEED IS HERE
?
Grasping

Keywords: Survival

?
Keen Senses (Scent)

You make the most of your kitbags and backpacks,



?
Good Boy: While the dog’s owner remains in the
scene, the dog gains + 2 Courage. If that character
carrying as much as is humanly possible without slowing
is defeated, the dog will move as fast as possible to
you down. You may carry one additional major item. This
the character’s side, and will defend them from any
stacks with any additional bonus items carried due to
enemy who gets too close.
having a high Brawn.

FIELDCRAFT water, firewood, and other essentials, you may reduce the
difficulty by 1, and may gain enough food and drink for 1
Keywords: Survival
additional meal per Momentum spent.
You’re at home in the untamed parts of the world. You
may use Survival instead of Stealth when attempting to
conceal yourself or avoid attention in an inhospitable
TRACKER
rural environment. Keywords: Survival

You can follow even the faintest of tracks. When you


SURVIVE AND THRIVE attempt a Survival test to track animals, people, or other-
worldly creatures, the first bonus d20 you buy costs 0. If
Keywords: Survival
the tracking was done as part of an extended task, then
You’re skilled at finding what you need in the wild. When you inflict +1 stress for each effect rolled.
you attempt a Survival test to forage for food, clean

Tactics
CALL TO ACTION Coordination + Tactics test with a difficulty of 1 to
Keywords: Tactics grant one immediate minor action to a number of allies
equal to your Tactics skill. You must be in communication
You give precise directions, allowing your allies to take
with any ally you want to grant an extra minor action to.
up favourable positions. In an action scene, you may
spend a minor action to let an ally take an immediate
minor action. As a major action, you can also make a

94
BAND OF BROTHERS DIRECT

Chapter 6  Talents
Keywords: Tactics Keywords: Tactics

You and your allies have bonded through shared adver- Your strength lies in commanding others. In an action
sity. When an action scene begins, if there are fewer points scene, as a major action select a single ally you can
of Momentum remaining in the group pool than there are communicate with. That ally may immediately attempt a
characters in the group with this talent, immediately add major action. If this action includes a skill test, you assist
one point to the group Momentum pool. them, using your Tactics skill.

CONVEY INTENT TEAMWORK


Keywords: Tactics Keywords: Tactics

You don’t need to say much to be completely understood, Your team is more than the sum of its parts, mainly due to
and often a well-timed gesture can speak volumes. When your influence. When you lead or assist a skill test, if one
you attempt a Tactics test to give instructions or communi- character has an applicable focus, everyone involved counts
cate a new plan of action to the rest of the group, the first as having an applicable focus. If the skill test is part of an
bonus d20 you buy is free. extended task, add +2 stress to the pool.

DECISIVE PLAN
at of combat,
Keywords: Tactics “In the white he
,
You’re skilled at giving timely assistance in the heat of you either stand together
battle. When you assist an ally in an action scene, you or you die alone.
may Keep the Initiative without paying the normal There’s very little middle ground.”
Momentum cost if it allows that ally to take the next turn.
Harris
— Captain Eric ‘Badger’

Vehicles
COMBAT GUNNER SMUGGLER
Keywords: Vehicles Keywords: Vehicles

You’ve trained to operate combat vehicles and mounted You know of the best ways to hide people and supplies in
weapons. You may use your Vehicles skill instead of and around a vehicle. When attempting to conceal charac-
Fighting when making an attack with a weapon mounted ters or items within a vehicle, you use your Vehicles skill
on a vehicle. instead of Stealth, and may reroll 1d20 in the pool.

DRIVE ALL NIGHT STILL IN CONTROL


Keywords: Vehicles Keywords: Vehicles

You’re accustomed to being behind the wheel for hours on Even when you lose control, you can still exert influence
end. When you are operating a vehicle, you may use your on your vehicle. When a vehicle you are operating suffers
Vehicles skill, instead of your Resilience, for any skill tests a complication, you may decide the effects of the compli-
to resist fatigue from exhaustion or sleep deprivation. cation rather than the GM, although the GM may veto any
which are out of context.

OFF-ROAD
Keywords: Vehicles
STRAFING RUN
Keywords: Vehicles, Advanced
While the vehicles themselves might not be quite designed
for it, you’re adept at handling them in rough terrain. You’re a master of controlled bursts of fire, inflicting
You reduce the difficulty of any vehicle terrain tests you deadly damage on your foes. When you make a salvo
attempt by 1. attack with a weapon while in a vehicle, you may ignore
any increases to difficulty or complication range caused by
the speed of the vehicle or rough terrain.

95
Weird
Chapter 6  Talents

BIZARRE INSIGHT MYSTICAL POWER


Keywords: Weird Keywords: Weird

Your mind often shows you glimpses of things you You may only select this talent if you are a spellcaster.
couldn’t otherwise know. Once per scene, you may You have delved deep into the immortal mysteries of the
generate 1 Threat to Obtain Information (ask the GM a Mythos and the secrets of time and returned with greater
question) without passing a skill test. aptitude for magical endeavours. You gain an additional
character truth: Glimpsed What Mortals Should Not Know,

FOREBODING SURVIVAL or a similar description of the toll this knowledge has


taken. When you cast a spell, you may increase your
Keywords: Weird Power by +2 . If you do so, then each of your allies
within Close range suffers 1 mental stress for each effect
Every so often, it feels like you narrowly avoid disaster
you roll on the spell’s Cost, as they’re exposed to the
thanks to an unknown guiding hand. How you avoid
unearthly secrets you have learned.
these fates is unknown, but bad luck seems to befall those
around you. Once per session, when you suffer an injury,
you may generate 3 Threat in order to avoid suffering that NUMB TO THE HORRORS
injury. At the GM’s discretion, you may be offered the
Keywords: Weird
chance to avoid other misfortune in exchange for gener-
ating 3 Threat. For some reason, blood, death, and violence don’t affect
you mentally. You increase your courage resistance by

MINOR PACT +6, and may re-roll 1d20 on any skill test to determine if
you would gain a mental scar. However, others find your
Keywords: Weird distant manner off-putting, increasing the complication
range of all Persuasion tests you attempt by 1.
You’ve always found if you leave a little food and drink
aside at night, it’ll be gone in the morning and something
good will happen to you. You wonder what might happen OCCULT DABBLER
if you offer more than just food and drink. If you keep up
Keywords: Spellcaster, Weird
the small offerings made each night, you gain one addi-
tional Fortune point at the start of each adventure. At the You’ve dabbled with occult forces beyond your compre-
GM’s discretion, you may gain greater benefits for larger, hension. You are now a spellcaster of the dabbler prac-
more significant offerings. tice, as described in Chapter 9: Magic & the Mythos.

TOP SECRET
96
Chapter 7

Tools of
the Trade

Carrying Capacity........................................ 98
Weapons........................................................99
Melee Weapons........................................... 101
Ranged Weapons....................................... 102
Armour......................................................... 109
Belongings................................................... 110
German Military Equipment...................... 114
Acquiring Equipment................................. 117
Chapter Seven
Chapter 7  Tools of the Trade

Tools of the Trade


In Achtung! Cthulhu your heroes need tools and equip- traversing snowy Antarctic bases. You’ll have acquired
ment to get the job done, whether that’s weapons for some belongings and equipment during character genera-
fighting their foes, specialist climbing gear for scaling tion (Chapter XX: Heroes are Forged, p.XX) but this chapter
mountainous heights, camouflage for staying hidden in will explore the tools of your trade and introduce rules for
the depths of the jungle, or arctic survival clothing for requisitioning items and equipment.

Carrying Capacity
You can only carry so much at any one time while HEAVY LIFTING
remaining unencumbered enough to move swiftly and
Characters with a high Brawn attribute can carry more, as
quietly to perform your mission. You can carry one major
shown on the table below. Characters and creatures with
item and three minor items without penalty, in addition to
Extraordinary Brawn may carry one additional major item
anything you are wearing — like your armour, or uniform
per point of Extraordinary Brawn.
which does not count towards your encumbrance.

Items are divided into three categories for the purposes


of carrying capacity: trivial items, minor items, and
Beast of Burden
major items. BRAWN BONUS ITEMS CARRIED
9 1 minor
Trivial items are tiny objects and it doesn’t matter how
often they’re used or how many a character is carrying. A 10-11 2 minor
character may carry whatever trivial items they need to at
12+ 1 major or 3 minor
any moment. Small change, books of matches and penknives
are all examples of trivial items — items that are personal
and don’t come into play except when needed.
A character may attempt to carry more than their capacity
by choosing to be encumbered and can then carry three
Minor items are small and easily carried, their size and
additional minor items and one additional major item.
weight allowing them to be stowed in pockets or pouches,
Being encumbered is a truth, making moving or carrying
hung on belts, or tucked into clothing. You can carry up to
more difficulty, or impossible depending on how much
3 minor items on your person. An entrenching tool, pistol,
you want to carry.
bayonet, or a belt of grenades are considered minor items.

Major items are large and bulky, limiting how many can
be carried and how easily they can be concealed. You can Truth: “Encumbered”
carry 2 major items without being weighed down, and you
You are encumbered, meaning skill tests relating to
can carry three minor items in place of a major item.
movement, endurance and strength are increased in diffi-
culty by 1. You may also not be able to run or make the
Rush major action at the discretion of the gamemaster.

“ When it comes to the donkey work,


The gamemaster may also impose further penalties, or
points of fatigue, due to your over encumbrance.

it’s the infantry,


always the poor bloody infantry,
who get the lion’s share.”
– Unknown British private
98
Weapons

Chapter 7  Tools of the Trade


Whether it’s the reliable Lee-Enfield rifle, the deadly Snare: The attack or hazard can entangle and bind

?
Thompson sub-machine gun, or more exotic weaponry you the target. The target cannot take any actions other
may encounter, you will require a weapon to protect your- than to try and break free. It requires a skill test with
self and take the fight to the enemy. Weapons in Achtung! a difficulty equal to the number of effects rolled to
Cthulhu are defined by their effectiveness and any special break free.
features or functions they possess.
Stun: The attack or hazard leaves the target momen-

?
tarily unable to act. If a number of effects are rolled
RANGE that equals or exceeds the target’s Resilience skill, the
target may not take any actions in their next turn.
All ranged weapons have a range (Close, Medium, Long,
or Extreme, abbreviated to C, M, L, or E). Any skill test Vicious: The attack or hazard is especially potent. Add

?
to attack a target beyond its optimum range increases the +1 to the total stress inflicted for each effect rolled.
difficulty of the skill test by +1 per distance category. For
example, using a Medium range weapon to hit a target at
Long range has +1 difficulty, while using it to hit a target
SALVO
at Extreme range has +2 difficulty. Different firearms use ammunition at different rates,
from single shot bolt-action rifles to heavy machine

FOCUS guns that spew hundreds of rounds a minute. Achtung!


Cthulhu doesn’t account for each individual bullet: a
This category describes which Focus is applicable to single attack with a ranged weapon could be a volley or
attacks with the weapon. burst of fire, enough to inflict some damage to a target
given the circumstances.

STRESS AND EFFECTS Normal ranged attacks can be made without restriction for
The weapon’s normal stress is expressed as a number of ammunition, and it’s assumed that a character can keep
Challenge Dice ( ), which can be improved due to your making such attacks as often as they need to. However,
Brawn or Insight attribute. It may include weapon effects you can decide to fire a salvo, emptying an entire clip
as well, copied below for reference. into the enemy. To make a salvo attack, you must expend
1 ammo. When you make a salvo ranged attack, you can
Some weapon effects are listed with an X, which is choose to add the weapon effect listed in the weapon’s
replaced by a number depending on the weapon, and Salvo entry. In the rare cases a weapon’s Salvo entry lists
apply to every effect symbol that is rolled in the dice more than one effect, choose one of these each time you
pool. If an effect would gain a rated damage effect that it expend ammo to make a salvo attack.
already has, only the higher rated of the two applies.

Area: The attack or hazard hits one additional target



?
SIZE
within Close range of the initial target for every effect A weapon’s size is usually noted as a minor or major item,
rolled. Secondary targets suffer the attack’s full effects. but as a rule of thumb, anything above handgun size is
considered a major item. Anything handgun size or below
Backlash X: Each effect inflicts X stress to the

? is considered a minor item.
attacker. Injuries may be physical or mental, at the
GM’s discretion.

Drain: The attacker suffers 1 fatigue for each effect



?
QUALITIES
rolled. The following qualities alter the way the weapon func-
tions, some in positive ways, others by applying restric-
Intense: If the attack inflicts an injury, and an effect is

? tions or limitations.
rolled, the attack inflicts an additional injury.

Persistent X: The attack or hazard has a lingering



? Accurate: If you take the Aim minor action before

?
effect. If one or more effects are rolled, the target suffers attacking with this weapon, the weapon gains the
X stress at the start of the affected character’s turn, for Intense effect for that attack.
rounds equal to the number of effects rolled.
Close Quarters: The weapon is compact and easy to

?
Piercing X: The attack ignores X resistance for each

? wield in tight confines and in the press of melee. The
effect rolled. weapon suffers no penalty when used to make a ranged
attack while an enemy is within Reach.

Cumbersome: The weapon is heavy and awkward to



?
bring to bear against small targets like infantry. When

99
Chapter 7  Tools of the Trade

CLASSIFIED
making an attack with this weapon, increase the diffi- Munition: The ammunition for this weapon is espe-

?
culty of the attack by +1, if the target is human sized cially bulky—when you make an attack using a
or smaller. Munition weapon you must use 1 ammo. The weapon
cannot be used to make salvo attacks.
Debilitating: The difficulty of any skill test to treat the

?
physical injuries of this weapon is increased by +1. Parrying: When the weapon’s wielder makes an

?
opposed test in defence of a melee attack, they may
Escalation: Entering a scene with the weapon gener-

? reroll a single d20 on their test. This does not stack if
ates 1 Threat.
the character has multiple Parrying weapons.
Giant-Killer: The weapon’s destructive power is

? Reliable: You may ignore the first complication rolled

?
wasted on small or soft targets, but the bigger the
using this weapon in an action scene.
target, the more of the weapon’s lethality is unleashed.
When rolling damage for a weapon with this quality, Subtle: Attacks with this weapon are difficult to hear,

?
add +X to the weapon’s damage where X is the requiring a difficulty 2 Insight + Observation test
target’s Scale. A weapon may not gain more addi- to notice. The GM may adjust this difficulty based on
tional dice from this quality than its base damage — a distance and ambient noise.
weapon with a base damage of 6 cannot gain more
Unreliable: Attacks with this weapon increase the

?
than +6 from it.
test’s complication range by 1.
Heavy: Attacks with this weapon increase in difficulty

?
by +2 unless the weapon has been set up (braced
against the ground or solid object, or mounted on a Sneak Attack
bipod or tripod). Setting up a heavy weapon requires
the Prepare minor action. The element of surprise is a powerful advantage in a
fight, and some forms of attack are especially effective
Hidden: When the weapon is hidden it cannot be

? against surprised or defenceless foes. The GM may, at
detected by those simply looking at the character, and
their discretion, apply a bonus to the stress a weapon
any skill test to search for the weapon increases in
inflicts against an enemy unaware of your presence or
difficulty by 1.
otherwise exposed and vulnerable (this might be repre-
Inaccurate: You cannot benefit from the Aim minor

? sented by a truth applying to that enemy). This should
action with this weapon. especially be the case for any weapon with the Subtle
quality, as they’re ideal for these circumstances. This
Indirect: The weapon is not designed for direct fire,

? bonus doesn’t have to be large, +2 stress inflicted,
instead dropping its payload upon enemies over great
or the Intense effect is enough, allowing enemies to be
distances. Attacks with the weapon increase in diffi-
overcome that bit more quickly.
culty by +1, but do not require line of sight.

100
Melee Weapons

Chapter 7  Tools of the Trade


All melee weapons gain bonus damage if the wielder has a Brawn of 9 or higher. Melee weapons vary in size, between
major and minor items (see Size p.XX).

COMMON MELEE WEAPONS

Common Melee Weapons


RESTRICTION
NAME FOCUS STRESS SIZE QUALITIES
RATING
Axe Melee Weapons 3 Vicious Minor — 1

Baton Melee Weapons 3 Minor Subtle 1

Bayonet Melee Weapons 3 Piercing Minor — 1

Bat Melee Weapons 3 Stun Major — 1

Brass knuckles Hand-to-Hand Combat 2 Stun Minor Hidden 1

Entrenching tool Melee Weapons 3 Minor — 1

Fighting knife Melee Weapons 2 Piercing 1 Minor Hidden, Subtle 1

Fire Axe Melee Weapons 4 Vicious Major — 1

Garrotte Hand-to-Hand Combat 3 Snare Trivial Hidden, Subtle 2

Sabre Melee Weapons 3 Piercing 1 Major Parrying 2

Rifle butt Melee Weapons 3 N/A — —

Thumb knife Melee Weapons 1 Piercing 1 Minor Hidden, Subtle 1

Trench knife Melee Weapons 3 Vicious Minor Hidden 1

Unarmed strike Hand-to-Hand Combat 2 N/A Subtle —

Bat Fighting Knife


A sports bat can take several forms, from the humble The Fairburn-Sykes fighting knife is a slim, double-edged
British cricket bat to American baseball bats and all dagger originally issued to British commandos, and
manner of clubs. Most are of wooden construction, used designed solely for fighting and the quick elimination of
to hit a ball as far as the wielder can send it — but a head sentries. The F-S knife is adopted by other Allied Special
will do just as well. Forces units including the SOE, US Army Rangers, OSS,
FSSF, and USMC Raiders.
Bayonet
All servicemen issued with a service rifle are also issued Fire Axe
with an accompanying bayonet, a blade made to fit onto A fire axe is the name for any two-handed axe. Its axe
the muzzle of a rifle. In reality, the bayonet is used more head is sharp and heavy, dealing out vicious injuries in a
for opening tin cans than sticking the enemy. strong pair of hands.

Entrenching Tool Garrotte


Entrenching tools are short spades used to create foxholes, A garrotte is a covert weapon, used on unsuspecting
trenches, and emplacements. German, American, and sentries to strangle them with its thin cord.
British tools all have either a folding or separate handle.
Sharpened entrenching tools can also be used as fearsome Sabre
melee weapons in hand-to-hand combat. A sabre is a one-handed, curved version of the long sword,
dating from the 17th century. Predominantly used on
horseback, it is still issued as a ceremonial weapon by
some modern European militaries.

101
Chapter 7  Tools of the Trade

Rifle Butt Trench Knife


In a tight spot, or in the absence of a bayonet, a soldier A trench knife is a brutal close-quarters knife with a sharp-
can always use the butt of their rifle to issue a sharp strike ened guard, often in the shape of brass knuckles, so it
to an opponent. This is an improvised melee weapon, and could be used to stab, slash, or punch.
can be employed by anyone carrying a rifle or carbine.
Unarmed Strike
Thumb Knife Sometimes your fists are all you’ve got to fend off an
The SOE and the OSS issue small thumb knives in varying attacker. All military training covers the basic skills of
forms, from short daggers to concealed blades which are hand-to-hand combat, utilising techniques that deliver the
sew into clothing. They are designed to be used against quickest possible end to a fight, including chops to the
the enemy’s hands, neck, face, and cheeks in a slashing throat, punches and kicks to the groin, or other vulnerable
attack that is intended to allow escape as the enemy soft targets on the body.
attempts to staunch the flow of blood.

EXOTIC MELEE WEAPONS


Exotic Melee Weapons
RESTRICTION
NAME FOCUS STRESS SIZE QUALITIES
RATING
Broadsword Exotic 5 Major — 2

Spear Exotic 4 Piercing 1 Major — 2

Sword Exotic 4 Major Parrying 2

Exotic melee weapons fit within the category of ancient, Spear


archaic, or strange melee weapons that aren’t seen in regular Spears, halberds, and other polearms are bladed weapons
modern warfare. Exotic melee weapons are major items. set on a long shaft of wood. They are used to fend of
melee attacks and keep a foe at arm’s length, but if an
Broadsword opponent gets inside their reach, polearms become very
A variant of the long sword, with a broader blade gives unwieldy and ineffective.
this medieval weapon more weight and heft.
Sword
A sword is a long-bladed weapon, can be wielded one-or-two
handed and is usually about one metre in length.

bayonets,
ur shotguns and
“You can keep yo at,
ose quarters comb
when it comes to cl
give me a pistol every time.
draw,
Compact, reliable and quick to
it’s a highly efficient weapon of war .”
– Captain Eric ‘Badger’ Harris

Ranged Weapons
All ranged weapons gain bonus damage if the wielder has
an Insight of 9 or higher, and a ranged weapon comes Ammo
with three uses of ammunition.
Ammo is a resource uniquely used by guns. Each gun

HANDGUNS comes with 3 ammo, which can be spent to add an


effect to the weapon’s attack. To obtain more ammo, you
All handguns are a minor item, a secondary weapon that can requisition an ammo kit of 3 ammo as a minor item
can be carried in a holster at the side, in a bag, or on a with a restriction rating of 1.
belt. They come with 3 ammo.

102
Chapter 7  Tools of the Trade
Handguns
RESTRICTION
NAME FOCUS RANGE STRESS SALVO SIZE QUALITIES
RATING
Close Quarters,
Concealed Pistol Handguns Close 3 Vicious Minor 1
Hidden
Browning Hi-Power
Handguns Close 5 Vicious Minor Close Quarters 1
Pistol
Enfield No.2 .38/200 Close Quarters,
Handguns Close 4 Vicious Minor 1
Service Revolver Reliable
Close Quarters,
Enpen Mk.I Handguns Close 2 Vicious Minor 1
Subtle
High Standard HDM Close Quarters,
Handguns Close 3 Vicious Minor 2
Pistol Subtle
Close Quarters,
M1911A1 Handguns Close 4 Vicious Minor 1
Hidden
MAB Modèle D
Handguns Close 3 Vicious Minor Close Quarters 1
Pistol
MAS Modèle 1873
Handguns Close 4 Vicious Minor Close Quarters 1
Revolver
Close Quarters,
Welrod Mk.IIA Pistol Handguns Close 3 Vicious Minor 2
Subtle

Concealed Pistol High Standard HDM Pistol


A concealed pistol, or pocket pistol, is a small calibre Chosen by the OSS, the HDM is a semi-automatic target
firearm that can be easily hidden on an agent’s person. What pistol equipped with an integral sound suppressor,
it lacks in firepower, it makes up for in stealthy operation, designed to be used in a closed room or to eliminate a
due to its ability to be covertly stashed away in clothing. sentry. The report cannot be heard above traffic and might
be mistaken for a door closing.
Browning Hi-Power Pistol
The Browning pistol is the most widely used pistol, by M1911A1 Pistol
both Axis and Allied forces. Invented by John Browning, This standard U.S. sidearm is used by all service branches
an American firearms engineer, it was introduced into including aircrew, military police, drivers, and is a firm
service in 1935. It had a mixed response by many favourite of Allied Special Forces. The slim profile of the
service personnel, due to its heavy trigger but high pistol also aids concealment, and it is supplied in small
magazine capacity. numbers to European resistance forces.

Enfield Service Revolver MAB Modèle D Pistol


The Enfield No.2 service revolver is the standard-issue The MAB is the most modern pistol used by the
sidearm for British troops, with a 6-chambered cylinder Gendarmerie Nationale. It is also adopted for German
and top-break action for reloading. While it was stand- service by the Wehrmacht after the conquest of France.
ard-issue, Enfield factories couldn’t make enough for
Commonwealth troops, and so the almost identical Webley MAS Modèle 1873 Revolver
Mk. VI pistol was also issued as a substitute. This revolver is issued to NCOs during both World Wars,
as well as being issued to the Police Nationale and the
Enpen Mk.1 Gendarmerie Nationale. It is also widely used by the
The Enpen is a single shot .22 calibre weapon designed French Resistance.
to look like a cheap pen. They are intended to be used to
escape custody by palming the “pen” and firing it back- Welrod Mk.IIA Pistol
wards into your captor, or to surprise an interrogator. If The Welrod is designed for silence. It is a compact tube
fired against the body of the enemy the report cannot be designed to be used in a two-handed grip—one hand
heard in the next room. holding the pistol grip/magazine, and the other supporting
the barrel. Due to the efficiency of the suppressor, the
gunshot cannot be recognised as such beyond 150ft (45m).
The Welrod comes with luminous night sights.

103
RIFLES AND SHOTGUNS
Chapter 7  Tools of the Trade

Rifles and Shotguns


RESTRICTION
NAME FOCUS RANGE STRESS SALVO SIZE QUALITIES
RATING
Berthier Modèle
Rifles Medium 5 Vicious Major Reliable 2
1892 M16 Carbine
De Lisle Commando
Rifles Medium 4 Vicious Major Subtle 3
Carbine Mk.I

Lee-Enfield Rifle Rifles Medium 6 Vicious Major Reliable 2

M1 Carbine Rifles Medium 4 Vicious Major Reliable 2

M1 Garand Rifle Rifles Medium 5 Vicious Major Reliable 2

MAS Modèle 1936


Rifles Medium 5 Vicious Major Reliable 2
Rifle
Reliable,
Springfield M1903 Rifles Long 5 Vicious Major 3
Accurate
Winchester M12 Close Reliable,
Close 5 Vicious Major 2
Shotgun Quarters Inaccurate

M1 Garand Rifle
All rifles and shotguns are major items and come with
The standard issue US rifle is a gas operated semi-auto-
3 ammo.
matic rifle with an eight-round magazine, which is loaded
Berthier Modèle 1892 M16 Carbine via a pre-loaded clip of cartridges. The clip is ejected
after the eighth shot is fired, causing a ping sound which
The Berthier carbine in the M16 configuration is a sturdy
becomes notorious, as it indicates that the firer is out of
and reliable bolt-action rifle proven in combat and can be
ammunition.
found in French Army and Gendarmerie Nationale service.
MAS Modèle 1936 Rifle
De Lisle Commando Carbine Mk.I
The MAS-36 is the standard French service rifle at the start
The De Lisle is a .45 ACP suppressed carbine, so that the
of the war, and as such is issued to frontline units.
only sounds audible are the working of the bolt and the
hammer strike. Based on a Lee-Enfield rifle, the breech Springfield M1903
and magazine have been modified, and the barrel replaced
The Springfield rifle was replaced as the U.S. military
with a Thompson SMG barrel. It is used on commando
standard issue rifle leading up to the war but remained
operations, and in the defence of intelligence service bases
in service to make up for any shortages in M1 Garand
and clandestine radio stations.
supply. It was used mostly as a marksman’s weapon,
Lee-Enfield Rifle where snipers would add a telescopic sight to engage foes
at longer range.
The Lee-Enfield rifle was updated for service in World War
II but had seen action since the turn of the century. Its Winchester Model 12 Shotgun
single shot, bolt-action design made it the standard British
One hundred thousand Winchester M12s are in service with
army rifle, with rapid cycling meaning soldiers could fire
the US Army, Army Air Force, Navy, and Marine Corps.
at a higher rate than the rifle’s competitors.
The riot gun version is mostly used by the Army and the
M1 Carbine Navy for base, vessel, and personnel protection, whilst the
Marines use the trench gun version in the Pacific.
The M1 carbine is designed to replace the pistol for
non-frontline servicemen who need a lighter rifle than the
M1 Garand. However, the M1 is also issued to frontline
officers, NCOs, paratroopers, ammunition bearers, and
forward observers, as well as rear-echelon troops. Large
numbers are also supplied by the SOE and the OSS to
the French Resistance. The SAS sometimes uses the M1
carbine in preference to the Thompson SMG, due to its
greater accuracy.

104
SUBMACHINE AND MACHINE GUNS

Chapter 7  Tools of the Trade


Submachine and Machine Guns
RESTRICTION
NAME FOCUS RANGE STRESS SALVO SIZE QUALITIES
RATING
Inaccurate,
Bren Machine Gun Rifles Medium 5 Area Major 3
Unwieldy
Browning Automatic Inaccurate,
Rifles Medium 5 Area Major 3
Rifle (BAR) Unwieldy
Escalation,
Browning M1919 Heavy
Medium 7 Area Major Inaccurate, 3
Machine Gun Weapons
Unwieldy
Johnson M1941 Inaccurate,
Rifles Medium 5 Area Major 3
Machine Gun Unwieldy
MAC Modèle 1924 Inaccurate,
Rifles Medium 5 Area Major 3
M29 Machine Gun Unwieldy
Pistolet Mitrailleur Erma Inaccurate,
Rifles Medium 5 Stun Major 3
Modèle 1935 (EMP-35) Unreliable
Sten Mk IIS Close Inaccurate,
Close 3 Stun Major 3
Suppressed SMG Quarters Subtle
Sten Mk.V Close
Close 4 Stun Major Inaccurate 2
Submachine Gun Quarters
Thompson Close
Close 4 Stun Major Inaccurate 2
Submachine Gun Quarters
United Defence M42 Close
Close 4 Stun Major Inaccurate 2
Submachine Gun Quarters
Escalation,
Heavy
Vickers Machine Gun Medium 7 Area Major Inaccurate, 3
Weapons
Unwieldy

Submachine and machine guns are all major items and Browning Automatic Rifle (BAR)
come with 3 ammo. Any machine gun with the Heavy The Browning Automatic Rifle, or BAR, is the standard US
Weapon focus counts as two major items instead. squad support weapon. Like the British Bren, all US infan-
trymen are trained to use the BAR in an emergency. At the
Bren Machine Gun start of the war, one BAR is issued per eight-man squad
The Bren gun is the standard British section support but by the end of the war it is two BARs per squad, and
weapon with one Bren gun being issued for every four the US Marines issue three BARs per thirteen-man squad.
infantrymen. All British infantrymen are trained to use
the Bren, and each soldier carries two magazines for the Johnson M1941 Machine Gun
weapon in addition to his own. Operated by a two-man The Johnson M1941 is a light machine gun used by US
crew, it can be used by one man for a short duration. Army Rangers, the US Marine Corps, and the FSSF.
The gunner carries and fires the weapon, while the
loader carries extra magazines and a spare barrel, maga- MAC Modèle 1924-M29 Machine Gun
zines, and spotting targets. The Bren is used by British, The Fusil-Mitrailleur Modèle 1924 Modifié 1929 is the
Canadian, Indian, and Australian forces, and thousands standard French squad support weapon at the start of the
are air-dropped to the Resistance in Occupied Europe by war, and is found in service with the French Army and
the SOE. the Gendarmerie Nationale. It has two triggers: one for
semi-automatic fire, the other for automatic fire. Germany
Browning 1919 Machine Gun issues large numbers of captured FM Modèle 1924-M29s
The M1919 is the standard US medium machine gun. to the coastal defences of the Atlantikwall, after the Fall of
As well as an infantry support weapon, it can also be France in 1940.
mounted on a vehicle or aircraft.

105
Chapter 7  Tools of the Trade

Pistolet Mitrailleur ERMA Modèle 1935 Thompson Submachine Gun


(EMP-35) The Thompson submachine gun, or “Tommy Gun”, is the
The French inherit stocks of the German-made EMP-35 standard US submachine gun issued to NCOs, crewmen,
from Spanish Republicans escaping the Nationalists at and others unable to carry a standard rifle. The Thompson
the end of the Spanish Civil War, which are reissued to is the only SMG in production outside of Europe in 1939,
the French Army and the Gendarmerie Nationale. There and is quickly adopted by the major non-Axis powers
is only one fatal flaw: if the firer knocks the disassembly at the outbreak of war. Issued in higher numbers to US
catch behind the trigger guard, the weapon falls apart. Airborne and Army Rangers to increase their firepower,
the Thompson also becomes the preferred SMG of the
STEN Submachine Gun British Commandos.
The Sten gun is designed so that it can be built cheaply,
quickly, and easily in small workshops and during the United Defence M42 Submachine Gun
war over four million are manufactured. The simple The M42 is a 9mm submachine gun. Designed to replace
design is successfully copied by the Norwegian and the M1 Thompson, the M42 is rejected by the military, but
Polish Resistance, as well as Nazi Germany to arm their finds service with the OSS and resistance forces in Europe
Volkssturm in the closing days of the war. Widely used by and the Far East.
British Commonwealth troops, it is issued to vehicle crews,
despatch riders, officers, sergeants, and section leaders as Vickers Machine Gun
well as to resistance forces in Occupied Europe and the The Vickers machine gun is the standard British
Far East. A silenced version is used by the SOE. Commonwealth medium machine gun capable of prolonged
fire and can also provide falling indirect fire. The Vickers
has a crew of three, and breaks into three components for
travel: gun, tripod, and cooling system. Deployed in support
or machine battalions as required, the Vickers is also
mounted on universal carriers, jeeps, and trucks.

