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Weird War II

The document provides a detailed overview of various small arms and special weapons used by the United States during a specific historical period, including their specifications such as type, range, damage, rate of fire, and weight. It also includes a comparison of weapon issues across different military roles and outlines various skills and knowledge necessary for operating these weapons effectively. Additionally, it discusses the importance of language skills and navigation in military operations, along with the use of demolitions and other specialized skills in combat scenarios.

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aapeck
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0% found this document useful (0 votes)
23 views11 pages

Weird War II

The document provides a detailed overview of various small arms and special weapons used by the United States during a specific historical period, including their specifications such as type, range, damage, rate of fire, and weight. It also includes a comparison of weapon issues across different military roles and outlines various skills and knowledge necessary for operating these weapons effectively. Additionally, it discusses the importance of language skills and navigation in military operations, along with the use of demolitions and other specialized skills in combat scenarios.

Uploaded by

aapeck
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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united states small arms

Type / Caliber Range Damage RoF Weight Shots* Min Str Notes
Pistols
M1917 (.45) 12/24/48 2d6+1 1 2 6D — Revolver
Colt M1911A1 (.45) 12/24/48 2d6+1 1 2.5 7D — AP 1, Semi–Auto
Submachine Guns
M1A1 Thompson (.45) 12/24/48 2d6+1 3 10.5 30D d6 AP 1, Auto
M3 Greasegun (.45) 12/24/48 2d6+1 3 8 30D — AP 1, Auto
Shotguns
Winchester 1897 (12g) 12/24/48 1–3d6 1 8 6M — See Savage Worlds
Rifles
M1903 (.30) 24/48/96 2d8 1 8 5S — AP 2
M1 Garand (.30) 24/48/96 2d8 1 9.5 8S d6 AP 2, Semi–Auto
M1 Carbine (.30) 15/30/60 2d6 1 5.5 15D — Semi–Auto
Machineguns
BAR (.30) 30/60/120 2d8 2 20 20D d8 AP 2, Auto, Snapfire Penalty
M1919 (.30) 24/48/96 2d8 3 32 250B — AP 2, Auto, May not move
M2 Browning (.50) 50/100/200 2d10 3 84 250B — AP 3, Auto, May not move, HW
* The type of magazine/ammo feed for each weapon is noted by a single letter: B=Belt, C=Cylinder, D=Detachable Magazine (includes drums), M=Internal
Magazine, S=Stripper Clip (cannot be reloaded until empty).
united states speCial Weapons
Type Range Damage RoF Weight Burst Min Str Notes
Rocket Launchers
Bazooka 24/48/96 4d8 1 12 Small — AP 9, Snapfire, HW
Mortars
M2 60mm* 50/75/150 2d8+1 1 42 Med — AP 1, May not move, HW
M1 81mm** 75/100/200 4d8 1 136 Med — AP 1, May not move, HW
Grenades
Mk2 Pineapple 5/10/20 3d6 — 2 Med —
AN–M8 5/10/20 — — 2 Med — Smoke grenade
M9A1 Rifle Grenade 10/20/40 2d6+1 1 2 Med — AP 1, Snapfire, Rifle grenade
Flamethrowers
M1A1 Cone 2d10 1 70 — d8 Ignores armor
* Minimum range 30 ** Minimum range 50
united states anti-airCraFt & anti-tank taBle
Damage AP
Type Range AP HE AP HE RoF HE Reload Notes
Burst
M1 AT (57mm) 75/150/300 4d8 3d8 4 2 1 Med 1 action HW, 5 crew
M5 AT (76mm) 75/150/300 4d10 4d8 12 4 1 Med 1 action HW, 6 crew, ’43+
Bofors AA (40mm) 75/150/300 4d8 3d8 5 2 4 Med 1 action HW, 6 crew
Maxon Mount AA* 50/100/200 2d10 — 4 — 3 — — Auto, Linked, HW; 1
crew
* Four linked .50 cal MGs provide a +2 to hit and +2 damage bonus

“goddam it, You’ll never get the purple heart hiding in a Foxhole!
FolloW me!”
– Captain henrY p. “jim” CroWe (guadalCanal, januarY 13, 1943)

52
jeff rosenquist (Order #13450428)
Weapon issue
MOS United States United Kingdom Soviet Union

M1911, M3 SMG,
Armor Crewman Enfield No.2 Mk1 PPSh–1941
Thompson SMG

Artilleryman M1911, M1 Carbine Enfield No.2 Mk1 PPSh–1941

Combat Engineer M1 Carbine, Thompson SMG Lee-Enfield No.4, Sten SMG PPSh–1941

Model 1930 G, PPSh–1941,


Infantryman M1 Garand, M1 Carbine, BAR Lee-Enfield No.4, Bren Gun
DP1928

Medic M1911 Enfield No.2 Mk1 Tokarev TT–33

M1911, M1 Garand, M1 Carbine, Enfield No.2 Mk1, Lee-Enfield Tokarev TT–33, Model 1930 G,
Officer
Thompson SMG No.4 PPSh–1941
M1 Carbine, M1 Garand, Thompson
Paratrooper Lee-Enfield No.4, Sten SMG PPSh–1941
SMG

