OWB004 Normandy Breakout
OWB004 Normandy Breakout
NORMANDY
BREAKOUT
CREDITS
Swords & Wizardry, S&W, WhiteBox, and Mythmere Games are trademarks of
Matthew J. Finch. Small Niche Games is not affiliated with Matthew J. Finch or
Mythmere Games™
The use of any other company's trademark or copyright in this guide is not intended
as a challenge to the ownership of those trademarks or copyrights.
BACKGROUND
It is 6 June 1944. World War II has been raging in Europe for the past five
years. The Allies are about to launch the largest coastal assault in history. You've
seen The Longest Day, Band of Brothers, and Saving Private Ryan. You know
what's up.
"Soldiers, Sailors and Airmen of the Allied Expeditionary Forces:
You are about to embark upon the Great Crusade, toward which we have
striven these many months. The eyes of the world are upon you. The hopes and
prayers of liberty-loving people everywhere march with you. In company with our
brave Allies and brothers-in-arms on other Fronts you will bring about the
destruction of the German war machine, the elimination of Nazi tyranny over
oppressed peoples of Europe, and security for ourselves in a free world.
BRIEFING
The characters are part of a large briefing along with dozens of other soldiers.
Lt. Colonel Kelly Davis lays out the mission's Objective:
"Once we hit those beaches we'll be under heavy fire from the bluff. There's
an enemy pillbox on that cliff that Army intel has designated Pillbox 12. Our
mission is to take it out, so we need to get to it as quickly as possible.
We'll be coming in at low tide. The Germans have littered the shore with all
kinds of obstacles—Belgian gates, sunken logs, Czech hedgehogs, barbed wire,
mines, and anything else they could pile up to stop our tanks and landing craft.
You can use these obstacles as cover from small arms fire, leapfrogging from one
to the next. They might protect you from machinegun and artillery; they might
not.
Your other option is to lower your head and run as fast as you can for the
shingle of loose rocks that lies halfway up the beach. If you do this, you won’t
spend as much time in the open taking fire, but you won’t have any cover if you
get targeted by Germans on the bluff.
The shingle slopes up to a seawall, the top of which is lined with concertina
wire. Once you're in position, Army combat engineers will blow a path through
this wire, giving you a clear run to the bluff.
Once you reach the bluff, you'll need to engage the enemy on the cliffs. The
cliffs can be scaled. It’ll be dangerous, but we’ve all trained for that. Your other
option is to take the path that winds up the side of bluff, but you can bet that
path will be well defended.
Secure the German pillbox on top of the bluff and we can all rest easy
tonight. Until then, keep your heads down and your weapons up and firing. May
God watch over us all."
PRE-ASSESSMENT
There is very little time for Pre-Assessment. The Referee should assign each
PC whatever weapons and gear he feels are appropriate for an Allied infantry
soldier (usually a Large Rifle or Submachinegun, Bayonet, four (4) Grenades, and
a Backpack with supplies and extra ammo). Or, the Referee may equip the
characters as per the Trial by Fire rules.
The PCs are given a rough map of the shore and a description of its known
defenses (the Referee should answer any reasonable questions about these
defenses as they have been thoroughly assessed). The characters then board a
transport boat and head out into the English Channel.
INSERTION
As dawn breaks and the Normandy coast appears on the dim horizon, the
transport boats stop at a predetermined point at sea. The characters and the rest
of their platoon clamber down cargo nets to their Higgins boat landing craft. The
boat shoves off and the PCs wait in tense anticipation as they ride the choppy
waves towards shore.
"Thirty seconds!" the craft's operator shouts over the increasing sounds of
explosions and machinegun fire.
A short time later, the boat runs aground, shuddering as the ramp lowers and
hits the sand. The characters disembark into a hail of machinegun fire and
carnage on the beach.
Note: As soon as the ramp drops, there is a 1 in 6 chance for each character
to get hit with 0-3 rounds of machinegun fire for 1d6+1 damage each (Saving
Throw for 1/2 damage).
XP Bonus: If any of the characters state they are jumping over the side of the
Higgins boat, their chance of being struck by machinegun fire is reduced to 1 in
10 (Saving Throw for no damage). Reward each character who does so with 50
XP.
EXECUTION
The characters must navigate numerous Obstacles as they cross the Wet
Sand Beach, breach the Shingle Slope, and traverse the Rocky Shelf to the Bluff.
They are under constant Enemy Fire (see below) the whole time.
EXTRACTION
Yeah, right. This is only the start of the new fighting in Western Europe. You
guys are in it for the long haul.
STORMING THE
BEACHES
This region of the Normandy coast consists of wet sand beaches and a rocky
shelf divided by a shingle slope. Tall bluffs loom over the shoreline and the
deadly sounds of combat fill the morning air. The characters immediately come
under fire as they pile out of their landing craft and storm the beaches of
Normandy.
