Weird War Two: Blood on the Rhine

Pinnacle Entertainment Group brings you Weird Wars, historical horror roleplaying in a war-torn world!

The first game in this exciting new line is Weird War Two: Blood on the Rhine. This 144-page book deals with the Western Front and the desperate last days of the Third Reich.

Like most every other game these days, Weird Wars uses the D20 system, but with a few special tricks to make things a little grittier, realistic, and horrific.
 

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The flavour of the game is World War II with a healthy doze of occult horror. The real histroy of events leading up to WWII is given and a separate area dedicated to the injection of occult horror into the world. The layout of the 183 page manual is very good with a generous number of black and white WWII photos and quality drawings.

Magic is well integrated and adds flavour to the setting and comes in the form of Rune Magic. The PC's have to utter the names of the Runes in the Rune combination prior to casting the spell, a very nice touch. Spells are accessible only to select Prestige Classes and are pitched towards subtle effects. (ie. No lightning bolts flying around the battlefield. But why have them when you drive a tank ?!) Characters suffer from fatigue (resulting in subdual damage) from casting spells. Divine Magic comes under the term of "Miracles" and again, access only to a certain Prestige Class but the power level compared to D&D is much lower, adding to the gritty feel of the setting.

New rules have been added to the Combat area detailing items such as explosions, minefields, vehicle combat, and building damage. Note that aircraft combat rules are not included. The Combat rules are well done and easy to understand, balancing well with the setting. New skills and feats are pitched towards battlefield applicability such as artillery usage in general and parachuting.

The Equipment Chapter details WWII military hardware from pistols to artillery to tanks for Germany and UK. Serves their purpose well.

Core classes are new being the Grunt, Officer, Medic, Resistance Fighter, and Scout. They are designed to have no elements of occultism in them until they are gradually exposed to supernatural elements. This gives rise to some Prestige Classes with access to Rune Magic and Miracles (divine magic) being the OSI Adept and OSI Chaplain. OSI stands for Office of Supernatural Investigation. Other prestige classes include OSI Operative, Commando, and Sniper. The classes and prestige classes are appropriate and well balanced.

An interesting chapter deals with Haunted Vehicles whereby the group chips in some experience points to purchase such a vehicle which comes with some supernatural abilities such as having a ghostly driver. This is a neat idea and adds to the team work needed to survive in the setting.

The manual finishes off with some monsters and the notable one is depicted on the cover - Wehrwolf, a product of Nazi experimentation by capturing a werewolf of legend and infecting soldiers with lycanthropy.

For those interested in a different flavour of campaigning, I would highly recommend this product.
 

Weird War 2: Blood on the Rhine is a softcover, 192 page book, that sells for $25. It is a d20 game set in the final year or so of World War 2, after the allied invasion at Normandy. As the name suggests, this book is focused on the war in Western Europe, and mentions inside that later books will be released focusing elsewhere (and that air combat will be in a further supplement as well).

Physically, it's a fairly solid book, with a rather dark but glossy cover that seems to really attract fingerprints. The side margins are fairly large ( 1 1/2 inches), but the top & bottom margins are small (call it a centimeter). Still, most photographs & tables extend into the side margins, so it's not too bad. The text size is a bit big, but not bad.

Rather than just a straight RPG adapation of World War 2, this game is set in a somewhat fictionalized universe, and focuses on fighting the supernatural as well as the Axis. If you've read the comic, Weird War Tales from DC, then you have a good idea what this is about. Or perhaps F. Paul Wilson's The Keep. Or even the recent Castle Wolfenstein games. At any rate, given Hitler's obsession with the occult, it especially makes sense. (For a good, if odd, book on this, read "The Spear of Destiny" by ???, well, I can't remember)

It starts off with a brief short story to set the mood. The first chapter, about 10-11 pages, provides an overview of World War 2, from it's roots to 1944.

The second chapter, pages 24-47, is about characters. Several new classes are introduced that replace the default ones in the PHB - The Grunt (like the fighter), which is the basic solider, The Officer, The Medic, The Resistance Fighter (closest to the Rogue), and the Scout (pretty much the same as in Deadlands d20, a wilderness fighter type). The Grunt class has a number of specializations based on what branch the character is in - basically, it just guides the picking of initial feats and skills.

All in all, the classes seem fairly balanced. The Grunt is more or less the Fighter with more skill points (which is needed since there are more skills). The only really bad one is the Officer, which seems rather weak compared to the others. Sort of a stripped down Grunt. It's also mentioned that Medics by geneva convention must be unarmed, so that could pose problems in a game.