Scout M1 Carbine, Thompson SMG Lee-Enfield No.4 Model 1930 G, PPSh–1941

Sniper M1911, M1903 Lee-Enfield No.4 Model 1930 G

M1 Carbine (US)
DP1928 Degtyarev
LMG (USSR) Tokarev
T-33 (USSR)
M1A1 Thompson SMG (US)

M1911 Colt Enfield No.2


(US) Mk.1 (UK)
M1 "Tommy Gun" (US)

Lee-Enfield No.4 Sten SMG


Mk.1 (UK) (UK)

1930g Sniper
Rifle (USSR) M3 "Grease
Gun" (US)

M1903 .30-06
Springfield Rifle (US)

M1918 Browning
Automatic Rifle (US) PPSh-41 SMG
(USSR)

jeff rosenquist (Order #13450428)


15
skills knoWledge
Knowledge skills are very important in the Weird Wars setting.
All skills from the Savage Worlds core rules are available. A few
Many military specialties directly depend on a specific Knowledge
have special rules in this setting, and are noted below.
skill focus. Some common Knowledge skills are listed below.
language Barriers Artillery: The Artillery skill covers the use and maintenance
of crew-served indirect fire weapons like mortars, artillery pieces,
(This setting rule directly affects skill use and so is detailed here
rockets, naval guns, and torpedoes—weapons that can be fired at
rather than Chapter Three.)
targets out of line of sight. Usually, a character with this skill is part
Attempting to use relatively complex equipment such as aircraft, of a crew. He knows the basic firing and gun-laying procedures for
artillery pieces, ships, or vehicles with instruments in a language your his weapon but cannot operate the gun alone. The War Master should
character doesn’t speak, or taunting or intimidating a foe who doesn’t decide when this is or isn’t possible. For example, one man can load
speak your language, incurs a –2 penalty. The War Master should and fire a mortar, but readying a 16” naval gun is not something one
use common sense here. Intimidating a foe by pointing a weapon at man can do alone (the shells alone are too heavy). If it’s important
him shouldn’t incur the penalty, but simply telling him to do so in a (and possible), figure it takes a single person as many rounds as the
tongue he doesn’t understand does. gun typically has in crew to load such a weapon alone.
Boating Battle: This skill is used to employ military units in combat.
Boating covers all mundane aspects of handling boats, ships, and Battle is broken down into Aerial, Land, and Naval specialties, with
even submarines, including steering, basic navigation, and maintenance. each one a separate skill. An Army officer knows how to maneuver
In Weird Wars, the War Master should sometimes treat this like Common a platoon of infantrymen for example, but wouldn’t be able to do
Knowledge. A sailor who spent most of his time on submarines, for anything with a squadron of PT boats. The skill is used to resolve
example, might suffer a –2 penalty for his few days aboard a battleship, mass engagements using the Mass Battles system. It can also be used
or the first few hours he attempts to steer a PT boat. Briefly noting to analyze an enemy battle plan or other subjective uses.
your character’s experience in his background should help figure out Bombardier: This covers the dropping of bombs or torpedoes
exactly when and when not to apply any penalties. from aircraft. This skill may be taken by both pilots and crew members
but is not a necessity for the pilots of large strategic bombers (like the
guts B-29). The skill allows level, dive-bombing, and skip-bombing (where
Guts isn’t used in Weird Wars—Spirit rolls are made instead. The pilots come in low and fast over water and “skip” their bombs, like a
War Master has more details on fear and sanity on page 93. flat stone on a pond, toward their target) as well.

driving Communications: The use and maintenance of wireless radio


equipment and landline communications devices is covered by this
The Driving skill works as usual. Characters are assumed to skill. Those who have it also know Morse code. Successful use of
be familiar with wheeled vehicles such as trucks and cars. The first Knowledge (Communications) means that messages the operator
few hours spent in a tracked vehicle, motorcycle, or other type of sends are clear and accurate, while failure indicates the message
unfamiliar vehicle should be accompanied by a –2 penalty. Characters was garbled or incomplete in some way. When receiving a message,
with appropriate backgrounds, such as Armored Vehicle Crewmen, success means the operator can pick a message out of the static, or
ignore this penalty in tanks as well as wheeled vehicles. more finely tune the receiver to get a clearer signal.