106
HEAVY WEAPONS AND ORDINANCE

Chapter 7  Tools of the Trade


Heavy Weapons and Ordinance
RESTRICTION
NAME FOCUS RANGE STRESS SALVO SIZE QUALITIES
RATING
Accurate,
Heavy
Boys Anti-Tank Rifle Long 7 Vicious Major Cumbersome, 3
Weapons
Escalation, Heavy
Lifebuoy Portable Heavy 5 Escalation,
Close Area Major 3
Flamethrower, No.2 Mk.II Weapons Persistent 4 Debilitating
Cumbersome,
Heavy Escalation,
M1A1 Bazooka Medium 6 Vicious — Major 3
Weapons Giant-Killer, Heavy,
Inaccurate, Munition
Heavy Escalation, Heavy,
M2 Mortar Extreme 7 Area Stun Major 3
Weapons Indirect
Cumbersome,
Heavy 6 Piercing Escalation,
M9 Bazooka Medium — Major 3
Weapons 1, Vicious Giant-Killer, Heavy,
Inaccurate, Munition
Cumbersome,
PIAT Anti-Tank Heavy 6 Piercing Escalation,
Medium — Major 3
Weapon Weapons 1, Vicious Giant-Killer, Heavy,
Inaccurate, Munition
Heavy Escalation, Heavy,
2-Inch Mortar Extreme 6 Area Stun Minor 3
Weapons Indirect

Heavy weapons are all major items and come with 3 ammo. Flamethrower, Portable No.2 Mk.II
However, each load of ammo for a heavy weapon is a
The No.2 flamethrower is a copy of the World War One
minor item by itself (rather than 3 as a minor item), and 3
German Wechselapparat. Known as the “Lifebuoy” in
loads of ammo for a heavy weapon is Restriction Rating 2.
British service due to the shape of the fuel canister. The
Entering a scene with a heavy weapon always generates 1
No.2 can fire ten one-second bursts of flame up to 120ft
Threat, as every heavy weapon has the Escalation quality.
(36m) and is issued to engineers and the support compa-
Bazooka nies of commando and airborne units.

The Bazooka is a recoilless rocket launcher firing a HEAT or M2 Mortar


HESH warhead; with the M1A1 the first common variant.
The M2 mortar is the standard U.S. military company-level
Its rocket can penetrate 3” (76mm) of armour up to an
fire support weapon. It fires 60mm (2.3”) shells from a
effective range of 450ft (140m), but cannot be fired prone,
smoothbore metal tube, propped up by a bipod. It is used
and the large back-blast gives the firer’s position away.
to provide indirect ordinance against opposing infantry and
light vehicles. Other Allied forces use very similar designs.
As the effectiveness of German tank armour increases only
weak points (tracks, wheels, and rear engine areas) are PIAT
targeted, as well as attacks against the thinner top armour
The Projector Infantry Anti-Tank (or PIAT), is the standard
from elevated positions. The Bazooka is more usefully
British infantry anti-tank weapon from 1943. As well as its
deployed against emplacements and fortifications.
anti-tank capabilities, it is also useful for bunker-busting, and
Boys Anti-Tank Rifle “mouse-holing” (blasting through walls). The PIAT can be used
by one soldier, but a second soldier usually acts as an ammu-
Named after its creator, and also known as “the elephant
nition carrier and loader and firing the PIAT does not reveal
gun” because of its size, this anti-tank weapon sees initial
the operator’s position, unlike the Bazooka or Panzerschreck.
success against lightweight tanks and lightly armoured
The PIAT is used by British, Canadian, and Australian
vehicles. It is phased out from 1943 onwards due to its
forces, as well as resistance groups in occupied Europe.
ineffectiveness against heavy armour in favour of the
PIAT. Despite its limited capabilities, it can perform
quite well when used against static fortifications such as
bunkers and machine gun nests.

107
GRENADES AND BOMBS
Chapter 7  Tools of the Trade

Grenades and Bombs


RESTRICTION
NAME FOCUS RANGE STRESS SALVO SIZE QUALITIES
RATING
1½lbs/3lbs Standard 10 Area, 3 per
Demolition Close Intense — 3
Charge Stun Minor

6 Area, 3 per Cumbersome,


GP Grenade Throwing Close — 2
Vicious Minor Inaccurate, Munition

6 Area, 3 per
Mills Bomb Throwing Close — Inaccurate, Munition 2
Stun Minor

Mills Bomb, 6 Area, 3 per


Rifles Medium — Inaccurate, Munition 2
Rifle Variant Stun Minor

6 Area, 3 per
Pineapple Grenade Throwing Close — Inaccurate, Munition 2
Stun Minor

Pineapple Grenade, 6 Area, 3 per


Rifles Medium — Inaccurate, Munition 2
Rifle Variant Stun Minor

6 Area, 3 per Cumbersome,


Tyrebuster Throwing Close — 2
Piercing 1 Minor Inaccurate, Munition

Grenades are explosives that are designed to be thrown at Mills Bomb (No. 36M Hand Grenade)
the enemy, all have the Munition quality and come as 3
The No.36M hand grenade is the most commonly issued
grenades per minor item. Once 3 grenades have been used
British Commonwealth hand grenade and is also supplied
you no longer have the item. Grenades thrown by hand
to resistance forces in Occupied Europe. This is a “defen-
use Athletics instead of Fighting for attacks.
sive” grenade — the thrower must use it from cover as the
blast radius is greater than the distance it can be thrown.
Charges, with the Demolition focus, do not come with
The 36M can be converted into a rifle grenade and fired
ammo, and must be placed and primed (requiring a
from a cup launcher-equipped Lee-Enfield rifle.
Coordination + Engineering test, difficulty at GM’s discre-
tion), before being remotely activated, or given a number Pineapple Grenade (M17 Hand Grenade)
of rounds until they detonate. Once you have placed
The standard M17 US fragmentation grenade is another
a charge, the item is used up and removed from your
relic of World War I. It is a development of a French
person. Charges and grenades use their point of detonation
design, nicknamed the “Pineapple” by US troops as a
to measure range. You can spend ammo from a demolition
result of its shape. This type of grenade is also used in the
kit, below, to use a salvo on explosive attacks. Grenades
M17 impact rifle grenade.
and bombs are all minor items.
Tyrebuster
1½lbs/3lbs Standard Charge
Issued by the SOE and the OSS, the Tyrebuster is a small
These are the standard SOE demolition charges: 1½lbs
tinned high explosive (HE) charge, which can be supplied
(680g) or 3lbs (1.36kg) of plastic explosive wrapped in
disguised as stones or manure, and is designed to immobi-
rubberised fabric, with a primer running through its core.
lise enemy vehicles.
The charge can be cut in half to form two smaller charges.

fizz-bang.
GP Grenade
O ? H e d oes like a
“The C re
The GP grenade is basically 8oz (225g) of plastic explo-
gi ve s h im greater pleasu
sive (PE) in a 4.3×2×2.4” (11×5×6cm) metal can with Noth in g
up
a fuel dump go
a fuse. The GP grenade can be used as a grenade against
than watching
explosion.
in a nice healthy
unarmoured vehicles and personnel, as a demolition
charge, and to cut up to 0.8” (2cm) of mild-steel plate, or
a railway line. He’s got a grin a mile wide
when those 3lb standard charges go off.”
- Corporal David Roth
– Special Interrogation Group
108
EXOTIC RANGED WEAPONS

Chapter 7  Tools of the Trade


Exotic Ranged Weapons
NAME FOCUS RANGE STRESS SALVO SIZE QUALITIES

Bow Exotic Medium 3 Piercing Vicious Major Reliable, Subtle

Longbow Exotic Long 5 Piercing Vicious Major Reliable, Subtle

Crossbow Exotic Medium 4 Piercing — Major Reliable, Subtle

The exotic weapon category ranges from archaic weapons Longbow


to strange or uncommon contemporary armaments. These
The English longbow is a renowned historical weapon, a
weapons are always major items and come with 3 ammo.
war bow as tall as a man, its size adding extra velocity and
Bow range to its arrows.

A bow consists of an arc of wood strung with a taut Crossbow


bowstring that when pulled back can propel an arrow at
A crossbow is a mechanical version of the bow, using a
high speed towards its target, punching through armour
horizontal bow mounted onto a wooden stock, its string
and piercing the body. Arrows are comprised of a sharp
pulled back either by hand or crank and a bolt notched in
metal tip, thin shaft, and fletching for flight stability.
place. The pull of a trigger releases the bowstring and fires
the bolt.

Armour
With the advent of gunpowder, armour started to decline QUALITIES
in usage, but the strange and unusual demands of the
Armour may have one or more of the following Qualities.
Secret War have seen something of a revival in the fortunes
of this form of bodily protection, led in part by Nachtwölfe’s
Heavy: Due to its size and weight, the armour counts

?
Blauer Kristall-powered technology and Section M’s initial
as a major item even if it is worn.
reliance on Victoriana. Armour and other protective gear
comes in a variety of shapes and sizes, providing varying Uncomfortable: The armour is uncomfortable and

?
degrees of coverage and protection, though sometimes it awkward to wear for long periods. At the end of every
comes with its own unique drawbacks. scene the character wears the armour, they suffer 1
Fatigue.
Armour has the following features and it counts as a major
Shield: The armour is held rather than worn,

?
item if it is not worn. A character may only wear one suit
provides no benefit unless the user devotes one hand
of armour at a time.
to wielding it; it always counts as a major item. A
shield may be used as a melee weapon (Hand-to-Hand
For new advanced and experimental armour as worn
Combat, 3 Stun), and its armour resistance stacks
by Nachtwölfe and some of the Allied forces, see Secret
with other armour worn.
Weapons of the Secret War (p.XX).

RESISTANCE Armour
Each form of armour provides an amount of Armour RESTRICTION
NAME RESISTANCE QUALITIES
Resistance. Armour Resistance reduces damage inflicted RATING
by physical attacks, as described in Chapter XX: Conflict. Flak
Armour Resistance is always expressed as a number. +2 Uncomfortable 2
Vest
Leather
+1 — 1
Armour
Armour? Plate Heavy,
What poppycock. Armour
+3
Uncomfortable
4

This isn’t the middle ages you know! Shield +2 Shield 2

109
ARMOUR TYPES
Chapter 7  Tools of the Trade

Flak Vest Plate Armour


Flak vests provide some basic protection from shrapnel, frag- Plate armour dates back to the medieval period, covering
ments of a grenade, and very limited stopping power to small vital locations and deflecting bladed melee weapons.
arms fire, although they do not provide protection from a direct Unfortunately, even from its inception, bowmen were able
shot. Flak jackets are normally issued to air service personnel, or to pierce its steel, and bullets go through just as easily…
naval personnel who could be caught up in shrapnel blasts,
but weren’t issued to army personnel on the front line. Shield
A shield is made of wood or metal, held in one-hand or
Leather Armour strapped to the forearm of its wielder, in order to offer
Leather armour takes the form of jackets or jerkins of treated them added protection from melee and ranged attacks.
or boiled animal skin which offer protection from bladed Shields also have the potential to be used offensively, by
weapons, but is too soft to offer much defence against charging enemies or obscuring their view of your attacks,
gunfire or arrows. Older, antique versions of leather armour but no bullet proof version exists in World War II.
may come with gorgets to protect the neck, pauldrons for
the shoulders, and vambracers for the forearms.

Belongings
This section describes the way in which a character’s FACILITIES
equipment and possessions influence their actions. The
A Larger version of a kit is called a facility, and is built
tools and items that a character uses can improve their
into a room, building, or large vehicle (like an ambu-
ability to perform tasks or may grant them new options
lance). Naturally, they cannot be carried by a character.
that they would not otherwise possess. Your belongings
They come with ten of the associated resource, and they
work like truths, having them makes a skill test easier, or
are treated as two truths for the associated type of skill
indeed possible.
test (the effects of both truths stack).

SKILL KITS Facilities allow you to reroll 1d20 in your skill test dice
pool and come with 10 resources to spend on generating
A lot of these belongings are described as skill kits that
bonus Momentum to buy d20s.
represent a set of tools for a particular skill. For example,
first aid kits are used with Medicine to treat injuries,
while an electrical toolkit is used with Engineering tests
to repair electrical devices. Kits make their related tests
Skill Kits and Facilities
possible, or if you don’t need tools to attempt the skill test, SKILL FOCUS SKILL KITS FACILITIES
they decrease the difficulty by 1. Analytical
Academia (Science) Laboratory
Tools
Kits also come with 3 resources, helping you buy addi-
tional d20s to use on the test. Before you roll your dice Academia (Occultism) Ritual Tools Shrine
pool, you can spend 1 resource for 1 bonus Momentum,
Electrician’s
which can only be spent on buying d20s. The cost to Engineering (Electrics) Workshop
Tools
purchase d20s remains the same (1 Momentum for the Engineering Mechanic’s
first, 2 for the second, and 3 for the third). Some complex (Mechanical Engineering) Tools
Garage
tasks may require one or more resources be spent for the Explosives
test to be attempted, without the bonus Momentum. Engineering (Explosives) Demolition Kit
Range
Fighting (Handguns,
Resources are replenished at the start of each new adven- Ammo Belt Armoury
Long Arms, Heavy Weapons)
ture. If you’re using the acquisition rules, acquiring Identity
Persuasion (Deceive) Safe House
extra resources has a restriction rating one lower than Documents
the kit they are used with, and a successful requisition
obtains three additional uses. A kit and its accompanying Medicine First Aid Kit Clinic
resources are a minor item (see carrying capacity); every
Burglar’s
three additional uses of a resource (obtained separately) Stealth Thieves’ Lair
Tools
counts as 1 extra minor item.
Dressing
Stealth (Disguise) Disguise Kit
Room

110
Chapter 7  Tools of the Trade
TOP SECRET
SKILL KITS AND FACILITIES Demolition Kit
Analytical Tools Restriction Rating: 2

Restriction Rating: 1 A demolition kit contains everything an engineer or sabo-


teur needs to shape explosives, set up traps and detona-
Analytical tools provide a chemical testing on the go,
tors, or defuse explosives found in the field. It comes with
with apparatus for identifying various compounds,
3 ammo for use with placed explosives.
reactions, and other forensic investigations. The analyt-
ical tools come with enough compounds to 3 gain bonus Disguise Kit
Momentum.
Restriction Rating: 1
Ammo Belt A disguise kit comes with enough prosthetics, cosmetics,
Restriction Rating: 1 and clothing accessories to alter your appearance enough
to pass as someone else, and comes with enough resources
A bandolier, pouch or belt of ammo that stores 3 ammo
to gain 3 bonus Momentum to buy d20s.
(see pXX) for use with your firearms.
First Aid Kit
Burglar’s Tools
Restriction Rating: 1
Restriction Rating: 1
All servicemen are issued with personal first aid kits, to be
A bag of burglar’s tools contains lock picks, screwdrivers,
used in the event of injury, consisting of a wound dressing,
a short crowbar and hammer, boot polish and other oils
a morphine syrette, antibacterial tablets and powder, and
and lubricants to assist in breaking and entering into a
a tourniquet. Medics carry specialised bags containing
secure location. The kit comes with enough supplies to
wound dressings, bandages, adhesive surgical plaster,
gain 3 bonus Momentum to buy d20s.
scissors, safety pins, iodine, burn and eye injury treatment
Electrician’s Tools and other assorted battlefield medical supplies.

Restriction Rating: 1
First aid kits are minor items, with enough medicine to
An electrician’s tool kit comes with enough tools and spare gain 3 bonus Momentum for buying d20s.
parts to repair or reconfigure radios, telecommunication
equipment, and the electrical systems found in vehi-
cles and facilities. The kit comes with enough parts and
batteries to gain 3 bonus Momentum to buy d20s.

111
Chapter 7  Tools of the Trade

Identity Documents American C rations come in six round cans with enough
food to feed one soldier for a day, broken down into M-units
Restriction Rating: 2
(meat) and B-units (bread and dessert). They also come with
Allied agents inserted behind enemy lines that need an accessory pack containing sugar tablets, water purifi-
to operate there for any length of time are issued with cation tablets, a wooden spoon, chewing gum, cigarettes,
cover identities and rigorously prepared for acting as water-resistant matches, a can opener, and toilet paper.
their alter ego.
British Compo rations feed eight men for one day and are
Identity documents back this deception up, allowing supplied in a metal tin approximately the size of a British
agents to gain up to 3 bonus Momentum for buying d20s four-gallon (18 litre) petrol drum. The 14-man rations feed
before they are no longer valid (representing their limited fourteen men for the same time period, and consist of a
use under close scrutiny). variety of tinned and packaged food. Emergency rations
come in a pre-packed tin, consisting of chocolate nut cake,
Mechanic’s Tools sugar tablets, service tea powder, and matches.
Restriction Rating: 1
The German Iron Ration (eiserne portionen) consists of baked
A mechanic’s kit contains enough tools, oil, lubricant,
sweetened bread, crackers or crispbread, canned meat,
and nuts and bolts to repair almost anything! From cars
preserved/dehydrated vegetables or pea sausage, ersatz
and tanks, to planes and machinery, a set of mechanic’s
dried coffee, and salt. Emergency rations, like those of the
tools comes with enough bits and pieces to gain 3 bonus
Allies, contain high-calorie, sugary foodstuffs, as well as
Momentum for buying d20s.
cigarettes, to provide a short-term energy and morale boost.
Ritual Tools
One pack of rations is a minor item and contains food for
Restriction Rating: 2
one day (or 3 meals).
A kit of basic ritual tools contains an athame (ritual blade),
incense, candle, parchment paper and ink. The basic needs Telescopic Sight
for any occultist perform a ritual. This kit has enough Restriction Rating: 2
supplies to gain 3 bonus Momentum for buying d20s.
A telescopic sight is a set of lenses attached to a rifle that
offers pinpoint accuracy at Long range. A telescopic sight is
OTHER EQUIPMENT a trivial item, boosting the range of the rifle it is attached to
Camera by 1 zone (from Medium to Long, typically). It also grants
the Accurate quality if the weapon doesn’t already have it.
Restriction Rating: 2

The Speed Graphic Camera is the most iconic camera of Uniforms


the era, used by photojournalists based in New York and Restriction Rating: 0
across the Western world to take pictures of both the war
All combatant nations issue uniforms to their service
and civilian life. Each exposure requires the film and the
personnel. In most cases this consists of underwear,
flash bulb, if used, to be replaced and the camera takes a
socks, a shirt, tunic or blouse, and trousers. Many women
relatively long time to set up but has a quick shutter speed.
join the Wrens because they are issued, as standard, a
ID Tags couture-designed uniform and stockings (which are virtu-
ally impossible to get hold of in civilian life).
Restriction Rating: 0

Most servicemen are issued with two identity tags stamped One of the most iconic pieces of military clothing, the
with their surname, initials, service number, religion, and greatcoat, is issued when operating in cold climates. A
blood group. The tags are metal or fibre depending on tropical or summer variant of uniform is issued to troops
nationality. In the event of the serviceman’s death, one tag serving in tropical or desert campaigns. Naval uniforms
stays with the body and the other is detached and given to are generally distinct from those of the Army and Air
the soldier’s commanding officer as notification of death. Force, particularly with respect to those worn by ratings.
ID tags are trivial items.
As well as differences between the services, there are
Ration Packs usually variations in uniform for officers and other ranks.
Restriction Rating: 0 Some branches of the services have distinct uniforms
as dictated by their role, the most obvious being para-
Whilst in barracks, servicemen are fed in the canteen.
troopers, tank crews, and despatch riders. Aircrews are
In the field, they are fed by the mobile field kitchen.
issued with warm clothing for high altitude flight, most
However, there are three levels of rations issued for troops
notably the famous flying jacket.
who cannot get to the field kitchen. Rations can be eaten
cold, or heated using solid fuel field stoves, also used for
Officers are generally required to pay for their own
brewing tea and coffee.
uniforms and are expected to have a full-dress version

112
Chapter 7  Tools of the Trade
as well as battledress. Only Germany and the United directors securely. If being used to identify a drop spot,
States have a full-dress or “walking out” version of their the pilot knows he is in the correct location when he
uniforms for the other ranks. Consequently, the well- enters a zone of radio silence directly over the S-Phone.
turned-out Americans often fare better with the local
female population than British troops, who only have their Communication equipment is a major item.
battledress to wear.
Caltrop
German uniforms evolve faster than Allied uniforms due Restriction Rating: 2
to wartime shortages. Germany starts the war with World
The SOE and the OSS supply a 3” (8cm) diameter caltrop for
War I-style tunics but ends it with simpler and shorter
use against road traffic, and airfield runways. The caltrop’s
versions modelled on the British battledress.
four-prong design means that one spike is always upright,
and this medieval device is extremely injurious to horses.
Camouflage uniforms appear during the war, where they
are pioneered by the Italians and used by their paratroops.
Caltrops are a minor item and create a hazard in one zone,
The German Luftwaffe’s Fallschirmjäger and the Waffen-SS
inflicting 2 for those moving over them.
are also early adopters, with the Wehrmacht following
on later. Most of Germany’s troops are wearing at least a Eastman M.B. Sub-Miniature Camera
camouflage tunic or poncho by late 1944-45. The British
Restriction Rating: 2
respond with the Denison smock, worn by paratroops,
commandos, and the SAS. American experience with The OSS has commissioned Eastman Kodak to create the
camouflage uniforms is mostly confined to the US Marines Matchbox (M.B.) camera which, as its name implies, can
in the Pacific Theatre of Operations. Uniforms are major fit into most common matchboxes. Available from 1944,
items, if not worn. the 16mm film contained within produces thirty-four
14×14mm images, although the picture quality is medi-

COVERT EQUIPMENT ocre in comparison to the Minox.

Covert is used for a variety of clandestine operations, from A sub-miniature camera is a trivial item.
surveillance, infiltration, and self-defence.
Gilhooey
Covert Clothing Restriction Rating: 2
Restriction Rating: 1
Supplied by the OSS, the Gilhooey is a contact paper
SOE and OSS agents sent to Occupied Europe have to printer that can fit into a briefcase. Using the Gilhooey,
be very careful with what they wear, not to mention the the agent can reproduce letters, documents, charts, maps,
personal effects they use, as European fashions differ newspaper clippings, line drawings, and half-tone illustra-
from those in Great Britain and the United States. Items tions. It comes with its own light source and battery, and
salvaged from refugees are issued where possible, as well is supplied with photographic paper, as well as developing
as carefully made copies. and fixing solutions. It weighs approximately 12lbs (5.4kg).

Covert Communication Equipment A Gilhooey is a major item.


Restriction Rating: 2
Key Copying Kit
There is a variety of radio-communication equipment
Restriction Rating: 2
available to covert operatives. The Paraset Mk.VII
Transceiver (available 1940), designed by SIS, is easy to A complete kit that contains everything needed to take
tune, store, and hide as it fits into a small suitcase, making impressions of any desired key, create a mould, and cast
it ideal for covert operations. Another is the Miniature the duplicate key with a low temperature metal, using the
Communications Receiver (MCR1; available 1943); able included candle to melt it. Issued by the SOE and the OSS,
to counter German jamming, this is used by the French a key copying kit is a minor item.
Resistance, and is delivered in Huntley and Palmer biscuit
tins. The “B2” Suitcase Wireless Set (available 1942) is Lockpick Knife
made by the SOE, is also small enough to fit into a suitcase Restriction Rating: 2
and is also resistant to jamming.
This comprises a complete lockpick kit in the form of a
pocket knife and is issued by the SOE and the OSS. The
A more complex device is the S-phone (available 1943),
knife has a 1.5” (4cm) blade and five lockpick tools, used
an ultra-high frequency duplex radio-telephone, homing
in conjunction with a small torsion bar to surreptitiously
beacon, and parachute drop spot indicator. With a sound-
pick locked doors and cabinets.
proofed headset preventing anything being overheard,
the S-Phone is used for conversations between the ground
The lockpick knife counts as a trivial item, and as a thumb
user and an S-Phone equipped aircraft, allowing agents to
knife in combat.
communicate directly with their airborne London-based

113
Chapter 7  Tools of the Trade

M19 Escape Knife Suppressor (Silencer)


Restriction Rating: 2 Restriction Rating: 2

The escape knife consists of wire cutters, a lock-breaker A suppressor is a cylinder that attaches to the muzzle of a
blade, a conventional knife blade, three hacksaw blades, gun in order to reduce the sound and muzzle flash of the
and a stub screwdriver, in a pocket knife package 7” weapon. Developed by Hiram Percy Mazium, the inven-
(18cm) long. The knife is smuggled to Allied POWs in the tion didn’t see much conventional action leading up to the
handles of cricket bats. war, but the intelligence services of various powers took
note and introduced it to their clandestine operations. Both
The escape knife is a minor item, and counts as a fighting British SOE and U.S. OSS use the suppressor to disguise their
knife in combat. agent’s attacks during raids and on unsuspecting sentries.

Minox Riga Sub-Miniature Camera A suppressor is a trivial item, that can be mounted onto
Restriction Rating: 2 pistols, submachine guns, and rifles effectively. Once
affixed, they grant the weapon the Subtle quality if it
The Minox camera is the archetypical “spy” camera, used
didn’t already have it.
by all the belligerents in the war. Manufactured from
1938, the Minox is invented by Walter Zapp, and manufac-
tured by VEF in Riga, Latvia. The USSR and Germany both
control the factory during the war. Made from stainless “Silence is atdea dly.
Elimin ing a sent ry
steel, the Minox is of a similar size to the M.B. and carries
an 8×11mm film with fifty exposures. withou t ra isi ng the alarm
provides a major
tactical advantage.”
A sub-miniature camera is a trivial item.
— Pvt Stan Baker
101st US Airborne
German Military Equipment
During your time in the field, you may salvage and use the enemy’s equipment, because you’ve either lost yours, or run
out of ammunition. German items do not have a listed Restriction Rating, as they are not typically available to requisi-
tion, but may be supplied on occasion if the situation demands it.

MELEE WEAPONS
German Melee Weapons
NAME FOCUS STRESS SIZE QUALITIES
Kampfmesser 42 Knife Melee Weapons 1 Piercing 1 Minor Hidden, Subtle

Luftwaffe Flight Utility Knife Melee Weapons 2 Piercing 1 Minor Hidden, Subtle

SS Dagger Melee Weapons 2 Piercing 1 Minor Subtle

Kampfmesser 42 Knife SS Dagger


Originally issued in World War One, the Kampfmesser 42 These daggers are presented on graduation to members
is a close combat knife used by the German armed forces of the SS. Ostensibly dress uniform regalia, an SS dagger
and the Waffen-SS. may be encountered on the frontline and such items are
especially favoured as war trophies by Allied troops. SS
Luftwaffe Flight Utility Knife daggers are also encountered in the hands of experienced
Also known as the Fallschirmjäger-Messer, this knife is Nazi interrogators or fanatical Waffen-SS troops.
issued to German aircrew and Fallschirmjäger. It has a 4”
(10cm) blade that extends by gravity and can be operated
e and
“Get up clos steel! ”
using one hand, which is useful if the other is bound up in
tangled parachute rigging. It also has an awl for untying
knots, also usable as a weapon. The British copy captured
examples and issue them to their own paratroops. Both the
give ‘em the cold
antwell
SOE and the OSS also issue the knife as a “saboteur’s jack-
knife” with an extra tyre-slashing blade. – Corporal Mark CWatch
– Black
114
HANDGUNS

Chapter 7  Tools of the Trade


German Handguns
NAME FOCUS RANGE STRESS SALVO SIZE QUALITIES

Luger Pistol Handguns Close 4 Vicious Minor Close Quarters

Walther P Series Handguns Close 3 Vicious Minor Close Quarters, Hidden, Reliable

Handguns are all minor items, and come with between 1-3 Walther P Series
ammo, depending on how you acquire them.
While the Luger was an excellent weapon, it was expen-
Luger Pistol sive to manufacture, so Carl Walther was charged with
developing a new, cheaper sidearm for general military
A signature weapon for German officers in both world wars,
service. Manufactured in 1940 the P38 boasted an external
the semi-automatic Pistole Parabellum was developed by
hammer and the ability to safely carry the pistol with a
Georg Luger, came in several different models like Parabellum
chambered round. The design was so successful, that it
1900 and the iconic Modell 1908, and was a reliable, deadly,
was adopted by many different militaries in the post war
and highly versatile sidearm. It became a prized collector’s
era and is still in use today.
item for Allied troops and many were sought and traded as
souvenirs as the war came to its conclusion.

RIFLES AND ASSAULT RIFLES


Rifles and Assault Rifles
NAME FOCUS RANGE STRESS SALVO SIZE QUALITIES

Fallschirmjägergewehr (FG 42) Rifle Medium 5 Stun Major Inaccurate

Gewehr/Karabiner 43 (G/K43) Rifle Medium 5 Vicious Major Reliable

Karabiner 98k (Kar. 98k) Rifle Medium 5 Vicious Major Reliable

Karabiner 98k (Sniper Variant) Rifle Long 5 Vicious Major Accurate, Reliable

Sturmgewehr 44 (StG 44) Rifle Medium 5 Stun Major Unreliable

of the USSR in 1941. The K43 is largely inspired by the


Rifles are all major items, and come with between 1-3
Soviet Tokarev SVT-40. The K43 has a ten-round box
ammo, depending on how you acquire them.
magazine, and any K43 can use a telescopic sight; the
Fallschirmjäger Rifle (FG 42) sniper variant uses a Zielfernrohr 4 (ZF 4). The K43 can
also use the Schießbecher grenade launcher cup, and a
To improve the fire support for Fallschirmjäger (para-
specially designed suppressor.
troopers) in the field, the Luftwaffe decides to replace the
Kar. 98k, MP40, and MG34 with one weapon — an auto- Karabiner 98k
matic rifle with the firepower of a light machine gun. Whilst
The Karabiner 98k is the standard Wehrmacht rifle. A bolt-ac-
the FG42 meets all the Luftwaffe’s exacting requirements, it
tion design, the Kar. 98k is the latest iteration of the original
does have significant disadvantages: the magazine unbal-
Mauser bolt-action rifle. The Kar. 98k has a five-round maga-
ances the weapon, there is excessive muzzle flash, and auto-
zine loaded by stripper clip, and can use the Schießbecher
matic fire is difficult to control due to muzzle climb and the
grenade launcher cap. A sniper variant is produced from
weapon’s light weight. The FG42 features bipods, flip-out
rifles selected for accuracy at the factory, augmented with
bayonets, and a mounting rail for the ZF41 telescopic sight.
a specially mounted ZF39 or 41 telescopic sight.
Gewehr 43 / Karabiner 43 (G/K43)
Sturmgewehr 44 (StG 44)
The Gewehr 43 (later renamed the Karabiner 43) is a
The MP 43, MP 44, and StG 44 are all abbreviations for
gas-operated, semi-automatic rifle introduced in 1943. It
this incredibly versatile and deadly rifle. The Sturmgewehr,
is intended to replace the Kar. 98k, but this plan is never
or “assault rifle,” combines the fire rate of a submachine
fully implemented. The Wehrmacht recognises the need
gun with the weight of a carbine, and the punch of a rifle. It
for a semi-automatic rifle in 1940, and is rudely surprised
does have some drawbacks though, including jamming more
by Soviet use of semi-automatic rifles during the invasion
easily and being bulkier than a true carbine.