ENEMY FIRE
The race for the Bluff is handled round by round, but is not combat in the
traditional roleplaying sense. The characters are taking so much fire from fortified
enemy positions, that whether or not they are struck is determined randomly
(see Wet Sand Beach, below). Roll 1d6 to determine what type of fire the
characters take each time they come under attack.
ROLL RESULT
1-4 Stray Round
5 Machinegun Fire
6 Explosion
BEACH OBSTACLES
The following Obstacles are located on the Wet Sand Beach. The characters
may state which Obstacle they are heading for or the Referee may decide which
is closest (1-2 Belgian Gate; 3-4 Log; 5-6 Czech Hedgehog). Up to three soldiers
can take cover behind a single Obstacle, but there are plenty of Obstacles on the
beach, so the PCs should have no trouble finding one open.
Note: Combat in Assault on Pillbox 12 takes place largely in the "theater of
the mind". This means that the hand drawn map of Pillbox 12 and its defenses is
merely a reference guide which does not denote actual distances or the exact
position of Obstacles. The Referee is free to insert more features, as needed.
1. BELGIAN GATE
Belgian Gates are heavy steel fences designed to impede landing craft and
tanks. Belgian Gates provide full cover from Stray Rounds (the character hears
the round ping off the Gate). If struck by Machinegun Fire, the character takes
1/2 damage (Saving Throw for no damage). If struck by an Explosion, the
character may make a Saving Throw to reduce damage by 1/2.
3. CZECH HEDGEHOG
Czech Hedgehogs are anti-tank obstacles made from metal angle beams.
Czech Hedgehogs provide full cover from Stray Rounds and Machinegun Fire (the
character hears the rounds ping off the Hedgehog). If struck by an explosion, the
character may make a Saving Throw to reduce damage by 1/2.
SHINGLE SLOPE
Just above the high tideline, a bank of shingle (loose rocks) slopes up to a
seawall made of wood and stone, topped by concertina wire. The wire is
impassable (anyone who tries is automatically struck by Enemy Fire each round).
A line of Allied soldiers is huddled down on the seaward side of the slope, waiting
for the wire to be cleared.
There is a 1 in 6 chance each round of being targeted by Enemy Fire while
taking cover behind the Shingle Slope. The Slope provides full cover from Stray
Rounds (the character hears the round thud into the Slope). If struck by
Machinegun Fire or Explosions, damage is reduced by 1/2 (Saving Throw for no
damage).
BANGALORES!
Once the first PC makes it to the slope, Army engineers bring up Bangalore
tubes and push them onto the Shelf. The Bangalores are then detonated, clearing
a lane through the mines and concertina wire (see Bangalore Lane). This takes
1d3 rounds, during which time characters taking cover behind the Slope may still
be subject to Enemy Fire.
XP Bonus: If the PCs know enough to call for Bangalores by name, reward
them with 50 XP each.
ROCKY SHELF
The shelf is a roughly 100 yard stretch of sand and loose rocks leading up to
The Bluff. The shelf is littered with mines and strands of concertina wire. The
characters may try to navigate this deathtrap while the Germans concentrate
their fire on Bangalore Lane (see below).
It takes one (1) round to reach the Bluff at an all out run down Bangalore
Lane (see below). It takes two (2) rounds to reach the Slope if the characters
take the "safer" route and weave through Concertina Wire and Minefields.
SHELF OBSTACLES
The following Obstacles are located on the Rocky Shelf. The characters may
choose whether they are running down Bangalore Lane, past a Minefield, or past
Concertina Wire.
4. BANGALORE LANE
The Bangalores clear a lane through the mines and barbed wire. It takes the
characters one (1) round to sprint to the Bluff through the lane. There is a 1 in 3
chance of taking Enemy Fire when moving down Bangalore Lane. If struck by
Machinegun Fire, the character may not make a Saving Throw to reduce damage.
5. MINEFIELD
The minefields are clearly marked. However, there is still a 1 in 10 chance
each round of stumbling and accidentally stepping on a mine (1 in 20 chance for
Snipers). Mines do 2d6+2 damage in a 30' radius (Saving Throw for 1/2
damage).
6. CONCERTINA WIRE
There is a 1 in 10 chance each round that a character running past concertina
wire stumbles and falls into the wire, taking 1d3 damage. The character must
make a Saving Throw to avoid getting tangled up in the wire. It takes two (2)
rounds to get free of tangled concertina wire, during which time there is a 1 in 6
chance each round the character is struck by Enemy Fire.
THE BLUFF
The bluff is approximately 100 feet tall. The Germans have fortified the bluff
at various elevations with Rifle Pits and Machinegun Nests. Lone German Soldiers
can also be seen running back and forth across the top of the Bluff, trying to get
a better shot at the Allied troops below.