16
jeff rosenquist (Order #13450428)
Cryptography: Those who use encoding and decoding repair
devices (like the Enigma machine) have this skill, which also covers
Repair works as usual, but particularly complex or specialized
knowledge of the history and theory of cryptography. Characters
jobs outside a character’s regular background suffer a penalty of –2.
can also create their own codes and attempt to break codes for which
An aircraft mechanic, for example, might suffer the penalty when
they do not have a key.
working on a submarine’s hydraulics. After a few days of working
Demolitions: This skill covers all aspects of demolitions and the things out, the War Master can eliminate the penalty.
use of high explosives. It can be used to set and defuse charges, and
to estimate the amount of explosives necessary to demolish buildings shooting
and structures. See the sidebar above for more information. Shooting covers all types of direct fire weapons including personal
Espionage: This ability covers aspects of spycraft such as firearms from pistols up to heavy machineguns, man-portable rocket
setting up and running surveillance and counter-surveillance, running launchers, flamethrowers, and aircraft mounted machineguns,
spy networks, and tradecraft, which involves things like arranging cannon, and rockets. This also covers crew-served tanks, anti-tank,
clandestine meetings and “dead drop” transfers. Use of this skill and anti-aircraft guns.
generally determines your character’s success or failure at spotting Indirect fire weapons, mortars, and artillery pieces use the
or recognizing other agents’ handiwork, or the quality of his own Knowledge (Artillery) skill. Naval guns use Knowledge (Gunnery).
espionage activities.
survival
Gunnery: This skill works like Knowledge (Artillery) but applies
to the use, knowledge, and firing of large naval guns (anything larger A character with the Survival skill knows the basics of survival
than anti-aircraft weapons). See Naval Operations in Chapter Two in most situations. Note which climates your hero is familiar with—
for more details. such as arctic, desert, temperate, or mountain. When the character is
out of his element, he typically incurs a –2 penalty on his rolls.
Language: For the Allied forces, obviously, speakers of German
and Japanese are in great demand. There is also a need for personnel
who can speak Russian, Italian, French, and Chinese. Each language
is a separate skill. A d4 skill means the character can say basic phrases,
while a d12 is fluent enough to mimic regional accents. demolitions
Navigation: This is an especially important skill for any combat Someone once said, “There are few problems
officer or non-com in any branch of the service, and it certainly can’t that can’t be
solved by a charge of high explosives.” If you
hurt for an enlisted man to know how to use a map and compass. believe that then
demolitions is your answer. Below are the
Navigation can be used to determine position, plot a course, or things you can do
with the always risky Knowledge (Demolitio
determine how long it will take to get to a destination. Failure on ns) skill.
Set Charge: This covers the setting of a singl
a Navigation roll means the character is either lost, off course, or e charge to be
detonated by fuse or handheld detonator. If
will take longer to get to a destination than planned (which can be a series of charges
is to be set off at the same time from a singl
dangerous if one’s vehicle is low on fuel). e fuse or detonator,
the Knowledge (Demolitions) die roll for each
Occult: Knowledge of the mysterious and supernatural falls charge after the
first is modified by –1. Setting a charge takes
under Occult. Those who have dabbled in this field know something a single action.
Booby Traps: The die roll modifier is the same
about the history of secret societies, magical traditions (like when setting
booby traps. Spotting such a trap requires
kabbalism, voodoo, tribal, or shamanic magic), and the paranormal. an opposed Notice
roll vs. Knowledge (Demolitions) roll. Each
It is different from the Arcane Background Edge in that it represents additional minute
used to set up the booby trap allows it to be
only knowledge of the occult, not the ability to do anything with that more sophisticated,
and adds +1 to the Knowledge roll when it’s
knowledge. opposed by Notice
(to a maximum of +3).
Sonar: Your hero is trained in the use of sonar equipment
BOOM! A critical failure when setting a
to detect ships and submarines at sea. Good sonar operators can charge indicates
the explosive detonated. The character and
determine the speed and bearing of a contact, its type, know when anyone in the burst
radius suffers full damage.
it has launched weapons (torpedoes and depth charges), and identify
and separate other background “noise.” See Naval Operations in Defuse Charge: A character may automati
cally defuse his
Chapter Two. own charge as an action, unless it’s so com
plicated the War
Master deter mines a roll is necessary. A 1
on the Knowledge
piloting die, means the charge detonates immediately.
Piloting handles all aspects of flying and routine maintenance of Defusing a charge set by someone else requires
aircraft, from transports to fighters and bombers. a Knowledge
(Demolitions) roll at a –2 penalty. If the
roll succeeds, the
Like Boating, working with new equipment should inflict a –2 charge is disar med. If the roll is failed, the
explosive detonates
penalty until the pilot gets used to the craft. Most penalties should as designed.
disappear after 10 hours of flight time in the new machine. A few Estimate Charge: The mark of a pro is
remarks in your character’s background about the types of aircraft using the right
amount of explosives to get the job done
. A successful roll
he’s flown or worked on should help decide when penalties should allows a character to know how much explo
be incurred. sive to use for a
particular job.

jeff rosenquist (Order #13450428)