115
SUBMACHINE AND MACHINE GUNS
Chapter 7  Tools of the Trade

Submachine and Machine Guns


NAME FOCUS RANGE STRESS SALVO SIZE QUALITIES

Maschinengewehr 42 (MG 42) Rifle Medium 6 Area Major Inaccurate

Close
Maschinenpistole 40 (MP 40) Close 4 Stun Major Reliable
Quarters
Heavy
Maschinengewehr 131 (MG 131) Medium 7 Area Major Reliable
Weapon

Submachine and machine guns are all major items, and MP 40 Submachine Gun
come with between 1-3 ammo, depending on how you The Maschinenpistole 40, or MP 40, is the standard
acquire them. Machine guns with the Heavy Weapons Wehrmacht submachine gun. It is a 32-round, open bolt,
focus count as two major items. blowback automatic weapon. The MP40’s weakness is
its magazine, which can cause misfeeds if damaged or
Maschinengewehr 42 (MG 42) dirty. The MP 40 is issued to platoon and squad leaders,
The MG 42 is cheap and easy to make and has a high Fallschirmjäger, and tank crews.
rate of fire (1200rpm), it also has the quick barrel
change system, which can be managed in six seconds Maschinengewehr 131 (MG 131)
by a trained crew. The MG 42 can be used in light and The MG 131 is the standard German machine gun, and
heavy modes; its only disadvantage is its high ammuni- while it has a slower fire rate than any other machine
tion consumption. The MG 42 has earned the nickname gun in service it still packs a punch. These heavy machine
“Hitlersäge”, or “Bonesaw”, by German troops, and guns are often found mounted at guard posts, or more
“Hitler’s Buzzsaw”, or “Zipper”, by the Allies. commonly in bomber craft of the Luftwaffe.

HEAVY WEAPONS AND GRENADES


Heavy Weapons and Grenades
NAME FOCUS RANGE STRESS SALVO SIZE QUALITIES

Heavy 5 Debilitating,
Flammenwerfer 41 (FmW 41) Medium Area Major
Weapon Persistent 4 Escalation
Heavy Escalation,
Granatwerfer 36 (GrW 36) (Mortar) Extreme 7 Area Stun Major
Weapon Heavy, Indirect
Cumbersome,
5 ,
Heavy Escalation,
Panzerfaust 60 Long Piercing 1, — Major
Weapon Giant-Killer, Heavy,
Vicious
Inaccurate, Munition

5 Area,
Stielhandgranate 24 Throwing Close — Major Munition
Stun

Heavy weapons are all major items and come with 1-3 operators are both static and enclosed; these are
ammo, depending on how you acquire them. Taking a approached under cover of smoke or covering fire, and
heavy weapon always generates 1 Threat, as every heavy the loopholes attacked directly.
weapon has the Escalation quality.
Granatwerfer 36
Flammenwerfer 41 The GrW36 is a light mortar designed to provide
The Flammenwerfer 41 is a one-man flamethrower, grenade support beyond throwing range. Models up to
capable of projecting an oil, petrol, and tar mixture up 1938 use telescopic sights, whereas those made after
to 34 yards (32m). German flamethrowers are issued that date use aiming graduation marks. Withdrawn from
to engineers, but these are often detached to assault frontline service in 1942, the GrW36 remains popular
infantry units. The preferred targets of Flammenwerfer with troops until the closing days of the conflict.

116
Chapter 7  Tools of the Trade
Panzerfaust Stielhandgranate 24
A single shot, recoilless, hollow-charge, anti-tank weapon, The Stielhandgranate is the classic German stick grenade,
it is the most common weapon in the German anti-tank also known to Allied troops as the “potato masher” and its
arsenal. There are five variants of increasing armour pene- design allows a soldier to throw it twice as far as an Allied
tration and range issued by 1945, with the Panzerfaust 60 grenade. The StG24 is classed as an “offensive” grenade,
being the most common model. Thirty-six Panzerfäuste using high explosives to create blast damage. There is also
are issued to infantry and engineer companies, or one a smoke variant: the NbG39. A concentrated demolition
for every five soldiers. Firing positions must be chosen to charge variant is also obtainable, consisting of six stick-
allow a six-foot exhaust flame to dissipate safely. less grenades wrapped around a seventh.

Acquiring Equipment
Some groups may wish to give their characters whatever ITEM RESTRICTIONS
tools of the trade they need (within reason), or simply
All items have a restriction rating, expressed as a number.
allow them to acquire rare, epic and legendary items
An item with a restriction of 0 is freely available every-
during the course of their adventures. It is extremely
where, while an item with higher restriction is scarce,
unlikely the Allies would ever dispatch agents on a
highly-regulated, rare or perhaps even illegal.
mission without the necessary means to get the job done,
although naturally, scarcity or stretched resources may
play a part in restricting certain items and equipment.
However, for a more formal item and requisition system, Item Restrictions
the following rules provide structure for your Achtung! RESTRICTION
ITEM
Cthulhu adventures and campaigns. RATING
Ration packs, clothing, etc. 0

“Getting what you need out in the


Pistols, ammo, Skill kits 1

field is both an art and a science. Rifle, SMG, grenades, suppressor


(silencer), covert equipment
2

The science is in sourcing Heavy weaponry, high explosives 3


the actual materiel itself, Rare, advanced, and experimental
4
weaponry
the art is in distracting the owner, Epic specialised weaponry and top secret
so’s you can thieve it.” devices from advanced research labs.
5

Legendary or semi-mystical weapons


— Sergeant Wilf Rostrum from the annals of history or the wars 6
of tomorrow.

117
PERSONAL GEAR
Chapter 7  Tools of the Trade
The only items that aren’t expected back are resources:
ammo, skill kit resources, and fuel, but you do have to
Every character has a certain amount of personal
return any resources you come back to base with.
equipment, provided by their Archetype, Background,
Characteristic, and talents they’ve selected. Barring extreme
circumstances, you always have access to these items. SPECIAL REQUISITIONS
If personal gear is lost or destroyed, it can be replaced
On top of the broad category of mission requisitions, char-
between adventures, though the GM may decide that it
acters may seek to request individual items on a case-by-
takes time to replace items with a Restriction of 4 or higher.
case basis, especially those of a rare or occult nature. These
are treated as special requisitions, and they are handled
Section M, and especially the well-resourced and financed
separately, due to their uncommon and precious character.
Majestic, will always endeavour to give their agents
exactly what they need to carry out any mission they’re
You may have to run a special requisition ‘up the flagpole’
dispatched on, but this isn’t always possible — there is a
to the top brass of your organisation, or the army, navy,
war on, after all.
or air force. It often requires a skill test to persuade those
commanding officers of the need for the item and can

MISSION REQUISITIONS provide a scene with that character.

At the start of each adventure, the characters have an If you successfully plead your case, access is granted to
opportunity to requisition additional items to help them the item in question. Additional requests are harder to get,
complete that mission. The group as a whole will be increasing the difficulty of your next request for the same
granted a quantity of requisition points, which may be mission. Losing or having the item destroyed may result in
spent upon individual items. Common levels of requisition serious repercussions in your organisation.
points, determined by how much support the mission is
receiving, are shown below:
IN THE FIELD
Once a mission has begun, items cannot be requisitioned
Requisition Levels (outside of specific situations which may occur at the
REQUISITION MAXIMUM gamemaster’s discretion, such as emergency supply drops).
MISSION However, items can still be obtained, if they can be located
POINTS RESTRICTION
SUPPORT
GRANTED RATING out in the field. This frequently requires dealing with
black marketeers, resistance groups, and other clandestine
Minimal 0, plus 1 per PC 2
organisations, or simply securing the items personally.
Low 5, plus 1 per PC 3
This requires a skill test to acquire the item. The attribute
Moderate 5, plus 2 per PC 4
and skill used varies based on how you’re getting the gear.
High 10, plus 2 per PC 4 The difficulty of the test is normally the Restriction rating
of the item, though this may be higher or lower based on
Extensive 10, plus 3 per PC 5
the local conditions (obtaining extra ammunition is easier
if you can steal it from a munitions factory, for example).

Each item costs 1 point per its Restriction rating.


Attempting to persuade a contact to part with supplies

?
involves Persuasion.
The gamemaster may choose to pre-spend some of your
requisition points on items necessary for the mission to Attempting to steal an item from somewhere will likely

?
be successful, such as explosives if a building needs to involve Stealth.
be sabotaged.
Foraging, scavenging, and salvage will probably involve
Items with a Restriction above 5 cannot be requisitioned: Survival, though the quality of any man-made items
they must be obtained through a special request. The obtained in this way might be dubious and may require
Gamemaster may veto any individual items requested, an Engineering test to get working properly. Finding
or may declare that some items are not currently avail- the parts needed for an item may require Engineering to
able through normal mission requisitions, and must be locate and identify the components needed. The item may
requested through special requisitions. be created from those parts, or by repairing a damaged or
discarded item.
At the end of an adventure, upon return to base any
requisitioned items must be returned. If items are lost or
destroyed, then this may result in fewer requisition points
being granted on the next adventure, or it may cause those
items to be unavailable in future.

118
Chapter 8

Vehicles

On the Move................................................ 120


Vehicle Profile.............................................123
UK/Commonwealth Vehicles................... 124
United States Armed Forces Vehicles.....127
German Vehicles........................................ 130
Chapter Eight
Chapter 8  Vehicles

Vehicles
On the Move
World War II is a new kind of war — the lightning war If a vehicle includes other equipment or functions beyond
symbolised by the word Blitzkrieg — fought with speed moving and attacking, for example radio operator or
and mobility, air power combining with heavy armour to bombardier, other passengers may operate that equipment
punch holes through defenders’ lines; mechanised infantry as a separate crew role.
advancing at a pace that would have astonished its prede-
cessors from the Great War.
Splitting Focus
Troop transports range from the humble Jeep, through to
general workhorses like the CCKW truck, alongside versa- A single character can attempt to simultaneously
tile semi-armoured vehicles like the iconic Sd.Kfz. 251 assume the roles of both gunner and pilot, but their
Half-Track. It is a new behemoth, however, that ultimately attack rolls, and tests to pilot the vehicle, are made at +1
rules the battlefield: the tank. difficulty unless the vehicle has the Single-Seat quality.

Vehicles play a key part in the Secret War, getting


troops where they need to be, resupplying the front line,
providing sanctuary from enemy fire, and even helping Passengers and Cargo
withstand the might of the Mythos. In this section, you’ll
find rules and statistics for vehicles used or encountered A vehicle can carry a number of passengers, including
when out in the field. the crew, as noted in its entry. This represents the
number of dedicated spaces for passengers in or on

OPERATING A VEHICLE the vehicle — in many cases, the number of seats the
vehicle has.
When you’re inside a vehicle, you’re referred to as a
passenger. Some passengers take on specific roles to Unlike characters, a vehicle cannot naturally carry extra
operate the vehicle, and these are referred to as crew. items based on Brawn or Scale, as a vehicle needs places
to stow those items in order to carry them effectively.
Crew Roles Additional cargo space is covered by the Cargo X quality.
Each character inside a vehicle can take a specific crew
role related to that vehicle. Assuming a role requires a Items can be stored in passenger spaces instead of
Minor Action to move into that position. passengers — each passenger space can carry up to 2
Major Items in this way. Similarly, passengers can ride
Pilot: A vehicle can have only a single pilot. The

? along in cargo space, with each passenger taking up the
pilot takes actions to move the vehicle (see Vehicular space of four Major Items. Passengers in cargo space
Movement, p.XXX). Whenever the vehicle needs to are liable to have an uncomfortable journey in their
make a skill test related to movement, the pilot will improvised space, suffering an additional +2 stress
make the test using Coordination + Vehicles (unless from any impacts the vehicle suffers.
the player and the GM feel there is a more suitable
combination). A vehicle without a pilot automatically
fails all tests.

Gunner: A gunner operates weaponry mounted on the



? Budge up old boy,
vehicle (see Vehicular Attacks, p.XXX). For a vehicle
with multiple weapons, you can only operate one there’s room enough for two
weapon in turn, and any single weapon may only be
operated by one gunner each round.

120
Chapter 8  Vehicles
Vehicular Movement Out of Control!
The following movement actions are available to the pilot.
These movement actions are distinct from the movement A pilot’s constant fear is losing control of their vehicle,
actions the character attempts, but, like a character, a causing extensive damage to themselves, their crew and
vehicle may only take a single movement action each turn. their passengers.

Manoeuvre (Minor): The vehicle moves to anywhere



? The most common outcomes of a failed vehicle terrain
within Close range. test are described below, and the GM determines which
apply. Some of the results below cause the vehicle to
Careful Piloting (Major): The vehicle moves a

? stop, which means the vehicle immediately loses any
number of zones equal to half its speed, rounding up. If
remaining movement it had from that action, and comes
required to make a terrain test, reduce the difficulty of
to a halt in that zone.
that test by 1.

Hasty Piloting (Major): The vehicle moves a number



?
?
Jarring Stop: The vehicle comes to an immediate
of zones equal to its speed. All skill tests made by crew halt, losing the rest of its movement from that
or passengers are made at +1 difficulty until the start action. Each character in the vehicle immediately
of the pilot’s next turn. suffers 3 physical damage with the Stun effect.

Focused Driving (Major): Make a Coordination +



?
?
Skid: The vehicles moves in a random direction (roll
Vehicles test, with a difficulty of 2. On a success, the a d6: 1-2 the vehicle skids left, 3-4 the vehicle skids
vehicle moves a number of zones up to twice its speed. forward, 5-6 the vehicle skids right, based on the
All skill tests made by crew or passengers are made at vehicle’s current direction of travel). If the vehicle
+1 difficulty until the start of the pilot’s next turn. collides with an object large enough to stop it, inflict
1 physical stress with the Piercing 1 effect for

VEHICULAR ZONES each zone the vehicle moved.

Vehicles move in combat zones like any other combatant



?
Spin: The vehicle loses the rest of its movement
from the action, and it is turned to face a different
in an action scene, from Eeach to Extreme range. Vehicles,
direction. The next vehicle movement action
however, do not manoeuvre like characters do and some
increases in difficulty by +1, or it requires a test if it
zone effects may affect different vehicle types differently:
didn’t before.

The terrain only affects vehicles of a specific scale or



?
?
Stuck: The vehicle loses the rest of its movement
higher, like terrain that can easily be navigated by from the action, and it is held in place by the terrain.
smaller vehicles. The vehicle gains the truth “Stuck”, and while this
truth persists, the vehicle moves one fewer zone
The terrain only affects vehicles of a specific scale or

? than normal with any pilot action, and it cannot
lower, like obstacles that large vehicles can just power
move as a free action.
through or over unhindered.

The terrain only affects vehicles with a specific quality,



? If the pilot performed an action to move the vehicle
such as wheeled vehicles. during the previous round, and it was not stopped (either
by the pilot, or by crashing) then the pilot must make
The terrain has a difficulty of 1, and thus can be

? another vehicle movement action or the vehicle goes out
ignored by those moving slowly and carefully.
of control.

Vehicle Terrain Test


Pilots make terrain tests using Coordination + Vehicles.
If the terrain would be more difficult for larger vehicles,
VEHICULAR ATTACKS
the gamemaster may increase the difficulty, complication Vehicle’s gunners can make attacks with mounted
range, or both, by an amount equal to the vehicle’s scale. weapons in the same way as a personal weapon, using
Coordination + Fighting (Heavy Weapons). Gunners
cannot carry these weapons normally or fire them without

“Strap’ on in chaps,
them being mounted on a stand or vehicle first. All

” weapons mounted upon a vehicle are treated as if wielded

I think we re in for a bumpy ride.


in two hands if the vehicle moves, and weapons with the
Heavy quality are considered to be already set up when

’ mounted on a vehicle.

— Major Ralph ‘Carpet Bagger If the vehicle has the Exposed quality, then passengers

- Long Range Desert Patrol Group may make attacks with personal weapons as normal.

121
Chapter 8  Vehicles

Attacking Passengers Bumps and Bruises


When you make a successful attack against a vehicle Whenever a vehicle is damaged, it’s possible the
with the Exposed quality, you can spend 2 Momentum to passengers will be hurt as well. Whenever a vehicle
hit an exposed passenger instead. suffers one or more injuries from an attack, each
passenger suffers 4 stress with the Drain and Stun
Attacks with the Area effect, against exposed passen- effects, which may result in physical injury.
gers, will hit the vehicle with the initial blast, and count
the passengers as additional targets within Reach, If a vehicle suffers enough injuries to be defeated, each
hitting all passengers as well if 1 effect is rolled. passenger suffers 8 damage with the Stun effect, and
any resulting injuries are physical.

Ramming Passengers riding in a cargo space add +2 to these


stress values.
The pilot of a vehicle moving during its turn can attempt
a melee attack against a target within reach, using the
pilot’s Will + Vehicles, with a difficulty of 1. If the attack
by characters, each injury a vehicle suffers is an additional
is successful, it deals the vehicle’s Impact rating as stress.
truth describing how the vehicle has been damaged, such
When a vehicle rams another vehicle or building, the
as bent axle, buckled chassis, or fuel tank punctured.
attacking vehicle suffers half the impact rating, rounding
up, in stress. Repairing Vehicles
Vehicle Stress Injuries can be repaired using Vehicles skill tests, but take
significant time and work to repair fully. Vehicles do not
Vehicles can be targeted for an attack like any other
recover stress automatically between scenes. They must
combatant. When a vehicle suffers stress from a physical
be worked on between scenes to remove stress, with the
attack, add its scale to the amount of damage needed to
following tests:
inflict an injury; thus, for a scale 1 vehicle, it takes 6 stress
from a single attack to inflict an injury, instead of the
Repair Vehicle Stress: You hammer out dents and

?
normal 5 stress. Vehicles, as objects, cannot be the target
make minor repairs to a vehicle. This is an Insight
of mental attacks, though their crew and passengers can
+ Vehicles skill test with a difficulty of 1. Success
be. Vehicles do not suffer fatigue.
removes stress equal to your Vehicles score (plus 1
Vehicle Injuries stress per Momentum spent).

Vehicles are defeated in an action scene when they suffer Repair Vehicle Injury: You repair and replace parts

?
3 injuries, though some vehicles may be more durable of the wrecked vehicle. This is an Insight + Vehicles
and able to withstand more damage. When a vehicle is skill test with a difficulty of 2. Success removes a single
defeated, it can no longer be used. As with injuries suffered injury after four hours of work.

122
Chapter 8  Vehicles
Hot Pursuit! — NPC Vehicles
Vehicles operated by NPCs can be treated in a similar of Trooper NPCs should probably be a Lieutenant vehicle,
way to their crews, with different target categories able defeated after 2 injuries, while a car with Lieutenants
to withstand different amounts of damage. This should onboard might be treated as a Nemesis NPC, only
reflect how significant that vehicle is within the scene: a defeated after 3 injuries.
motorcycle ridden by a Trooper NPC or two can count as a
Trooper NPC itself, and would thus be defeated by a single If the vehicle has the Tough X quality, then this will increase
injury. A vehicle carrying multiple NPCs should be an equal the number of injuries the vehicle can withstand before
or higher target category than the NPCs within: a car full being defeated by X.

Vehicle Momentum Spends


SPEND COST EFFECT

After failing a terrain test, continue moving forward as if the terrain test had not failed.
Ram Through 2
The vehicle suffers stress determined by the GM.

After a successful attack, you can target a passenger inside of an exposed vehicle
Target Passenger 2
instead of the vehicle.

Vehicle Profile
A vehicle has the following scores and values. Armour
The vehicle’s armour resistance is subtracted from stress
Truths inflicted on the vehicle by physical attacks.
A vehicle’s main truth will be its type, make and model —
for example, a motorcycle ridden by a Nachtwölfe trooper Cover
might be a BMW R75 motorcycle. Other truths may reflect The vehicles cover indicates how much armour resistance
the vehicle’s condition, modifications, or other quirks. it grants its passengers if they are exposed. You cannot
These truths describe what terrain the vehicle can navi- target passengers enclosed inside a vehicle.
gate, how it is driven, as well as any characteristics not
covered by its qualities (see below). Impact
A vehicle’s Impact is a stress rating in challenge dice ( ),
Speed measuring its weight and the force with its ramming attack.
A vehicle’s speed shows how quickly it can move, meas-
ured by a number of zones per turn. Passengers
How many interior passenger spaces are available in addi-
Scale tion to its normal crew.
A vehicle’s Scale is a representation of its size. Scale 0
refers to any vehicle which is approximately human sized. Qualities
Scale 1 covers vehicles around twice the size of a human, Vehicles come in a range of different types, from nimble
and each additional increase in scale approximately motorcycles, to rugged trucks, and everything in between.
doubles the size of the vehicle. You suffer an increase of A vehicle’s qualities describe how it navigates the terrain
+1 difficulty from each point of scale on any skill test due around it, and how characters use it. Vehicles always have
to the vehicle’s size or mass. at least one quality, and a vehicle’s type is a truth that
influences the difficulty of skill tests.
Brawn
A vehicle has a Brawn score of its own, which is used A vehicle can only move across terrain allowed by its
when using the vehicle to shift heavy loads or employ qualities: e.g., a wheeled vehicle like a car attempting to
brute force. If a vehicle has a value in brackets, after its drive across a lake just sinks.
Brawn rating, it adds that many automatic successes to
any Brawn tests using the vehicle. Brawn also adds bonus Weapons
to the vehicle’s ramming attacks, and affects a vehicle’s This lists the weapons a vehicle has incorporated into its
Armour, though these effects are already included in the design. Each weapon has five Ammo for its salvo attacks
vehicle’s profile. as standard, though some can store as many as 10.

123
VEHICLE QUALITIES
Chapter 8  Vehicles
Single-Seat: A single-seat vehicle is designed to be

?
operated by a single pilot also assuming the role of a
Cargo X: The vehicle may carry up to X additional

? gunner without the normal penalty.
Major items.
Tough X: The vehicle can take more punishment than

?
Cumbersome: The vehicle is bulky and unresponsive,

? most. The number of injuries the vehicle can withstand
and increases difficulty tests to move by +1.
before being defeated is increased by X. You can also
Enclosed: The vehicle is completely enclosed,

? generate 3 Threat to ignore an injury being inflicted on
protecting crew and passengers within. Crew and the vehicle (NPC vehicles spend 3 Threat instead).
passengers cannot be targeted by attacks from outside
the vehicle, but also cannot use their own weaponry.

Exposed: The passenger and crew of an exposed



? Large Vehicles
vehicle can be targeted by attacks from outside the
Any vehicle with a scale above 3 may take up multiple
vehicle and may attack with their own weapons.
zones and may have its own internal space divided
High-Performance: The vehicle is powerful and

? into several zones. For example, a warship may have
finely-tuned. The pilot may spend 2 Momentum after different cabins and decks, and may exist across several
a successful skill test to push the vehicle to move 1 zones on the environment map (the fore, the aft, etc.).
additional zone. Any test to repair the vehicle increase The specifics of this are left to the GM’s discretion.
in difficulty by +1, due to its finely-tuned nature.

UK/Commonwealth Vehicles
CHURCHILL MARK VII TANK M3 “STUART” LIGHT TANK
With its heavy armour and a 75mm main gun, the One of the items transferred to British services thanks to the
Churchill Mark VII is a formidable, if slow, vehicle. Lend-Lease Act is the US M3 (Stuart) Light Tank, which proves
Numerous specialist variants are created and one, dubbed serviceable against infantry and light vehicles, although its
the Churchill “Crocodile”, replaces its machine gun with a 37mm main gun is not up to muster against Germany’s larger,
flamethrower to defend against close infantry attacks. The better armoured tank corps. Between the US and British
Churchill VII fields a crew of five. Commonwealth forces over 14,000 of these tanks see service
during the war. The M3 requires a crew of four to operate.
Truths Unfortunately, the M3 Light Tank and the M3 Medium Tank
Churchill Mark VII Tank

? are both in service simultaneously, causing much confusion and
leading British forces to begin naming the models after famous
Profile US generals in order to differentiate between them. An alterna-
tive, unofficial British nickname for this tank is the “Honey”.
SCALE 4 BRAWN 15 (+3)
STRESS 18 INJURIES 4 Truths
ARMOUR 11 SPEED 2 M3 Light Tank

?
Passengers: 5 Profile
Cover: Enclosed SCALE 3 BRAWN 13 (+3)
Qualities: Enclosed, Tough 1
Impact: 9 STRESS 16 INJURIES 4
ARMOUR 9 SPEED 3
Weapons
75mm Cannon: (Vehicle Weapons), Long range,

? Passengers: 4
8 Vicious (Salvo: Area or Piercing 2), Cumbersome, Cover: Enclosed
Escalation, Giant-Killer Qualities: Enclosed, Tough 1
Impact: 8
2 Medium Machine Guns: (Heavy Weapons),

?
Medium range, 7 (Salvo: Area), Escalation, Heavy, Weapons
Inaccurate
37mm Cannon: (Vehicle Weapons), Medium range,

?
7 (Salvo: Area or Piercing 1), Cumbersome,
Escalation, Giant-Killer

3 Browning M1919 Machine Guns: (Heavy Weapons),



?
Medium range, 7 (Salvo: Area), Escalation, Heavy, Inaccurate

124
MATILDA I & II INFANTRY TANKS

Chapter 8  Vehicles
The original Matilda I, designated the A11, is designed In the early years of the war, the Matilda II’s armour
for rapid delivery when Britain finds herself at war. proves to be virtually impervious to the 37mm and
Constructed from stock vehicle parts and mounting a 50mm cannons fielded by the Germans, and only the
heavy machine gun as its only offensive weapon, the larger 75mm and dreaded 88mm can penetrate its hide.
Matilda I sees action in the Battle of France where its However, the weight of the tank’s armour, combined
lack of anti-tank capability relegates it to anti-infantry with its complicated and underpowered engine (derived
duties. After losing many of these tanks in the Dunkirk from two bus engines), reduces its effectiveness, leaving
Evacuation, the British effectively withdraw them from it to crawl over even well-made roads. Despite its fail-
service. The Matilda II (A12) is a far superior infantry ings, the Matilda II acquits itself well during the Battle of
tank, clocking in at almost twice the weight of the France, and in one instance sixteen Matilda IIs decimate
Matilda I, and sporting significantly thicker armour, as Rommel’s 7th Panzer Division.
well as being armed with a 2-pounder anti-tank gun.

Matilda I Infantry Tank Matilda II Infantry Tank


Truths Truths
Matilda I Infantry Tank

? Matilda II Infantry Tank

?
Profile Profile
SCALE 2 BRAWN 13 (+3) SCALE 3 BRAWN 13 (+3)
STRESS 16 INJURIES 3 STRESS 17 INJURIES 3
ARMOUR 7 SPEED 2 ARMOUR 8 SPEED 2

Passengers: 2 Passengers: 2
Cover: Enclosed Cover: Enclosed
Qualities: Enclosed Qualities: Enclosed
Impact: 7 Impact: 7

Weapons Weapons
Vickers Machine Gun: (Heavy Weapons), Medium

? 40mm Cannon (AP Rounds): (Vehicle Weapons),

?
range, 7 (Salvo: Area), Escalation, Heavy, Inaccurate Medium range, 7 (Salvo: Piercing 1), Cumbersome,
Escalation, Giant-Killer

Medium Machine Gun: (Heavy Weapons), Medium



?
range, 7 (Salvo: Area), Escalation, Heavy, Inaccurate

REDACTED
125
UNIVERSAL CARRIER WILLYS JEEP
Chapter 8  Vehicles

Britain’s home-grown Universal Carrier, or Bren Gun Another popular lend-lease vehicle is the United States
Carrier, is a tracked vehicle that comes in both open- Jeep. Although the origin of the name is unclear, the
topped and turreted versions. Well over 110,000 of these Jeep is one of the most reliable vehicles in the service of
versatile armoured transport vehicles are produced from any nation and is a primary light reconnaissance/spotter
1934 onwards. Its primary function is to act as a tractor vehicle for both the US and the British Commonwealth. It
to transport light equipment, including artillery, but it is seats four in relative comfort, and can be outfitted with a
also frequently used as a mobile machine gun platform. .50 calibre machine gun on a rotating post in the centre of
As a transport it can seat three. As a machine-gun plat- the passenger compartment.
form, its seating capacity rises to four. It is also sometimes
equipped with the Boys Anti-Tank Rifle. Standard Variant
Truths Truths
Universal Carrier

? “Jeep” Utility Truck

?
Artillery Tractor

? Reliable and Versatile

?
Profile Profile
SCALE 2 BRAWN 12 (+2) SCALE 2 BRAWN 10 (+2)
STRESS 14 INJURIES 3 STRESS 12 INJURIES 3
ARMOUR 5 SPEED 3 ARMOUR 4 SPEED 3

Passengers: 4 Passengers: 3
Cover: 4 Cover: 2
Qualities: Enclosed or Exposed (depending on version) Qualities: Exposed
Impact: 7 Impact: 6

Weapons
Browning Variant
Bren Machine Gun: (Rifles), Medium range, 5

?
(Salvo: Area), Heavy, Inaccurate Truths
“Jeep” Utility Truck

?
Boys Anti-Tank Rifle: (Heavy Weapons), Medium

? Reliable and Versatile

?
range, 7 (Salvo: Vicious), Accurate, Escalation,
SAS Variant

?
Heavy, Cumbersome

Profile
SCALE 2 BRAWN 10 (+2)
STRESS 12 INJURIES 3
ARMOUR 4 SPEED 3

Passengers: 3
Cover: 2
Qualities: Exposed
Impact: 6

Weapons
Browning .50 Machine Gun: (Heavy Weapons),

?
Medium range, 6 (Salvo: Piercing), Escalation, Giant-
Killer, Heavy, Inaccurate

“She ain’t exactly a beauty, but she gets the job done.
The Willys Jeep is an unsung hero,
willing, able and a real workhorse
in all weathers.”
— Abraham Schultz
- Quartermaster Normandy landings
126
United States Armed Forces Vehicles

Chapter 8  Vehicles
CCKW TRUCK Profile
Otherwise known as the “Deuce-and-a-half” the CCKW 2.5 SCALE 3 BRAWN 14 (+3)
ton truck, along with the Jeep, is instrumental in the Allied STRESS 12 INJURIES 3
war effort, and has been referred to as the Allies’ “secret
weapon”. In wartime Europe, where road infrastructure is
ARMOUR 4 SPEED 3
highly variable, the truck keeps the Allies supplied with
Passengers: 25
the goods they need, while German forces still rely to a
Cover: 3
surprising degree on horses and carts to move supplies.
Qualities: Cargo 10, Exposed
This truck is the backbone of the United States forces,
Impact: 8
carrying material and men with great reliability, and
serving as the basis for a number of other utility vehicles. Weapons
It can accommodate up to 2.5 tons of cargo or a dozen
Browning .50 Machine Gun: (Heavy Weapons),

?
soldiers in the back, and up to three in the cab.
Medium range, 6 Piercing 1 (Salvo: Area), Escalation,
Truths Giant-Killer, Heavy, Inaccurate

CCKW Cargo Truck



?
Reliable

?
Versatile

?
M3 “LEE/GRANT” MEDIUM TANK
The M3 Medium Tank is an early-war tank design with
Profile several flaws. Its relatively tall silhouette makes it an easy
target, and the main 75mm gun is mounted in a sponson
SCALE 3 BRAWN 14 (+3)
at the front of the tank, giving it a limited field of fire (the
STRESS 12 INJURIES 3 fully rotating turret being given over to the less powerful
ARMOUR 4 SPEED 3 37mm gun); its armour is also only a small improvement
over that of the M3 Stuart. In short, it faces several signif-
Passengers: 3 (+12) icant handicaps when squaring up to the better armed and
Cover: 3 armoured German tank corps. Another Lend-Lease addi-
Qualities: Cargo 50, Exposed tion, and known as the M3 Lee or M3 Grant outside the
Impact: 8 United States (depending on the turret used), the British
receive more than 3,600 of these vehicles, and the Soviets
1,300. The Soviets are unimpressed with the Lee’s capabil-
DUKW AMPHIBIOUS VEHICLE ities, nicknaming it “A Coffin for Seven Brothers”.