7. DEADLY PATH
A winding path leads up the slope. It takes two (2) rounds to climb the path.
The path is protected by a Machinegun Nest and three (3) Rifle Pits located on
the west side of the path. The Rifle Pits provide the Germans with slight cover (-2
To-Hit). The Machinegun Nest is fortified with sandbags and provides partial
cover (-4 To-Hit). The Machinegun Nest and Rifle Pits may be targeted by hurled
grenades (AC 6 [14]) if the PCs can get close enough.
Anyone traversing the path is automatically targeted by the Machinegun Nest.
In addition, there is a 1 in 3 chance each round the characters are targeted by
the soldiers in a Rifle Pit. Once targeted, combat ensues until the characters or
the attackers are dead.
8. CLIMBING
A number of NPC soldiers are equipped with rocket-launched grapple hooks.
There are also plenty of rocky outcroppings and other handholds on the side of
the bluff. The bluff can be climbed in one (1) round. There is a 1 in 6 chance each
round that a climbing character is attacked by Germans on the Bluff. If a
Tactician picks the place to climb, this chance is reduced to 1 in 10. Any
character struck while climbing the Bluff must make a Saving Throw or fall to his
death.
ROLL RESULT
1-3 Lone German Soldier
4-5 Rifle Pit
6 Machinegun Crew
LONE GERMAN SOLDIER: This soldier kneels at the edge of the Bluff and
targets the PCs. If killed, he falls over the side of the cliff with a scream.
German Soldier: AC 8 [11]; HD 1d6-1; hp 3; THB +0; ATT 1 (weapon); ST
19; MV 12; HDE/XP 1/10; BDUs, large rifle (Kar-98k), two (2) grenades,
bayonet.
PILLBOX 12
Pillbox 12 is a concrete structure that extends above and below ground. It is
accessed by a door to the rear. A small force of German soldiers exits the bunker
and engages the PCs as they approach.
Once these are dealt with, the remaining Germans inside throw down their
arms and surrender. The PCs also capture the 152-mm artillery gun, German
radio equipment, and other supplies.
Good job, soldiers!
Note: If the Referee wishes to extend the combat further, he may either
design a German bunker or use the bunker found in the Norway Ablaze mission
pack published by Small Niche Games.
German Soldier (6): AC 8 [11]; HD 1d6-1; hp 3; THB +0; ATT 1 (weapon);
ST 19; MV 12; HDE/XP 1/10; BDUs, large rifle (Kar-98k), two (2) grenades,
bayonet.
German Officer: AC 8 [11]; HD 1; hp 5, 4; THB +1; ATT 1 (weapon); ST
18; MV 12; HDE/XP 1/15; BDUs, submachinegun (MP38), bayonet.
10
BACKGROUND
The Normandy beachheads have been secured. Allied forces are now planning
a breakout that will take them through several German-occupied villages. The
first village in their path is Pommetan, but there is a lot of open country between
the village and the coast.
The characters are assigned to scout the road to Pommetan and determine
the size and location of the German forces in the area. The PCs may be U.S.
Army Rangers fresh off the fighting on the beach. They may be U.S. Airborne or
SAS Commandos who dropped in the night before D-Day. Or they may be covert
SOE/OSS operatives who have been scouting the area and spying on the
Germans for some time.
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OBJECTIVE
The operatives must capture the Farmhouse.
PLANNING
Wechsler draws a crude map of the Farmhouse and its surroundings. He also
tells the PCs about the guards at the Bridge and the soldiers in the Machinegun
Nest. The Referee should provide the PCs with a copy of the map and outline the
German response to any attacks, per Wechsler’s description.
The characters may be wondering what to do with Wechsler while they secure
the Farmhouse. Luckily, a squad of six (6) U.S. Rangers from another unit arrives
at the cottage. The soldiers have orders to scout the area, but not engage
German soldiers. They agree to take Wechsler back to the rear for questioning
and let their commanding officers know what the characters are up against.
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PRE-ASSESSMENT
The characters have only a short amount of time to scout the Bridge and
Farmhouse. One of the Waffen-SS guards at the Bridge can be seen on duty and
several dim lights are on in the Farmhouse. There is a 1 in 20 chance per turn
that any characters moving around on the north side of the Bridge are spotted by
the machinegunner in the Farmhouse (see Machinegun Nest).
EXECUTION
Apples of War is presented as a mini-sandbox. The characters are free to
decide how they want to take out the Waffen-SS soldiers occupying the
Farmhouse. A stealthy approach is wiser than a frontal assault. If one of the PCs
is a Charmer, he may even attempt to infiltrate the Farmhouse using Wechsler's
uniform.