17
hindranCes goldBriCk (minor)
In a word, your hero is lazy. It’s difficult for him to get up and
While every Hindrance from the Savage Worlds rules is available in
get motivated about work or other responsibilities. He actively tries
Weird Wars, War Masters must use their discretion in what Hindrances
to dodge assigned tasks and tries to get someone else to do his work
they allow the characters to take. Most regular armies won’t accept
for him. When forced into doing something, his effort is half-hearted
Elderly or Young characters, for instance, and soldiers with disabilities
and he tries to finish whatever he’s doing as quickly and effortlessly
like One Arm are more likely to serve as rear echelon troops, if they
as possible.
serve at all. Those are perfectly appropriate Hindrances for civilians,
however, or for soldiers with specialized knowledge the brass can’t A character with this Hindrance has a hard time getting promotions
afford to lose. (–2 to Promotion rolls). His reputation for being a shirker may also
not sit well with his squadmates or superior officers, so he has a –2
Bullet magnet (major) to his Charisma with them.
Some soldiers are just in the wrong place at the wrong time. This
character makes a habit of it. This unfortunate soul is hit by accidental
replaCement (major)
fire (using the Innocent Bystander rules) on a 1–2 for single-shot Your soldier is fresh from boot camp and has just been assigned
weapons, and a 1–3 for shotguns or full-auto fire. He’s also hit on a to his unit. To make things worse, his training didn’t take as well as
1–2 under Heavy Fire (see Setting Rules). it should have. Most of his squad thinks he’s only good for walking
point and carrying spare ammo for the machineguns.
douBting thomas (major)
The newbie is never dealt cards on the first round of any combat
Besides the description presented in Savage Worlds, Doubting (he’s always “surprised”). In addition, he subtracts 2 from Notice rolls
Thomases are just not prepared to deal with the things that make made to detect ambushes or booby traps, as well as most Common
Weird Wars...weird. Characters with this Hindrance suffer double Knowledge rolls related to his theater of operations. To top it off,
Sanity loss when such an event occurs. On the plus side, they start he’ll be assigned the worst duties in the platoon—latrine detail, filling
with a Sanity of +2 for their stubborn faith in the mundane. sandbags, KP, and walking point, to name a few. Of course, a newbie
doesn’t stay new forever. The reason the Hindrance is so awful is it
FanatiC (major)
can go away.
Your hero believes so strongly in his country, political party,
After each relatively active month of service, the hero makes a
philosophy, or religion that he’ll do almost anything for it, and often
Smarts roll at –2. If the roll is successful, he drops one group of
tries to persuade, cajole, convert, or browbeat those who don’t
penalties—either the action card penalty or the –2 to Notice and
subscribe to his beliefs into doing so. Fanaticism motivates some
Common Knowledge rolls. He may roll again after another active
enemy troops (SS troops, and many Japanese soldiers), but it can also
month to rid himself of the other penalty, at which point he’s no
manifest among elite Allied troops like commandos, paratroopers, or
longer a replacement. Note that not every soldier who steps off the
US Marines, as well as the regular rankers.
plane or ship has this Hindrance—only those knuckleheads who take
If your character is ordered to do something that serves or is a little longer to adjust to the realities of war.
motivated by his beliefs, he must do it, however foolish or dangerous it
might be. His attitude among friendly troops may be disadvantageous shell shoCked (minor or major)
depending on the situation, and the War Master may apply a –2 Modern warfare puts tremendous stress on those on the front
Charisma modifier when appropriate. lines. Some soldiers are able to deal with it better than others, but in
the end, everyone has a breaking point. Once that point is passed,
psychological breakdown begins. Soldiers call it “the shakes,” “shell
shock,” or “flak happy.”
murphY’s laWs At a Minor level, the Shell Shocked Hindrance means your
character has –1 to his Sanity and tends to stare a lot. As a Major
oF ComBat Hindrance, Sanity and Charisma suffer a –2 penalty.
the enemy.
1. No plan ever survives contact with At either level, whenever the character suffers Sanity loss he must
2. If the enemy is in range, so are you.
make a Spirit roll or be mentally Incapacitated for 1d6 rounds (2d6
3. Tracers work both ways. rounds as a Major Hindrance).
ne braver than
4. Never share a foxhole with anyo
yourself. sloW (major)
5. Friendly fire isn’t. Not everyone was born with cat-like reflexes. This soldier is just a
6. The easy way out is always mined. little slow on the uptake, or maybe freezes up when lead starts flying.
be low on ammo.
7. Try to look unimportant; they may He draws two cards in combat and acts on the worst. If he draws a
you shot , including doing
8. Anything you do can get Joker, he uses it normally and ignores his Hindrance for the round.
nothing. Slow characters cannot take the Quick Edge, but they can actually
9. Incoming fire has the right of way. improve their reaction time by taking the Level Headed Edge (but
enemy someone
10. Teamwork is essential; it gives the not during character creation). For this soldier, Level Headed allows
else to shoot at. them to draw one card and act normally. Improved Level Headed
grants them two cards and they act on the best of the two.