Besides just the game information, there is quite a bit of background info on the military and such, and an overview of the major people in both the Allied & Nazi governments. It includes several period photographs of people, including Nazi SS troops handling corpses at a death camp.

Chapter 3, on skills & feats is a bit thin, but that is probably a good thing. About 7 new skills are added, mostly involving modern combat. There are also about 20 new feats, many of which are proficiencies in either weapons, gear, or vehicles. Many are also from (and the same) Deadlands d20.

Chapter 4, equipment, is 25 pages, including several tables. This section describes various firearms, weapons, tanks, half-tracks, truck, and other vehicles from the US, UK, and Germany. Firearms do damage on par with weapons in Deadlands d20 - usually about 2d6 for pistols, 2d8 for rifles. The damage for the heavier weapons seems a bit low (like an M2 machinegun only doing 2d10), but as the game points out, 'damage' does not mean physical injury until hit points are reduced to zero.

Chapter 5, combat, also takes up about 25 pages, including several charts and tables. It adds several nuances and rules to make combat more realistic, including things like supressive fire, smoke, minefields, explosions, artillery. Probalby the biggest addition is vehicle combat.

A couple of new concepts are introduced for vehicle combat. Armor Rating and Penetration Value. It's basically a typical damage reduction system. Basically, vehicles have an armor class, an armor rating, and damage points. It's easy to hit a vehicle, but unless the damage exceeds the armor rating, it doesn't hurt the vehicle (weapons also get a penetration rating, which is subtracted from the armor).

For instance, say a tank has an armor rating of a 140, (like some of the better german ones). A rifle has a penetration value of -10, so a person can shot it all day and not hurt it. But a Bazooka has a penetration value of 100, and a damage of 5d8. So the person shooting it with one would have to beat 40 (AR of 140 - PV of 100) damage in order to hurt it. In most cases, it wouldn't, but on a critical hit, it would damage the tank. Or they'd shoot in a less armored position (Weird Wars does armor by location). So it works pretty well.

Chapter 6 is devoted to prestige classes. They include the commando & the sniper, plus several "OSI" classes. The OSI is a fictional Allied agency devoted to fighting the supernatural. The OSI classes are Adept, Chaplain, and Operative. While I've read some criticism of the first two classes, they seem apropriate to me.

Chapter 7 is on magic. This is where the book starts obviously becoming a fictional game, not historical. The first type of magic is pretty simply - Chaplains can cast miracles. They are more or less cleric spells. I'm not sure this really fits the game all that well, since the number of purported religious types who can perform miracles is very very small. Very small.

The other type, used by Adepts (and Nazi Blood Mages) is Rune Magic. It's essentially just wizard spells, but with a twist - spells are based around runes. In order to know a spell, the caster must know the rune or runes the spell is based on.

In either case, the class has a relevent skill, and the player must make a successful test to cast a spell. The caster then takes subdual damage, which represents the fatigue of casting a spell. So, spell casting isn't used all that much, and so is kept rare.

Chapter 8 is short, and is about Haunted Vehicles. This probably won't make sense to you unless you read the Weird War Tales comic book, it had an ongoing series about a tank haunted by the spirit of a civil war general. (I want to say Jeb Stuart, but I can't remember). Anyway, a helpful ghost can haunt the PCs vehicle (if they have one). It's powers are limited at first, but if the PCs give it a share of the experience points earned, it can get very powerful.

Chapter 9 is called "Officer's Country". Basically, it provides info on how WW2 ends, and then goes into the fictional aspects of the game. Details on the OSI, the nasty occult schemes Hitler is up to, tips on running the game, typical game stats for opponents, including some supernatural ones and some critters (including a 'Wehrwolf', pictured on the cover.)

The background is okay to me, but I think the fictional aspect isn't close enough to reality. The book has to point out which is true & which is fiction in the section on Hitler's occult interests & beliefs. But some of the supposedly non-fiction stuff about Hitler's occult connections aren't mentioned, and instead, there is a thing on 'Blood Magic'. Quite honestly, the supposedly true stuff is far creepier than just 'Blood Magic'.

Similarly, the OSI, is somewhat , well, stupid, in concept. It's apparently run by a fictional group called "The Sons of Solomon", who as a general rule, fight evil and the supernatural. There are a number of supposedly real organizations that might have made a better (or more interesting) fit.

Chapter 10 is a short adventure. It's very very short. Basically, the characters meet, search the woods, kill some nazis, then some monsters, then have a final showdown with an evil uber-nazi. It's meant for 3rd level characters (3rd level is recommended, 1st level characters have a short life span in the game). The final fight can be fairly tough, but it really depends on what sort of weapons the characters have left - if they are smart, they still have a few grenades left.