Once any fighting starts, it takes the Germans in the Farmhouse 1d3 rounds
to wake up and react. After this, 1d3+1 Waffen-SS soldiers arrive every other
round to join in the fighting (up to a maximum of 10). If more than seven of the
soldiers are killed, the rest must make Saving Throws when confronted by the
PCs. Those who fail attempt to flee or surrender.
EXTRACTION
The characters move into the Farmhouse and wait for Allied forces to arrive.
POST ASSESSMENT
The mission succeeds once the Farmhouse is secured. If the PCs had an easy
time of it, the Referee may spice things up with the arrival of a small platoon of
Waffen-SS reinforcements. The characters can then defend the Farmhouse
against the German assault. This can provide for some tense moments as the
unsuspecting reinforcements prepare to enter the house. Resourceful PCs might
even take control of the German machinegun and use it to mow down the
hapless Nazi soldiers.
Depending on what happened to Wechsler, he may escape and become a
recurring NPC villain or perhaps even a double agent.
In any case, the characters should have a few days to rest and recuperate
before their next mission begins.
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1. WOODLINE
The woodline is thick and provides Concealment to any characters firing from
within. The larger trees can be used to provide full cover or partial cover (-4 To-
Hit) from small arms fire.
3. HEDGEROWS
The thick hedgerows are 6' tall. They provide Concealment to any characters
firing from behind them.
4. STONE WALLS
These stacked stone walls are approximately 4' tall. They are used to define
the property lines of various orchards and fields. The walls provide full cover or
partial cover (-4 To-Hit) to any Germans squatting and firing from behind.
5. BRIDGE
This stone bridge is blocked by a Large Truck (Opel Blitz). Two Waffen-SS
soldiers stand guard here. At night, one of the soldiers sleeps in the back of the
truck.
Large Truck (Opel Blitz): AC 8 [11]; HP 16 (HD 4); MV 15; ATT -; MOD
Cargo.
Waffen-SS Soldier (2): AC 8 [11]; HD 1d6-1; 4; THB +0; ATT 1 (weapon);
ST 19; MV 12; HDE/XP 1/15; BDUs, large rifle (Kar-98k) or submachinegun
(MP40), two (2) grenades, bayonet.
14
FARMHOUSE
The farmhouse is a one-story home in the middle of fenced apple orchards
and fields. The upstairs attic is used for storage and a basement filled with cider
kegs is located below it.
The Germans have set up a command post in the farmhouse. The rooms have
been converted into a makeshift barracks containing plenty of German uniforms,
gear, and personal effects. The area behind the house serves as a Kennel. The
open area southwest of the farmhouse has been turned into a Motor Pool to
accommodate German troops and vehicles.
a. EXTERIOR DOORS
The two (2) front doors are locked. The locks can be easily picked by any
operative, however, there is a 1 in 20 chance that the sound alerts the German
gunner in the Machinegun Nest. The two (2) rear doors are unlocked.
b. WINDOWS
There are numerous windows at the ground level. These windows are large
enough to enter through, once the glass is broken out.
One (1) German (or the machinegunner) can fire from each window every
round. German soldiers firing from the windows receive the benefit of
Concealment. See German Response (below) for more information.
c. PICKET FENCE
The picket fence is made of wood with white slats. It provides Concealment to
anyone hiding behind it.
d. MACHINEGUN NEST
The Germans have punched a hole in the north corner of the front gable and
placed a fortified machinegun nest just inside the attic. Its placement gives the
Germans a clear line of fire to any of the terrain in front of the house, including
the Bridge.
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e. MASTER BEDROOM
The body of Major (Sturmbannführer) Hans Klingler sits in a chair near the
fireplace, with Maximillian Wechsler's "Hitler Youth" knife sticking out of his
chest.
A few scraps of freshly burned paper are located in the ashes of the fireplace.
They include:
the charred remains of a love letter written by Wechsler and addressed to
a young German soldier named Sergeant (Unteroffizier) Rupert Klein.
a charred, pitted picture of Wechlser embracing a young German soldier
(Klein).
a report from Klingler which uncovers details of the illicit relationship
between Wechsler and Klein.
XP Bonus: Players familiar with the Nazi Party's views on homosexuality may
deduce Wechsler's motivation for killing Klingler. If this happens, award each PC
with 100 XP for their knowledge of history.
Note: It is not necessary for the PCs to learn Wechsler’s true motivations.
The murder backstory is simply “window dressing” that is intended to add a little
depth to what would otherwise be a simple “assault the German position” type
mission. The Referee is encouraged to use this technique as a changeup to
standard tactical mission setups.
f. BASEMENT
A recessed door leads down to the basement. The door is barred from within
and must be smashed open from outside. The basement contains a radio set and
cider kegs. There are no military maps or other vital information here and no
reinforcements on the way. Wechsler told that lie to get the PCs to eliminate his
old unit.
g. MOTOR POOL
The area southwest of the Farmhouse contains drums of fuel, vehicle
maintenance and repair tools and machinery, a small truck (Kübelwagen), and
two motorcycles with sidecars (BMW R75) under a canopy. If the Referee is
running Apples of War as part of an ongoing campaign, the PCs may
commandeer these vehicles for their own use.