18
jeff rosenquist (Order #13450428)
edges national identitY
Requirements: Novice,
The following Edges are not recommended for use in Weird War
Wild Card
Two: all Arcane Backgrounds (but three new ones are presented on
page 23). Champion, Holy/Unholy Warrior, Mentalist, Wizard. Rich, The soldiers of each
Filthy Rich, and Noble can be taken but will have little use here. nation in the war had an
“identity” associated with
BaCkground edges them. Americans were “lucky,”
British were “plucky,” and the
aCademY graduate Russians seemed fatalistic for
Requirements: Novice, Smarts d6+ most of the conflict. Soldiers
Your character is a graduate of one of his country’s prestigious with this Edge are what make
military academies, and among officers is considered part of this identity iconic, and may
the “special club.” The extensive regimen of military training has choose one of the special
prepared him for combat as well as the rigors of military politics. abilities below.

This future general adds +2 Charisma when dealing with Over 100 nations fought
“Headquarters”-type officers (rather than field officers) of the same in World War II but only a
service branch (Army or Navy), in addition to any other bonuses they few are listed below. If your
may have for other social Edges. This officer also ignores the Rank warrior is from a nation not
requirement for Leadership Edges. represented here (such as Greece, the Philippines, Romania, etc.), you
may choose any of the abilities listed below after discussing it with
Unfortunately, most enlisted troops have a dim view of “ring- the War Master to ensure it fits the national stereotype. Of course
knockers” and his Charisma is at –2 with enlisted soldiers until he you might also make up an appropriate effect with the War Master’s
reaches the rank of Captain. Such malcontents will frequently disobey permission.
orders and cause mayhem when they can get away with it. • British Pluck: The British “stiff upper lip” made them
arCane exposure incredibly resilient under even the most dreadful circumstances.
“Tommys” add +2 to Spirit rolls made to resist Fear, Intimidation,
Requirements: Novice, Smarts d8+ or arcane powers. It does not add to Spirit rolls made to recover
At some point in the past your character had an encounter with from being Shaken.
the supernatural. Maybe it was the haunted house he spent the night • Canadian Heart: The young nation of Canada was the first
in on a dare, or perhaps he read strange tomes from the locked trunk of the Commonwealth nations to join England in their war on
in grandpa’s attic and learned something he shouldn’t have. However Germany. Their soldiers are eager to prove themselves, and get +3
it happened, your character has a sense that strange and fearsome on trait and damage rolls when dealt a Joker rather than +2.
things really do exist in this world, and unlike many, this knowledge • French Élan: Those French who resisted their Germans
has made him stronger. Add +2 to Sanity, and +2 to fear rolls caused occupiers were at terrible risk. Spies were shot on sight while those
by supernatural events. seen as collaborators would find themselves quietly targeted by
their neighbors. Learning to live under such circumstances was
College BoY only possible with incredible spirit. If a Frenchman with this Edge
Requirements: Novice, Smarts d8+ spends a benny to make a roll, he rerolls any result of 1. Note that
This soldier spent some time in college before being drafted or this is different than the Élan Edge (page 20), though the two work
enlisting. He has an additional 4 skill points to spend on any Smarts- together for particularly proud individuals.
related skills. At least one of these must be a Knowledge skill at d6 • Polish Pride: Poles suffered terribly under Nazi occupation.
or better (his Major). Though their home army was defeated in the Blitzkrieg of ’39,
they later fielded resistance fighters, special forces (such as those
grizzled who accompanied British forces at Operation Market Garden),
Requirements: Novice, Smarts d6+, Spirit d6+, Vigor d8+, and entire divisions in France and Africa. The desire to regain their
Fighting d8+, Shooting d8+ country makes these fighters extremely resilient. Polish characters
add +1 to their Toughness (after 1939).
This veteran has already “seen the elephant” and survived it. He
• Soviet Fatalism: Many “Ivans” seemed resigned to inevitable
begins play Seasoned to represent his previous experience, and his
suffering, whether in the trenches, in captivity, or back at the
military rank is two grades higher than normal.
collective farm. Yet they struggled on, even while waiting for
Grizzled soldiers get four Advances immediately upon character the British and Americans to re-ignite the Western Front. Soviet
creation, just as if they had earned 20 Experience Points. The price characters with this Edge are somewhat numb to their fate and
is that the advancements must be repaid. The next 20 Experience ignore one level of wound modifier.
Points your hero earns are forfeited to pay back the debt. • US Luck: The rest of the world couldn’t help but see the smiling
An enlisted character with this Edge begins at E–3. Combining American GI as extremely fortunate. Lady Luck often smiled on
Grizzled with Rank (NCO) begins at E–7. A character who combines the “Yanks” in combat as well. Whenever the character spends a
Grizzled with Rank (Officer) begins at O–3. See the Rank Tables for benny, roll a d6. On a 6, he gets the benny back immediately (it may
rank grades and titles for different nationalities. even be spent on the same roll he spent the first one on).

