World War II D20 Modern

Prince Atom

Explorer
I just picked up GURPS WWII (a "Powered by GURPS" product), a nice hardback with a lot of crunch (typical of GURPS) and a lot of cream. It told me a lot of things I didn't know about the War -- including how strung out and nervously exhausted Hitler was. Apparently he slept through the Normandy invasion because none of his officers wanted to wake him, he'd been sleeping so little.

It doesn't have too many vehicles (basically one from each side in the war) but it does include vehicle-creation rules and a LOT of weapons and equipment lists. I got it for about $30, which is a little steep if all you're going to use it for is reference. I, of course, intend to use it in a GURPS campaign if I can ever talk my group into it (they refer to the system as FURPS, IYKWIM).

Oh, yeah, and somehow Uncle Joe made it into the sole illustration on the back. I can think of at least three other world leaders that could have done just as well for the core rulebook....

PS: I think Bill Mauldin's general autobiography is "The Brass Ring" or something like that. Interesting as all get-out, and it just so happens I have a copy.

TWK
"I can't go no lower -- me buttons is in th' way."
 

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Prince Atom

Explorer
a mauser is not a garand!

It depends on the focus of your game. If your game is heavily into the tiny nuances of equipment, then of course a Karabiner 98k is not an M1 Garand.

However, if the focus is on something else (like, say, superheroes or the machinations of crazed Nazi scientists) then you can just come up with generic stats for a "Rifle" of a certain range of caliber, and give it to both the Wehrmacht and the US Army and call it what you will.

I find it's an insidious trap, this wanting to differentiate between weapons, when really the only difference is one little statistic like a few feet of variation in range increment.

But, by all means, if you want to focus on the equipment, go right ahead. Don't take my opinions for fact :)

TWK
 

qstor

Adventurer
some of the weapons have stats in CoC but none of the weapons in Ultramodern Firearms are suitable IIRC...

I asked for the stats for the M1 Garand on the WOTC d20 modern boards..