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h. KENNELS
Two (2) German Shepherds are kenneled behind the Farmhouse. They begin
barking as soon as they sense the PCs. There is a 1 in 3 chance each round that
an armed Waffen-SS soldier will open the rear door to investigate. If released,
the dogs attack and fight to the death.
Any character who speaks fluent German may attempt to quiet the dogs by
making a Reaction Roll. The dogs bond with the PC on a result of Friendly or Ally.
On a result of Neutral or Unfriendly, they continue to bark. On a result of Hostile,
the dogs pretend to be submissive, but then attack the PC as soon as their cage
is opened.
Dog (2): AC 7 [12]; HD 1+1; hp 7, 5; THB +1; ATT 1 (bite); ST 18; MV 18;
HDE/XP 1/10.
GERMAN RESPONSE
There are twelve (12) Waffen-SS soldiers sleeping inside the farmhouse. If an
alarm is sounded or if gunfire erupts, it takes 1d3 rounds for the Germans to
wake up and react. After that, 1d3+1 German soldiers rush to the sound of
fighting each round (up to a maximum of 10). These soldiers try to outflank the
PCs, use fire and maneuver tactics, and take up defensive positions behind
Hedgerows, Stone Walls, etc., as needed.
If the PCs assault the farmhouse directly, the German soldiers return fire from
the Windows. Remember, these are Waffen-SS soldiers who are eager for a fight
so they are not content to sit inside the farmhouse for long. Every other round,
teams of 1d3+1 soldiers attempt to exit the house on the opposite side of the
fighting and try to outflank the PCs, as above.
The machinegunner in the Machinegun Nest attacks anyone outside with
suppressive fire. If most of the fighting is taking place at the rear or sides of the
house, the machinegun crew relocates to provide support. In this case, they do
not receive the protection of the fortified machinegun nest.
18
WAFFEN-SS SOLDIERS
The Germans stationed at the Farmhouse are all Waffen-SS of the 25th SS
Panzergrenadier Regiment (Hitlerjugend). They are on high alert and extremely
eager to prove themselves in battle. They know it is only a matter of time before
Allied troops advance through the area so they are quick to sound the alarm if
they spot anything out of the ordinary.
Waffen-SS Soldier (15): AC 8 [11]; HD 1d6-1; 4; THB +0; ATT 1
(weapon); ST 19; MV 12; HDE/XP 1/15; BDUs, large rifle (Kar-98k) or
submachinegun (MP40), two (2) grenades, bayonet.
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BACKGROUND
Hauptsturmführer (Captain) Heinrich Panzinger is a famous Nazi athlete who
was christened the "Strongest Man in the World" after setting world records for
Germany in the 1936 Berlin Oylmpics. He is touted by Hitler as living proof of the
superiority of the Aryan race. Panzinger was in the process of touring France to
boost the morale of troops stationed along the Atlantic Wall when the Allies
attacked on D-Day. He is currently stranded in the town of Pommetan as German
forces mobilize to repel the Allied breakout.
BRIEFING
If the characters are part of a combat unit (British Commandos, U.S. Army
Rangers, etc.), they are assigned to support the United States First Army as it
advances through Normandy. If the characters are covert operatives (SOE, OSS,
SAS, U.S. Airborne, etc.), they link up with the First Army as it enters the
Pommetan countryside.
The PCs have a few days to rest at a Forward Operating Base (FOB) before
they are summoned to the command tent and given this briefing by their superior
officer, Major James Bramble:
"As you all know, our next objective is the town of Pommetan where the
Germans are dug in like ticks on a boar hound. Intelligence reports anti-aircraft
batteries, artillery gun emplacements, and at least one panzer division in the
area.
Allied bombing runs are scheduled to start at midnight tonight. Tomorrow
morning, the entire First Army will move in, engage the remaining Germans, and
secure the town.
20
OBJECTIVE
The characters must kidnap Hauptsturmführer Heinrich Panzinger.
PLANNING
The Allies are planning a heavy bombing run to take out the town's defenses.
Bombing is scheduled to begin just after midnight and the Allies will advance into
town in the morning. The PCs must abduct Panzinger before the bombing starts.
The characters are given a map of Pommetan and a photograph of their
Resistance contact, a man named Gerhard Dittrich. Dittrich works for the Reich
Ministry of Enlightenment and Propaganda and is Panzinger's personal
photographer. The two are staying in a ground floor suite at the Hotel Lafete,
which is located on the southwest corner of the town's central plaza.