The DUKW is a dual land/water vehicle based on the Truths


CCKW truck chassis, but with the addition of a water-
M3 Medium Tank

?
tight hull and a propeller. It can reach speeds of up to
Tall Silhouette

?
50mph (80km/h) on paved roads, and can manage 5.5
Sponson-mounted 75mm cannon

?
knots in the water. Though lightly armoured, the DUKW
is equipped with a heavy-duty bilge pump, capable of
keeping the vehicle afloat even with 2” (5cm) holes
Profile
below the waterline. The DUKW is primarily used to ferry SCALE 3 BRAWN 15 (+3)
supplies from ship to shore in support of amphibious STRESS 18 INJURIES 4
landings, as well as transporting the wounded from shore
to hospital ships. It is used extensively in the Pacific, the
ARMOUR 10 SPEED 2
Mediterranean during the invasion of Sicily, and during
Passengers: 4
D-Day. One in four is equipped with a ring-mount for a
Cover: Enclosed
heavy calibre machine gun. Some 2,000 are sent to Britain
Qualities: Enclosed
as part of the Lend-Lease program, with nearly 600 being
Impact: 9
sent to the Soviet Union under similar terms. With a
minimum of cargo on board, the DUKW can easily carry Weapons
two dozen soldiers.
37mm Cannon: (Vehicle Weapons), Medium range,

?
Truths 7 (Salvo: Area or Piercing 1), Cumbersome,
Escalation, Giant-Killer
DUKW Amphibious Truck

?
Reliable

? 75mm Cannon: (Vehicle Weapons), Long range,

?
8 Vicious (Salvo: Area or Piercing 2), Cumbersome,
Escalation, Giant-Killer

127
M4 “SHERMAN” TANK
Chapter 8  Vehicles
Passengers: 13
Cover: 4
The Sherman tank is the workhorse of the United States
Qualities: Cargo 5, Exposed
Army. Produced in many variations throughout the war, early
Impact: 9
Shermans are outclassed by nearly everything the Germans
have to offer. Later variants include better armour and Weapons
firepower, and thankfully hold their own. More than 55,000
Browning .50 Machine Gun: (Heavy Weapons),

?
Shermans are produced between 1942 and 1945, a number
Medium range, 6 Piercing 1 (Salvo: Area), Escalation,
that surpasses the total tank production for the Wehrmacht
Giant-Killer, Heavy, Inaccurate
across all models and styles. A Sherman requires a crew of five,
including driver, gunner, commander, loader, and co-driver. 2 Browning M1919A4 Machine Guns:

?
(Heavy Weapons), Medium range, 7 (Salvo: Area),
Truths Escalation, Giant-Killer, Heavy, Inaccurate
M4 Medium Tank

?
Cheap

?
Reliable

? M10 TANK DESTROYER
More than 6,000 of the M10 Tank Destroyer and its M10A1
Profile variant are produced by Ford and General Motors between
SCALE 3 BRAWN 15 (+3) 1942 and 1943. The design proves so reliable that most
STRESS 18 INJURIES 4 are still in service late in the war. Sacrificing defensive
armour for greater speed and manoeuvrability, the M10 is
ARMOUR 10 SPEED 2 equipped with a 3” gun set in an open-topped turret. Built
using the M4 Sherman chassis, but with sloping armour,
Passengers: 5
its speed allows it to outflank the heavier tanks of the
Cover: Enclosed
German Wehrmacht, and even to stay ahead of the German
Qualities: Enclosed, Tough 1
tanks’ gun rotation rate, thereby avoiding enemy fire that
Impact: 9
can pierce the M10’s thin hull. The M10’s crew of five
Weapons includes a driver, commander, and three to serve the gun.

Browning .50 Machine Gun: (Heavy Weapons),



? Truths
Medium range, 6 Piercing 1 (Salvo: Area), Escalation,
M10 Tank Destroyer

?
Giant-Killer, Heavy, Inaccurate
Manoeuvrable

?
2 Browning M1919A4 Machine Guns:

?
(Heavy Weapons), Medium range, 7 (Salvo: Area), Profile
Escalation, Giant-Killer, Heavy, Inaccurate SCALE 3 BRAWN 14 (+3)
75mm Cannon: (Vehicle Weapons), Long range,

? STRESS 17 INJURIES 3
8 Vicious (Salvo: Area or Piercing 2), Cumbersome,
Escalation, Giant-Killer
ARMOUR 7 SPEED 3

Passengers: 5

M5 HALF-TRACK Cover: 4
Qualities: Exposed
The Half-Track is produced in large numbers, with 43,000 Impact: 9
seeing service during the war. The M5 is the most famous
variant, and is supplied to both the British and Soviet forces Weapons
as part of the Lend-Lease agreement. It is a versatile vehicle, Browning .50 Machine Gun: (Heavy Weapons),

?
functioning as a troop transport and an artillery tow, as well Medium range, 6 Piercing 1 (Salvo: Area), Escalation,
as, in a pinch, hauling a ton or more of cargo. It is moder- Giant-Killer, Heavy, Inaccurate
ately-armoured and mounts a heavy machine gun and a pair
3” Cannon: (Vehicle Weapons), Long range,

?
of medium machine guns behind the driver’s compartment.
8 Vicious (Salvo: Area or Piercing 2), Escalation,
Truths Giant-Killer, Heavy, Inaccurate

M5 Half-Track Armoured Personnel Carrier



?
Profile
SCALE 3 BRAWN 14 (+3)
STRESS 17 INJURIES 3
ARMOUR 7 SPEED 2

128
M18 TANK DESTROYER

Chapter 8  Vehicles
Truths
The M18 “Hellcat” Tank Destroyer is another vehicle M18 Tank Destroyer

?
that sacrifices armour for speed. Like the M10, the M18’s Fast and Agile

?
1-inch thick armour plating is easily pierced by enemy
firepower. Its speed and ability to change direction more Profile
quickly than most tanks means that the M18 is surpris- SCALE 3 BRAWN 13 (+3)
ingly successful in its role, avoiding direct hits thanks to
its nimble design and powerful Buick engine. Carrying as STRESS 17 INJURIES 3
many as 45 shells for the vehicle’s 76mm gun, the M18 ARMOUR 6 SPEED 4
can reach speeds of up to 60 mph (96km/h). Thanks to an
air-cooled engine, drawing air through the crew compart- Passengers: 5
ment, the crew of five find the M18 uncomfortably cold Cover: 4
during the Northern European winters. Like the Sherman, Qualities: Exposed
the crew of the M18 includes the commander, driver, Impact: 8
gunner, loader, and co-driver.
Weapons
Browning .50 Machine Gun: (Heavy Weapons),

?
Medium range, 6 Piercing 1 (Salvo: Area), Escalation,
Giant-Killer, Heavy, Inaccurate

76mm Cannon: (Vehicle Weapons), Long range,



?
8 Vicious (Salvo: Area or Piercing 2), Escalation,
Giant-Killer, Inaccurate

129
German Vehicles
Chapter 8  Vehicles

BMW R75 MOTORCYCLE


The most common German military motorcycle is the German Vehicles and Injuries
BMW R75. It is typically utilised for reconnaissance and
The vehicles in this section do not list the number of
the fast transport of messages and critical personnel to
Injuries they can sustain, as they will more commonly be
the front lines. It can be outfitted with a sidecar to carry
used by NPCs; a Trooper NPC vehicle is defeated after a
a second passenger or a large parcel in relative comfort.
single injury, while a Lieutenant NPC vehicle is defeated
During the early part of the war motorised combat units
after sustaining 2 injuries. A Nemesis NPC vehicle is
use the R75 extensively, but their use tapers off substan-
defeated after sustaining 3 injuries. Additional injury
tially after 1941.
capacity from the Tough X quality is added to these
values accordingly, so a Trooper Panzer II can withstand
BMW R75 2 injuries (1 for being a Trooper NPC, +1 for Tough 1).
Truths
See the sidebar on NPC vehicles, p.XX, for more details.
BMW R75 Motorcycle

?
Profile
Passengers: 2
SCALE 0 BRAWN 9
Cover: 0
STRESS 9 INJURIES Varies Qualities: Cargo 1, Exposed, Single-Seater
ARMOUR 1 SPEED 4 Impact: 3

TOP SECRET

130
BMW R75 with Sidecar

Chapter 8  Vehicles
enemies to the front, and it has a high silhouette, making
it an ideal target. All versions have a fully open top, and
Truths in later versions the back is also exposed, leading to a
BMW R75 Motorcycle

? low survivability rating for the crew, especially in urban
Sidecar

? combat situations. The Marder I requires a crew of five.
The Marder II needs three crew members, and the Marder
Profile III has a crew of four. Despite its shortcomings, the Marder
II serves admirably as a more mobile version of the Pak-40
SCALE 0 BRAWN 10
Anti-Tank Gun. Less than 700 of these vehicles see service,
STRESS 10 INJURIES Varies some of them being cobbled together from the remains of
ARMOUR 2 SPEED 4 decommissioned Panzer IIs in 1943-44.

Passengers: 3 Truths
Cover: 0
?
Marder Tank Destroyer
Qualities: Cargo 1, Exposed
?
Fixed Turret
Impact: 4
?
Vulnerable Crew

Weapons Profile
MG 42: (Rifles), Medium range, 6

? (Salvo: Area), SCALE 3 BRAWN 14 (+2)
Heavy, Inaccurate
STRESS 16 INJURIES Varies
ARMOUR 6 SPEED 2
Sidecars and Machineguns
Passengers: 3-5
It was fairly common practice for motorcycles to be used Cover: 3
in reconnaissance roles. Such vehicles often added a Qualities: Exposed
sidecar and mounted medium machine gun. This has Impact: 7
little effect on the bike’s attributes except for adding 1
additional passenger and increasing Brawn to 10. Weapons
75mm Cannon: (Vehicle Weapons), Long range,

?
8 Vicious (Salvo: Area or Piercing 2), Cumbersome,

KÜBELWAGEN Escalation, Giant-Killer

The Kübelwagen (“bucket car”) is the ubiquitous staff car


of the German army, designed by Ferdinand Porsche and MERCEDES-BENZ 770K
built by Volkswagen. It functions well in a wide variety of
While the Kübelwagen suffices as transportation for the
light transport roles, seating five comfortably, with room
lower ranks, senior German officers prefer to ride in style,
for luggage in the boot.
and the Wehrmacht maintain a number of luxury cars for
Truths official use. The most recognisable staff car employed is
the Mercedes-Benz 770, also known as the Großer Mercedes
Kübelwagen

? (Large Mercedes) due to its stretched body and super-
charged engine. Sporting a soft-top, these monsters are
Profile beyond the price range of civilians, who can only gaze in
SCALE 2 BRAWN 15 (+1) wonder as the Nazi High Command tour Berlin in their
STRESS 14 INJURIES Varies expansive passenger compartments.

ARMOUR 3 SPEED 2 Truths


Staff Car (adjust Truth to the car’s make)

?
Passengers: 5
Cover: 2
Qualities: Cargo 2, Exposed, Rough Terrain, Wheeled
Profile
Impact: 7 SCALE 2 BRAWN 12 (+2)
STRESS 14 INJURIES Varies

PANZERJÄGER MARDER ARMOUR 3 SPEED 3

The Marder Tank Destroyer is most common on the Passengers: 5


Eastern Front, but it is used in all theatres. The vehicle Cover: 2
possesses several flaws, however. Its light armour leaves Qualities: Cargo 2, Exposed
it vulnerable to grenades; its fixed turret can only target Impact: 7

131
OPEL BLITZ PANZER II
Chapter 8  Vehicles

The Opel Blitz is one of the most reliable and widely used Initially designed as a stopgap measure while larger, more
of the Wehrmacht’s transport vehicles. This model is used powerful tanks are developed, the Panzer II family of tanks
to carry supplies, equipment, and troops everywhere from sees extensive combat in Europe and North Africa. Armed
North Africa to Stalingrad. It can carry a dozen soldiers or with a 20mm cannon, it is a marked improvement on the
up to three tons of cargo. Panzer I and, with the introduction of advanced versions
of the Panzer III and IV, the Panzer II soon takes over the
Truths Panzer I’s role as a reconnaissance tank capable of getting

?
Opel Blitz Utility Truck out of trouble as quickly as it can get into it. Though
production ends in 1943, the chassis of the Panzer II forms
Profile the basis of several self-propelled guns, such as the Wespe
and Marder II. The Panzer II has a crew of three, consisting
SCALE 3 BRAWN 14 (+3)
of commander/ gunner, driver, and loader.
STRESS 17 INJURIES Varies
ARMOUR 4 SPEED 3 Truths

?
Panzer II Light Tank
Passengers: 14
Cover: 3 Profile
Qualities: Cargo 50, Exposed SCALE 3 BRAWN 15 (+3)
Impact: 9
STRESS 18 INJURIES Varies
ARMOUR 7 SPEED 3
PANZER I
Passengers: 3
Entering production in 1934, the Panzerkampfwagen I is
Cover: Enclosed
intended as a training tank to introduce new concepts of
Qualities: Enclosed, Tough 1
armoured warfare to Germany’s troops. It first sees combat
Impact: 9
during the Spanish Civil War, and goes on to participate in
the Polish, French, North African, and Russian campaigns. Weapons
Although its chassis is used as the basis for early tank
MG 34: (Heavy Weapons), Medium range, 6

?
destroyers and assault guns, its thin armour and lack of
(Salvo: Area), Heavy, Inaccurate
main cannon (being armed instead with twin machine
guns) means that it is limited to anti-infantry combat. It 20mm Autocannon: (Vehicle Weapons), Medium range,

?
is quickly relegated to reconnaissance roles, later to be 6 Piercing 1 (Salvo: Area), Escalation, Giant-Killer,
superseded by the superior Panzer II. Heavy, Inaccurate

Truths

our,

?
Panzer I Light Tank

a v y a r m
Profile
e y ’ v e g o t the he mbers.
“Th e g o t the nu
SCALE 3 BRAWN 14 (+3)
but w e ’ v
STRESS 17 INJURIES Varies
a y g e t f i v e of us
ARMOUR 7 SPEED 3 They m e o f t hem,
for e v e r y o n
a run out
Passengers: 5
Cover: Enclosed
b u t t h e y ’r e g o n n
a lot sooner’n we are.”
Qualities: Enclosed
Impact: 9

Weapons
e a n t R i c k Gomez
— Ser g ne
- Big Red O
Twin MG 34s: (Heavy Weapons), Medium range, 8

?
(Salvo: Area), Heavy, Inaccurate

132
Chapter 8  Vehicles
Tank-Hunting
Fighting armoured vehicles can be difficult: with their large too: Momentum spent to penetrate the tank’s Armour, or to
Scale, high maximum stress, high armour resistance, and increase the damage roll, can make all the difference.
often the Tough X quality, defeating a tank or similarly
armoured vehicle is a daunting proposition. Against vehicles with the Tough X quality, targeting weak
spots may be useful too — this may require creating an
Ideally, any player character hunting tanks will take every appropriate truth to represent careful aim, an overlooking
precaution and do everything to stack the odds in their position, or some other advantage. A tank commander
favour. Multiple hits from high-powered weapons — aware of attackers will likely try and manoeuvre to coun-
bazookas, recoilless rifles, and AT grenades — are neces- teract any such advantages (trying to remove those truths).
sary, alongside ambushes or distractions to avoid or survive Such advantageous positioning should prevent the GM
the tank’s retaliation. Extensive use of Momentum will help from spending Threat to ignore injuries inflicted.

PANZER III PANZER IV


The Panzer III is designed as a medium tank intended to Originally intended to act as an infantry support vehicle,
engage with enemy armoured units. Though initially only perhaps the most commonly-used tank in the German
armed with a 37mm cannon, this is considered sufficient Army is the Panzer IV. The model “D” version is in service
to penetrate the armour of most Allied armoured vehi- prior to the German invasion of Poland in 1939, and
cles. After encountering the Soviet T-34, later versions well over 8,000 are produced. Introduced in 1942, the
are armed with 50mm cannons but, by this time, newer model “G”, also called the Panzer IV “Spezial”, has vastly
tanks have taken over the role of the Panzer III, and it is superior armour — including the addition of side plates
eventually turned into an infantry support tank, mounting to better protect the tracks — and a longer gun barrel
a 75mm cannon. The Panzer III has a relatively large crew than the Mark D. The longer barrel improves the tank’s
consisting of a commander, gunner, loader, driver, and effectiveness at longer ranges. The Panzer IV typically has
radio operator (who also mans the bow machine guns). a crew of five: commander, driver, gunner, gun loader,
and radio operator (who also crews the front machine gun
Truths when needed). Both models include rotating turrets. Even

?
Panzer III Medium Tank with the development of later Panzer models, the Panzer
IV remains in service due to its reliability and the relative
Profile ease of construction.
SCALE 4 BRAWN 15 (+4) Truths
STRESS 19 INJURIES Varies
?
Panzer IV Medium Tank
ARMOUR 8 SPEED 2
?
Abundant

?
Reliable
Passengers: 5
Cover: Enclosed Profile
Qualities: Enclosed, Tough 1 SCALE 4 BRAWN 15 (+4)
Impact: 10
STRESS 19 INJURIES Varies
Weapons ARMOUR 10 SPEED 2
2 MG 34s: (Heavy Weapons), Medium range, 6

?
(Salvo: Area), Heavy, Inaccurate Passengers: 5
Cover: Enclosed
50mm Cannon: (Vehicle Weapons), Medium range,

? Qualities: Tough 1, Enclosed
7 Vicious (Salvo: Area or Piercing 2), Cumbersome,
Impact: 10
Escalation, Giant-Killer
Weapons
2 MG 34s: (Heavy Weapons), Medium range, 6

?

Vorwärts!
(Salvo: Area), Heavy, Inaccurate

75mm Cannon: (Vehicle Weapons), Long range,



?
ng!
Shermanpanzer auf der Erhöhu
8 Vicious (Salvo: Area or Piercing 2), Cumbersome,
Escalation, Giant-Killer

Feuer!
133
Chapter 8  Vehicles

REDACTED

PANZER V “PANTHER” TANK Truths


Developed as a direct counter to the Russian T-34, and

?
Panzer V “Panther” Heavy Tank

as a replacement for the Panzer III and IV, the Panther



?
Weak Flank Armour

is truly a next generation vehicle, combining excellent


firepower, armour, and mobility. The first German tank to
Profile
mount sloped armour, the Panther proves deadly in open SCALE 4 BRAWN 16 (+4)
terrain and long range combat but, due to its relatively STRESS 20 INJURIES Varies
weak side armour, it is vulnerable in close combat and
urban environments. Mounting a long 75mm cannon, the
ARMOUR 12 SPEED 3
Panther is rushed into production, and then combat, for
Passengers: 5
the Battle of Kursk, leading to numerous breakdowns and
Cover: Enclosed
equipment failures. However, alongside the Panzer IV
Qualities: Tough 2, Enclosed
and the Tiger, it becomes integral in German armoured
Impact: 11
fighting. Its crew consists of a driver, commander, radio
operator/machine-gunner, gunner, and loader. Weapons
2 MG 34s: (Heavy Weapons), Medium range, 6

?
(Salvo: Area), Heavy, Inaccurate

75mm Cannon: (Vehicle Weapons), Long range,



?
8 Vicious (Salvo: Area or Piercing 2), Cumbersome,
Escalation, Giant-Killer

134
PANZER VI “TIGER” TANK SD.KFZ. 251 HALF-TRACK

Chapter 8  Vehicles
1942 sees the introduction of the fearsome Tiger I; Probably one of the Wehrmacht’s most versatile vehicles,
over-engineered, expensive, and difficult to produce, the the Sd.Kfz. 251 is a commonly used, full-sized, half-
Tiger becomes one of the most feared German armoured tracked, armoured vehicle. Capable of hauling personnel
fighting vehicles of the war. While production issues or small loads, and able to pull artillery pieces as well, it
prevent it being fielded in sufficient numbers to secure is produced in great numbers, and is another staple of the
German victory, and technical problems result in many German armed forces. It can seat up to twelve in the back,
never reaching the battlefield due to breakdowns, it is and two more in the driver’s compartment.
probably the most effective and dangerous tank on the
battlefield. Carrying up to 120mm armour on its hulking Truths
60-ton frame, the Tiger is all but impervious to Allied
?
KFZ 251 Half-Tracked Armoured Truck
shells at long range, while its main cannon, adapted from
the deadly 88mm anti-aircraft gun, can turn virtually any Profile
enemy tank into a flaming hull at equal distance. SCALE 3 BRAWN 14 (+3)
The Tiger is the first armoured vehicle to mount an STRESS 17 INJURIES Varies
electric turret, allowing it to traverse far faster than other ARMOUR 3 SPEED 2
tanks. The Tiger’s state-of-the-art technology is considered
top secret and the tank is fitted with a demolition charge Passengers: 14
to ensure that it does not fall into the hands of the Allies. Cover: 3
The drawbacks to the Tiger’s heavy armour is that the Qualities: Cargo 5, Exposed
suspension and gear box are prone to breaking down from Impact: 8
the strain of the extra weight. The “Königstiger” (or “Tiger
II”) is developed late in the war; it has the benefit of even
thicker, sloping armour. Fortunately for the Allies, fewer SD.KFZ 2 TRACKED
than 400 King Tigers are ever produced. Both the Tiger I MOTORCYCLE
and Tiger II require a crew of five.
A strange combination of motorcycle and tracked vehicle,
Truths the Kettenkrad (as it is also known) is used primarily by the
Luftwaffe to move aircraft from hangar to runway on both

?
Panzer VI “Tiger” Heavy Tank
the North African and Eastern Fronts. This vehicle is not

?
Over-Engineered
common, but its unique design makes it highly recogniz-

?
Self-Destructive
able. When free of cargo or equipment, it has a completely
open back, and while capable of seating four plus the
Profile driver, it offers no protection at all for the occupants. It is
SCALE 5 BRAWN 16 (+5) only used in combat situations as a last resort.
STRESS 21 INJURIES Varies
Truths
ARMOUR 15 SPEED 3 KFZ 2 Half-Tracked Motorcycle

?
Passengers: 5
Cover: Enclosed
Profile
Qualities: Tough 2, Enclosed SCALE 1 BRAWN 10 (+1)
Impact: 11 STRESS 11 INJURIES Varies
Weapons ARMOUR 2 SPEED 2
2 MG 34s: (Heavy Weapons), Medium range, 6

? Passengers: 5
(Salvo: Area), Heavy, Inaccurate
Cover: 0
88mm Cannon: (Vehicle Weapons), Long range,

? Qualities: Cargo 3, Exposed, Single-Seater
8 Vicious (Salvo: Area or Piercing 2), Accurate, Impact: 5
Cumbersome, Escalation, Giant-Killer

135
STURMGESCHÜTZ
Chapter 8  Vehicles

Truths
The Sturmgeschütz, or “Assault Gun”, is an armoured gun
?
Sturmgeschütz Armoured Gun Platform
platform. Used initially as infantry support, it proves
?
Fixed Gun
highly effective against enemy armour and, being both
cheaper to produce than a tank and more mechanically Profile
reliable, becomes a staple of the German forces from 1941 SCALE 3 BRAWN 14 (+3)
onwards. The only real flaw in the design of the StuG is
that it lacks a turret, so its front-facing gun has a limited STRESS 16 INJURIES Varies
field of fire. Initially it is unclear which branch of the ARMOUR 7 SPEED 2
military will use the StuGs, as the tank corps and infantry
have no resources to spare; eventually it becomes the Passengers: 4
responsibility of the artillery division. The StuG III has a Cover: 3
crew of four. Qualities: Exposed
Impact: 9

Weapons
nd!
lanes inbou
Allied warp MG 34: (Heavy Weapons), Medium range, 6

?
Get that camouflagenetting up! (Salvo: Area), Heavy, Inaccurate

75mm Cannon: (Vehicle Weapons), Long range,



?
Now! 8 Vicious (Salvo: Area or Piercing 2), Cumbersome,
Escalation, Giant-Killer

S E C R E T A L L IE D W E A P O N S
D E P LO Y ED IN N ORM A N D Y ? ke
By special correspondent James Coo y
knif e or sum mthi n’. May be sulted in anomalous damage to enem
the with a giant new to repo rt
Ten days after D-Day and here on tell vehicles. There’s noth ing
Superman signed up and they didn’t the
front line, US forc es cont inue to mak e
were here.” Your correspondent has seen
t of us? I don’t know.” Such reports has to say this
slow but steady progress into the hear who evidence for hims elf and
swiftly denied by US Command, new
Normandy. Their advance is hampere
d
awa re of thes e incid ents , explanation seems unlikely. Some
s said, “We’re andy area .
by the simple fact of terrain, small road side weapon is at large in the Norm
erow s whic h natu rally funn el but it’s most likely an unexpected glad it’s on our side .
and hedg re- Be
en- effect of our air strikes, which have
into chokepoints which favour the
nsiv e style . The pros pect s of
emy’s defe
te
a decisive breakthrough seem remo
ncem ent is furth er ham pered by
and adva
rt
fields which have been flooded to thwa
ning strik es whic h high com -
the light
mand had hoped to achieve.
, but
It’s a slog rather than a sprint here
gs eternal and amid the grum -
hope sprin
h is a GI’s per-
bling and grousing whic
gs
petual lot, there are certain happenin
and
that have sparked the imagination
by
re-ignited hopes that it will be all over
Christmas.
these
Says Pvt Brad Decker: “We found
s, Pant hers , Tige rs, the work s,
Nazi tank
eone slice d ‘em
cut clean in two, like som

136
Chapter 9

Magic

Mystical Pursuits.........................................138
The Mechanics of Magic............................ 139
Battlefield Magic........................................ 143
Celtic Spellbook......................................... 145
Runic Spellbook......................................... 148
Psychic & ESP Talents............................... 150
Ritualistic Magic......................................... 154
Traditional Rituals.......................................158
Chapter Nine
Chapter 9  Magic

Magic
Mystical Pursuits MYTHOS MAGIC
It is whispered that some on the Allied side
This chapter deals with the magical and mystical
have sought to fight fire with fire and
elements of Achtung! Cthulhu, delving into the occult
harness the dangerous power of strange and
traditions and potent spells which can be accessed by
unworldly powers to combat the rise of the
player characters.
Reich. These reports remain unconfirmed,
though undoubtedly there is little smoke
Magic in Achtung! Cthulhu remains a rare and unusual
without fire and some on the Allied side may
practice and is the preserve of sorcerers, scholars and
have been seduced into seeking a quick and
seekers of forbidden knowledge. It also includes espe-
dangerous answer to the Nazi’s supernatural
cially gifted individuals who due to their heritage, will or
pre-eminence.
native talent, are able to shape and harness arcane forces
which are sometimes far beyond their comprehension or
indeed, control.

Naturally, the use of magic is not without its cost, and


ALLIED MAGICAL TRADITIONS
may be measured in terms of both physical and mental Shocked by the raw alien power of the Nazi occult in the
damage, and that’s before one counts the deleterious early phases of the war, the Allies seek a response, lighting
effect upon the immortal soul. Few things, especially those upon ancient mystical and spiritual traditions to counter
which promise radical change and instant power, come the magic of their opponents. Britain begins by exploring
without cost and magic especially so. Many who have the possibilities contained in Celtic and Norse traditions.
sought its benefits have unwittingly gambled away their The US, lacking the magical heritage of its European
lives and souls to a malevolent power, regretting that allies, opts for a very different route, accelerating research
unholy bargain the moment the time for payment arrives. and development into long neglected academic programs
which explore psychic and extrasensory abilities.
The exigencies of World War II have also meant magic has
divided into two separate and distinct disciplines: During the course of the war, covert Allied occult organ-
isations establish secret colleges to recruit, train and
The first is what might be termed “battlefield magic”, deploy talented practitioners to power the war effort.
shorter-term enchantments of instant effect and brief dura- Although initially some way behind the sorcerer-mages of
tion: spells, curses, hexes, charms and blessings, which are the Nazi Reich, the Allies rapidly catch up in this secret
primarily used to aid forces involved in combat or out in war as the wider conflict progresses. Britain already has
the field. some mystical defences in the form of the Fraternity of the
Inner Light at the beginning of the war; stalwart occult
The second discipline, ritualistic magic is longer form,
guardians who repulse the Nazi’s initial attack. Quickly
more complicated and intricate, but conversely immensely
apprehending the nature of the Mythos threat, Churchill
more potent and powerful. It is this kind of magic wielders
orders the expansion of Britain’s mystical forces into
use to communicate with, and summon, supernatural alien
colleges of magic specialising in Celtic and Norse tradi-
races and darker unknown forces to this world, travel
tions, as well as exploring the alchemical tradition and the
between the planes of existence, or effect permanent and
magical writings of mystics like John Dee.
lasting change in the mortal plane.

The United States, though caught on the hop by the Nazi’s


Both Axis and Allies have also developed their own distinct
magical endeavours (which were dismissed in the 1930s as
approaches to the learning and wielding of magic and draw
mere “fairy tales and fantasies”) remains behind in terms
(or seem to) on very different sources of arcane power.
of countermeasures at the beginning of the war, but is
soon able to deploy its considerable resources to catch up.
Once the sorcerous power of the Nazi occult is revealed as

138
Chapter 9  Magic
a credible threat, President Franklin D Roosevelt autho- As Nazi conventional forces dominate Europe, Nazi occult
rises the founding and funding of programmes designed to magical resources are withdrawn and used much more
counter the Axis’ advantage. selectively, appearing as shock troops, or being used to
guard vital installations or sites of high value archae-
Foreseeing that this “sorcerous war” will become an ological value as the occultists widen their search for
important front, the US widens its search to identify magical tomes and artefacts. As the war progresses into
and recruit talented individuals for training in mental its mid-phase, the Nazi’s sorcerous reign of terror over the
disciplines to fight alongside conventional US forces. battlefield is first challenged and then slowly weakened:
Identifying individuals with paranormal, psychic and firstly by improving Allied magical countermeasures across
extra-sensory abilities quickly becomes priority number theatres like the deserts of North Africa and Italy, and then
one and the first flowering are quickly rushed into service in the bitter fighting on the Eastern Front where Russia
as America enters the war. deploys its own adepts to first harass and delay the German
advance, culminating in the great reversal at Stalingrad.
BATTLEFIELD MAGIC
DEVELOPMENT THE THIRST FOR
Although Britain was better prepared than the US, Nazi DANGEROUS KNOWLEDGE
sorcerers certainly held the initiative in battlefield magic, While battlefield magics are honed and employed to
having used it covertly to help fascists in the Spanish ever greater effect, away from the front lines another
Civil War. In 1938 Nazi sorcerers accompanied the Nazi sorcerous war is also being fought, a much deeper, more
invasion of Austria, but were not required when the slow burning affair, as each side attempts to probe and
Anschluss was concluded without major conflict. It was in test the other’s mystical defences. There’s a constant need
the Blitzkrieg through Poland, Belgium and the Battle of to acquire knowledge, power, treasures, and artefacts as
France that they came to the fore. The Battle of France well as exchanging information with otherworldly powers
saw the first mass use of battlefield sorcery when elements to help prevail in the wider conflict. Sometimes, this war
of the British Expeditionary Force were shredded, having is fought on the earthly plane, at others it spills over into
little or no protection against the Nazi’s magic or the other places, even breaking through into other planes and
many captive horrors they are said to have unleashed. dimensions, far beyond this Earth.

The Mechanics of Magic


TYPES OF SPELLCASTING base and making them greedy for more knowledge rather
than being cautious and reverent. Researchers can learn
In order to cast spells, a character must be a spellcaster
any spell, but are often led to darker powers, which is
by taking a Spellcaster talent, either during character
dangerous in its own right.
creation or by spending XP. A character has learnt magic
in one of three ways:
Research based spellcasters use Reason to cast spells.

?
Traditional
Research sorcerers derive their hideous power from the study of
The character has spent much of their life studying an
esoteric books, scrolls and artefacts, from mentors or directly
occult tradition, which is passed down through the gener-
from an unholy power. Some Allied spellcasters, such as the
ations and takes many years of study to master. Access
formidable Professor Richard Deadman, are also research-
to this knowledge is scarce outside of family or tribal
based. Players characters should work with the GM who has
traditions, but the rewards are considerable. Traditions
access to a whole wealth of arcane knowledge to establish
commonly have an abundance of taboos and guidelines
which Battlefield spells they have acquired during character
shaping their use, intended to shield their users from the
generation, if they are drawing on traditions which go beyond
worst side-effects of wielding magic.
the Celtic, Runic or Psychic spellbooks which follow.