Mike
 

aurin777

First Post
Today I tracked down the Wierd Wars II book just so I could look at the equipment lists, but it wasn't complete enough for me to actually pay the money for the book. I figure that I will just wait for the new dungeon/poly and get the equipment lists out of that but someone sent me a VERY good file filled with d20 modern stats AND pictures. I was happily suprised. Here is the list of guns (sorry it wont be formatted):
Pistols
Model Damage Capacity Ammo Firing Range Size Weight Nation
Beretta Modello 1934 2d4 7+1 box 9mm-s Semi 30 ft. Tiny 2 lbs Italian
Browning 1935 'Grande Puissance' 2d6 13+1 box 9mm Semi 40 ft. Small 2 lbs British
Colt 1911A1 2d6 7+1 box .45 in Semi 30 ft. Small 3 lbs American
Luger1 2d6 7+1 box 9mm Semi 30 ft. Small 2 lbs German
TT-33 (Tula-Tokarev Model 1933) 2d6 8+1 box 7.62mm Semi 40 ft. Small 2 lbs Russian
Type 14 (Nambu) 2d4 8+1 box 8mm Semi 30 ft. Small 2 lbs Japanese
Walther P38 2d6 8+1 box 9mm Semi 40 ft. Small 2 lbs German
Webley Mark 4 2d8 6 cylinder 9.65mm Semi 20 ft. Small 2 lbs British
Submachine Guns
Sten Mark II (Machine Carbine) 2d6 32+1 box 9mm A(15)-10, S 50 ft. Large 8 lbs British
Beretta Modello 1938A 2d6 40+1 box 9mm A(16)-10, S 50 ft. Large 11 lbs Italian
M1A1 'Thompson' 2d8 30+1 box;
50 drum .45 in A(17)-15, S 40 ft. Large 12 lbs American
M3 'Grease Gun' 2d8 30+1 box .45 in A(14)-10 40 ft. Large 10 lbs American
MP40 (Maschinen Pistole 40) 2d6 32+1 box 9mm A(15)-10, S 50 ft. Large 10 lbs German
PPSh-41 (Pistolet Pulemet Shpagin) 2d6 35+1 box;
71 drum 7.62mm A(19)-20 60 ft. Large 12 lbs Russian
The Owen 2d6 33+1 box 9mm A(17)-15, S 50 ft. Large 11 lbs Australian
Bolt Action Rifles
Lee Enfield Rifle No. 4 2d10 10 clip 0.303 in 1 shot 90 ft. Large 9 lbs British
Fucile Modello 1891 2d8 6 clip 6.5mm 1 shot 90 ft. Large 8 lbs Italian
Mauser 98k Karabiner 2d12 5 clip 7.92mm 1 shot 100 ft. Large 9 lbs German
Mosin-Nagant Model 1891 2d10 5 clip 7.62mm 1 shot 100 ft. Large 9 lbs Russian
Springfield Model 1903 2d10 5 clip 0.3 in 1 shot 110 ft. Large 9 lbs American
Type 38th Year (Arisaka) 2d8 5 clip 6.5mm 1 shot 90 ft. Large 9 lbs Japanese
Rifles and Assault Rifles
FG42 (Fallschirmjagergewehr) 2d10 20+1 box 7.92mm A(18)-15, S 90 ft. Large 10 lbs German
Gewehr 43 2d10 10+1 box 7.92mm Semi 100 ft. Large 10 lbs German
M1 Carbine 2d10 15+1 box .3 in Semi 80 ft. Large 6 lbs American
M1 Garand2 2d10 8 clip .3 in Semi 110 ft. Large 10 lbs American
M1941 Johnson 2d10 10 clip .3 in Semi 110 ft. Large 9 lbs American
MP43/Stg44 2d10 30+1 box 7.92mm-s A(15)-10, S 80 ft. Large 12 lbs German
SVT40 2d8 10+1 box 7.62mm Semi 100 ft. Large 9 lbs Russian
Light Machine Guns
Bren Gun 2d10 30+1 box .303 in A(15)-10 90 ft. Large 23 lbs British
Breda Modello 30 2d8 20+1 box 6.5mm A(15)-10 80 ft. Large 23 lbs Italian
DP (Degtyaryev Pakhotnyi) 2d10 47 drum 7.62mm A(15)-10 110 ft. Large 27 lbs Russian
M1918A2 Browning Automatic Rifle 2d10 20+1 box .3 in A(16)-10 110 ft. Large 19 lbs American
M1919A4 Browning LMG 2d10 250 belt .3 in A(15)-10 110 ft. Huge 45 lbs American
MG34 (Maschinengewehr) 2d12 50 belt 7.92mm A(19)-20 100 ft. Large 32 lbs German
MG42 (Maschinengewehr) 2d12 50 belt 7.92mm A(23)-25 100 ft. Large 31 lbs German
Type 96 2d8 30+1 box 6.5mm A(16)-10 90 ft. Large 20 lbs Japanese
Heavy Machine Guns
Vickers 2d10 250 belt .303 in A(15)-10 90 ft. Huge 90 lbs British
Breda Modello 37 2d8 20 tray 8mm A(15)-10 100 ft. Huge 84 lbs Italian
M1910 (Pulemet Maksima Obrazets) 2d10 250 belt 7.62mm A(16)-10 110 ft. Huge 163 lbs Russian
M1917A1 Browning 2d10 250 belt .3 in A(16)-10 110 ft. Huge 95 lbs American
Maschinengewehr 34 (MG34) 2d12 250 belt 7.92mm A(19)-20 100 ft. Huge 68 lbs German
Maschinengewehr 42 (MG42) 2d12 250 belt 7.92mm A(23)-25 100 ft. Huge 66 lbs German
Type 92 2d8 30 strip 7.7mm A(15)-10 90 ft. Huge 123 lbs Japanese
Flamethrowers3 (Reflex DC 15)
Model Damage Ammo Shot Sustain Weight Size Spray Nation
Flammenwerfer 41 3d6/6d6 18 liters 65 ft. 2 rounds 49 lbs Large 100 ft. German
Flammenwerfer 42 3d6/6d6 18 liters 80 ft. 2 rounds 41 lbs Large 120 ft. German
Lifebuoy Flamethrower No. 2 3d6/6d6 18 liters 100 ft. 2 rounds 62 lbs Large 130 ft. British
Portable Flamethrower M2-2 3d6/6d6 18 liters 80 ft. 2 rounds 70 lbs Large 130 ft. American
ROKS-2 (Ranzewuj Ognemjot KS-2) 3d6/6d6 9 liters 120 ft. 1 round 50 lbs Large 150 ft. Russian
Hand Grenades (Reflex DC 15)
Model Damage Shape Burst Fuse Weight Size Blast Nation
Mills No. 36 4d6 Egg 20 ft. Long 2 lbs Tiny Frag British
Mills No. 69 3d6 Egg 10 ft. Impact 1 lbs Tiny Con British
Mk II 4d6 Egg 20 ft. Long 1 lbs Tiny Frag American
Mk III 3d6 Egg 10 ft. Short 1 lbs Tiny Con American
RGD-33 4d6 Stick4 20 ft. Short 1 lbs Small Frag Russian
Stielgranate 24 4d6 Stick4 20 ft. Short 1 lbs Small Frag German
Eiergranate 39 4d6 Egg 20 ft. Short 1 lbs Tiny Frag German
Rifle Grenades (Reflex DC 15)
Model Damage Range Burst Penetrate Weight Size Blast Nation
M17 4d6 30 ft. 15 ft. 2 lbs Small Frag American
Gewehr Granate 4d6 30 ft. 15 ft. 1 lbs Small Frag German
M9A1 8d6 30 ft. 5 ft. 10 1 lbs Small Shaped American
Panzer Granate 6d6 15 ft. 10 ft. 2 1 lbs Small Shaped German
Gross Panzer Granate 6d6 30 ft. 10 ft. 3 1 lbs Small Shaped German
Gross Panzer Granate 46mm 8d6 60 ft. 5 ft. 9 1 lbs Small Shaped German
Gross Panzer Granate 61mm 10d6 60 ft. 5 ft. 13 1 lbs Small Shaped German
Schubgranate P 40 6d6 30 ft. 10 ft. 4 1 lbs Small Shaped German
Anti-Tank Rockets (Reflex DC 18)
Model Damage Range Burst Penetrate Weight Size Ammo Nation
M1A1 Bazooka 10d6 100 ft. 10 ft. 10 13 lbs Large 3 lbs American
RPzB 54 (Raketenpanzerbuchse) 10d6 120 ft. 5 ft. 15 24 lbs Large 7 lbs German
1The Luger is a very delicate machine and jams on a natural 1 as if it had a drum magazine
2The M1 Garand cannot be reloaded while any bullets remain in the clip, in addition, when the last round is spent, the empty clip springs out of the internal housing and makes a distinctive ‘ping’ sound (Listen DC 10 to hear). After this, the Garand can be reloaded as a move-equivalent action
3Flamethrowers have a Hardness of 5 and 5 hit points. They have a defense of 9 + user’s Dexterity modifier + user’s class defense bonus.
4Stick grenades have a base range increment of 15 ft. instead of 10 ft.