jeff rosenquist (Order #13450428)


19
ComBat edges hose ’em doWn
Requirements: Novice, Shooting d8+
Blood and guts
Machine-gunners with this Edge can suppress an area more
Requirements: Veteran
effectively than the typical gunner. When using a braced medium
This warrior has seen his fair share of gore and carnage and or heavy machinegun, this killer can suppress an area equal to two
grown jaded to it. He automatically passes fear tests caused by gore. Medium Burst templates. The second template must be adjacent to
In addition, his savagery grants him +1 damage in bloody close the first (in any direction), and the weapon burns through double its
combat. usual amount of ammunition.
BullseYe improved hose ’em doWn
Requirements: Seasoned Requirements: Seasoned, Hose ’em Down
Many of the enemy’s fighting machines are terribly formidable, This edge allows an MG gunner to suppress an area equal
but well-trained and experienced gunners know just where to aim to three Medium Burst templates, at triple the usual amount of
in order to hit a vehicle’s weak spot. Characters with this Edge may ammo spent. Each additional template must be adjacent to the
modify vehicle critical hit die rolls result by 1, up or down, when first.
rolling for a critical hit.
inComing!
improved BullseYe
Requirements: Seasoned
Requirements: Heroic
After a while, many veterans are able to distinguish the sounds
As Bullseye, but the critical can be modified by up to 2 of different kinds of artillery fire, both friendly and enemy, and
points. determine if it is “outgoing” or “incoming” mail. Whenever a
dig in! character with the Incoming! Edge is under artillery attack, he may
throw himself prone before the shell impacts, reducing damage from
Requirements: Novice, Smarts d6+ the attack by –2. This is cumulative with Dig In!
This canny grunt is good at making himself small and getting
the most out of any cover he is in. While in cover, foes suffer a –1 killer instinCt
penalty to any physical attack rolls against him. The hero also adds Requirements: Heroic
+1 to his Toughness against area effect damage as long as he is prone Your soldier doesn’t like to lose. If he ties on an opposed roll of
or in cover. any sort, he wins. In addition, if his skill die on an opposed skill roll
improved dig in! is a 1, he can reroll it (but must keep the second result, even if it’s
another 1).
Requirements: Seasoned, Dig In!
As Dig In!, but foes subtract 2 from attack rolls, and the piCkle Barrel
hero gains +2 Toughness versus area effect attacks if prone or Requirements: Novice, Knowledge (Bombardier) d6+ or
in cover. Piloting d6+

Élan The primary goal of tactical and strategic bombers is of course,


getting their “eggs” (bombs) or “fish” (torpedoes) “in the pickle
Requirements: Novice, Spirit d8+ barrel” (on target). This Edge helps the pilots and aircrew of these
Your character has a distinctive and vigorous fighting spirit. He kinds of planes do just that. Characters with this Edge receive a +2
has confidence in his abilities and the determination to overcome all on skill rolls to hit with bombs or torpedoes.
obstacles. Where others just want to get the job done, a character
with the Élan Edge goes about it with flair and dash. tank hunter
When a character with the Élan Edge spends a benny on a trait Requirements: Novice
roll (including a soak roll), he adds +2 to the final total. To an infantryman a tank is a near-invincible, armored, fire-
breathing monster. To a character with the Tank Hunter Edge, a tank
Fire For eFFeCt is just a large target.
Requirements: Novice, Smarts d8+ When attacking armored vehicles, your hunter knows how to hit
This soldier has a knack for zeroing in fire support. When calling the weak points and adds +4 to the AP value of the weapon. This
for artillery with Support Tokens, he reduces all deviation rolls by bonus applies to attacks with ranged anti-tank weapons or to close-
2”. Whenever he receives Support Tokens, he gains one additional up weapons like limpet mines, bundles of grenades, and Molotovs.
token.
improved tank hunter
grazing Fire Requirements: Novice, Tank Hunter
Requirements: Seasoned, Rock and Roll!, Shooting d8+ The Tank Hunter adds a d6 to any damage roll versus a
This edge allows your character to use a machine gun more vehicle with Heavy Armor.
effectively in suppressive fire mode. Targets who roll a 1 or 2 on their
Spirit checks are hit and take damage.