Traditional spellcasters use Insight to cast spells.



? Dabbler
A character might stumble upon a useful fragment of
Celtic and Runic spellcasters belong to a magical tradition.
occult knowledge, perhaps an eldritch tome composed by
Researcher some maddened scribe, which grants them knowledge of
a spell. Coming from such a dubious source, such learnt
The character has studied forbidden tomes, occult lore
spells are flawed and extremely dangerous, and the char-
and fragments of precious knowledge to piece together
acter may find it difficult or dangerous to expand their
their understanding of the paranormal. This is dangerous,
knowledge of the occult further.
as research-driven occultists are typically self-taught or
part of clandestine societies, limiting their knowledge
Dabblers use Will to cast spells.

?
139
Chapter 9  Magic

CLASSIFIED

LEARNING SPELLS
Describing Magic
When a character first selects a spellcaster talent, they
learn a few spells as well. Additional spells must be Researchers and dabblers can learn any spell, from any
learned independently, requiring study and practice. source. Some of those spells may be stolen lore, taken
Learning a new spell can only be done during downtime from traditional sources like Celtic, Runic, or Psychic
between adventures and requires a source to study from traditions and studied until their secrets are under-
usually either a mentor, or a tome of occult knowledge. stood. Others might be the product of experimentation,
patching together observations, scraps of lore, and the
A traditional spellcaster begins with three spells. They

? spellcaster’s own discoveries.
learn new spells through studying with their mentor.
They can only learn spells which are specifically part of When a researcher or dabbler learns a spell — including
their tradition but may also perform rituals. those which they begin play with — they are encouraged
to rename those spells as they see fit and describe them
A researcher spellcaster begins with two spells, and

? in their own ways. A dabbler may not know that they’ve
they must seek out new research materials to expand
harnessed the Curse of Loki; they may have a different
their knowledge, like ancient tomes and manuscripts
name for it, and may have powers unique to their char-
where such spells can be found. This is usually done
acter, but which use the rules of an existing spell.
with materials gained during adventures, feeding
research during downtime. A research spellcaster
may learn any spell they discover, though they will
find this more difficult than if they were a traditional
CASTING A SPELL
spellcaster, and they may find that some spells are too Casting a battlefield magic spell may require a skill test
enmeshed in the lore of a particular tradition to be during a normal scene, or the Prepare and Cast a Spell
learned by an outsider. actions during an action scene. Rituals take more time and
require you to complete a stress track and make break-
A dabbler begins with either one spell, or two flawed

? throughs to succeed at the ritual. The attribute for the
spells. They may attempt to learn any spell they come
skill test depends on how you learn spells, and the skill is
across in the same way as a researcher, but each new
dependent on the spell’s effect, as described in its entry.
spell a dabbler learns is flawed, increasing the risk of
a miscast (see p.XXX). A dabbler may seek to study
any flawed spell they know, refining their knowledge
through practice, removing its flawed status. However,
they must have cast that spell successfully at least once
in-game before they can do this.

140
MAGIC SKILLS MISCAST SPELLS

Chapter 9  Magic
Magic in Achtung! Cthulhu relies upon set skills, Due to the power they wield, even the slightest break in
depending on the nature and circumstances of the spell. concentration by a spellcaster can cause their magic to
Each skill has their own specific focuses to emphasise spiral out of control.
these occult applications. The skills, and focuses, that
apply to magic use are: As normal with any skill test, any roll of a 20 causes a compli-
cation. However, due to the complicated nature of spell-
Academia (Occultism) is a common route into the

? casting, the complication range of casting a spell is increased
study of the arcane and the supernatural, representing as the spell’s difficulty increases, indicated by the table below.
either formal training in an occult tradition or self-
guided research into occult fields such as parapsy-
chology. A focus in Linguistics can help here too, as Spell Complication Range
scholars of language are often well-versed in dead
SPELL DIFFICULTY COMPLICATION RANGE
languages, allowing them to translate ancient occult
texts… though they may not be ready for the conse- 1 20
quences of such a translation.
2 19-20
Observation (Instincts) covers much of human percep-

? 3 18-20
tion beyond the traditional senses. Characters with
a focus in Instincts are often sensitive to paranormal 4 17-20
phenomena and able to discern the influence of the
5 16-20
supernatural — especially the unearthly nature of the
Mythos — more keenly and more clearly than others.

Persuade (Invocation) is commonly used to commu-



? In addition, the effects of a miscast are often more severe
nicate with supernatural entities. This can vary and more unpredictable than a normal complication. Magic
from beseeching a powerful being to intervene, to is a powerful force and when it goes wrong the effects can
attempting to command a summoned creature, but it range from the unexpected and hilarious, to the downright
also has potency when using supernatural means to deadly. A miscast Spear of Lug might accidentally hit the
compel others. wrong enemy target or strike a cache of explosive material.
A miscast Bounties of Dagda spell might heal all enemies
Resilience (Discipline) isn’t exclusively focused on

? as well as allies, or even bring some defeated enemies back
the supernatural, but is invaluable for enduring some
from the dead. Gamemasters should apply their creativity,
of the nastier effects of dabbling in the occult.
ingenuity and sense of fun to devise some truly spectacular
Survival (Mysticism) covers similar ground to

? and devious effects when a spell is miscast. If the spell is
Occultism, above, but deals with rites and rituals successfully cast, the spell’s effects will still occur — compli-
passed down through ancient oral traditions rather cations cannot turn success into failure, and any miscasts
than through books and scrolls. can only produce additional or unintentional effects.

While a character with any of those focuses may have


knowledge useful for dealing with the occult, having
BINDING A SPELL
those focuses does not indicate an actual, practical ability Battlefield spells are prepared in advance of conflict and
to cast spells. held in the spellcaster’s mantle. Many spellcasters carry
totems or other significant objects such as wands or rune-
stones used to ‘store’ bound spells, allowing the power of

ful magic
"Wielding power
those spells to be unleashed quickly and without elabo-
rate rituals. When a bound spell is added to a spellcast-
pted
is a burden, only to be attem
er’s mantle, it can be held for as long as the spellcaster
remains conscious. Bound spells do not miscast if the
when the need is great. spellcaster becomes unconscious — they dissipate safely.

not seek
A spell cannot be cast if it has not been bound into a
The wise do htly,
spellcaster’s mantle first — an unbound spell is knowledge
sorcerous supremacy lig without the power to make it real.
wrong
for much can go
if one does not exercise the
A spellcaster may bind a number of spells into their
mantle equal to their power rating (overleaf), and each
utmost caution and care.” bound spell can be cast as many times as the spellcaster
desires, though they will pay a cost each time a spell is
— Professor Richard Deadman attempted, as described later.

141
TYPES OF SPELL
Chapter 9  Magic

What’s Your Mantle?


The following describes different categories of spell, and
A spellcaster’s mantle can be thought of as a metaphys- any common rules defining each category. Some spells
ical cloak which a spellcaster wraps around themselves. belong to more than one category, gaining the effects of
While intangible, spellcasters invariably possess a phys- each category’s rules.
ical object used to focus bound spells and bridge the gap
between the physical world and their magic. This object Attack
might be something more traditionally associated with Attack spells inflict physical or mental stress, normally
magic, like wands or staffs, but it can equally be a sigil through conjuring some deadly projectile or psychological
or token, a witching bottle, or a homemade doll or effigy. effect. When unleashed, an attack spell inflicts the amount
of stress rolled on their to the target(s). An attack spell
What matters more about the object is its significance has a stress rating, exactly as a weapon does, based on the
to you and how you practice magic, not its cultural or spellcaster’s power.
historical significance. Normally, you create your mantle,
whatever it may be. Banishment
Banishment spells inflict physical or mental stress, just
as attack spells do, but they have a greater effect upon
POWER supernatural entities. If it inflicts one or more injuries on
a supernatural creature, that creature loses its next turn
When you cast a spell, you may be required to roll
as it struggles to remain in this universe. If a supernatural
Challenge Dice ( ) to inflict stress or make progress in a
creature is defeated by a Banishment spell, it vanishes
ritual. All spellcasters have a power rating, indicating the
immediately, cast back from whence it came.
base number of challenge dice they roll.
Blessing
A tradition or research spellcaster has a starting power
Blessing spells infuse the target with magical energies,
of 2 . Tradition spellcasters receive bonus challenge dice
granting some benefit or enhancement to their capabil-
based on Insight, as their techniques favour wisdom and
ities, lasting for as long as the caster can maintain the
instinctual understanding. Research spellcasters receive
energies of the spell.
bonus challenge dice based on Reason, favouring study
and analysis over spirituality. Control
Control spells inflict mental stress, undermining the minds of
A dabbler has a power of 1 , but may push themselves
their targets. If it would inflict an injury on the target, then
to increase their base power to 3 , at the cost of gener-
the target is placed under the spellcaster’s control instead
ating 1 Threat for each effect symbol rolled whenever they
of suffering an injury, as determined by the spell’s effect.
roll the Challenge Dice for their power. They gain bonus
Challenge Dice based on Will, as raw mental strength is Curse
their main asset.
Curse spells infuse the target with magical energies that
hinder them. Each curse spell describes how it can be
Some talents and other abilities may increase a spellcast-
broken. This may be as simple as a skill test or require
er’s power.
considerable time and effort.

Many elements of this chapter will also refer to a spellcast- Discharged


er’s power rating. Where this is the case, the power rating
Discharged spells can only be cast a finite number of times
is the number of Challenge Dice rolled (in total, including
after being bound. The individual spell will list the number
any bonus dice).
of uses, but once the spell has been cast the listed number
of times, it immediately leaves the spellcaster’s mantle, and
may not be cast again until it has been bound again.
Bonus Power
ATTRIBUTE RATING BONUS CHALLENGE DICE Manifestation
Manifestation spells alter the fabric of reality, from
8 or lower –
creating mirages, to altering the weather.
9 +1
Divination
10 or 11 +2 Divination spells provide the spellcaster with knowledge.
All divination spells allow the spellcaster a number of
12 or 13 +3
Obtain Information questions, though the scope of ques-
14 or 15 +4 tions varies by the spell. Regardless, magic allows you to
ask a question which would be difficult or impossible to
16 or higher +5 answer otherwise.

142
Chapter 9  Magic
Summoning Transmutation
Summoning spells are powerful invocations that call Transmutation spells alter their subject’s physical being, trans-
objects, creatures, or other phenomena to manifest out of forming them into a new shape or changing their persona.
thin air.
Ward
A Ward spell provides protection or restoration or inflicts
stress on any creatures who come within range of its
protective aura.

Battlefield Magic
After heavy skirmishes during the opening phase of the BINDING BATTLEFIELD SPELLS
war, the Allied powers and Britain in particular realised
As noted earlier, battlefield spells must be bound in the
they needed to rapidly develop sorcerous countermeasures
sorcerer’s mantle to be used, holding the spell’s power
to beat the Nazis at their own game. There followed a
until it is unleashed. Spells may be held in a mantle for as
desperate scrabble to first identify and then draw upon a
long as the spellcaster remains conscious, after which they
number of ancient mystical traditions, utilising both their
dissipate naturally and must be stored again.
magics and their practitioners to help Allied forces in the
field survive.
To cast a spell, battlefield spellcasters must first prepare
their mantle with the spells they wish to bind. A spell-
As the war progresses and especially after the Americans
caster can bind a number of spells in their mantle equal
join the fray in 1941, the Allies begin to harness and
to their power. Preparing these spells requires a diffi-
develop a range of battlefield magics and psychic powers
culty 0 skill test, and takes a number of minutes equal
based on the various mystical and academic traditions at
to the combined difficulty of the spells being prepared.
their disposal.
The attribute and skill used to bind spells varies — tradi-
tional spellcasters use Insight + Survival, research
While not as powerful or, indeed, dangerous as the longer-
spellcasters use Reason + Academia, and dabblers use
form ritualistic magic, battlefield sorcery is able to bring
Will + Resilience. Once bound, a spellcaster’s mantle
instant aid to Allied forces in the field, wreak destruction
contains the chosen spells until they sleep or are otherwise
upon their supernatural enemies, and act as both a counter
rendered unconscious.
and deterrent against the Nazi’s own spellcasters.

143
CASTING A BATTLEFIELD
Chapter 9  Magic
rounds, at the end of that round), or until the end of
the current scene. A spellcaster may choose to end a
MAGIC SPELL spell early as a minor action, but otherwise the spell
During a scene, a spellcaster may attempt to cast the spells lasts until the end of its stated duration or until the
in their mantle. Spellcasters cannot attempt to cast more spellcaster suffers an injury or is otherwise forcibly
than one spell per turn. To cast a spell in an action scene, distracted (normally requiring creating a truth).
the spellcaster must use the Prepare minor action and then
Effect: The spell will list its type (see above), and

?
the Cast Spell major action.
what its effect is. Each spell describes who or what its
target is and provides specific uses for Momentum that
The attribute used for this skill test depends on the type
expands or enhances their effects.
of spellcaster the character is: traditional spellcasters use
Insight, research spellcasters use Reason, and dabblers Flawed: Not all spells have this entry; those that do

?
use Will. The skill and difficulty of the spell is detailed in have specific adjustments made when a character
its description. attempts to cast a flawed version.

Momentum: Spells that have this entry list specific



?
ways to gain extra benefits by spending Momentum.
Magical Momentum Spends
Skilled practitioners of magic wield their spells with deft-
ness and precision, turning their skill to greater effects. Flawed Spells
Some spells have specific ways that they can use
When a dabbler learns a new spell, that spell is a flawed
Momentum generated when casting, but there are also a
version — the character has learned the core principles
number of common uses for Momentum listed here.
of the spell, but is ignorant of its nuances making the
spell less effective and harder to control.

?
For each Momentum spent, gain 2 Courage against
the spell’s cost.
Flawed spells are also affected in the following ways:

?
For each Momentum spent, add +1 to the stress
the spell inflicts on its targets.
?
When you cast a flawed spell, you automatically
suffer one complication, in addition to any

?
For 2 Momentum, double the duration of any spell
generated by the skill test.
that isn’t listed as “instant”.

?
You can only purchase additional d20s for the
spell’s skill test by generating Threat — you cannot

SPELL FORMAT do so by spending Momentum.

The following is the format used to describe each



?
Any specific uses of Momentum that spell would
normally have may not be used if casting a flawed
battlefield magic spell, as well as how to interpret that
version of that spell.
information.
Some spells also have a specific change listed for when
Skill: This lists the skill used for any skill test to cast

? a character knows the flawed version.
the spell. The attribute used depends on the type of
spellcaster the character is.

Difficulty: This lists the difficulty of any skill test to



?
cast the spell, and whether or not the spell’s skill test
RESISTING MAGIC AND
is an opposed test. If it is an opposed test, the opposing MAGICAL DUELS
character has the same difficulty, and uses the attribute Although magic is a potent and dangerous force, it is not
and skill listed. all-powerful and in some cases, spells may be resisted.
Sometimes a spellcaster will have to overcome the
Cost: All Battlefield spells have an associated cost

? willpower of a subject and some spells allow their target
which is paid when casting, taking the form of mental
to resist the effects. Both instances call for an opposed
stress inflicted on the spellcaster, with their Courage
test (see Opposed Tests p.XXX). The attribute and skill
and Morale resistance absorbing some of this stress as
combination for the resisting character will be listed in
normal. This cost is applied after resolving the skill
the spell’s description. The resisting character’s test uses
test to cast the spell, and applies whether the spell was
the spell’s difficulty.
successfully cast or not.

Duration: All spells last for their stated duration. Most



? In addition, spellcasters learn techniques to ward them-
spells have a duration of instant (the spell’s effects selves against the supernatural, and the practicalities of
take place immediately, and the spell ends). Others war have made those techniques more necessary than ever
last a number of rounds (ending after a set number of for countering and undoing hostile magic.

144
r n u n n o s !
“Ce Nodens!

Chapter 9  Magic
Counterspell
Spellcasters of all types gain the following reaction:

Counterspell: The character mutters an invocation,



?
makes gestures of warding, or concentrates on their I call on you to smite
these foul creatures
Lug!
mantle. The character may use this reaction when
an enemy they can see attempts to cast a spell. The and send back to the abyss
reacting character rolls their power ; for each effect from whence they came!”
rolled the spell’s difficulty increases by +1.

— Anna O’Leary
Celtic Spellbook - Celtic Druid
Celtic magic is rooted in animistic beliefs and draws its Skill: Medicine
power from both its native pantheon and the forces of the Difficulty: 2
natural world. Celtic druids and wise women are versed in Cost: 4 Drain
the arts of healing and protective magics, but they are also Duration: Instant
able to call on fearsome destructive natural forces to smite
their foes. Effect
Ward spell. The spell immediately removes stress equal to

SPEAR OF LUG the spellcaster’s power from all allies within Close range.

The spellcaster focusses their will and calls upon the Momentum
power of the ancient Celtic god, focussing their combined For 2 Momentum, all affected allies remove a single

?
energies to form a living weapon, a burnished spear Injury (physical or mental).
of destructive power which they can hurl at their foes
For 1 Momentum, any defeated allies within range

?
to inflict immense damage. Directed by the will of the
recover immediately.
spellcaster the spear will home inexorably in on its target,
slicing through obstacles and ignoring all cover and For 2 Momentum, the spell affects allies within

?
armour to strike its victim. Medium range instead.

Skill: Fighting
Difficulty: 3 GAZE OF BALOR
Cost: 5 Drain, Piercing 1
Drawing on the force of the ancient Formorian king, this
Duration: Instant
baleful gaze strikes fear and terror into the hearts of all its
Effect wielder’s enemies. Extending from the spellcaster in a cone-
like arc of vision to its victim, all who fall under the Gaze of
Attack spell. The spell targets a single enemy or object
Balor feel their knees begin to buckle, their limbs tremble
within Medium range and inflicts power +2 physical
and their soul quail, and they often throw down their arms,
stress upon its target, with the Piercing 3 effect.
turn tail and flee gibbering, heedless of the consequences.
Momentum Skill: Persuasion
For 2 Momentum, add the Intense effect.

? Difficulty: 2, opposed by target’s Will + Resilience.
Cost: 5 Drain, Stun
For 2 Momentum, add the Vicious effect.

? Duration: Instant

BOUNTIES OF DAGDA Effect


Attack spell. The spell targets a single enemy within
Just like the mystical cauldron of the ancient Irish
Medium range, and inflicts power +2 mental stress,
druid-god after which it is named, this healing enchant-
with the Intense effect.
ment can nourish and replenish all in proximity to its
wondrous powers. Blood that was shed is restored, wounds Momentum
knit, bones heal, and it is said that even the newly dead
For 2 Momentum, add the Drain effect.

?
may rise to fight again, long after they were thought to
have perished. For 2 Momentum, add the Persistent 6 effect.

?

145
GIFT OF ARDUINNA
Chapter 9  Magic

Momentum
Those calling on the powers of the lady of the Ardennes For each Momentum spent, one additional creature in

?
are truly blessed, able to move more swiftly, ignore the either Long or Close range is also affected.
effects of fatigue, reload at the double and perform twice
For each Momentum spent, the spellcaster rolls +1

?
as effectively as they normally would in combat. They are
when they roll their power.
also able to pass through wooded terrain, broken ground
and streams unhindered.

Skill: Survival
CYCLONE OF CERNUNNOS
Difficulty: 3 Focussing their will into a whirling vortex, the spellcaster
Cost: 4 Drain releases it towards their enemies, where it has the poten-
Duration: A total number of rounds equal to the tial to wreak immense destruction. This swirling whirl-
spellcaster’s power, divided evenly amongst the wind is especially harmful to Mythos creatures and enti-
affected targets (rounding down all fractions) ties, increasing its damage when compared to its already
heinous effects on mortal foes. However, as the distance
Effect from the spellcaster increases, so does their control fade
Blessing spell. The spell may affect the spellcaster and any and the vortex will start to shift and veer randomly before
of the spellcaster’s allies within Close range, up to a total blowing itself out.
number of targets equal to the spellcaster’s power. While
Skill: Survival
the spell’s effects persist, affected allies may move up to
Difficulty: 2
one additional zone whenever they move as a Minor or
Cost: 4 Drain, Piercing 1
Major action. In addition, affected characters may also
Duration: A number of rounds equal to the
take one additional minor action for free each turn.
spellcaster’s power.
Momentum
Effect
For every 2 Momentum spent, the spellcaster or a

? Summoning spell. The spell conjures a cyclone of wind
single affected ally may take an additional Major action
into a zone within medium range. The cyclone receives
on a turn before the spell’s effect ends; no character
its own turn in the action order, but it cannot be attacked
may gain more than one additional major action.
or suffer damage in any way. At the start of the cyclone’s
turn, it will inflict power +1 physical stress with the
HORN OF NÉIT Piercing 1 and Stun effects on all creatures and damage-
able objects within Close range of it, and then it will move
A fearsome curse from the ancient Celtic god of war, the
to an adjacent zone. Damage inflicted against supernatural
spellcaster summons a mystical musical instrument, using
creatures also has the Vicious effect.
it to play a song which turns the very earth itself against
its victims. Phantom roots, tendrils and branches snake Each time the cyclone moves, the spellcaster may choose
out to ensnare their limbs, holding them fast in place, the direction if they are within Medium range of it. If the
squirming hapless and helpless before the wielder’s power. spellcaster is further away than that, then cyclone remains
Those trapped by the Horn of Néit are unable to move or stationary; the GM may spend 1 Threat to move the
take any action until the spell fades. cyclone instead.

Skill: Survival Flawed


Difficulty: 1
A flawed version of this spell does not allow the spell-
Cost: 4 Drain
caster to control the cyclone, and does not require the GM
Duration: A number of rounds equal to the
to spend any Threat to move the cyclone.
spellcaster’s power
Momentum
Effect
The spellcaster may increase the stress the cyclone

?
Curse spell. This spell targets all enemy creatures within
inflicts by +1 per Momentum spent.
medium range of the spellcaster. The spellcaster rolls
their power and compares the number of effects rolled to
each target’s Athletics (for larger targets, add the crea-
ture’s Scale to their Athletics score). Each creature whose
d t h e h orn,
Athletics is lower than the number of effects rolled is
“Soun n of the
ensnared and cannot take any physical actions other than
th e h or
trying to break free. Breaking free requires an Agility +
Athletics or Brawn + Athletics test with a difficulty equal wild hunt,
to the number of effects rolled. Creatures ensnared are
of Néit
freed automatically when the spell’s effects end.
let the song
ring out!”
146
Chapter 9  Magic
REDACTED

ROOTS OF THE EARTH THE OGHAM SIGN


Tapping into the ancient byways and hidden roots of the Drawn from the ancient Celtic sacred alphabet, the
world known only to the inhabitants of the hollow hills, Ogham sign is a powerful spell to use against Mythos
the spellcaster is able to transport himself and his compan- creatures, inflicting not only a great deal of damage as
ions (though not enemies or anyone who would resist) to it is unleashed, but significantly weakening them if they
a nearby location, disappearing as if they have been swal- manage to survive its initial onslaught.
lowed by the earth itself to reappear wherever he wills,
Skill: Academia
even deep behind enemy lines.
Difficulty: 3
Skill: Survival Cost: 5 Drain, Piercing 1
Difficulty: 2 Duration: Instant
Cost: 3 Drain, Stun
Duration: Instant Effect
Banishment spell. This spell targets a single supernatural
Effect creature within Medium range and inflicts power +2
Blessing spell. The spell may affect the spellcaster and any mental stress to the creature, with the Drain and Piercing
of the spellcaster’s allies within Close range, up to a total 2 effects, even if the creature is immune to mental attacks
number of targets equal to half the spellcaster’s power normally (creatures normally immune to mental attacks
(rounding up). The affected characters vanish and instantly count as having a Courage of 6). If the creature would
reappear at any point within sight within Long range. suffer one or more mental injuries from this spell, then it
loses the benefits of its Invulnerable special rule for the
Momentum remainder of the current scene. If the creature is defeated
For 2 Momentum, all characters transported by the

? by the spell, it vanishes, banished to the realm it origi-
spell receive +2 cover until the start of the spellcast- nated from.
er’s next turn.
Momentum
For 2 Momentum, add the Intense effect.

?
For 2 Momentum, add the Stun effect.

?
147
Runic Spellbook
Chapter 9  Magic

Runic spellcasters draw their power from the ancient Norse Momentum
and Germanic mythologies, expressed through runic symbols, For 1 Momentum, replace the Area effect with the

?
which allow its practitioners, known as spellseers or rune- Piercing 2 effect.
weavers to focus their magical energies. Though rare, these
For 2 Momentum, add the Vicious effect.

?
gifted individuals can be found in Scandinavian countries or
anywhere the ancient roving Norse settled, which includes For 2 Momentum, add the Stun effect.

?
territories as diverse as Britain, Russia, Turkey and even
the far-flung shores of America. While the Nazis attempt
to pervert the use of Runes, they remain a force for good
SWIFTNESS OF SLEIPNIR
when used by those who understand their true purpose. The runeweaver conjures the force of the rune Ehwaz,
associated with the horse, to unlock the characteristics of

RAVENS OF ODIN Sleipnir, Odin’s steed, the child of Loki and Svaðilfari and
the best and swiftest of all mounts.
Weaving the symbol of the rune Ansuz, the spellseer
Skill: Survival
invokes the powers of the Allfather Odin, the hanged god
Difficulty: 2
and lord of battle who sends his twin ravens Huginn and
Cost: 3 Drain
Muninn to fortify his allies with the spirit of the brave
Duration: Instant
warriors battling eternally in Valhalla. Allies who channel
the Ravens of Odin, become resistant to fear and terror, Effect
and fight with greater determination, vigour and valour —
Blessing spell. The spellcaster, and any allies within Close
being able to perform heroic deeds upon the battlefield.
range may immediately move up to two zones. In addi-
Skill: Academia tion, whenever an ally chooses to implement the Keep the
Difficulty: 2 Initiative Truth before the spellcaster’s next turn, it costs 0
Cost: 4 Drain, Piercing 1 Momentum to do so.
Duration: A number of rounds equal to the spellcaster’s power.
Momentum
Effect For two Momentum, each affected character may take

?
Ward spell. While the spell remains in effect, all of the an additional minor action for free on their next turn.
spellcaster’s allies within Close range receive additional
Morale equal to the spellcaster’s power.
CURSE OF LOKI
Momentum The prince of tricksters is an appropriate patron for the
For 2 Momentum, all affected characters inflict +2

? spellseer, drawing upon Nauthiz, the rune of shadow, to
stress on all melee attacks. One or more affected allies sow confusion and dread in an enemy’s ranks. Any enemy
may be given one additional Fortune point, which is unit, character or creature afflicted by the curse of Loki
lost at the end of the spell’s duration if not used, for 3 is plagued by terrifying visions of giants and monsters,
Momentum each. fell creatures and foul entities from the icy wastes sent to
bewilder, mislead and demoralise them.

HAMMER OF THOR Skill: Persuasion


Difficulty: 2
The weaver draws on the mystical rune of Thurisaz, long
Cost: 5 Drain. In addition, each effect rolled on the cost
associated with the legendary god of thunder and calls
generates 1 Threat.
forth the power of his hammer, Mjolnir, to strike the
Duration: Instant
enemy with devastating thunderbolts and lightning. Winds
rise, storm clouds gather and electrical energy surges Effect
from the spellseer to strike their target, causing enormous
Attack spell. The spellcaster inflicts power +2 mental
damage both to it and those close by.
damage with the Stun effect to all enemies within Close range.
Skill: Fighting
Difficulty: 2 Flawed
Cost: 4 Drain, Piercing 1 A flawed version of this spell affects all creatures within
Duration: Instant range, not just all enemies.

Effect Momentum
Attack spell. The spell targets a single enemy or object For 2 Momentum, add the Persistent 6 effect to the attack.

?
within Medium range and inflicts power +2 damage
For 2 Momentum, add the Snare effect to the attack.

?
upon its target, with the Area effect.

148
BOUNTY OF BALDUR

Chapter 9  Magic
Flawed
This powerful runic shield is associated with Algiz the A flawed version of this spell removes stress from all crea-
rune of protection and draws on the power of Baldur, tures within Close range, not just allies.
most beloved of all the Æsir. The rune seems to cloak all
in a mystical armour, so that they are immune from most Momentum
damage: accurate shots narrowly miss their mark, damage For 2 Momentum, all affected allies remove a single

?
dissipates and malign forces are much reduced whilst Injury (physical or mental).
under this rune’s protective influence.
For 2 Momentum, the spell affects allies within

?
Skill: Resilience Medium range instead.
Difficulty: 2
Cost: 3 Drain
Duration: A number of rounds equal to the
WISDOM OF FRIGG
spellcaster’s power. Frigg, the consort of Odin, is a goddess renowned for her
wisdom and insight and calling forth the power contained
Effect in Kaunaz, the rune of fire and knowledge, the runeweaver
Ward spell. While this spell remains in effect, any attacks is able to tap into Frigg’s wisdom to find the most vulner-
against the spellcaster or any of the spellcaster’s allies able aspects of an opponent and exploit its weaknesses.
within Close range increase in difficulty by +2. Mythos entities and creatures become more much vulner-
able when the Wisdom of Frigg is cast, and are able to be
Momentum affected by normal weapons and those effects in turn are
All affected characters gain +X cover, where X is the

? magnified, doing significantly more damage.
amount of Momentum spent.
Skill: Observation
Difficulty: 1
BLESSING OF EIR Cost: 3 Drain, Stun
Duration: Instant
Eir, the Norse goddess and Valkyrie’s name means “help”
or “mercy” and her runic aspect is expressed through the Effect
rune laguz, a manifestation of healing and renewal. Using
Divination spell. The spellcaster must choose a single
this powerful runic incantation, the runeweaver draws
creature within Medium range. The spellcaster gains three
a portion of Eir’s healing skills, restoring the wounded
bonus Momentum, which may only be used to Obtain
and even raising those who have fallen, so that they may
Information about the creature, or to create a Truth where
renew the fight.
the created truth must reflect knowledge of the targeted
Skill: Medicine creature’s weakness.
Difficulty: 3
Cost: 4 Drain Momentum
Duration: Instant For 2 Momentum, if the creature has the Invulnerable

?
special ability, it loses that ability for a number of
Effect rounds equal to the spellcaster’s power.
Ward spell. The spell immediately removes stress equal to
For 2 Momentum, any attacks made against the chosen

?
the spellcaster’s power from all allies within Close range.
creature by the spellcaster or their allies gain either the
In addition, any defeated allies within close range immedi-
Intense or Vicious effect (spellcaster’s choice, one effect
ately recover.
is applied to all attacks).

,
“Cast the runes roll the bones, it matters not,
t,
the die is already cas your fate already written.

ads
The Norns have spun their thre
and the hanged god
awaits you in Valhalla!”
— Sven Nillsen - Runeweaver
149
Psychic & ESP Talents
Chapter 9  Magic

The US, lacking the magical background of its European ATTENUATION


allies turns to research into psychic, paranormal and extra
The psychic can strip otherworldly entities and creatures
sensory powers to counter the threat of Nazi occultists and
of their normal protections, making them vulnerable
their paranormal allies. Through scientific research into
to mortal weapons. With additional focus they can also
the occult (the full extent of which remains classified),
bolster the efforts of those seeking to slay the entity,
researchers discovered that the innate power that some
boosting both their damage and their morale.
use to wield magic could be (and often was) directed in
other ways — into forms such as extrasensory perception, Skill: Academia
psychokinesis, telepathy, and other powerful abilities. It is Difficulty: 2, opposed by the target’s Will + Resilience
likely that the Nazis are also studying similar techniques, Cost: 5 Drain, Piercing 1
though such efforts are undoubtedly overshadowed by Duration: A number of rounds equal to half the psychic’s
their sorcerous success. power, rounding up.