Ranged weapons are described by a number of statistics:
Damage: The damage the weapon deals on a successful hit.
Critical: (Not listed on these tables) The threat range for all weapons listed here is 20; except for grenades (rifle and hand), rockets, and flamethrowers – all of which have no threat range and cannot score a critical hit.
Damage Type: (Not listed on these tables) All firearms deal ballistic damage, flame throwers deal fire damage, fragmentation grenades deal slashing damage, concussion grenades (and rockets) deal concussion damage.
Range Increment: (‘Range’ on these tables) Any attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative -2 penalty on the attack roll.
Range weapons have a maximum of ten range increments, except thrown weapons, which have a maximum range of five range increments.
Rat of Fire: (‘Firing’ on these tables) Some ranged weapons have a rate of fire of 1 shot, which simply means they can be employed once per round and then must be reloaded, replaced, or re-chambered. Firearms, which operate through many different forms of internal mechanisms, have varying rates of fire. The three possible rates of fire for handguns, longarms, and heavy weapons are single shot, semiautomatic, and automatic.
Single Shot: A weapon with the single shot rate of fire requires the user to manually operate the action (the mechanism that ejects the spent casing and chambers a new round) between each shot. Bolt-action rifles are the most common firearm with a single shot rate of fire. A weapon with the single shot rate of fire can fire only one shot per attack, even if the user has a feat or other abilities that normally allow more than one shot per attack.
Semiautomatic (S): Most firearms have the semiautomatic rate of fire. These firearms feed and :):):):) themselves with each shot. A semiautomatic weapon fires one shot per attack (effectively acting as a single shot weapon), but some feats allow characters armed with semiautomatic weapons to fire shots in rapid succession, getting in more than one shot per attack.
Automatic (A): Automatic weapons fire a burst or stream of shots with a single squeeze of the trigger. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire.
The number in parentheses following the ‘A’ in the description is the suggested Reflex save DC for using autofire. This is based on the rounds per minute statistic of each weapon. The number following the dash in the description is the number of bullets using autofire uses up in an attack. Once again, this is based on the rate of fire of the weapon.
For example – If the PC’s were to come into the area being covered by a German MG42 (Actually fires 1,300 rounds per minute, game statistics of A(25)-23) manned by a lone Nazi, they would have to make Reflex saves at a DC of 23 or take the weapon’s damage (2d12) as they are struck by one of the 25 bullets being fired.
Magazine: (‘Capacity on these tables) The weapon’s magazine capacity and type are given in this column. The amount of ammunition a weapon carries, and hence how many shots it can fire before needing to be reloaded, is determined by its magazine capacity. How the firearm is reloaded depends upon its magazine type. The number in this entry is the magazine’s capacity in shots; the word that follows the number indicates the magazine type: box, drum, cylinder, (internal) clip, or linked (belt, strip, or tray).
Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon. This feature is advantageous because a character can carry extra magazines, already loaded, and simply swap an empty one for one of the extras. Also, box magazines tend to have relatively large capacities. Any firearm that utilizes a box magazine may hold one extra round, chambered, in addition to a full magazine.
Drum: A drum magazine is a spiral spring-loaded twelve inch cylinder that vastly increases the magazine capacity of the average firearm. Unfortunately, the drum’s complicated spring mechanism is prone to jamming; on a natural 1, the weapon is jammed, and requires a full round action to force the chamber clear (move-equivalent if the user has the rapid reload feat).
Cylinder: A revolver keeps its ammunition in a cylinder which is part of the weapon and serves as the firing chamber for each round as well. Unlike box magazines, cylinders can’t be removed, and they must be reloaded by hand. However, most revolvers can be used with a speed loaded (see d20 Modern pg. 120) – a small device that holds a full load of ammunition ready to be inserted, all at once, into a cylinder. Using a speed loader is much like inserting a box magazine into a weapon. Without a speed loader, a firearm with a cylinder must be loaded by hand.
Internal: Called a clip on these tables, some weapons keep their ammunition in an internal space, which must be loaded by hand. This is the case with most shotguns, as well as some rifles. Reloading a clip type of internal magazine is a move-equivalent action (instead of a full-round action) just as if the user were loading a box magazine.
Size: Size categories for weapons and other objects are defined differently from the seize categories for creatures. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon.
A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands. A Huge weapon requires two hands and a bipod or other mount.
A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in your off hand (see d20 Modern, table 5-3, pg. 138).
Weight: This column gives the weapon’s weight when fully loaded.
Nation: The nation that utilized the weapon during World War II
Penetrate: A special statistic given to armor piercing explosives. The number indicates how many point of hardness the weapon ignores when damaging objects.
Fuse: Another special statistic, this one given to grenades; it indicates when the grenade will explode. A short fuse grenade detonates at the end of the round it is thrown on, a long fuse grenade explodes the next round, at its thrower’s initiative count.

