Weird War II: Dogs of War (Prelude)

Nero Kingsley

First Post
Sergeant Dan Brock felt the flak burst tear the tail off the plane. The B-24 Liberator dipped heavy to the right. Jurgenson, the co-pilot, screamed. "Cap's dead! Jesus! Cap's dead!" Brock locked the waist gun in place and waited for orders. Would they have to bail? Jurgenson stepped down the stairs from the cockpit to the hold, covered in blood and gore. He was in shock, staggering down into the hold and looking at his hands. He raised his spattered goggles to gaze at his gory hands, then mouthed something that Brock couldn't hear over the roar of the Liberator's engines.
A great sucking sound erupted from the rear of the plane and answered Brock's unasked question. He saw Jurgenson fly past him, sucked out the gaping rear to go spinning into the night. Dan would have gone too had he not been strapped in. Word came in over the radio from the survivors. "Bail! Bail! Bail! The Lindy's hit bad, boys." Someone in the background yelled, "see you in Paris!" Dan didn't laugh.
He waited until the Lindy rolled over on its side , then unhooked himself. The centripidal force of the plane would soon lock him in this giant metal coffin if he didn't get out quick. Dan pulled with all his might, using every brace and strut to get to the side door. It took every last bit of strength, but he made it. He saw three parachutes below him already. At least some of the guys had made it. The rest, he knew, would ride the Lindy all the way. One last bomb to drop on the lousy Krauts. He popped his chute while he could still make out the countryside below. By 5000 feet, he saw nothing but darkness.
Dan felt the first branches before he saw them. They tore at his skin, busted his knee cap wide open, and smashed in his teeth. Then his chute caught and Sergeant Brock felt the jerk - it felt like his guts had fallen into his flight boots. He was stuck, but alive. He cut himself free quickly, then paused. Something below him was - sniffing. Like a dog. A Nazi patrol? This fast? It seemed unlikely, but Dan had no idea where he was.
Then the clouds parted and the full moon beat down through the trees. Below him was a large man with the indisputable head of a wolf.

You are a member of the 116th Regiment, 29th Division. The 29th Division is composed mostly of recruits from Virginia, Maryland, and the east coast of the United States. Its nickname is the "Blue and Gray," for its unit patch is a blue and gray "yin and yang" symbol (below). The 116th and several other regiments were originally formed in the American Civil War under General Thomas "Stonewall" Jackson. These units are commanded by General Charles H. Gerhardt, and form the "Stonewall Brigade."
Your squad has been assembled by Major Libey to go behind enemy lines and rescue the surviving members of a B-24 bomber crew who bailed out over the nearby DeChambeau Woods.
29th.jpg


The system being used is d20, though I'm using a certain book - Weird War II: Blood on the Rhine. It's going to be a bit tricky making characters since I doubt many of you will have the book, and I have yet to find a useful system reference document. To keep things simple, I'll tell you what you get at level one for each class and list of new stuff. You're equipment is assigned based on what options you select. Submit your character with as much information as you can (I probably left some stuff out, so if you have any questions or uncertainties, ask away). Start with max hit points and calculate ability scores using 28 point buy. I suppose I'll end the recruiting May 31st. Cool/in-depth/believable backgrounds are always nice.

Grunt: Grunts are the enlisted men and noncommissioned officers of the Allied armies. This class is the poot GI in the trenches who does the bulk of the fighting. He is good with a gun, grenade, or entrenching tool - whatever it takes to get the job done.
+1 AB, +2 Fort, d10 hit die, 2 feats of choice, (4+Int modifier)x4 for starting skills. Skills - Artillery, Bombardier, Climb, Concentration, Craft, Demolitions, Driving, Heal, Jump, Leadership, Listen, Mechanic, Move Silently, Search, Spot, and Swim.
Officer: This class provides the leadership needed by the Allied forces. Though they're not as good with a gun as a grunt, officers have a number of special abilities and feats available that allow them to make the men under their command more effective.
+1 AB, +2 Will, d8 hit die, Rank, 1 feat of choice, (4+Int modifier)x4 for starting skills. Skills - Artillery, Climb, Concentration, Demolitions, Diplomacy, Driving, Heal, Hide, Intimidate, Jump, Leadership, Move Silently, Profession, Search, Sense Motive, Spot, and Swim.
Medic/Nurse: Medics and nurses are angels of mercy with their medical kits on the battlefield and everyone's best friend once the bullets start flying.
+0 AB, +2 Fort, +2 Will, d8 hit die, 2 feats of choice, (4+Int modifier)x4 for starting skills. Skills - Climb, Combat Medicine, Driving, Hide, Jump, Listen, Move Silently, Search, Spot, and Swim.
Scout: Masters of stealth and ambush, scouts are the eyes and ears of the army.
+1 AB, +2 Fort, d8 hit die, Track, Sneak Attack +1d6, 1 feat of choice, (4+Int modifier)x4 for starting skills. Skills - Animal Empathy, Climb, Disable Device, Demolitions, Driving, Hide, Heal, Intimidate, Intuit Direction, Jump, Listen, Move Silently, Open Lock, Search, Spot, Swim, and Wilderness Lore.
Resistance Fighter: Years of living under German occupation have made these otherwise ordinary civilians adept at sneaking through the shadows, gathering information, and sabotaging the Nazi war effort (only one person can be a resistance fighter).
+0 AB, +2 Ref, d6 hit die, Sneak Attack +1d6, 1 feat of choice, (6+Int modifier)x4 for starting skills. Skills - Climb, Bluff, Disable Device, Disguise, Demolitions, Driving, Escape Artist, Heal, Gather Information, Hide, Innuendo, Intimidate, Jump, Listen, Move Silently, Open Lock, Search, Spot, and Swim.

New Feats (proficiencies are self-explanatory, others heavily condensed):
Automatic Weapons Proficiency
Command - Allows everyone to use your initiative -1 after successful Leadership check.
Command Voice - Everyone who can hear your voice gains +2 morale bonus to Will saves (move action).
Dead Eye - For a full attack action, add your level to all damage rolls that round.
Firearms Proficiency
Flamethrower Proficiency
Gunnery Proficiency
Mortar Proficiency
Incoming! - Allows for a Listen check when under artillery attack to fall prone.
Mechanized Infantry - No penalty for firing from a vehicle.
Parachute Proficiency
Rank - Add 2nd Lieutenant to your name, authority over soldiers of lesser rank (no forcing PCs to do anything, though they probably should listen to you)
Rocket Launcher Proficiency
Tactician - Allows an opposed leadership roll against enemy leader, winner gets +2 to Iniative for all troops.
Tracked Vehicle Proficiency
Wheeled Vehicle Proficiency

New Skills (heavily condensed):
Artillery - Calculating indirect fire, laying of guns and mortars.
Combat Medicine - Basically substitute for healing spells. Healing kits have so many "doses." First Aid kits heal 1d6, Medic Kits heal 1d8, and in a Field Hospital, you heal 1d10.
Demolitions - Setting and defusing of bombs, landmines, etc.
Driving - Like Ride for an iron horse.
Leadership - Used for leadership based feats.
Mechanic - Repairing of damaged vehicles, weapons, and machinery.
Navigation - Able to determine location using a map, compass, stars, position of sun, etc.
 

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