Lastly, there are a few pages of tables, repeated from various places inside the book, an index, and a character sheet. On the last page are ads for more Weird Wars stuff, including two really ugly minis. (One looks like Fish from Barney Miller's wife, with a beret and short skirt and Hillary Clinton's legs - if she were french - it's not a pretty sight, and the other is a pilot with a pistol and his arm in a sling. Pretty useless, as the pilot class isn't even in this book, and how many players have characters with their arm perpetually in a sling?)

Personally, I like this book a lot. There is just a ton of content, even with the big margins and small text size. I wish there were more, like pilots & airplanes and other theatres, but they do want to sell supplements. The new rules also actually work. Vehicle combat seems fairly realistic, and the various stengths & weaknesses of the different models of tanks seem to be depicted well and accurately.

On the plus side, a lot of this book is open content. All of several chapters is considered open (equipment, characters, combat), with the exception of product identity, which is mostly just the OSI and some monsters. Bravo for Pinnacle for doing so. Hopefully other companies will use the rules, as they are quite good.

Another thing worth noting is that Pinnacle does a good job of being fair towards World War 2. Most Allied countries receive credit. It's relatively fair towards Germany, pointing out that while the Nazis were evil (by just about any definition), many Germans were not. But it doesn't excuse them from guilt, either. Italy kind of gets made fun of at times, which might annoy some Italians. But even so, it's mostly directed at Mussolini.

So, to sum up, very impressive book. Mostly useful for those who want to run a Weird Wars game, but others will find it useful for stats for a fairly wide array of firearms, modern weapons rules, and other combat equipment.
 

This review is for Weird War II: Blood in the Rhine by Shane Lacy Hensley and John R. Hopler. Published by Pinnacle Entertainment Group, this 192-page campaign book retails for $25.00. Weird War II is a historical horror roleplaying game for the d20 gaming system. Players find themselves on the Western Front in World War II Europe; only this time Hitler and his Axis allies aren’t the only evil beings on the planet.

Weird Wars is an interesting take on history by putting gamers smack in the middle of World War II starting with the invasion at Normandy (D-Day). Players all have human characters and choose from six different classes: Grunt, Officer, Medic/Nurse, Pilot, Resistance Fighter, or Scout. They also pick nationality, which determines starting equipment. Grunts are essentially the fighters of the campaign setting, but they have a versatility that other classes do not. Officers are the leaders, making command decisions and deciding strategy. Medic/Nurse is the healing class and trained to save lives. Resistance Fighter is a civilian whose home country is occupied or under siege by enemy forces. This class is the equivalent to a rogue in terms of abilities gained. Scouts are the rangers, often operating independently to obtain information on the enemy.

Chapters one and two do an excellent job in providing historically accurate information regarding the events leading up to World War II, major occurrences during the war, and prominent figures of the time. There are also some very good photos from that era all throughout the book. Most of the skills from the Player’s Handbook are useable and those that are not tend to be replaced with new skills. The same situation applies regarding feats. New feats include Automatic Weapon Proficiency, Flamethrower Proficiency, Incoming!, Tactician, and more. The chapter on equipment contains everything you need to exist in this period. You won’t find bastard swords or scroll tubes here. Sherman tanks and grenades are standard fare now.

Combat rules are relatively unchanged except in regards to firearms and explosives. Automatic fire, shotguns, stray rounds, flamethrowers and smoke are all factors to be considered. Healing is a major consideration in Weird Wars because characters will be hurt, shot or wounded in some manner relatively soon into the game. In Weird Wars, hit points carry a little less significance than they do in D&D games. Here they are more a measure of cinematic tempo where even a high level hero can be killed from a single bullet under the right conditions.

Prestige classes play a major role in Weird Wars and Blood on the Rhine gives us five to choose from: Commando, Sniper, OSI Adept, OSI Chaplain, and OSI Operative. Both the Commando and Sniper are strong classes, but the OSI classes are better. The OSI Adept use runes and their own life energy to cast arcane spells and combat evil. The OSI Chaplain can turn undead (cleric, anyone?), and the OSI Operative is your secret agent with sneak attack bonuses.

Chapter seven goes into magic, both arcane and miracles. Rune magic is a prominent aspect of this setting’s magic. Hitler and his Nazi forces have had the upper hand, but the OSI Adepts are narrowing the gap. Chaplains tap into magic via miracles due to their faith.
Players may be fortunate enough to attract a haunted vehicle as a kind of supernatural mount. A haunted vehicle acquires special abilities that often serve to protect its crew or increase its fighting abilities.