Flamethrowers: Flamethrowers have two basic attack modes: shot and spray. A shot is a short, controlled burst that drains 1 liter of fuel and deals 3d6 fire damage to everything in an area 5 feet wide and [Shot] feet long (Reflex Save DC 15 for ½). A Spray is a longer, sustained jet that drains 9 liters and deals 6d6 fire damage to everything in an area 10 feet wide and [Spray] feet long (Reflex Save DC 20 for ½). If a flame thrower is damaged, using a Spray entails a 50% chance of immolation, as if the flamethrower had been reduced to 0 hit points. The user takes 6d6 fire damage (no save) and everything within 5 feet takes 3d6 fire damage (Reflex Save DC 15 for ½).
Concussion Grenades: When a concussion grenade damages a creature, it initiates a Bullrush in a random direction (roll 1d8) as if it
were a medium creature charging with a Strength score of 10 + damage dealt. For example, if a PC lobbed a Mk III grenade at a formation of three Nazis, and dealt 10 damage to each of them, the user would then roll for the Bullrush: 1d20 + 2 (charging) + 5 (Str of 10 + 10 damage = 20, mod of +5) and push each Nazi (assuming his grenade beats each of their Strength checks) in a random direction 5 feet + 5 feet for every 5 the grenade beat their Strength check. At the end of the grenade attack, the three Nazi’s are lying prone at least 5 feet from their original position and are probably very, very mad.
Rifle Grenades: These work exactly like hand grenades, but are fired from the end of a rifle temporarily modified by a coupling that accomadates the larger caliber of the rifle grenade. Attaching the coupling and grenade is a full-round action. There is no need to remove the coupling after firing the grenade as it is stripped with firing.
Anti-Tank Rockets: These work exactly like the M72A3 LAW described in d20 Modern, pg. 102, except for the statistics provided here.
 

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