Fundamentally, psychic abilities are little different to the Effect


spells used by spellcasters — psychic talents are essentially Curse. Target a single creature within Medium range;
‘spells’ of a modern, scientific tradition. In game terms, a if the ability takes effect, then the target loses its
psychic ability is a spell, bound into a psychic’s mantle to Invulnerable special ability, allowing it to be harmed by
be used. The process of using a psychic ability is identical conventional attacks. This ability has no effect against a
to that of using spells. creature which lacks the Invulnerable special ability.

Further, researcher and dabbler spellcasters may select Momentum


psychic abilities when they learn spells — their magic For 1 Momentum, all physical attacks against the

?
is self-taught and innovative, and often drawn from affected creature gain the Piercing 1 effect.
obscure sources.
For 2 Momentum, all of the psychic’s allies gain +3

?
Morale against any mental stress the affected crea-
In the descriptions below, the word psychic is used to
ture inflicts.
describe the individual using the ability; this is synony-
mous with spellcaster, and is a purely thematic difference.

CLASSIFIED

150
ATAVISTIC RAGE

Chapter 9  Magic
Momentum
The psychic taps into their darker, aggressive feelings and For 2 Momentum, ranged attacks against the psychic

?
projects them outward, either onto themselves or a willing also increase in difficulty by +2.
subject, transforming them into a close combat colossus.
For 1 Momentum, when this ability is used and at the

?
Any character imbued with this rage goes into a killing
start of each round of its effect, the psychic may ask
frenzy and eschewing ranged weapons, becomes a power-
a single question about the situation as per Obtain
house in melee combat, fighting until either they or all
Information.
enemies are routed or defeated.

Skill: Fighting ENHANCED INSTINCTS


Difficulty: 2
Drawing on their inner focus the psychic imbues them-
Cost: 4 Drain
selves or a chosen target within Close range with enhanced
Duration: Until the end of the current scene
perception, lightning reflexes and sufficient insight to
Effect sense an enemy’s vulnerabilities. Those possessed by its
effects become more accurate and focussed in combat and
Blessing. The psychic selects a single character within
inflict more precise and deadly damage.
Close range (which may be themselves). This character
enters a monstrous rage, and they become unable to make Skill: Observation
ranged attacks or use any other abilities while this effect Difficulty: 2
persists. The subject may make melee attacks which inflict Cost: 3 Drain
power +1 physical stress with the Vicious effect (or Duration: A number of rounds equal to the psychic’s power
gain +1 to their melee attacks for non-psychics). In
addition, the subject gains +3 Armour resistance. Effect
Blessing. The ability affects the psychic or one of the
Flawed psychic’s allies within Close range. Affected characters ignore
A flawed version of this ability leaves the subject unable any difficulty increases on ranged attacks due to their
to distinguish friend from foe and they will attack the weapon’s range, and add Piercing 1 to the attack’s damage.
nearest individual.
Momentum
Momentum For every 2 Momentum spent, this may affect one

?
For 2 Momentum, the affected character’s melee

? additional ally.
attacks gain the Piercing 1 effect as well.

INNER NIRVANA
COMBAT PERCEPTION The psychic draws strength from their companions and
Some psychics can glimpse the fabric of time and antic- amplifies their collective spirit to mitigate incoming
ipate key moments in the future. This ability allows the damage and provide a gentle healing effect. Bullets and
psychic to foresee and anticipate their foe’s next moves, ordinance directed at them seem to slow and falter, and
making them deadly antagonists in close-quarters combat. any wounds suffered are healed by the shared vitality of
the group.
Skill: Observation
Skill: Resilience
Difficulty: 2
Difficulty: 2
Cost: 3 Drain, Piercing 1
Cost: 3 Drain
Duration: A number of rounds equal to the psychic’s power.
Duration: A number of rounds equal to the psychic’s power
Effect
Effect
Blessing. For a small time, the psychic can predict and
Ward. The ability affects the psychic and any of their
counter enemy moves, making them much harder to hit,
allies within Close range, up to a total number of targets
giving any counter-attack greater force and maximizing
equal to the psychic’s power. The affected characters
the potency of their own melee attacks. Melee attacks
receive additional Cover equal to half the psychic’s power
against the psychic increase in difficulty by +2. The
(rounding up). In addition, affected characters recover
psychic also adds +2 to any physical stress they inflict
stress equal to their Resilience at the start of each of their
with melee attacks.
turns while the ability remains in effect.

Momentum
For 2 Momentum, characters receive Cover equal to the

?
psychic’s power, rather than only half.

151
PRIMAL SCREAM
Chapter 9  Magic

Momentum
The psychic reaches into the deepest depths of their Unlike most spells or abilities, the cost of Remote Sensing
unconscious and emits a powerful mental howl, which is increases by +1 for each Momentum spent on any of the
sensed rather than heard, but nonetheless sows confusion options below.
and panic in nearby enemies.
For 1 Momentum, the psychic may select an object

?
Skill: Persuasion
within Medium range. For 2 Momentum, they may
Difficulty: 1
select an object within Long range. For 3 Momentum,
Cost: 4 Drain, Stun
they may select an object within any location they are
Duration: Instant
familiar with on Earth. In all cases, the psychic must be
Effect aware of the object before using this ability.

Attack. The psychic inflicts power +2 mental stress For 3 Momentum, the psychic may instead choose

?
with the Stun effect to all enemies within Close range. an object within Reach, and gain limited knowledge
of that object’s past. Additional Momentum spent to
Flawed Obtain Information may be used to ask questions about
A flawed version of this ability affects everyone within the object’s history, whether recent or distant. The
range, not just all enemies. GM’s answers to these questions may be cryptic, and
some past events may be unpleasant or even dangerous
Momentum to see. The range of the ability may not be increased if
For 2 Momentum, add the Piercing 1 effect.

? this option is used.

For 2 Momentum, add the Vicious effect.



?
SPONTANEOUS COMBUSTION
Some psychics develop the ability to agitate the substance
of objects around them, producing heat and flames with
nothing other than conscious effort — things seem to burst
into flames spontaneously, with no obvious source. This
is a rare and spectacular ability, and it can be extremely
potent in the right hands.

Skill: Resilience
Difficulty: 1
Cost: 4 Drain, Persistent 3
Duration: Instant
REMOTE VIEWING
Effects
The psychic can glimpse things which are distant and
Attack or Summon. The psychic nominates an object or
hidden, gaining knowledge of things that they should not
creature within Close range; the target grows extremely
be able to know. Needless to say, this is invaluable for
hot in moments and may catch fire, inflicting power +1
reconnaissance and intelligence-gathering.
physical stress, with the Persistent 4 effect. Alternatively,
Skill: Observation the ability’s effect creates a new truth nearby as the
Difficulty: 2 psychic causes an object to burst into flames—this can
Cost: 2 Drain, Piercing 1 be as benign as lighting a campfire, or as dangerous as
Duration: A number of rounds equal to the psychic’s power igniting a cache of fuel or explosives.

Effect Flawed
Divination. The psychic selects an object they are aware A flawed version of this ability gains the Area affect as
of within Close range. The psychic can accurately study well, but the player has no control over which creatures or
the object, even parts of it which are hidden from view or objects are also affected by the ability.
obscured, such as reading letters within a sealed envelope,
or perceiving the contents of a locked safe, and they may Momentum
continue to study the object, or switch their attention to For 2 Momentum, add the Area effect.

?
another object within range (once per round at most), for
For 2 Momentum, add the Piercing 2 effect.

?
the duration of the ability. Momentum spent to Obtain
Information while this ability is in effect may reveal things For 2 Momentum, the object or creature may be

?
which a person could not normally see. targeted within Medium range.

152
TELEKINESIS TELEPATHY

Chapter 9  Magic
The psychic can move forms, objects and shapes within Some psychics are capable of extra-sensory communica-
their immediate environment, moving and manipulating tion and can send their own thoughts to another’s mind as
them according to their wishes. well as eavesdropping on the thoughts of others.

Skill: Resilience Skill: Observation


Difficulty: Varies Difficulty: Varies.
Cost: 3 Drain Cost: 1 Drain, Piercing 1
Duration: Varies Duration: Varies

Effects Effects
Manifestation. The psychic chooses one of the following Manifestation. The psychic chooses one of the following
effects when this ability is successfully used: effects when this ability is successfully used. These effects
will only work on beings with human-like intelligence.
Manipulate. Difficulty 1. The psychic moves or manipu-

?
lates objects within Close range as if they were physically Thought Sending. Difficulty 1. The psychic can send

?
handling those objects. The psychic may manipulate a their thoughts to anyone within Medium range. This
number of objects equal to their power in this way, for a is equivalent to a few seconds of speech. The recipient
number of rounds equal to their power. Objects cannot be may respond in kind. This takes place instantly.
moved fast enough to inflict harm. Any complex handling
Mental Link. Difficulty 2. The psychic links the minds

?
of objects, such as operating controls, requires that the
of a number of willing people up to the psychic’s power
psychic be able to see the controls being manipulated.
within Medium range. For a number of hours equal to
Project. Difficulty 1. The psychic hurls small objects,

? the psychic’s power, those linked may communicate
debris, and dirt with a wave of concentrated telekinetic telepathically as if they were speaking to one another
force. The psychic chooses a single enemy within close while within Medium range. However, if any member
range, and inflicts power physical stress, with the of the linked group suffers mental stress, everyone else
Stun effect. This has an instant duration. in the linked group will suffer half as much mental
stress (rounding up).
Grasp. Difficulty equal to target’s Scale, minimum 1.

?
The psychic moves a single large creature or object. Mind Reading. Difficulty 2 opposed by target’s Will

?
The psychic chooses an object within Close range with + Resilience. The cost increases by +3 . The psychic
a Scale no greater than half their power and may move attempts to probe the mind of a single person or crea-
it to anywhere within Close range of its original loca- ture within Close range. Success reveals the surface
tion. This effect lasts for a number of rounds equal to thoughts of the target– what they are thinking about at
the psychic’s power. The object is helpless and unable that exact moment. Momentum from this may be spent
to move while in the psychic’s telekinetic grasp in this as per Obtain Information to delve deeper into the
manner, and if dropped or slammed into a solid object, target’s mind. Each additional major action contin-
suffers power physical stress, with the Stun effect (as uing to read this mind allows the psychic to ask one
will anything it is slammed into). question without spending Momentum, as they delve
deeper.
Momentum
For 2 Momentum, any telekinesis effect may influence

? Momentum
objects within Medium range instead. When using Thought Sending or Mental Link, the range

?
is increased to Long range by spending 1 Momentum,
For 1 Momentum, when using Manipulate, the psychic

? to “anywhere within a mile” by spending 2 Momentum,
may handle ranged weapons to attack with them, but
or to “anywhere on Earth” by spending 3 Momentum.
this requires an attack as normal (requiring a major
action to perform), and the psychic cannot concentrate When using Thought Sending or Mental Link, the

?
on more than one weapon at a time for this. psychic or other targeted creature may spend 1 or
more Momentum to share images, sounds, etc — a
For 2 Momentum, when using Manipulate, the objects

? memory, or something happening now — from
being controlled provide the psychic with +2 Cover.
their own senses. The longer and more involved the
For 2 Momentum, when using Project, add the

? memory, etc., being shared, the more Momentum it
Area effect. costs, at GM’s discretion.

For 2 Momentum, when using Project, the target(s) are



? When using Mind Reading, for 2 Momentum, the target

?
knocked prone. is unaware of the mental intrusion.

For 2 Momentum, when using Grasp, the target can be



?
crushed as a major action, inflicting power +2 phys-
ical stress with the Piercing 2 effect.

153
Chapter 9  Magic

Ritualistic Magic
Spellcasters who can wield potent magic even in the heat Requirements: Rituals can require specific compo-

?
of battle, represent only a narrow, specialised form of nents, ingredients, times of day or year, or other
mystical power. Magic takes many forms beyond this, and circumstances in order to be successfully completed.
a vast range of rites, rituals, and occult ceremonies exist
Test: The ritual’s default skill test, difficulty, and

?
that allow mortals to harness mystical forces and create
complication range.
supernatural effects.
Stress Track: The ritual takes an amount of work

?
These rituals are complex, requiring such exacting preci- to complete, like an extended task. As you pass skill
sion to perform that they cannot be learned in the same tests, and roll power , you’ll inflict stress to the
way as battlefield magic. Instead, a ritual is performed ritual’s track.
according to specific instructions, commonly found within
Resistance: Depending on the circumstances, the ritual

?
occult texts or copies of ancient tomes or scrolls. In
may ignore some stress inflicted to its stress track, like
theory, anyone can attempt to perform a ritual, but few
a character’s Armour or Courage.
non-spellcasters have the spiritual potency to manage this,
and even attempting a ritual is an experience that strains Steps: The number of steps needed to complete the

?
the mind. ritual—just like injuries in action scenes, they occur
when a ritualist inflicts 5 or more stress at once, fills
The process of performing a ritual is the same as an the stress track, or if they inflict any stress when the
extended task (see page XXX), though some parts have stress track is full.
been adjusted to reflect the nuances of the occult. When
Cost: Just like battlefield magic, attempting rituals

?
a character wishes to create a ritual’s potent effects, they
deal some of mental stress to the ritualist.
must undertake the necessary ceremony, defined by the
following factors: Effect: What happens once all the ritual’s steps have

?
been completed.

154
Chapter 9  Magic
Amateur Spellcasters Ritual Assistance
While battlefield magic can only be performed by spell- Rituals can be complex, time-consuming, and require
casters, anyone can attempt a ritual. considerable power to perform effectively, and for
weaker spellcasters or more powerful rituals, assistants
A character who is not a spellcaster has a power of are a useful way to obtain results.
0; they may attempt to perform rituals using Will, and
gain bonus power from having a Will of 9 or higher. For When a character assists on a ritual, and they generate
example, a non-spellcaster with a Will of 11 has a total at least one success to the skill test they assist, they
power of 2 . Naturally, this means that they will find it also add up to half of their power (rounding up) to that
difficult to complete a ritual. Those who wish to pursue of the primary spellcaster — the one leading the ritual.
magical power often start by becoming dabblers. The primary spellcaster may have a maximum number
of assistants (in total, for the entire ritual) equal to their
Tactics score. NPCs assisting other NPCs in a ritual add

PERFORMING RITUALS up to half of their power (rounding up) to the primary


spellcaster but do not score an automatic success.
Requirements
Any ritual attempted will have a number of requirements Once the ritual is completed, if the effect is dependent
and conditions for being attempted. Most rituals require at upon the primary caster’s power, then they receive
least some basic tools, and simple offerings. Rituals may bonus power only from assistants who successfully
need a specific number of participants, or they might have contributed to the final step of the ritual.
to be performed in a certain place or time to be effec-
tive — while more powerful rituals may even need to be In addition, if a ritual is being assisted, the cost can be
performed when the stars are aligned in a specific way, or divided amongst the participants. The primary spell-
with a rare artefact. caster must take at least half (rounded up) of the cost,
but the rest can be divided freely amongst the assis-
Skill Test tants. Divide the number of dice before rolling.
A spellcaster will need to make one or more skill tests to
perform the ritual. A specific skill will be used for each
ritual, with a pre-determined difficulty. As with spells, the
type of spellcaster performing the ritual determines which Steps
attribute is used (Insight for traditionalists, Reason for To perform a ritual, a number of steps need to be
researchers, Will for dabblers). completed. A step is a significant part of the ritual that
needs to be done, in a certain order, to enact the ritual’s
As with battlefield spells, the complication range of a effect. The number of steps needed is linked to how potent
ritual is increased by the difficulty of the test — so a the ritual’s effect is when completed, with one step the
spell with a difficulty of 1 suffers complications on a effect might only be local or short-lived, but with 5 steps
19-20, rather than a 20. This complication range may be to complete the ritual might change the nature of reality.
increased further if the GM judges that the source text for As with any extended task, if five or more stress is added
a ritual is unclear, or if the circumstances aren’t right. to the ritual’s stress track, or enough stress is inflicted to
fill the ritual’s stress track, then one step is completed — if
Stress and Resistance both occur at once, then two steps are finished. A step is
As with any extended task, a ritual has a stress track — also complete if one or more stress is inflicted when the
normally between 5 and 20 — representing the effort to ritual’s stress track is already full.
complete the ritual. When the spellcaster succeeds at a
skill test, they roll a number of equal to their power, A ritualist may adjust the number of steps in the ritual before
and inflict stress equal to the total rolled. they begin performing it, allowing them to change the desired
outcome. Rituals that summon, banish, curse, or control
If the ritual is especially complex or tricky to perform, creatures have the same number of steps as the creature can
it may have resistance, reducing the stress inflicted on sustain injuries. With other rituals, one step creates an effect
each roll. equivalent to spending a Fortune point or creating a truth.

Cost
Like battlefield magic spells, rituals come with a cost —
attempting a skill test to perform a ritual inflicts mental
stress. This is listed as a number of challenge dice ,
and any weapon effects (normally Drain). More potent or
unnatural spells come with higher costs. Rituals normally
have a minimum cost of 3 Drain.

155
Chapter 9  Magic
In the simplest cases, this an offering — a gift of food
Effects and the Cost of Magic or sacred objects consumed in the ritual. These sorts of
offerings, along with libations (an offering of a beverage,
Certain damage effects are especially thematic for the
or sometimes grain, poured into the earth or onto an altar
cost of casting spells. A few common examples are
during the ritual) are mundane enough, and are covered
described here:
by the offerings resource of a spellcaster’s ritual tools.
These are expended to generate bonus Momentum for use

?
Drain: suffer +1 Fatigue per effect rolled. The effort
on skill tests during the ritual, and most rituals require
of casting any spell leaves the mind weary and
that at least one offering resource be expended at the start
strained.
of the ritual without benefit.

?
Intense: if the cost inflicts an injury and rolls one or
more effects, it inflicts an extra Injury. The spell can Greater sacrifices are sometimes required, quickly
be especially debilitating for the spellcaster, often turning to the unpleasant or unspeakable. Ritualists can
leaving the mind reeling. enhance their chances of success with the following sacri-
ficial offerings:

?
Piercing X: the cost ignores X of the spellcaster’s
resistance (Courage and Morale) per effect rolled.
A blood sacrifice requires that the spellcaster shed

?
The spell can undermine even the most resilient of
their own blood during the course of the ritual. The
minds.
first time the spellcaster suffers the cost of performing

?
Stun: if the number of effects rolled equals or the ritual, the cost inflicts physical stress, rather than
exceeds the spellcaster’s Resilience, they cannot mental, and ignores any armour. The spellcaster gains
take actions in their next turn. The spell can be +1 power for the duration of the ritual.
overwhelming to fragile minds, and can leave the
Animal sacrifice requires the slaughter of a live animal.

?
spellcaster dazed for a few moments.
The spellcaster must make a Coordination + Survival

?
Vicious: inflicts +1 stress per effect rolled. The test with a difficulty of 2 (that may succeed at cost). If
spell’s cost is especially taxing. successful, the animal is slain, and the spellcaster gains
+2 power for the duration of the ritual.

Human sacrifice requires the death of a living



?
Outcome person. The spellcaster must make a Coordination +
The outcome describes what happens if the ritual is Survival test, with a difficulty of 2 (that may succeed
successfully completed. This may include additional at cost). Success means the person is slain, and the
uses for any Momentum the spellcaster has generated, to spellcaster gains +2 power for the duration of the
enhance the ritual’s effects further, such as having better ritual, with the Vicious weapon effect, increasing the
control over a summoned entity, or protection from a ritu- stress inflicted by the power roll total by +1 for effect
al’s dangerous effects. rolled. Performing a human sacrifice is a horrific act,
so even attempting the skill test generates 2 Threat and
Miscast increases the cost of the ritual by +1 and adds the
Rituals are risky propositions. While the ritual is being Piercing 1 effect.
performed, keep a running total of the complications
suffered. These complications have no immediate effect,
and the GM doesn’t gain Threat for them. Instead, if the When to Ask for an Extended Task
number of complications ever equals the number of steps
needed to complete the ritual before it’s finished, then Extended Tasks reflect the amount of work that needs
the ritual has been miscast, causing the gathered magic to be done, over and above what can be completed by
to go out of control. This produces an effect similar to a single skill test. Rituals take time and concentrated
the intended outcome, but it is unpleasant, painful, or effort, but if the player characters have ample time, or the
dangerous to the spellcaster. circumstances aren’t challenging, roleplaying the ritual
can be just as rewarding as asking for several skill tests.
If the ritualists suffer a complication on the same skill test
in which they complete the ritual, the ritual is not miscast; Extended tasks work best if there’s danger, jeopardy, a
the complication is resolved normally instead of being time limit, or a huge uncertainty about whether the ritual
applied to the ritual. If a ritual is miscast before then, the can be completed successfully.
spellcasters can’t continue and no further skill tests can be
attempted to complete it.

Sacrifice
There are occasions when a spellcaster’s skills and effort
alone are not enough. Those are the times when further
sacrifice is necessary.

156
Chapter 9  Magic
Abandoning the Ritual Attacking a Ritualist
Circumstances may transpire that mean you have to
abandon a ritual, but once magical forces have been set in If you attack a spellcaster, not only do you inflict stress
motion the uncontrolled release of that energy comes with and possibly cause them injuries, but you can add
repercussions. In order to abandon a ritual, the spellcaster complications to their ritual by spending 2 Momentum.
must attempt a Will + Resilience test with a difficulty The gamemaster may increase the difficulty of their
equal to the number of steps completed (the Discipline skill tests or add a complication to their ritual anyway,
focus applies here). If this test is passed, then the ritual’s because trying to recite verse and shape magical energy
energies have been dispersed safely and the spellcaster while coming under fire requires nerves of steel!
suffers one fatigue for each step already completed. If the
spellcaster fails this test the ritual immediately miscasts.
Spell Reversal
Disrupting a Ritual
Spells usually only last for the duration of their effects,
Rituals are delicate things that require concentration and
while rituals make permanent changes in their subjects,
precision, and carefully established conditions. As a result,
transforming them in unrecognisable ways. These spells
it is very easy for a ritual to become disrupted.
can be reversed at the gamemaster’s discretion, and the
process for this is by successfully performing the same
When something occurs that could disrupt the ritual —
ritual again, although any appropriate offerings and sacri-
by interfering with the physical trappings of the rite,
fices must still be made for the effect to be completed.
disturbing the spellcaster, or using magic to counteract
the ritual — the character doing the disrupting must make
an appropriate skill test with a base difficulty of 2. If they
pass the test, they add a complication to the ritual, or they
can choose to add a Truth to the scene that increases the
difficulty of the ritual’s skill test by 1.

TOP S EC R ET

157
Traditional Rituals
Chapter 9  Magic

Player Characters who are tradition-based spellcasters do RUNIC RITUAL:


not usually begin with extensive knowledge of rituals. BALDUR’S SHIELD
However traditions like Celtic or Runic magic certainly do
This protection ritual is used to deflect, absorb or repel
possess magical rituals and rites unique to their tradi-
harmful magic, projectiles, and physical attacks which
tion and two are shown below as examples to illustrate
might prove injurious to the spellcaster and their compan-
how tradition ritual mechanics work. Players should
ions. This powerful rite calls upon the Norse god Baldur
work with the gamemaster during character creation to
to grant his boon of his protection (as all living things had
establish if their character has access to the ritualistic
sworn not to harm him, save the humble mistletoe). It
knowledge (which the GM will possess in dark and unholy
usually protects against one type of attack (magic, mental
abundance) and can integrate it into their character’s
or physical) at a time but more powerful variations can
backstory, otherwise it must be acquired from a mentor,
offer protection against two or three types; for example,
spiritual leader, or study of an ancient traditional source.
magical-physical.

CELTIC RITUAL: Requirements: Ritual tools, blood sacrifice


Test: Survival, Difficulty 2
BALM OF BELENUS Maximum Stress: 15
This ritual calls on the healing powers of the shining Steps: 1+
Celtic god to heal the most awful of wounds, provide a Cost: 3 Drain
balm for souls shocked by the trauma of modern mech- Duration: The protection endures for up to half an hour
anised combat, or repair the psychic damage inflicted by
occult terrors. Outcome
When performing the ritual, the spellcaster must deter-
Requirements: Ritual tools
mine how many people they wish to protect; the ritual’s
Test: Medicine, Difficulty 2
number of Steps is equal to the number of targets, who
Maximum Stress: 10
must all be within reach at the moment the ritual is cast.
Steps: 1+ (at GM’s discretion)
Cost: 3 Drain
Once cast, the ritual protects the targets from the effects
Duration: Instant
of a single type of attack or hazard: physical or mental.
Outcome Each target is wreathed in a magical barrier which grants
additional Cover (physical) or Morale (mental), equal to
The spellcaster may heal a single person or creature within
the spellcaster’s power for the spell’s duration.
Reach, and must choose whether they are attempting to
heal physical or mental harm. The ritual heals — and Miscast
removes — a single injury of the chosen type for every
The ritual appears to succeed, but the first time any of
Step the ritual required. Instead of healing injuries, the
the affected characters suffer stress of a type matching
ritual may recover Fatigue that the patient is suffering
the protection they were to receive, the stress inflicted
from, removing all of the patient’s fatigue instantly. These
increases by +2 .
effects can be combined — healing fatigue and two phys-
ical injuries would require three steps (one for the Fatigue,
one for each injury).

Miscast “Let me lay my


If this spell miscasts, then it still heals the patient as hands upon you,
intended, but improperly. Any injuries healed immediately
become scars, with no roll to resist this. Only half of the feel the healing power
character’s Fatigue (round down) is recovered. In addi- of the goddess
tion, the spellcaster suffers a single injury for each injury flow through you,
healed of the same type, as the spell inflicts sympathetic
g,
calming, soothin
wounds to power the healing effect.

g
knitting and bindin s.”
all your wounds and care
b h á n F l a ttery
— Si o
- Celtic Druid
158
Chapter 10

The March
of History

In the Army Now........................................ 160


Eye Spy........................................................ 165
Supporting Roles....................................... 169
Chapter Ten
Chapter 10  The March of History

The March of History


“The enemy is still proud and powerful…
He still possesses enormous armies, vast resources,
and invaluable strategic territories...
No one can tell what new complications
and perils might arise…”

– Winston Churchill

While the exceptional few are called upon to engage in the


Secret War, the wider war effort touches all members of
society, at home and abroad. Your character may already
have served their country in a significant role perhaps:

Militarily, upon the battlefield



?
Covertly, undertaking surveillance and sabotage

?
In a support role, manning the domestic barricades, in

?
factories and agriculture.

This chapter offers an insight to some of the conventional


military, intelligence, and auxiliary services operational
during World War II. While not essential to play the game,
it will give both GMs and players a greater understanding
of the forces which shape the wider conflict and provides
additional historical background and context to some of
the organisations players will interact with.

In the Army Now


A decade and a half after the carnage of the Great War, GREAT BRITAIN
Germany has rebuilt its army under Nazi leadership. It
Britain is relatively unprepared for the war in 1939.
adopts the tactical concept of Blitzkrieg (“Lightning War”)
Though the Royal Navy remains a powerful force, the
a fast, aggressive approach which circumvents the static
Army is still comparatively small, albeit professional and
defences in France and the Low Countries. The Germans
fully mechanised. The Royal Air Force, despite well-
bypass the Maginot Line, the French network of bunkers
trained pilots, first-rate communications and an invaluable
and emplacements spanning their border, and the
coastal radar network, has insufficient aircraft.
ill-equipped British Expeditionary Force retreats before
the ferocity of the assault. While much of the French
The Miracle of Dunkirk — when over 340,000 troops are
Army surrenders with the Fall of France, the struggling
rescued from French beaches under constant Luftwaffe
Allies, eventually joined by the United States at the end
fire — is Britain’s wakeup call. As the RAF fights desper-
of 1941, rearm and regroup in preparation for a return to
ately with the Luftwaffe in the Battle of Britain, and the
mainland Europe.
Blitz rains bombs upon London and the southeast, the
nation militarises at a rate unseen in any other democratic
nation. Supported by American materials and equipment,
and bolstered by the rhetoric and leadership of new Prime
Minister Winston Churchill, the British Isles become the
largest military base in the world.

160
Chapter 10  The March of History
The British Army The Royal Air Force
Between 1936 and 1941, the British Army grows from Despite being heavily outnumbered during 1940’s Battle of
300,000 men to around 2.2 million troops. In addition Britain, the RAF engages and repels the relentless German
to 1.5 million military volunteers, Britain introduces bombing offensive designed as a prelude to an invasion
conscription at the outbreak of war, extending it to of Great Britain. The RAF’s pilots are among the best in
include women in non-combat roles in 1941. the world and the introduction of the Hawker Hurricane
and Supermarine Spitfire in 1938 makes the RAF a truly
Although still hampered by over-cautious strategies, formidable opponent.
by 1943, British infantry formations are well-trained,
well-disciplined, and well-equipped. While not as flashy or The RAF’s main bomber strategy is to destroy Germany’s
daring as their American Allies, British soldiers are brave warfare capability, engaging in night bombing raids
and determined and have a tradition of defeating numer- and developing precision bombing techniques such as
ically superior enemies. At section level, British troops, the Dambusters raid in May 1943. Initially RAF Bomber
equipped with rifles and Bren light machine guns, enjoy Command restricts itself to military targets, but after the
considerable artillery and armoured support, with lorries Luftwaffe’s destruction of Rotterdam in May 1940, authori-
and armoured vehicles allowing rapid deployment. sation is given to bomb any target east of the Rhine.

The five highly professional infantry regiments of the The RAF has a large contingent of foreign pilots among
Foot Guards — the Grenadier Guards, Coldstream its ranks, particularly from France and Poland. During the
Guards, Scots Guards, Irish Guards, and Welsh Guards, fall of their nations, many pilots fly their aircraft to the
are the beating heart of the British army. The Parachute nearest friendly territory rather than let them be taken by
Regiment represents the evolving face of World War II the invading Germans.
infantry. Nicknamed the Red Devils, from 1942, they are
designated to land ahead of other troops and capture key Commandos
installations, serving in theatres including North Africa, Commando, or Special Service, brigades are formed at
Italy, and Normandy. Churchill’s insistence after the fall of Dunkirk, wearing
original regimental head-dress and insignia until adoption
Britain trails Germany in tank design and doctrine of their trademark green beret in 1942. From 1940-1943,
throughout the war, with just two armoured divisions they are used as small, highly mobile raiding forces,
initially, rising to nine by war’s end. British armour is split not intended to be in the field for more than 36 hours.
into two main types: infantry support, and cruiser tanks From 1943, they spearhead Allied landing forces such as
intended to engage in mobile war against Germany’s panzers. Operation Torch in Tunisia, the Allied invasion of Sicily,
and the Normandy landings on D-Day. The following
The British still field a significant artillery force, providing Commando units are of special note:
support to the infantry with precise and accurate fire
guided by forward observers. British radio communica- No. 10 (Inter-Allied) Commando consists of nationals

?
tion is well-organised, allowing an efficient command and of Axis-occupied countries, including Jewish Germans
control system. and Austrians serving under a nom de guerre. Never
deployed as a whole unit, individuals are detached
The Royal Navy for specific missions requiring linguistic or regional
The Royal Navy is the largest in the world, and includes knowledge.
fifteen battleships and battle cruisers, seven aircraft
No. 30 Commando (later 30 Assault Unit) is an intel-

?
carriers, several hundred cruisers and destroyers, plus
ligence-gathering unit working in the vanguard of
a fleet of sixty submarines. Despite heavy early losses,
the Allied advance post D-Day. Staffed by Royal Navy
the Navy sinks many of Germany’s capital ships like
officers and guarded by Royal Marine Commandos,
the Bismarck and Tirpitz, effectively ending the threat
these search specialists are trained in the recognition
presented by the German Navy’s surface fleet.
of military technology, enemy documentation, safe
cracking, and prisoner interrogation.
The Navy’s most vital duty is the protection of the crucial
Atlantic link. The numerically superior German U-boat No. 62 Commando (or the Small Scale Raiding Force),

?
fleet, operating in wolf packs, stalk these vulnerable operate under the Special Operations Executive (p.XX),
merchant convoys. British submarines, primarily operating carry out cross-channel intelligence gathering raids, as
alone, hunt their German counterparts, or engage in other well as field-testing tactics and equipment.
clandestine operations.