The Allies are well supplied at this point, so the PCs have their pick of gear
and weapons. The Allies also have a number of captured German uniforms and
vehicles if the characters want to try to bluff their way into town. Or, they can try
to sneak in across the river undetected.
INSERTION
The characters must find their own way into Pommetan. Checkpoints are set
up on the roads and German patrols scour the countryside, searching for Allied
scouts, paratroopers, and spies. If the PCs travel by road, they are stopped at a
checkpoint near the Outer Defenses on the edge of town. The checkpoint is
manned by twelve (12) Waffen-SS soldiers and a machinegun crew of two (2).
If the PCs travel offroad, there is only a 1 in 20 chance they encounter a
German Patrol outside town. The town itself is crawling with Germans. If the
characters move cautiously and attempt to avoid German patrols, it takes
approximately three (3) turns to reach the Hotel Lafete once they bypass the
Outer Defenses.
There is a 1 in 10 chance per turn of encountering a German Patrol in town. If
the PCs think to use the town's sewer system to move around, they avoid all
German Patrols in the city. However, their clothes become covered with filth,
imposing a -4 penalty to any Reaction Roll.
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EXECUTION
Nazi Strength and Pride is presented as a mini-sandbox. The PCs are free to
determine how best to complete their Objective. The goal is to capture Panzinger
alive. The characters are given three syringes "loaded" with tranquilizer. On a
successful hit, Panzinger is injected with the sedative. Panzinger fights for 1d3
rounds after being injected (or 1d6 rounds if he makes a Saving Throw). The
Referee may also opt to let the PCs use the optional Nonlethal Damage rules
found in the WWII: Operation WhiteBox core rulebook to knock Panzinger out.
EXTRACTION
The Allies have scheduled a massive bombing campaign to take out the
German defenses at Pommetan. If the characters linger in Pommetan too long,
they may have no choice but to find a good place to hide while the bombs fall.
Any sewer or basement should keep the PCs safe, however, there is a 1 in 20
chance their hiding place is struck by an artillery shell or bomb, causing 2d6+2
damage to everyone inside.
The characters may actually decide to wait until the bombing begins and use
the confusion to extract Panzinger. In this case, they are not stopped at the
checkpoint. However, there is a 1 in 6 chance every turn that the PCs (and
Panzinger) are struck by an artillery shell or bomb (for 2d6+2 damage).
If the characters kidnap Panzinger before the bombing begins, one way to get
him out of town is to load him into the back of a truck or car and drive out. The
characters must talk their way past a checkpoint, but the Germans are more
worried about keeping people out of town than in, so any social rolls (Reaction
Rolls, Class Abilities, etc.) receive a +2 bonus.
POST ASSESSMENT
The mission succeeds if the PCs deliver Panzinger (alive!) to Allied
Intelligence. Panzinger is interrogated and eventually agrees to defect after he
begins to suffer withdrawal symptoms without his "medication". He publicly
renounces Hitler and the Nazi Party, and his quotes and photographs are used
extensively for Allied propaganda purposes.
22
OUTER DEFENSES
The town's defenses are concentrated in the hills surrounding Pommetan.
They consist of strategically placed antiaircraft batteries, artillery gun
emplacements, fortified foxholes, and machinegun nests. The Germans are dug
in and are well prepared for the Allied assault, but the PCs should have no
problem using their special forces training to identify and avoid the Outer
Defenses.
GERMAN PATROLS
Pommetan is crawling with Germans. If a patrol is encountered, the Referee
should roll normally for Surprise.
Roll 1d6 to determine the type of patrol:
1. Five (5) Waffen-SS soldiers in an armored car.
Waffen-SS Soldier (5): AC 8 [11]; HD 1d6-1; 4; THB +0; ATT 1
(weapon); ST 19; MV 12; HDE/XP 1/15; BDUs, large rifle (Kar-98k), one
is armed with a submachinegun (MP40), two (2) grenades, bayonet.
Armored Car (Leichter Panzerspähwagen): AC 6 [13]; HP 10; MV
18; ATT medium machinegun; MOD Reinforced Hull (x1).
2. A transport truck carrying a squad of twelve (12) Waffen-SS soldiers.
They are on their way to the Outer Defenses to relieve another squad.
Waffen-SS Soldier (12): AC 8 [11]; HD 1d6-1; 4; THB +0; ATT 1
(weapon); ST 19; MV 12; HDE/XP 1/15; BDUs, large rifle (Kar-98k), two
are armed with submachineguns (MP40), two (2) grenades, bayonet.
Large Truck (Opel Blitz): AC 8 [11]; HP 16 (HD 4); MV 15; ATT -;
MOD Cargo.