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jeff rosenquist (Order #13450428)
leadership edges
a FeW good men
Requirements: Heroic, Smarts d8+,
Command, Inspire
The hero knows how to get the best from
the troops at his disposal. When the War
Master checks to see which of the commander’s
troopers are alive or dead after a battle, he may
reroll any failures. This Edge affects up to 12
men (a typical squad), and does not stack if
multiple characters have the ability.
If the leader is the overall commander in a
Mass Battle, roll a d6 whenever a token is lost.
On a 6, the token isn’t lost.
a FeW more good men
Requirements: Heroic, Smarts d8+, A
Few Good Men, Command, Inspire
As A Few Good Men, but the commander
can affect up to a platoon’s worth of men (no
more than 24).
art oF War
Requirements: Novice, Smarts d8+, leader oF men
Knowledge (Battle) d8+ Requirements: Veteran
Some commanders have an intuitive grasp of strategy and tactics. Command comes easy to this soldier and his troops respect him.
They also have a keen insight into the minds of their enemies and He looks after his men and teaches them to look after each other.
can easily outmaneuver and outfight more mediocre opponents. The result is a well-disciplined and effective force that works well as a
Characters with the Art of War Edge are the ones whose quotations unit. Soldiers making group rolls while under this leader’s command
end up in the history books. Your character adds +2 to Knowledge roll d10 as the Wild Die instead of d6.
(Battle) rolls during Mass Battles.
rank (nCo or oFFiCer)
Command voiCe Requirements: Novice, Smarts d6+, MOS qualified
Requirements: Novice, Command, Rank
Noncommissioned officers (sergeants) and regular officers
A booming voice, effective hand signals, or simple training as a (lieutenants and higher) get to order subordinates around, but are
unit results in a much more effective combat element. At the center also the ones held responsible for the success or failure of their men
of that element is the field officer in tactical command. An NCO or and their mission. They know the thrill of watching a plan come
officer with this Edge has a “command radius” of 10” instead of the together, and the agony of watching one fall apart.
usual 5”.
In Weird Wars, the Rank Edge allows NCOs and officers to
CrY havoC! command others, but this is a double-edged sword that grants few
benefits. To compensate, characters who purchase this Edge get an
Requirements: Veteran, Spirit d8+, Knowledge (Battle) d10+,
additional benefit as well. (Non-player characters and those who
Command, Fervor
achieve the rank during play do not get these additional abilities.)
The general has an uncanny knack for knowing when to attack
NCOs are the backbone of their units, and must be tougher,
and when to hold back with his troops. Once per Mass Battle, during
stronger, and more resilient than those they lead. Noncoms with the
the Battle Roll Phase, the character may declare a total attack. He
Rank (NCO) Edge add +2 to their base Toughness to reflect their
must do this before he rolls his Battle die. If he succeeds on his roll
hard-bitten nature.
and beats his opponent, his enemy loses one extra token.
The character’s military rank is the lowest for an NCO in his
death BeFore dishonor particular service branch (a sergeant in the US Army, for example).
Requirements: Veteran, Knowledge (Battle) d10+, Command, Officers are there to inspire and lead, and should definitely
Hold the Line concentrate on Leadership Edges as they advance. To help them get
The character has led his army to many victories and the men there, officers gain an additional benny per game session, and may
have come to abhor retreat as a stain on their honor. He adds +2 to always spend that benny on those under their command. (An officer
Spirit rolls when rolling for his troops’ Morale in a Mass Battle. with the Common Bond Edge can grant a benny to anyone—not just
those under his command.)