As war begins, the Royal Navy carriers and aircraft are


outdated, far behind both the US and Imperial Japanese
Navies, although antiquated Swordfish biplanes are instru-
mental in sinking the German battleship Bismarck.

161
UNITED STATES
Chapter 10  The March of History
While the majority of US Army units serve with distinction
during the war, a number deserve special mention:
At the outbreak of the war in Europe, the United States
military is in transition, with excellent naval capabilities First Special Service Force
but limited and relatively small Army and Marines forces,
Operating from 1942 to late 1944, and also known as the
and its Air Force still subordinate to the Army. Despite
Black Devils and Freddie’s Freighters (after commander
the Great Depression and a strong US isolationist move-
Robert T. Frederick), the FSSF is a unique combined
ment, President Franklin D. Roosevelt signs the 1941
American and Canadian unit of 2,000 volunteers recruited
Lend-Lease Act, providing Allied nations in Europe and
for their outdoor skills. They see combat in Italy in
China with materials and munitions. With the Japanese
1943-4, then southern France. Trained as commandos,
raid on Pearl Harbor six months later, the Axis wakes a
mountain warfare specialists, and parachutists, the FSSF
sleeping giant which (by the end of the war) possesses
uses unique clothing, rations, equipment, and weapons, as
a technologically advanced military second only in
well as a homogenised command structure.
numbers to the Soviet Union.
US Airborne
US Army
American Colonel Billy Mitchell is the first strategist to
In 1939, the US Army is a small professional force with
suggest the insertion of assault troops by parachute. The
obsolete equipment and an officer class focused more on
most famous US Airborne units are the 82nd and the 101st
political than military matters. Fortunately, the nation’s
(Screaming Eagles) Divisions.
neutral stance allows new Chief of Staff, General George
Marshall, to rapidly overhaul both army numbers US Army Rangers
and equipment.
The US Army Rangers are the American equivalent of the
Commandos. The 1st Ranger Battalion sees action in the
Unlike the British or French, the US Army bases promo-
Dieppe raid of 1942, before performing pivotal night raids
tion on merit and leadership, rather than class and status,
and behind-the-lines attacks in the Algerian and Tunisian
encouraging innovation and free-thinking amongst its offi-
campaigns. 3rd and 4th Ranger Battalions (created from
cers. This culture also encourages risk-takers, sometimes
1st Ranger Battalion, together known as Darby’s Rangers)
at the expense of troops’ lives. Unlike other armies, which
are sent to Sicily, and then Italy in 1943, before being
pull depleted units to reinforce and restore them, the US
virtually wiped out in the Battle of Cisterna in 1944. The
Army chooses to insert green troops into weakened units;
2nd and 5th Ranger Battalions participate in the June
veterans tend to treat newcomers as outsiders, resulting in
1944 Normandy landings before fighting through France,
a loss of morale and combat effectiveness. Aside from this
Belgium, and Germany. Attached to cavalry units, they are
flaw, the US soldier is better-trained and equipped than
used for infiltration, river crossings, and seizure of vital
his British allies, with a better diet, producing a fitter and
road junctions and prisoner-of-war camps.
more durable soldier.

REDACTED
162
Chapter 10  The March of History
US Navy Though French soldiers fight with great bravery, a lack of
strong leadership forces their retreat.
The US Navy is already a considerable size in 1939 and
the only one capable of rivalling Japanese expertise in
A few weeks after Dunkirk, the majority of 140,000
naval aviation and warship technology. After eighteen
evacuated French soldiers return, but soon join thousands
warships are destroyed and over 2,400 men lose their lives
of French POWs in German hands; the French Republic
at Pearl Harbor, the US Navy orders dozens of new vessels.
Army effectively ceases to exist in 1940. By the end of
By the end of the war, the US Navy has more ships than
1940, Charles de Gaulle’s London-based Free French Army
the combined navies of all other combatants in the war.
numbers 7,000, built from 3,000 French Dunkirk evacuees
that remained in Britain, and French colonists from North
In the Atlantic, the US Navy cooperates with the British to
Africa. As the tide of war turns against Germany, units of
keep the Atlantic shipping routes open, but much of the
Free French are integral to the Normandy landings. Initially
US Navy’s activity centres on the Pacific theatre, fighting
their role is limited to a handful of pilots flying with the
a long series of battles against the formidable Imperial
RAF, but as the war continues the Free French Army fields
Japanese Navy, and supporting the US Marines to liberate
nineteen divisions, including several armoured ones.
Pacific islands. Like the Japanese, the US Navy focuses
its fleets around its aircraft carriers, and is a leader in
After the Fall of France, the British become concerned that
naval combat using aircraft, especially dive bombing and
the French Navy might fall into German hands and join
torpedo bombing. The US submarine fleet comprises less
the attack against Great Britain. Offered a British ulti-
than two per cent of the Navy’s strength, yet it is respon-
matum of joining the Allies or adopting neutrality, they
sible for causing over thirty per cent of Japanese naval
do neither. The British sink one battleship, and damage
losses, despite losing over fifty submarines itself.
five other vessels at the Algerian port of Mers-el-Kébir,
US Army Air Force resulting in the deaths of almost 1,300 French servicemen.
This attack, though deemed necessary, continues to cause
US military aviation falls under the command of the
bad blood between the two allies.
US Army Air Force, or in the case of naval aviation,
the US Navy. However, with 1939’s massive expansion
programme, a huge number of bombers and fighters enter GERMANY
the European fray, coupled with a virtually global logistics
After defeat in the Great War, Germany agrees to limit
network. Alongside the RAF’s night bombing raids, the
its army, the Reichswehr, to 100,000 men, and its navy to
USAAF’s precision daylight raids create the nightmare of
15,000 men serving on a dramatically reduced fleet (six
“around the clock” bombing, which in the later years of
battleships, six cruisers, and no submarines). Armed aircraft,
the war extends from military targets to the near oblitera-
tanks, and armoured cars are prohibited, as is the production
tion of German cities like Hamburg and Dresden.
of machine guns, rifles, and other war munitions. Following
Adolf Hitler’s rise to power, Germany begins a concerted
Despite the heavy defensive armaments of the US B-17 and
rearmament, adopting strategies and tactics befitting a
B-24 bombers, losses in early bombing raids are terrible,
modern industrial war machine. German troops gain experi-
mostly due to the lack of US fighter escorts. However,
ence supporting Franco’s Fascists in the Spanish Civil War.
the introduction of the likes of the P-51 Mustang ensure
greater protection and, by the closing stages of the war, The Wehrmacht
with the Luftwaffe silenced, the daily bombing raids
Formed from the remnants of the Reichswehr, Germany’s
operate with relative impunity.
Wehrmacht defensive force quickly expands through
conscription, although at the start of the war, only around
The USAAF is subject to racial segregation, with most
ten percent of infantry units are equipped with transports.
African-American soldiers barred from combat positions.
While core units of the Wehrmacht are well-equipped,
However, several USAAF squadrons are composed of
industrial shortages (later exacerbated by Allied bombing)
African-American aviators, including the 332nd Fighter
result in some units using older equipment. German
Group (“The Red Tails”) and the 99th Fighter Squadron,
soldiers are generally well-trained and highly motivated
which earns three Distinguished Unit Citations during the
at the beginning of the war, characterised by aggressive
course of the war.
tactics in the field. Officers have latitude regarding objec-
tives rather than following orders to the letter. Later, as
FRANCE German fortunes wane, political infighting taxes morale.

In 1939, the French Army stands at 900,000 regular


Despite a misconception of the German Army being supported
soldiers, with millions in reserve. Unfortunately, with
by hundreds of unstoppable tanks, at the outset of the war,
defence the overriding strategy, the French place too much
Germany’s newly-designed armour performs no better than
faith in the Maginot Line, the huge complex of defences
Allied armoured vehicles – its Blitzkrieg tactic succeeds due to
stretching from Luxembourg to Switzerland along the
the close integration of armour, infantry, and artillery support.
German border. The German Army invades through the
German advances in tank technology arise only after Germany
Ardennes Forest instead, circumventing it almost entirely.
suffers significant losses against superior Soviet armour.

163
Chapter 10  The March of History

German artillery, like its British counterpart, is character- The Allies are spared numerous terrible defeats due
ised by large, heavy-calibre weapons deployed at divisional to the arrogance and egotism of Göring, who blindly
and corps level for barrage fire. The infamous 88mm Flak believes in the supremacy of his air force. As the British
gun, designed as an anti-aircraft weapon, is traversable to Expeditionary Force retreats to Dunkirk, Göring insists
a horizontal attack plane, allowing it to be deployed as an that the Luftwaffe chases the Allies into the sea, holding
anti-tank weapon with stunning success. German advances back the Wehrmacht. The Luftwaffe’s failure to defeat the
in rocket technology lead to the development of weapons RAF during the Battle of Britain crushes German hopes for
like the Nebelwerfer rocket artillery, which combines sheer a successful invasion.
destructive power with the psychological terror caused by
the screaming sound of its rockets firing. The Kriegsmarine
The German Navy undergoes a massive rearmament and
The Luftwaffe expansion programme prior to World War II. Like the
After Hitler assumes power, German military aviation British, German naval thinking focuses on large battle-
reforms for the first time since the Great War, under ships, but by the outbreak of war, only twenty percent of
the command of Hermann Göring, a vain and arrogant the planned vessels are completed. Despite early successes,
Great War fighter ace. While not directly involved in the the Kriegsmarine suffers serious losses during the Battle
development of the Luftwaffe during its early years, Göring of Norway, and the fleet is reduced to providing artillery
ensures that Nazi ideology infuses it. support along the Baltic coast for much of the later war.

The Luftwaffe places little emphasis on strategic bombing, German U-boats, with vastly superior numbers, operate
fielding medium bombers during the Battle of Britain and in wolf packs, hunting Atlantic convoys supplying Britain
the Blitz, which nevertheless cause terrible devastation and the Soviet Union with much-needed materials and
across southeast England. German aircraft technology supplies. With the Fall of France, the Germans build huge,
includes the Messerschmitt Bf109 fighter, which engages reinforced submarine pens along the French Atlantic coast,
in desperate dogfights against the RAF’s Spitfires and increasing the wolf packs’ range. These bases, combined
Hurricanes, and the terror-inducing Junker Ju 87 dive- with a network of resupply ships and submarines, main-
bomber, known as the Sturzkampfbomber, or Stuka. tain the U-boat threat throughout the war.

164
Eye Spy

Chapter 10  The March of History


While both conventional and special forces supply the raw In July 1940, Churchill orders the establishment of a
muscle and firepower for missions during the Secret War, single sabotage organisation with orders to “set Europe
numerous intelligence services also operate during World ablaze”. Section D, EH, and MI-R are merged into the
War II in an information war which is equally hard fought. Special Operations Executive (SOE), also known as the
The search for intelligence — whether military or esoteric Baker Street Irregulars after the location of its new
— encompasses both scientific specialisms and timeless headquarters. Further reorganisation results in two SOE
trusted methods like human intelligence. By the beginning sections, the Political Warfare Executive (PWE) handling
of World War II, the Great Game is being played by every propaganda, and SO2 handling active operations and plan-
nation, whether directly involved in the conflict or not. ning. The SOE’s main task is the sabotage and subversion
of the German war effort, targeting rail networks, indus-

BRITISH INTELLIGENCE trial targets, and the Nazi military infrastructure.

The British have the longest history of espionage to further Although the SOE has few agents in the occupied territo-
their political, military, and economic aims, with Sir ries upon its foundation, there is soon a robust network
Francis Walsingham’s Elizabethan network of foreign and of spies, informers, and saboteurs all across Europe. The
domestic agents one of the earliest examples. organisation relies less on the “Old Boys Network” of
public school acquaintances which hampers military intel-
Organised into military intelligence (“MI”) depart- ligence, instead drawing on all strata of British society,
ments, the men (and later women) of the Secret Service even the criminal fraternity. It is also one of the few arms
Bureau (SSB) are drawn from the ranks of the Army, of the British military to accept women for active field
Navy, and Metropolitan Police, serving with distinction work. Each new recruit undergoes an intensive training
during the Great War. Though several SSB departments programme, covering a variety of combat styles, ways
were dissolved during the inter-war period, the Secret of avoiding the enemy once in the field, demolition and
Intelligence Service (SIS, or MI6) and Security Service sabotage techniques, radio operation, cryptography, and
(MI5) continued their work. Amongst the nineteen “offi- even essential parachute training.
cial” World War II MI departments the most notable are:

MI5. The Security Service, responsible for internal



? BIG BOYS’ TOYS
security and counter-espionage.
Only Section M and MI-R’s research unit
MI6. The Secret Intelligence Service, collecting foreign

? remain separate from the SOE, with the
intelligence. tinkerers and boffins from MI-R going on to
MI8. The Radio Security Service (RSS), monitoring and form what will become known as “Churchill’s

?
analysing radio transmissions for enemy intelligence. Toyshop”, Ministry of Defence 1 (MD1).
Along with the Admiralty’s Department of
MI9. The Escape and Evasion department, developing

? Miscellaneous Weapons Development (DMWD,
and delivering escape aids to prisoners of war. better known as the Department of Wheezers
MI17. The secretariat providing clerical and adminis- and Dodgers), both are charged with designing

?
trative support for other departments. weaponry for both the regular and irregular
British forces.
With the spectre of war looming, three departments work on
shoestring budgets with little official support: Electra House
(disseminating propaganda), MI-R (guerrilla warfare), and Armed Forces Intelligence
Section D (SIS’s own sabotage and propaganda arm). Results British military maintains its own intelligence opera-
are mixed, but MI-R’s comparative success at sabotage is tions, The British military’s Intelligence Corps (AIC),
instrumental in the creation of the Independent Companies (a reactivated in July 1940 independent of the MI depart-
progenitor of the Commandos), as well as helping to train the ments. The men of the AIC operate at both a strategic and
Auxiliary Units, Britain’s secret resistance army (see p.XX). tactical level to support the Army. At the strategic level,
their work in photographic analysis and interpretation
Late in 1939, having realised that certain operations are proves invaluable in identifying, amongst other things,
beyond the purview of regular intelligence and espionage radar sites, as well as locating V1 rocket sites. At the
services, Section M is founded to investigate and counter tactical level, the AIC maintains a fleet of vehicles known
the growing threat from German occult and mystical euphemistically as “Gin Palaces”, packed with radio
groups. A multinational affair from the outset, Section M detection equipment to intercept and locate enemy radio
is closely supported by its own Special Service Unit, nick- transmitters. Approximately forty percent of the Army
named “Badger’s Commandos” after their leader, Captain personnel at Station X (or Bletchley Park as it’s now more
Eric “Badger” Harris, the first of many such specialist units. commonly known), belong to the Intelligence Corps. Army

165
Chapter 10  The March of History

CLASSIFIED
Intelligence, as with other military intelligence arms, US INTELLIGENCE
tends to look down upon their SOE colleagues, reticent to
The American intelligence services are formally estab-
share information, despite some joint operations.
lished with the creation of the Office of Naval Intelligence
(ONI) and the Army’s Military Intelligence Division (MID)
As well as controlling Signals Intelligence at Station X,
in the late 19th Century. ONI continues to provide world-
the RAF’s Intelligence Branch, formed in 1939, anal-
wide intelligence into World War II, while MID becomes
yses and interprets aerial reconnaissance images from
the Military Intelligence Service and, one month before
RAF Medmenham in Buckinghamshire in what becomes
the Japanese attack on Pearl Harbor, the Fourth Army
known as the Central Interpretation Unit (CIU). A sister
Intelligence School.
organisation to Bletchley Park, this unit incorporates the
Bomber Command Damage Assessment Section and the The Office of Strategic Services
RAF’s Night Photographic Interpretation Section. The
President Roosevelt, concerned at the demonstrable lack
Battle of Britain brings additional responsibilities, as RAF
of espionage and counter-espionage activity carried out by
Intelligence operatives take on the interrogation of enemy
ONI and MID, commissions William “Wild Bill” Donovan
airmen shot down over the UK. As the war turns in favour
to draft a wartime strategy for a central intelligence
of the Allies, RAF Intelligence also develops a network
service. Donovan is appointed Coordinator of Information
of operatives, in conjunction with SOE and local resis-
in 1941, and by mid-1942 the Office of Strategic Services
tance, to provide downed Allied airmen with assistance in
(OSS) is founded.
escaping capture by German forces.

Like the British SOE, the OSS is involved in espionage and


The Naval Intelligence Division (NID), also known as
sabotage, with additional responsibility for black propa-
“Room 39” due to its location in the Admiralty, is prob-
ganda. It, too, suffers from petty command rivalries, in
ably the oldest British military intelligence department,
this case with the FBI, MID, and ONI. Focussing on active
dating from 1882. Unlike the other services, Naval
operations in the field, OSS agents are present in every
Intelligence does not operate at a tactical level, providing
accessible theatre of war, often working in cooperation
strategic intelligence regarding enemy ship movements
with their SOE brethren. The initial relationship between
and analysing enemy signals. It is behind the formation of
the two agencies is sometimes fraught, hampered by
the Special Intelligence Unit in 1942, which later becomes
British prejudices concerning American inexperience, and
30 Assault Unit, part of the Commandos.
American concerns over dependency on their more senior
British cousin.

166
GERMAN INTELLIGENCE

Chapter 10  The March of History


Two thirds of OSS agents are drawn from the officers and
enlisted men of the US Army and Army Air Force, and one
The Abwehr, the German military intelligence agency is
quarter from civilians possessing the skills and contacts
similar in structure to Allied Intelligence operations, while
needed for covert operations and who, on recruitment, are
the operations of the Sicherheitsdienst (SD) and Geheime
given commensurate military rank. The remainder come
Staatspolizei (or “Gestapo”) secret state police focus on
from the Navy, Marines, and US Coast Guard. Like the
uncovering real or imagined enemies of state within their
SOE, the OSS has a large female contingent.
own borders. These two agencies operate with impunity,
using fear as a key weapon in repressive activities which
Also like its British cousin, the OSS has a sister organi-
they make little effort to disguise.
sation tasked with managing the more esoteric threats
mounted by the Axis forces and various enemies within. The Abwehr
Established by Donovan at the same time as the OSS,
Officially abolished under the terms of the Treaty of
Majestic (MJ) is run largely independently of its cover
Versailles, Germany’s military intelligence agency, the
organisation. It also enjoys far friendlier relations with
Abwehr, reforms in 1921, acting as a purely counter-in-
its European allies, as many of its staff work have worked
telligence force dealing with reconnaissance, communica-
with or for Britain’s Section M. Players will learn more on
tions monitoring, and counter-espionage. Reporting to the
Majestic as they are drawn into the Secret War.
Oberkommando der Wehrmacht (OKW, “Supreme Command
of the Armed Forces”), it is the only German intelligence
department not directly controlled by the Nazi party.
JOINING THE ESTABLISHMENT The rise of the SD, the Nazis’ own intelligence agency,
Section M and Majestic offer players marginalises the Abwehr during the 1930s. In 1938, a new
umbrella organisations under which they director, Wilhelm Canaris reorganises the Abwehr into
can pursue their occult-related activities. multiple sections:
Both recruit the best and brightest they can
find, and work closely with the military Central Division (planning, strategy, and

?
and intelligence agencies where necessary, administration)
allowing a wide range of specialisms. They Foreign Branch (analysis, and General Staff of the

?
also offer the chance for diverse characters Army and German Foreign Ministry liaison)
to work together when, under normal circum-
stances, they would be unlikely to frequent Abwehr I (foreign intelligence collection)

?
each other’s company. Abwehr II (sabotage)

?
Abwehr III (counter-intelligence)

?
The Federal Bureau of Investigation Though hindered by constant battles with the SD, the
Focused on organised crime, and internal security before Abwehr is a largely capable organisation, and during the
World War II, J. Edgar Hoover’s FBI operates as both a early years of the war it stages a number of successful
federal criminal investigation unit and counter-espio- operations. Many of its officers, although nationalists, are
nage agency. On the home front, it watches potentially not supporters of the Nazi regime.
dangerous German, Italian, and Japanese nationals, with
an active internment campaign against Japanese citizens
after Pearl Harbor. Outside of the United States, the FBI
has a fairly restricted role, despite a Special Intelligence
Service operating in Latin and South America to monitor
the rapidly expanding German spy community. There is
a relatively high degree of information-sharing between
the FBI and Majestic, particularly when it comes to ations
Abw ehr III st
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th e Al li ed agent kn in her late twenties a
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armed and

167
THE FRENCH RESISTANCE
Chapter 10  The March of History
There is also the politically diverse and loosely organised
Maquis rural guerrilla force within Vichy France, secretly
The Fall of France in June 1940 sees the great Gallic nation
supported by the local populace. All are committed to
reduced to a mere dominion of the Third Reich. In the
French liberation and are united, albeit loosely, by a
northern German Occupied Zone, life continues almost as
shared hatred of their common enemy. Each cell’s capa-
normal for most citizens. In the south, Philippe Pétain’s
bilities vary, from enthusiastic amateurs operating illegal
puppet Vichy regime administers the French State under the
underground printing presses, to battle-hardened left-wing
careful eye of their new masters. The stark choice for every
veterans of the Spanish Civil War.
citizen is either to collaborate with the occupying forces or
to join the small but growing insurrection. While Charles de
During the early days of the conflict, the Resistance is
Gaulle rallies the Free French Forces from his London base,
tasked with carrying out acts of sabotage and subversion,
in occupied France, the SOE- and OSS-supported Resistance
as well as providing assistance to the British, American,
movements start to develop and include:
and Free French (BCRA) intelligence services, wherever
possible. They are heavily involved in providing safe
The Communist Front National and Franc-Tireurs et

? passage for those fleeing the clutches of the Gestapo,
Partisans (FTP)
whether Allied airmen or Jewish refugees. Later, with the
The predominantly Socialist Libération-Nord, and

? approach of D-Day, they focus on destroying transport and
Libération-Sud communication networks, often at great personal cost.

The predominantly Gaullist Combat



? The Resistance initially makes do as best it can, many
The Organisation Civile et Militaire (OCM)

? members still bearing arms issued to them as members of
the French Army before its fall. Later, following multiple
Ceux de la Libération

? clandestine air drops, the Resistance becomes better armed
Ceux de la Résistance

? and equipped and the Allies are keen supporters of its
ferocious, dedicated fighters.

TOP SECRET

168
Supporting Roles

Chapter 10  The March of History


Not all heroes wear regimental badges and some serve as Flying Training Detachment (WFTD) and starts life as
part of a reserved occupation, farmers or miners who are the Women’s Auxiliary Ferrying Squadron (WAFS). Their
equally vital to the war effort. For those who cannot sign duties include ferrying planes for the USAAF in America,
up, there remain a variety of auxiliary groups to join oper- a role fulfilled in Britain by the civilian mixed-gender Air
ating on the home front. Many of these are increasingly Transport Auxiliary (ATA).
staffed by women as the conflict escalates, freeing men for
the front lines. Some are attached to the military; others In Germany, women can join the Marinehelferinnen
are purely civilian, with some seen as good training for (Navy Auxiliary), various Army Auxiliaries including
military service. the Nachrichtenhelferinnen (Signals Auxiliary), and the
Luftwaffenhelferinnen (Air Force Auxiliary). Female

ENTERTAINMENT participation is strongly resisted by the German hier-


archy, and most of the women are volunteers. Although
The British auxiliary created to entertain the troops and largely confined to clerical and administrative duties,
other war workers is the Entertainments National Service these women also serve as anti-aircraft auxiliaries, the
Association (ENSA), a branch of the Navy, Army, and Air Flakhelferinnen.
Force Institutes (NAAFI). A different interpretation of the
acronym is soon coined: “Every Night Something Awful”. Amongst several British auxiliary nursing services, the
The American equivalent is the fully civilian United First Aid Nursing Yeomanry (FANY) is a rapid response
Service Organizations (USO). The USO and ENSA camp unit aiding the Royal Army Medical Corps (RAMC). One
shows bolster troop morale, and many famous actors, of the few entry qualifications when World War II starts
singers, and comedians give concert tours to help the war is the ability to drive, and FANY also acts as the military
effort, including Bob Hope, Laurel and Hardy, Al Jolson, identity for women serving in the SOE. The American
George Formby, and Vera Lynn. Many stars of the silver Cadet Nurse Corps is formed as part of the Public Health
screen are military personnel themselves, such as David Service to cope with nursing shortages in both the Army,
Niven, John Mills, and James Stewart, or work in intelli- and Navy, Nurse Corps. In Germany, nurses can join one
gence, like Noël Coward and Josephine Baker. of the religious nursing sisterhoods or the German Red
Cross (DRK).
Military
All three branches of the military — Army, Navy, and Civilian
Air Force — include female auxiliary units. the women’s The American Women’s Voluntary Services (AWVS) is set
branch of the British Army is the Auxiliary Territorial up to mobilise and train American women in voluntary
Service (ATS). ATS members are amongst the last evacu- war work and support. Non-political and open to all, it
ated from France after the German invasion. The American follows in the footsteps of Britain’s WVS. These uniformed
Women’s Army Auxiliary Corps (WAAC) attains full mili- services are crucial to the war effort; the WVS is notably
tary status in 1943 as the Women’s Army Corps (WAC). responsible for organising and supervising British evacu-
Although most WACs remain Stateside, they serve behind ation protocols. In Germany, similar activities are carried
the lines all over the world. Roles include clerical, postal, out by the Nationalsozialistische Frauenschaft (NSF).
and logistical work, driving, telephony, radar operation,
and anti-aircraft gunnery. Feeding the nation is a major goal during wartime. The
Women’s Land Army (WLA), known as Land Girls, makes
For the British Navy, there is the Women’s Royal Naval up ten percent of the rural workforce. Its American
Service (WRNS, commonly known as the “Wrens” or equivalents are known as “farmerettes”. A branch of
“Jennies”). The American Navy’s female auxiliaries, the British WLA, the Women’s Timber Corps (WTC; the
officially known as the US Naval Reserve (Women’s “Lumber Jills”), contains many female graduates due to
Reserve) or Women Accepted for Voluntary Emergency the surveying and logistics work it involves.
Service (WAVES). The US Coast Guard’s Women’s Reserve
members are nicknamed SPARS. The women serve in
a variety of important roles, including flying transport
CIVIL DEFENCE
planes, acting as mechanics and electricians, working as With the growing threat of aerial bombardment, the Air
analysts, intelligence operatives, and in clerical work. Raid Precautions (ARP) service is set up in Britain long
before hostilities commence. Its volunteer membership is
Britain’s Women’s Auxiliary Air Force (WAAF) are not replaced by paid, full-time wardens in 1940, renamed Civil
permitted to fly aircraft but otherwise carry out similar Defence (CD) wardens a year later as their duties widen.
activities. Perhaps their most iconic role is as plotters They enforce the blackout, drive ambulances, provide
in operations rooms across the country. The Women’s first aid, and help with rescue, demolition, and decon-
Airforce Service Pilots (WASP), attached to the US Army tamination. The Citizens Defense Corps (CDC) performs
Air Force (USAAF), is formed in 1943 from the Women’s similar duties in the United States. In Germany, the

169
Chapter 10  The March of History
Reichsluftschutzbund (RLB) is responsible for training civil-
ians in air raid precautions; by 1935 it becomes compulsory ACTIONS SPEAK LOUDER
for all able-bodied adult citizens not otherwise engaged. THAN WORDS
In June 1940, alarmed by the shortage
Helping forewarn the public of imminent air raids, the of
equipment and proper training for the
Observer Corps (becoming the Royal Observer Corps fledg-
ling LDV, the pre-cursor the Home Guar
in 1941) tracks aircraft above Britain. The Seaborne d,
Picture Post publisher Edward G. Hult
Observers are formed in 1944, attached to the Royal Navy. on
establishes a private training facility
A similar service, the Luftschutzwarndienst (LSW), is used at
Osterley Park, Hounslow, running two-
to track aircraft and warn of air raids over Germany. day
courses in irregular warfare. With the
The American Aircraft Warning Service (AWS) acts as a help
of America’s National Rifle Association,
civilian branch of the US Army’s Ground Observer Corps.
Hulton acquires a variety of guns for
the LDV.
The War Office, alarmed by a paramili
To guard against an invasion of Britain, a civilian fighting tary
force operating outside its control,
force, the Local Defence Volunteers (LDV), is formed takes
over the reins in September 1940, clos
from men not eligible for conscription in May 1940. Later ing
Osterley Park in 1941.
renamed the Home Guard, their civil defence duties free
up regular soldiers for battle training. Within the Home
Guard is a clandestine, last line of defence organisation
known as the Auxiliary Units (AU). Recruited from men
with superb local knowledge, such as gamekeepers and THOSE OF CONSCIENCE
poachers, their job is to sabotage, destroy, assassinate, and ALSO SERVE...
resist to the death if Germany does invade.
Of the various ambulance services operating during the
war, the civilian American Field Service (AFS) provides
When the National Guard is called up for military service
support for a large array of multinational forces, carrying
from 1940 onwards, the individual states of America form
the injured and dead away from the battlefield, as does
their own State Defense Forces (SDF), with the excep-
the Friends Ambulance Unit (FAU), staffed by British
tion of Arizona, Montana, Nevada, and Oklahoma. These
Quakers and conscientious objectors. American conscien-
militias are exempt from national service. The German
tious objectors can join the Civilian Public Service (CPS)
equivalent of the British Home Guard, the Volkssturm, is
carrying out environmental, agricultural, and social
formed in the closing stages of the war drawing from old
work. In Britain, the equivalent is the Non-Combatant
men and boys too young to be conscripted.
Corps, whose members’ tasks include dangerous work
like bomb disposal. Conscientious objectors are also
Beginning life as the US Coast Guard Reserve and renamed
employed in agriculture and mining in Britain, or work
the US Coast Guard Auxiliary (USCGA) in 1941, some
within the RAMC.
members of this boat-owning, volunteer civilian force
join the Coast Guard’s equivalent of the Home Guard, the
The Coast and Geodetic Survey (C&GS), America’s first
Temporary Reserve (TR). Other wings of the USCGA are
civilian scientific survey, provides observers, cartogra-
the Beach Patrol and the Volunteer Port Security Service
phers, scientists, and meteorologists for the war effort,
(VPSS), together responsible for the monitoring and
alongside the Weather Bureau. The Met Office in Britain,
protection of America’s waterfronts.
part of the Air Ministry, also provides crucial information
on the weather, with cartography and surveying carried
The United States Civilian Air Patrol (CAP) is established
out by the Ordnance Survey.
to carry out anti-submarine, anti-sabotage, and border
patrols, in addition to providing courier services and
mounting search and rescue missions. The part-civilian
Air Transport Command (ATC) takes over from the “DAMN CONSCIES!”
pre-1942 Ferrying Command of the Air Corps, respon- Conscientious objectors who refused
to serve
sible for ferrying aircraft, personnel, and mail, as well in conventional military forc es due to their
as maintaining air routes, outside the United States. The ethical, moral or religious beli efs face da
ATA in Britain is engaged in ferrying planes for the RAF, hard time, although they could be exem pted
and its pilots prepared to fly anything and everything due to reasons of religious training
or
with the minimum of training and the most rudimentary belief. Some were jailed, but many serv ed
in-flight instruments. as medics, firefighters or othe r “wor k of
Desm ond T Doss
national importance”. Private
firs t to be
of Lynchberg, Virginia was the
outs tand ing
awarded the Medal of Honor for
sman in the
bravery for his work as a corp
emo-
battle of Okinawa, a role memorably comm
rated in the movie Hacksaw Ridg e.

170
Chapter 11

Allied
Forces

British Forces...............................................172
US Forces..................................................... 174
Animals.........................................................177
Chapter Eleven
Chapter 11  Allied Forces

Allied Forces
In the course of your service, you may encounter many However, listen closely to the camp gossip and rumour, and
different types of Allied servicemen. Some will be familiar you may also hear tell of other top secret allies, daunt-
like the Tommies and GIs who form the bulk of the less individuals or even entire elite units who have been
infantry, and the officers who command them, others may mobilised to fight a secret war against the darker forces
be special forces who wage war in daring commando raids the Nazis can bring to bear. Who are they and what makes
or assist the brave resistance deep behind enemy lines. them so special? Well, play your cards right, do your duty
The following section details many of the common allies and sometime soon you may find yourself standing to
you will meet, so you can familiarise yourself with the shoulder to shoulder with these extraordinary soldiers.
comrades whom you will serve alongside.