3. Two (2) Gestapo agents patrolling the streets in a surveillance van,
searching for illegal radio signals. The van is equipped with a radio set
as well as a Nachfeldpeiler P57N for detecting transmissions. They can
summon a transport truck carrying a squad of twelve (12) Waffen-SS
soldiers if needed. The truck arrives in one (1) turn.
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ALARM!
If the alarm is raised, harsh shouts and shrill whistles pierce the night, and
dozens of Waffen-SS soldiers take to the streets. Within the hour, a house-to-
house search is organized and any vehicles leaving the area are stopped and
searched at a checkpoint manned by twelve (12) Waffen-SS soldiers and a
machinegun crew of two (2).
If the PCs stay on the move, there is a 1 in 6 chance every turn they
encounter a German Patrol. If they attempt to find a place to hide, there is a 1 in
20 chance every hour that their hiding place is discovered by a German Patrol.
The search continues until the bombs start to fall (see Bombs Away!). The
Germans do not think to check the Hotel Lafete.
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PLACES OF NOTE
The following places of note are located in Pommetan.
1. BUILDINGS
The buildings of Pommetan range in size from one to five stories tall and are
made of stone or a combination of stone and wood, with wrought iron balconies
and boxy mansard roofs. Almost all have some sort of basement or cellar in
which to hide.
Roll 1d6 to determine whether or not the building is occupied:
1. Occupied by one (1) Waffen-SS soldier on guard duty and one (1)
sleeping German officer. Any gunshots or sounds of fighting draw
a German Patrol in 1d6 rounds.
Waffen-SS Soldier: AC 8 [11]; HD 1d6-1; 4; THB +0; ATT 1
(weapon); ST 19; MV 12; HDE/XP 1/15; BDUs, submachinegun
(MP40), two (2) grenades, bayonet.
Waffen-SS Officer: AC 8 [11]; HD 1; 5; THB +1; ATT 1
(weapon); ST 18; MV 12; HDE/XP 1/20; BDUs, submachinegun
(MP40), medium pistol (Luger), bayonet.
2. Occupied by six (6) sleeping Waffen-SS soldiers. The windows
have been fortified with sandbags. Any gunshots or sounds of
fighting draw a German Patrol in 1d6 rounds.
Waffen-SS Soldier (6): AC 8 [11]; HD 1d6-1; 4; THB +0;
ATT 1 (weapon); ST 19; MV 12; HDE/XP 1/15; BDUs, large rifle
(Kar-98k), two (2) grenades, bayonet.
3. Unoccupied, roll 1d6: 1-4, closed (business) or 5-6, looted
(residence).
4-6. Occupied by a family of scared Pommetan Townsfolk. They gladly
offer food and information to Allied soldiers.
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3. BRIDGES
Three bridges cross Pomme Crique. Stonebridge (a.) is an old stone bridge
located on the west side of town. It leads to the nearby town of Juliette.
Newbridge (b.) is made of wood and was recently built by the locals. It was
designed for foot and livestock traffic and is unable to bear the weight of
anything larger than a normal car. Coast Road Bridge (c.) is a covered wooden
bridge located on the north side of town. It leads to the Normandy coast.
4. POMMETAN PLAZA
This open plaza contains a public fountain with a sculpture of a young maiden
plucking apples from a tree at its center. This sculpture is known as the Jeune
Fille de Pommes (the Maiden of Apples) and she is a part of local folklore and
traditions.
7. CHATEAU DE LYON
This historic manor home belongs to a local aristocrat named Pierre de Lyon.
Pierre has been forced to entertain the Nazi command staff with lavish feasts and
military balls, but he is secretly the leader of a local French Resistance cell. He
and his men may offer aid and/or shelter to the PCs later, if the Referee desires.
Pierre de Lyon: see Major Factions and NPCs for statistics.
8. MOTOR POOL
The German motor pool is located next to the Hotel Lafete. At night, only one
Waffen-SS soldier is on duty here. His name is Stefan Roth and he is a stickler for
paperwork and details. There are six (6) bicycles, three (3) motorcycles (BMW
R75) and sidecars, three (3) large trucks (Opel Blitz), five (5) small trucks
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9. HOTEL LAFETE
The German officers have set up their headquarters in the Hotel Lafete. The
hotel is five stories tall, with balconies on every upper floor. The first floor
contains a front lobby, lounge, and a conference room that has been converted to
Panzinger's private quarters. The hotel's exterior and the lobby are decorated
with Nazi flags and busts of Adolf Hitler. Two Waffen-SS soldiers stand guard
outside the hotel's front door.
Waffen-SS Soldier (2): AC 8 [11]; HD 1d6-1; 4; THB +0; ATT 1 (weapon);
ST 19; MV 12; HDE/XP 1/15; BDUs, large rifle (Kar-98k), bayonet.