The remainder of the book is designated for GMs and once again, presents a history lesson on World War II citing specific notable battles. The occult is presented as a facet of Hitler and his Nazi minions. Blood mages, undead and monsters are part of Hitler’s forces, which makes them very difficult to defeat. A short adventure finishes out the book so both GM and players can get their feet wet in the Weird Wars world.

Overall, Weird War II: Blood on the Rhine has great potential for any fan of the World War II genre. It’s an interesting alternative to the standard fantasy world campaigns. While definitely finding a niche in the d20 market, this setting does have limited appeal. Players and GMs need to have not only an understanding of World War II history, but also a real appreciation of it. The very nature of the subject matter means this game is tailored towards adults who are over 35 (in all likelihood). Fans of gritty realism and low magic campaign worlds will probably find enjoyment in the Weird Wars world. For only $25.00, it’s worth a look.

To see the graded evaluation of this product, go to The Critic's Corner at www.d20zines.com.
 

The basic concept of this book is set during the 2nd World War, with the allies beginning to invade France during D-Day - the only difference from real history is that the German forces have started using all sorts of occult practices to help them win, and the allies are trying to stop this in a sort of hidden war that the history books never spoke about.

Weird War II, Blood on the Rhine, is a nearly 200 page softback book, black and white throughout. The first chapter basically introduces the history of WWII, and tells you why you are fighting. It is fairly comprehensive, given the short space provided, and I would expect most role-players to know the gist of it anyway. The character classes allowed are Grunt, Officer, Medic, Pilot, Resistance Fighter and Scout. Hands up everyone who wants to be either a grunt or pilot! They seem fairly balanced with each other though, I have to confess, with our gaming group leaning towards certain types of character in this game, not all got chosen! The book goes into some detail on what sort of nationalities people can be, and then looks at how both allied and axis military powers are organised, including such things as the Gestapo. Unless you are seriously clued up on WWII, I expect there is something new here for everyone. Lots of disclaimers seem to abound whenever the Holocaust and death camps are mentioned - probably a wise thing to do, though they may have gotten away with a large disclaimer in the front of the book, instead of strewn throughout.

I imagine a lot of people, like me, will turn straight to the equipment chapter! Everything from the Enfield and M1 to tank guns and artillery are covered. Tip - if you are hoping to be a sniper, try grabbing a Gewehr 43. . . Just don’t tell your CO. The Combat chapter actually looks like the Judge Dredd game in a few places, such as with using pistols in melee combat and stray shots (different rules there though). Which came out first? Grenades and smoke weapons seem to be more realistic but then, they should be in this sort of military game! Rules on vehicles spend a lot of time on damage, and there are many ways to blow up a tank - however, the game recommends that players tend to be kept away from vehicles until the climax of scenarios, and there are no rules for aircraft. A shame for pilot characters, though I have just picked up the Dead From Above supplement which adds just this - I’ll review it when I have taken it for a ‘spin’!

An entire chapter is given over to prestige classes - Commando, Sniper, Adept (combat the supernatural), Chaplain (can cast spells!), and OSI Operative, who is one of the front line people dealing with the German’s occult forces. This leads us very neatly into the Magic chapter, which is based around Chaplains doing miracles (much like clerics, with the same sort of spell list) and Germans casting Runes. Haunted vehicles can actually help the allies (players), as an aircraft can bring its dead pilot back to base or a tank can fire screaming shells - it becomes a kind of supernatural friend for the players. They are quite possibly going to need it, for the Games Master’s chapter includes all the German plans for the war, just what they are up to on the occult side of things (including rules for the likes of Blood Mages), and all sorts of occult-based creatures such as gremlins and Wehrwolves.

The book winds up with a short rescue-type scenario.

Blood on the Rhine is a good game overall - the new d20 rules work well and the occult added to the history of the war seems logical and is in tune with many of the ‘conspiracy theories’ surrounding just what Hitler was up to in WWII. The trouble is, when I started playing, I did not want to face ghosts and zombies and occultists. With all the information in this book, I wanted to start playing Saving Private Ryan, leaving all the fantasy stuff behind. I cannot really fault what Pinnacle have added, and I am wondering if I have actually missed the point somewhere along the line! It just did not ‘grab’ me in the way I thought it should.

In summary, however, I enjoyed this game. I probably won’t be doing any long term campaigns with it, but playing through a disastrous D-Day landing one Saturday afternoon cannot be a waste of time for anyone. . .
 

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