British Forces
At the outbreak of war, the British Army is a well- Truths
equipped, professional force designed for rapid mech- Stalwart British Tommy

?
anised warfare. However, the conservative thinking of
the British and French High Commands reduces them to Attributes
a defensive combat force, a move which proves fatal in
AGILITY 8 BRAWN 8
the face of the German Blitzkrieg. After the miracle of
Dunkirk, despite the loss of much of their armour and COORDINATION 9 INSIGHT 7
heavy equipment, the British are able to rearm through REASON 7 WILL 9
the aid of the American Lend-Lease Act and, once their US
allies join the war, are able to truly take the fight back to Skills
the Germans.
Athletics 2, Fighting 2 (Rifles), Medicine 1, Resilience 3,
Stealth 1 (Camouflage), Survival 1
BRITISH INFANTRYMAN
STRESS 6 INJURIES 1
Trooper NPC
ARMOUR 1 COURAGE 2
British infantrymen are tough, professional soldiers,
displaying typical British reserve even in the midst of Attacks
battle. While the British Army suffers a series of defeats
Lee-Enfield Rifle: (Rifles), Long range, 6

?
during the early stages of the war, at no point in the
(Salvo: Vicious), Reliable
course of the conflict are they routed, always ensuring
an orderly retreat. The standard infantry weapon is Bayonet: (Melee Weapons), 3

? Piercing 1
the Lee-Enfield rifle, though after encounters with the
German MP38/40 submachine gun, some mixed units also Escalation Options
field Sten guns to supplement their firepower. A stan- Bren Machine Gun: (Rifle), Medium range, 5

? (Salvo:
dard section carries a single Bren light machine gun as a Area), Heavy, Inaccurate
support weapon, providing significantly more firepower
Mills Bomb: (Throwing), Close range, 6

? Area, Stun,
than the US BAR. Early in the war, squads are provided
Inaccurate, Munition
with the Boys anti-tank rifle for anti-armour firepower,
though this is replaced by the more powerful PIAT PIAT Anti-Tank Weapon: (Heavy Weapon), Medium

?
launcher after 1943. range, 6 Piercing 1, Vicious, Cumbersome, Escalation,
Giant-Killer, Heavy, Inaccurate, Munition

172
BRITISH ARMY OFFICER GUARDS REGIMENTS

Chapter 11  Allied Forces


Trooper NPC Lieutenant NPC
Well trained, professional and highly disciplined, the The five infantry regiments of the Foot Guards — the
backbone of the British Army is its commanding officers. Grenadier Guards, the Coldstream Guards, the Scots
Despite their tendency to value consolidation and caution Guards, the Irish Guards, and the Welsh Guards — are
over risk-taking in battle, there is no doubt of their amongst Britain’s oldest and most prestigious regiments,
courage, commitment and tactical thinking in even the having served with distinction in countless conflicts
most trying combat situations. over the centuries. As such, they are the most senior and
experienced troops in the British Army, often used to
Truths spearhead attacks thanks to their fearsome reputations. In
Battlefield Leader

? combat they are a true force to be reckoned with.

Attributes Truths
Elite British Infantry

?
AGILITY 8 BRAWN 7
COORDINATION 8 INSIGHT 8 Attributes
REASON 9 WILL 8 AGILITY 8 BRAWN 9
COORDINATION 9 INSIGHT 9
Skills
Academia 1, Athletics 1, Fighting 2 (Handguns), REASON 7 WILL 9
Medicine 1, Resilience 2, Stealth 1, Survival 1,
Tactics 1 (Leadership) Skills
Athletics 2, Fighting 3 (Close Quarters, Rifles,
STRESS 5 INJURIES 1 Threat Awareness), Medicine 1, Observation 2,
ARMOUR 1 COURAGE 1 Resilience 3, Stealth 2 (Camouflage), Survival 2,
Tactics 1, Vehicles 1
Attacks
STRESS 12 INJURIES 2
Enfield No 2 Service Revolver: (Handguns),

?
Close range, 4 (Salvo: Vicious), Close Quarters, ARMOUR 2 COURAGE 4
Reliable
Attacks
Escalation Options Thompson Submachine Gun: (Close Quarters),

?
Mills Bomb: (Throwing), Close range, 6

? Area, Stun, Close range, 5 (Salvo: Stun), Inaccurate
Inaccurate, Munition
Mills Bomb: (Throwing), close range, 7

? Area, Stun,
Special Rules Inaccurate, Munition

Rally the Troops: The army officer can face harsh



? Escalation Options
odds with a stiff upper lip and imperturbable calm
Bren Machine Gun: (Rifles), Medium range, 6

?
and is a fine leader of men. By spending a point of
(Salvo: Area), Heavy, Inaccurate
Momentum as a minor action, the Officer grants +1
Morale to all allied troopers within Close range. PIAT Anti-Tank Weapon: (Heavy Weapons),

?
Medium range, 7 Piercing 1, Vicious, Cumbersome,
Escalation, Giant-Killer, Heavy, Inaccurate, Munition

Special Rules
Tip of the Spear: Guards regiments are used to being

?
thrust into the line of fire. Guardsmen may keep the
initiative for 1 Momentum instead of 2.

aterloo,
“We beat Napoleon at W
and now we’ve bea Hitler’s boys
ten
up and down Europe.
There’s no finer solider
than a Grenadier!”
— Corporal Tom Ward
– Grenadier Guards

173
THE COMMANDOS AND SAS
Chapter 11  Allied Forces

Skills
Lieutenant NPC Athletics 3, Fighting 3 (Hand-to-Hand Combat,
Close Quarters, Threat Awareness), Medicine 1, Observation
The Commandos, or Special Service brigades, are the most
2, Resilience 3, Stealth 3 (Camouflage), Survival 2
influential Allied special forces formations in World War
II. Initially they are used as small, highly mobile raiding
STRESS 12 INJURIES 2
forces, but after 1943 they spearhead Allied assaults from
Tunisia to D-Day. Highly trained, extremely fit, and masters ARMOUR 2 COURAGE 4
of unorthodox warfare, commandos learn how fire a
silenced SMG effectively, kill a sentry silently, fight without Attacks
weapons and seize, strip, reassemble, and fire enemy Sten Mk IIS Suppressed SMG: (Close Quarters),

?
weapons. Alongside this, they are also trained to climb Close range, 3 (Salvo: Stun), Inaccurate, Subtle
mountains, navigate difficult terrain, use small boats, and
Fairbairn–Sykes fighting knife: (Melee Weapons),

?
blow things up. From 1943, forward observer and forward
3 Piercing 1, Hidden, Subtle
air control skills are added to their curriculum.
Escalation Options
Truths
Bren Machine Gun: (Rifles), Medium range, 5

?
Elite British Special Forces

? (Salvo: Area), Heavy, Inaccurate

Attributes Mills Bomb: (Throwing), Close range, 6



? Area, Stun,
Inaccurate, Throwing
AGILITY 9 BRAWN 9
COORDINATION 9 INSIGHT 8 3lb Standard Charge: (Demolition) Close range, 10

?
Area, Stun (Salvo: Intense)
REASON 7 WILL 9
Special Rules
Commandos: Commandos are masters of silent killing and

?
sabotage. When attacking whilst hidden the Commando
is always considered to have an appropriate focus.

Sabotage: Commandos are experts at sabotage and can



?
use their Fighting skill in place of Engineering when
attempting sabotage.

US Forces
US INFANTRYMAN Skills
Athletics 2, Fighting 2 (Rifles), Medicine 1, Resilience 1,
Trooper NPC
Stealth 1 (Camouflage), Survival 1, Tactics 1, Vehicles 1
The US Infantry is the backbone of the US Army and is a
flexible and effective combat force. Although sometimes STRESS 5 INJURIES 1
suffering from poor quality personnel (with promising ARMOUR 1 COURAGE 1
recruits transferred to elite forces), they are well-equipped
and well fed compared to other Allied or Axis troops, and Attacks
can rely upon the largest support structure of any army,
M1 Garand: (Rifles), Medium range, 5

? (Salvo:
with ample air power, artillery backup, and first-class
Vicious), Reliable
medical care. Tough, resilient and courageous, the US
infantryman should never be underestimated. Bayonet: (Melee) 3

? Piercing 1

Truths Escalation Options


Well Equipped Infantry Fighter

? Pineapple Grenade: (Throwing), Close range, 6

?
Area, Stun, Inaccurate, Munition
Attributes M1A1 Bazooka: (Heavy Weapons), Medium range, 6

?
AGILITY 8 BRAWN 8 Vicious, Cumbersome, Escalation, Inaccurate, Giant-
COORDINATION 9 INSIGHT 8 Killer, Heavy, Inaccurate, Munition

REASON 8 WILL 7 Browning Automatic Rifle: (Rifles), Medium range, 5



?
(Salvo: Area), Heavy, Inaccurate

174
US INFANTRY OFFICER US ELITE FORCES

Chapter 11  Allied Forces


Trooper NPC Lieutenant NPC
US Infantry officers are well trained in the theory of war US Airborne and Ranger divisions form the bulk of the US’s
but lack the battlefield experience and direct tactical elite armed forces in the field and are the bedrock of many
knowledge of their British counterparts. After the US US combat operations. US Airborne forces are tenacious
enters the war in 1941, they are given a baptism of fire in combatants, trained to drop into and hold strategic posi-
both European and Eastern theatres and emerge as coura- tions against their enemy, but like all paratroopers they
geous and determined leaders of men. are not equipped for prolonged engagements. Rangers are
volunteers drawn from other Army units with an emphasis
Truths on physical discipline, tactical expertise, and combat ability,
Well-trained but Untested Leader

? giving them the capacity to rapidly adapt to an ever-
changing battlefield while working in close-knit teams.
Attributes
Truths
AGILITY 8 BRAWN 8
Elite US forces

?
COORDINATION 8 INSIGHT 8
REASON 9 WILL 7 Attributes
AGILITY 9 BRAWN 9
Skills
COORDINATION 9 INSIGHT 8
Academia 1, Athletics 1, Fighting 1 (Handguns),
Observation 3, Persuasion 2, Tactics 2 (Leadership) REASON 8 WILL 8

STRESS 4 INJURIES 1 Skills


ARMOUR 1 COURAGE 1 Athletics 3, Fighting 3 (Close Quarters), Observation 2,
Persuasion 1, Resilience 2, Stealth 2 (Rural Stealth),
Attacks Survival 2, Tactics 1 (Covert Abilities), Vehicles 1

M1911A1: (Handguns), Close range, 4



? STRESS 11 INJURIES 2
(Salvo: Vicious), Close Quarters
ARMOUR 2 COURAGE 2
Pineapple Grenade: (Throwing), Close range,

?
6 Area, Stun, Inaccurate, Munition Attacks
Thompson Submachine Gun: (Close Quarters),

?
Close range, 4 (Salvo: Stun), Inaccurate

, le a d the way! o?
Mk1 Trench knife: (Melee Weapons), 3

? Vicious,
“Ra n g e r s
o u’v e h e a rd that mott ed it, in blood. Hidden
Y Well we earn
, Pineapple Grenade: (Throwing), Close range, 6

?
n D -D ay w e fought our way across Omaha Area, Stun, Inaccurate, Munition
O
clawed our way up the cliffs to the Pointe Du Hoc Special Rules
to take out those German strongpoints The NPC has either one of Airborne or Behind Enemy
But a lot of good and emplacements. Lines abilities, plus the Do or Die ability, below:
men paid for it,
— Anonymous Ranger I can tell you.” Airborne: Airborne troops are trained to parachute

?
into battle. When called in as reinforcements, airborne
- US 75 th Range
r Regiment, 2nd B troops can arrive from above, deploying from a trans-
attalion
port plane flying overhead. Any ranged attack made
against them before they land, at the beginning of their
first turn, suffers +1 difficulty.

Behind Enemy Lines: Rangers are used to operating



?
behind enemy lines and may re-roll a single d20 on any
Stealth or Survival test they attempt.

Do or Die: Airborne and ranger forces are used to



?
operating independently and know they are likely to
be cut off from support for a lot of the time. Such is
their determination that they may pay 1 Threat to
gain +2 Morale.

175
RESISTANCE FIGHTER/PARTISAN
Chapter 11  Allied Forces

Skills
Trooper NPC Athletics 1, Engineering 1 (Explosives), Fighting 2
(Close Quarters), Resilience 3, Stealth 2, Tactics 1
These brave resistance fighters operate clandestinely,
either living locally within native populations or taking
STRESS 6 INJURIES 1
to hills, mountains and abandoned places to fight their
hidden war. Values are given for a typical resistance ARMOUR 0 COURAGE 2
fighter, but individuals may have different skills and
expertise, varying according to their background, occupa- Attacks
tion and the country they reside in. They might also have Maschinenpistole 40 (MP40): (Close Quarters),

?
different weapons and equipment, being either supplied Close range, 4 (Salvo: Stun), Inaccurate
from London via airdrop, or acquiring local weapons and
equipment from the invading forces. Escalation Options
Stielhandgranate 24: (Throwing), Close range, 5

?
Truths Area, Stun, Munition
Civilian Dedicated to Overthrowing Nazi Occupiers

?

Attributes
AGILITY 8 BRAWN 8
COORDINATION 9 INSIGHT 7
REASON 7 WILL 9

176
Animals

Chapter 11  Allied Forces


As well as its millions of human participants, the second EAGLE
world war also sees many animals drafted and pressed into
Trooper NPC
service. Some plough and till the fields on the home front,
others serve as beasts of burden carrying vital supplies and A bird of incredible grace, power and nobility, the eagle
ammunition to the front line. Others still are utilised in courses through the air on enormous wings, searching for
transport and cavalry roles serving directly in the firing line. prey. It possesses fierce weapons with its cruel beak and
This section covers the common creatures players can expect savage claws. Some eagles are capable of being trained to
to meet during the course of the war, as well as a selection attack prey.
of wild animals they may meet while out in the field.
Truths
DOG Bird of Prey

?
Predatory Swooping

?
Trooper NPC
Man’s best friend is determined and loyal as well as deadly
Attributes
when pushed to extremes or trained to them. Dogs are AGILITY 12 BRAWN 6
used in numerous roles by all sides in both the Secret COORDINATION 6 INSIGHT 12
War and indeed the wider conflict, serving as guards and
trackers but always as faithful companions. REASON 5 WILL 9

Truths Skills
Trained Dog

? Athletics 3 (Flight), Fighting 1, Observation 3 (Sight),
Loyal Companion

? Resilience 1

Attributes STRESS 4 INJURIES 1


AGILITY 11 BRAWN 9 ARMOUR 0 COURAGE 1
COORDINATION 5 INSIGHT 10
Attacks
REASON 5 WILL 9 Tearing Beak and Talons: (Hand-to-Hand Combat), 2

?
Piercing 1
Skills
Athletics 2, Fighting 2, Observation 3 (Smell and Taste), Special Rules
Resilience 1, Survival 2 (Tracking) Extraordinary Insight 1: The creature adds 1 auto-

?
matic success on all Insight tests.
STRESS 5 INJURIES 1
Grasping: After a successful attack, spend 1 Threat to

?
ARMOUR 1 COURAGE 2 add the Snare effect to the attack. While it has a target
ensnared, an eagle cannot make melee attacks against
Attacks other targets, but reduces the difficulty of attacks
Bite: (Hand-to-Hand Combat), 3

? versus the ensnared target by 1.

Special Rules Flight: The creature can move freely through aerial

?
zones above the battlefield. Attempting to carry objects
Grasping: After a successful attack, spend 1 Threat to add

? or creatures while flying may require an Athletics +
the Snare effect to the attack. While it has a target ensnared,
Brawn test.
the dog cannot make melee attacks against other targets, but
reduces the difficulty of attacks vs the ensnared target by 1. Keen Senses (Sight): The creature reduces the

?
difficulty of all skill tests relating to sight by 2, to a
Keen Senses (Scent): The dog reduces the difficulty of

? minimum of 0. It can detect things by sight at distances
all skill tests relating to smell by 2, to a minimum of 0.
far greater than humans can.
It can detect things by scent which humans cannot.
Scale -1: The creature suffers an injury after suffering

?
Good Boy: Dogs are extremely loyal and devoted

? 4 stress (after reductions) from a single attack, rather
to their owners, trainers and handlers gaining +2
than 5. Other actions may be easier or harder based on
courage in their presence. If their handler is defeated,
its size.
the dog will move as fast as possible to the character’s
side and will defend them from anyone unfamiliar
who gets too close. Wild or stray dogs do not gain this
benefit, unless befriended by a character.

177
HORSE WOLF
Chapter 11  Allied Forces

Trooper NPC Trooper NPC


A strong, fast and resilient creature for riding or drawing Haunting the Northern European forests and mountains,
carriages and wagons, the horse has been used as a mount wolves are formidable pack hunters, using their numbers
by mankind for many thousands of years, creating a strong and intelligence to track and hound their prey to exhaus-
bond between man and beast. Different breeds are used tion. Some have even been tamed to fight alongside
in racing, riding, or serving as draft animals, and many human companions, but even these semi-tame beasts still
varieties serve in World War II, transporting supplies and feel the call of the wild!
ammunition to the front line.
Truths
Truths Cunning Predator

?
Trustworthy Beast of Burden

? Hunts in Packs

?
Sturdy Companion

?
Attributes
Attributes AGILITY 11 BRAWN 9
AGILITY 9 BRAWN 12 COORDINATION 6 INSIGHT 10
COORDINATION 4 INSIGHT 9 REASON 5 WILL 9
REASON 5 WILL 8
Skills
Skills Athletics 2, Fighting 2, Observation 3 (Smell and Taste),
Athletics 2 (Running), Observation 2 , Resilience 3 Resilience 1, Stealth 2, Survival 2 (Tracking)
(Fortitude), Survival 1
STRESS 5 INJURIES 1
STRESS 8 INJURIES 1 ARMOUR 1 COURAGE 1
ARMOUR 3 COURAGE 0
Attacks
Attacks Bite: (Hand-to-Hand Combat), 3

?
Trampling Hooves: (Hand-to-Hand Combat),

? Wolf’s Howl: (Mental Attack), 3

? Area, Stun
6 Stun
Special Rules
Special Rules
Grasping: After a successful attack, spend 1 Threat to

?
Brutal 1: The creature makes and defends against

? add the Snare effect to the attack. While it has a target
melee attacks with Brawn instead of Agility. It also
ensnared, the wolf cannot make melee attacks against
adds +1 to its melee attacks, included above.
other targets, but reduces the difficulty of attacks vs
Scale 1: The creature suffers an injury after suffering

? the ensnared target by 1.
6 stress (after reductions) from a single attack, rather
Keen Senses (Scent): The creature reduces the

?
than 5. Other actions may be easier or harder based on
difficulty of all skill tests relating to smell by 2, to a
its size.
minimum of 0. It can detect things by scent which
Mount: A horse can be ridden as a mount by a char-

? humans cannot.
acter. When ridden as a mount, the horse assists the
Pack Hunter: Wolves gain Morale equal to the number

?
rider’s Athletics and Observation tests. Attacks against
of wolves present in the scene, to a maximum of 5
a mounted character target are randomised between
Morale. In addition, when attacking a creature that
mount and character (roll 1d20: 1-10 mount, 11-20
has already been attacked by one or more wolves that
rider); if the mount is knocked prone or defeated, the
round, a wolf may re-roll a single d20.
rider falls from the mount and suffers a hit from the
mount’s normal melee attack. Wolf’s Howl: Wolves can make a mental attack,

?
listed above.

“When the long winter nights overtake the world, then you may hear them howl,
each calling each, across the steppes, though whether in greeting or in challenge, it is hard to say.
and woe betide you or your horse, if a grey pack catches you unawares.”
They are ruled by the law of claw and fang
– Ivan Kuznetsov,
1st Cossack Cavalry Division

178
Appendices

Character Sheet.......................................... 180


Index..............................................................183
Appendices
®

CHARACTER RECORD SHEET

Name Nationality Rank

Archetype Background Characteristic

Personal Truths & Scars

Stress Courage Injuries

Armour
Languages
Fortune

Attribute AGILITY BRAWN COORDINATION INSIGHT REASON WILL

RATING

BONUS DAMAGE

Skills RANKS FOCUSES

ACADEMIA Art, Cryptography, Finance, History, Linguistics, Occultism, Science

ATHLETICS Climbing, Lifting, Physical Training, Running, Swimming, Throwing

ENGINEERING Architecture, Combat Engineering, Electronics, Explosives, Mechanical Engineering

Close Quarters, Handguns, Hand-to-Hand, Heavy Weapons, Melee Weapons, Rifles,


FIGHTING Threat Awareness, Exotic

MEDICINE First Aid, Infectious Diseases, Pharmacology, Psychiatry, Surgery, Toxicology

OBSERVATION Hearing, Instincts, Sight, Smell and Taste

PERSUASION Charm, Innuendo, Intimidation, Negotiation, Rhetoric, Deceive, Invocation

RESILIENCE Fortitude, Discipline, Immunity

STEALTH Camouflage, Disguise, Rural Stealth, Urban Stealth

SURVIVAL Animal Handling, Foraging, Hunting, Mysticism, Orienteering, Tracking

TACTICS Air Force, Army, Covert Operations, Leadership, Navy, Technical Projects

VEHICLES Cars, Motorcycles, Heavy Vehicles, Tanks, Aircraft, Watercraft

180 TM & © 2021 Modiphius Entertainment Ltd. Permission is granted to reproduce this document for personal use.
Equipment of Note

Appendices
Weapons
NAME FOCUS RANGE DAMAGE SALVO SIZE QUALITIES

Biography Talents
NAME KEYWORDS EFFECT

TM & © 2021 Modiphius Entertainment Ltd. Permission is granted to reproduce this document for personal use.
181
Spells Power
Appendices

NAME SKILL DIFFICULTY COST DURATION EFFECT MOMENTUM

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Index

Appendices
A Fortune. . . . . . . . . . . . . . . . . . . . . XX M
Fortune. . . . . . . . . . . . . . . . . . . . . XX Mi-Go. . . . . . . . . . . . . . . . . . . . . . XX
Animals . . . . . . . . . . . . . . . . . . . 177
Fortune. . . . . . . . . . . . . . . . . . . . . XX Mi-Go. . . . . . . . . . . . . . . . . . . . . . XX
Animals . . . . . . . . . . . . . . . . . . . 177
Fortune. . . . . . . . . . . . . . . . . . XX
? Mi-Go. . . . . . . . . . . . . . . . . . . . . . XX
Animals . . . . . . . . . . . . . . . . . . . 177 Fortune. . . . . . . . . . . . . . . . . . XX
?
Animals . . . . . . . . . . . . . . . . . . . 177 Fortune. . . . . . . . . . . . . . . . . . XX
? N
Animals. . . . . . . . . . . . . . . . . 177
? Fortune. . . . . . . . . . . . . . . . . . . . . XX
Animals. . . . . . . . . . . . . . . . . 177
? Nachtwölfe. . . . . . . . . . . . . . . . . . XX
Fortune. . . . . . . . . . . . . . . . . . . . . XX
Nachtwölfe. . . . . . . . . . . . . . . . . . XX
B Fortune. . . . . . . . . . . . . . . . . . . . . XX
Nachtwölfe. . . . . . . . . . . . . . . . . . XX
Fortune. . . . . . . . . . . . . . . . . . . . . XX
Building. . . . . . . . . . . . . . . . . . . . XX
Building. . . . . . . . . . . . . . . . . . . . XX
Fortune. . . . . . . . . . . . . . . . . . . . . XX
O
Fortune. . . . . . . . . . . . . . . . . . . . . XX
Building. . . . . . . . . . . . . . . . . . . . XX Fortune. . . . . . . . . . . . . . . . . . . . . XX Observation . . . . . . . . . . . . . . . . . XX
Building. . . . . . . . . . . . . . . . . . . . XX Observation . . . . . . . . . . . . . . . . . XX
G Observation . . . . . . . . . . . . . . . . . XX
C
Commonwealth. . . . . . . . . . . . . . . XX
German. . . . . . . . . . . . . . . . . . . . .XX
German. . . . . . . . . . . . . . . . . . XX
P
?
Commonwealth. . . . . . . . . . . . . . . XX German. . . . . . . . . . . . . . . . . . . . .XX Persuasion . . . . . . . . . . . . . . . . . . XX
Commonwealth. . . . . . . . . . . . . . . XX German. . . . . . . . . . . . . . . . . . . . .XX Persuasion . . . . . . . . . . . . . . . . . . XX
Commonwealth. . . . . . . . . . . . XX

? German. . . . . . . . . . . . . . . . . . . . .XX Persuasion. . . . . . . . . . . . . . . . XX
?
Commonwealth. . . . . . . . . . . . XX

? Persuasion . . . . . . . . . . . . . . . . . . XX
Commonwealth. . . . . . . . . . . . . . . XX H Persuasion . . . . . . . . . . . . . . . . . . XX
Commonwealth. . . . . . . . . . . . . . . XX Persuasion . . . . . . . . . . . . . . . . . . XX
Halitosis. . . . . . . . . . . . . . . . . . . . XX
Commonwealth. . . . . . . . . . . . . . . XX Persuasion . . . . . . . . . . . . . . . . . . XX
Halitosis. . . . . . . . . . . . . . . . . . . . XX

D I Q
Deep Ones . . . . . . . . . . . . . . . . . . XX Quincy. . . . . . . . . . . . . . . . . . . . . XX
Injuries. . . . . . . . . . . . . . . . . . . . . XX
Deep Ones . . . . . . . . . . . . . . . . . . XX Quincy. . . . . . . . . . . . . . . . . . . . . XX
Injuries. . . . . . . . . . . . . . . . . . . . . XX
Deep Ones . . . . . . . . . . . . . . . . . . XX Quincy. . . . . . . . . . . . . . . . . . . . . XX
Injuries. . . . . . . . . . . . . . . . . . . . . XX
Deep Ones . . . . . . . . . . . . . . . . . . XX
Injuries. . . . . . . . . . . . . . . . . . . . . XX

E Injuries. . . . . . . . . . . . . . . . . . . . . XX
R
Eye Spy . . . . . . . . . . . . . . . . . . . . XX J Resilience. . . . . . . . . . . . . . . . . . . XX
Eye Spy . . . . . . . . . . . . . . . . . . . . XX Resilience. . . . . . . . . . . . . . . . . . . XX
Jalopy . . . . . . . . . . . . . . . . . . . . . XX
Eye Spy. . . . . . . . . . . . . . . . . . XX
? Resilience. . . . . . . . . . . . . . . . . . . XX
Eye Spy. . . . . . . . . . . . . . . . . . XX


?
Eye Spy. . . . . . . . . . . . . . . . . . XX
? K Resilience. . . . . . . . . . . . . . . . . . . XX
Resilience. . . . . . . . . . . . . . . . . . . XX
Eye Spy. . . . . . . . . . . . . . . . . . XX
? Kabin Fever . . . . . . . . . . . . . . . . . XX
Resilience. . . . . . . . . . . . . . . . . . . XX
Eye Spy . . . . . . . . . . . . . . . . . . . . XX Kabin Fever . . . . . . . . . . . . . . . . . XX
Resilience. . . . . . . . . . . . . . . . . . . XX
F L Resilience. . . . . . . . . . . . . . . . . . . XX
Resilience. . . . . . . . . . . . . . . . XX
?
Fortune. . . . . . . . . . . . . . . . . . . . . XX Lemonade. . . . . . . . . . . . . . . . . . . XX Resilience. . . . . . . . . . . . . . . . XX
?
Fortune. . . . . . . . . . . . . . . . . . . . . XX Lemonade. . . . . . . . . . . . . . . . . . . XX Resilience. . . . . . . . . . . . . . . . . . . XX

183
S Vehicle. . . . . . . . . . . . . . . . . . . . . XX
Appendices

Vehicle. . . . . . . . . . . . . . . . . . . . . XX
Survival . . . . . . . . . . . . . . . . . . . . XX
Vehicle. . . . . . . . . . . . . . . . . . . . . XX
Survival . . . . . . . . . . . . . . . . . . . . XX
Vehicle. . . . . . . . . . . . . . . . . . . . . XX
Survival . . . . . . . . . . . . . . . . . . . . XX
Survival . . . . . . . . . . . . . . . . . . . . XX W
Survival . . . . . . . . . . . . . . . . . . . . XX
Survival . . . . . . . . . . . . . . . . . . . . XX Weird. . . . . . . . . . . . . . . . . . . . . . XX

Survival . . . . . . . . . . . . . . . . . . . . XX Weird. . . . . . . . . . . . . . . . . . . . . . XX
Survival. . . . . . . . . . . . . . . . . . XX
?Weird . . . . . . . . . . . . . . . . . . . XX
?
Survival. . . . . . . . . . . . . . . . . . XX
?Weird . . . . . . . . . . . . . . . . . . . XX
?

?Weird . . . . . . . . . . . . . . . . . . . XX
Survival . . . . . . . . . . . . . . . . . . . . XX
Weird. . . . . . . . . . . . . . . . . . . . . . XX
Survival . . . . . . . . . . . . . . . . . . . . XX
Weird. . . . . . . . . . . . . . . . . . . . . . XX
Survival . . . . . . . . . . . . . . . . . . . . XX
Survival . . . . . . . . . . . . . . . . . . . . XX
X
Survival . . . . . . . . . . . . . . . . . . . . XX
Survival . . . . . . . . . . . . . . . . . . . . XX X-Ray. . . . . . . . . . . . . . . . . . . . . . XX
Survival . . . . . . . . . . . . . . . . . . . . XX X-Ray. . . . . . . . . . . . . . . . . . . . . . XX
X-Ray. . . . . . . . . . . . . . . . . . . . . . XX
T
Y
Tactics . . . . . . . . . . . . . . . . . . . . . XX
Tactics . . . . . . . . . . . . . . . . . . . . . XX Yolanda . . . . . . . . . . . . . . . . . . . . XX
Tactics . . . . . . . . . . . . . . . . . . . . . XX Yolanda . . . . . . . . . . . . . . . . . . . . XX
Tactics . . . . . . . . . . . . . . . . . . . . . XX Yolanda . . . . . . . . . . . . . . . . . . . . XX
Tactics . . . . . . . . . . . . . . . . . . . . . XX
Tactics. . . . . . . . . . . . . . . . . . .XX
? Z
Tactics. . . . . . . . . . . . . . . . . . .XX
? Zoology . . . . . . . . . . . . . . . . . . . . XX
Tactics. . . . . . . . . . . . . . . . . . .XX
? Zoology . . . . . . . . . . . . . . . . . . . . XX
Tactics. . . . . . . . . . . . . . . . . . .XX
?
Zoology . . . . . . . . . . . . . . . . . . . . XX
Tactics. . . . . . . . . . . . . . . . . . .XX
?
Tactics. . . . . . . . . . . . . . . . . . .XX
?
Tactics . . . . . . . . . . . . . . . . . . . . . XX
Tactics . . . . . . . . . . . . . . . . . . . . . XX
Tactics . . . . . . . . . . . . . . . . . . . . . XX
Tactics . . . . . . . . . . . . . . . . . . . . . XX
Tactics . . . . . . . . . . . . . . . . . . . . . XX

U
United States . . . . . . . . . . . . . . . . XX
United States . . . . . . . . . . . . . . . . XX
United States . . . . . . . . . . . . . . . . XX
United States . . . . . . . . . . . . . . . . XX
United States . . . . . . . . . . . . . . . . XX
United States . . . . . . . . . . . . . . . . XX
United States . . . . . . . . . . . . . . . . XX

V
Vehicle. . . . . . . . . . . . . . . . . . . . . XX
Vehicle. . . . . . . . . . . . . . . . . . . . . XX
Vehicle. . . . . . . . . . . . . . . . . . . . . XX

184
Appendices

185
Appendices

The Secret War


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Welcome to the Se
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Answer the call es ’ Ma je st ic , or the brave Resist oc cu lt .
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