PANZINGER'S ROOM
The Germans have converted a conference room on the first floor into a suite
for Panzinger's use. The room has several floor-to-ceiling windows that look out
on the square and out Panzinger on display. The room is divided into a sleeping
area, washroom with clawfoot bathtub, and a weight room lined with furniture so
reporters and visiting officials can watch Panzinger work out and marvel at his
strength.
Panzinger rarely sleeps, and spends hours lifting weights each night. When
the PCs arrive, he is listening to Wagner's opera Der Ring des Nibelungen on a
phonograph while he lifts extraordinary amounts of weights. Panzinger's
physician Dr. Detlef Holweck and his personal photographer Gerhard Dittrich are
both present in the room.
Dr. Holweck tries to flee and sound the alarm when the PCs arrive, but
complies with orders if threatened or attacked. Panzinger flies into a rage and
attacks the PCs with his fists as soon as he realizes who they are. He cannot be
reasoned with and fights until killed or incapacitated. The music is extremely
loud, so no one outside the room will hear any commotion unless the phonograph
is knocked over.
SPECIAL ATTACK: Panzinger is capable of amazing feats of strength. If he
rolls an 18 or better To-Hit, he picks the PC up over his head and hurls him
through one of the large glass windows. This attack causes 1d6 damage (Saving
Throw for 1/2) and alerts the two (2) Waffen-SS soldiers standing guard outside
the hotel.
Dr. Detlef Holweck: see Major Factions and NPCs for statistics.
Gerhard Dittrich: see Major Factions and NPCs for statistics.
Hauptsturmführer Heinrich Panzinger: see Major Factions and NPCs for
statistics.
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MAJOR FACTIONS
AND NPCs
The following factions and NPCs may be encountered in and around the town
of Pommetan.
POMMETAN TOWNSFOLK
The townsfolk of Pommetan have either fled the area or are hiding in
basements and sewers, waiting for the Allies to attack. A few continue to report
to their jobs and serve the Germans, but they do so grudgingly. Only a handful
support the German occupation, but the PCs do not encounter any of these
collaborators unless the Referee wants to throw in an added wrinkle.
Pommetan Townsfolk: AC 9 [10]; HD 1d6-2; hp 2; THB -1; ATT 1 (weapon
or none); ST 19; MV 12; HDE/XP 1/5.
PIERRE DE LYON
Pierre is a wealthy aristocrat who dwells in the Chateau de Lyon west of town.
Although he has been forced to accommodate the German soldiers, he is secretly
a leader in the French Resistance. Pierre and/or his men may provide aid, shelter,
or information to the PCs, at the Referee’s discretion. They treat any Maquis
among the characters as an honored brother.
Pierre de Lyon: AC 8 [11] (thick clothes); HD 1; hp 5; THB +1; ATT 1
(weapon or none); ST 19; MV 12; HDE/XP 1/5, submachinegun (MP40), medium
pistol (luger), knife.
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GERHARD DITTRICH
Dittrich is Panzinger's personal photographer. He officially works for the Reich
Ministry of Enlightenment and Propaganda, but has been a double agent since
the war began. Dittrich's father, a soldier, was an extremely abusive alcoholic.
His mother got pregnant after an affair with their Jewish neighbor and his half-
sister is Jewish, although he keeps these facts well hidden. Dittrich despises the
Nazi Party and everything it stands for.
Gerhard Dittrich: AC 8 [11] (thick clothes); HD 1d6-2; hp 3; THB -1; ATT 1
(weapon or none); ST 19; MV 12; HDE/XP 1/5; expensive camera equipment.
GESTAPO AGENTS
These agents of the Gestapo are in Pommetan to root out spies and
dissidents. They always travel in pairs.
Gestapo Agent (2): AC 8 [11]; HD 1d6-1; 5, 4; THB +0; ATT 1 (weapon);
ST 19; MV 12; HDE/XP 1/10; Trench coat, medium pistol (Luger), bayonet.
WAFFEN-SS SOLDIERS
The Waffen-SS soldiers stationed in Pommetan are members of the 12th SS
Panzer Division (Hitlerjugend). They are eager for the coming battle and
determined to make the Allies pay for their victory on the Normandy coast.
Waffen-SS Soldier: AC 8 [11]; HD 1d6-1; 4; THB +0; ATT 1 (weapon); ST
19; MV 12; HDE/XP 1/15; BDUs, large rifle (Kar-98k) or submachinegun (MP40),
two (2) grenades, bayonet.
Waffen-SS Officer: AC 8 [11]; HD 1; 5; THB +1; ATT 1 (weapon); ST 18;
MV 12; HDE/XP 1/20; BDUs, submachinegun (MP40), medium pistol (Luger),
bayonet.
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