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21
Upon taking this Edge, the character’s military rank becomes proFessional edges
the lowest for an officer in his particular service branch (usually 2nd
Lieutenant or the equivalent of O–1). Commando
Tactical Command: Note that though NCOs and officers may Requirements: Novice, Agility d6+, Smarts d6+, Spirit d6+,
give the orders, tactical control of Extras should still be split up Strength d8+, Vigor d8+, Fighting d6+, Shooting d6+, Stealth d8+
among the players as usual. This ensures everyone gets to play and Commandos tackle the toughest missions on the front, but often
doesn’t overburden one or two players while the rest slowly wait for operate behind enemy lines with little chance of coming home. They
their turn. Remember that this is still Savage Worlds, and the action are almost always outnumbered and outgunned so they need to be
should still be fast and furious. mentally sharp to stay ahead of the enemy. This applies to British
Russian Commissars: Though they follow the normal Rank Commandos, Ghurkas, Long Range Desert Group, SAS, US Army
structure, Commissars are responsible for morale (and rooting out Rangers and Marine Raiders, and other similar elite troops.
traitors) rather than tactical command. Instead of the extra benny, Commandos add +2 to all Fatigue rolls made against
Commissar officers add +2 to Intimidate rolls, and all friendly troops environmental hazards (including cold and heat), sleep deprivation,
within 5” add +1 to resist fear and recover from being Shaken. foot marches, and +2 to all Survival rolls. As much of their work
involves getting close to their targets for a silent takedown, they
taCtiCian
receive a +1 to Stealth rolls. All of these bonuses are cumulative with
Requirements: Seasoned, Wild Card, Smarts d8+, Knowledge those derived from other Edges.
(Battle) d6+, Command
The leader has a natural grasp of small unit tactics and can
demo man
frequently take advantage of a rapidly changing situation. Requirements: Novice, Knowledge (Demolitions) d6+
At the beginning of a fight and before any initiative cards are This maniac is intimately familiar with all sorts of explosives,
dealt, the hero makes a Knowledge (Battle) roll. For each success and detonators, and booby-traps. He adds +2 to all rolls made to set,
raise he receives one initiative card. These are kept separate from his disarm, or improvise explosives and booby-traps (but not Notice
regular initiative cards and are not placed back into the deck until used them). This can cover a range of abilities and skills determined by
or the combat ends (including Jokers!). At the start of any round, the your War Master (for example ordnance disposal, bomb making, or
hero may give one or more of these extra cards to his allies, whether structural demolition).
Extras or Wild Cards, who then use it as their initiative card for the
round in place of the one dealt them. This allows Extras to operate
Frogman
independently of Wild Card characters for one round if they receive Requirements: Novice, Smarts d6+, Strength d6+, Vigor d8+,
their own card. Knowledge (Demolitions) d6+, Swimming d8+
Only one character per encounter may use this Edge. Navy frogmen are highly skilled, tough, and motivated. Their
primary job is underwater demolitions. Whether their targets are
beach obstacles, mines, or enemy ships, frogmen can defuse, remove,
or blow them sky high. When supporting beach landings, they make
maps, do hydrographic surveys, and prepare obstacles for demolition
so that the beach is clear as possible for the main landing force. They
may also find themselves planting explosives on ships at anchor in
enemy harbors. Their training is as rigorous as any commando.
Swimming rolls for frogmen are made at +2, and Pace is improved
by +1”. These bonuses are cumulative with those offered by other
Edges. Creatures with the Aquatic special ability do not get their +2
attack bonus against Frogmen.
jump qualiFied
Requirements: Novice
Your character has had training in the use of a parachute. He
knows how to put one on, deploy it, and land without breaking his
legs (usually). The Jump Qualified Edge gives your character +2 to
all rolls associated with parachuting, such as maneuvering or landing
(see page 34).
mediC!
Requirements: Novice, Healing d6+
A character with this Edge can get wounded soldiers up and
fighting again in seconds. If the medic can get to a wounded non-
Wild Card by the end of the round in which he was wounded, he can
make an immediate Healing roll at –2. If the roll is successful, the
victim is merely Shaken instead of wounded.

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jeff rosenquist (Order #13450428)
meChaniCallY inClined
Requirements: Novice, Smarts d6+, Repair d6+
Modern warfare relies on technology. The side that can get the
most out of its equipment may have a decisive advantage in battle.
You intend to see to it that the winning side is your side.
Your character is good with mechanical and electronic devices,
and can more easily figure out how to use and repair them. He gets
a +2 bonus to Knowledge or Repair rolls required to use, design,
troubleshoot, or repair such devices (engines, radio sets, encryption
devices, electrical and hydraulic systems, machinery, etc.).

soCial edges
Band oF Brothers
Requirements: Wild Card, Veteran, Common Bond
This group of soldiers has been to Hell and back together. That
kind of bond hardens men, and makes them able to better withstand
wounds that might otherwise have put them out of action.
Gain +1 Toughness for each other “brother” with this ability
within 6”, to a maximum of +4. If four heroes with the Band
of Brothers Edge fight together, for instance, they each gain +3
Toughness.
Weird edges
partY memBer Warning! The following Edges give away a little of the
Requirements: Novice, Citizen of the Soviet Union backstory of Weird Wars and should only be read with your War
The individual is a member of the Communist Party. This is Master’s permission. Two of the Arcane Backgrounds, in particular,
essential for anyone who wants to get ahead in the Soviet bureaucracy. should only be read after your character has become Seasoned and
Party Members gain +2 to Charisma when dealing with other loyal encountered something beyond the usual combat operation.
party members and Soviet citizens. They also add +2 promotion The blatant display of supernatural abilities isn’t recommended.
rolls. Of course, they are also often under the closest scrutiny. Paranoid allies might shoot on the spot. Even the shadowy Office
Characters who “join the party” in a game are appreciated, but of Special Investigations (OSI), which seems to deal in such things,
those with the Edge are noted for their zeal and receive the benefits won’t tolerate those who risk panicking the regulars.
above. Vociferous party members also get occasional perks such as arCane BaCkground (Bpo psionik)
extra rations, vodka, or uniforms. Those who bring others into the Requirements: Seasoned, Soviet, Smarts d8, Party Member
party may receive more lucrative rewards. Arcane Skill: Psionics (Smarts)
sCrounger Starting Power Points: 10
Starting Powers: 1
Requirements: Novice, Smarts d6+, Streetwise d6+
Spell List: Armor, barrier, blast, bolt, boost/lower trait, detect/conceal
Wars and the associated chaos that go with them often bring out arcana, fear, invisibility, obscure, puppet, speak language, stun, telekinesis.
unusual traits in people, both good and bad. Some seem to have
The Byuro Paranormalnih Otnoshenii Sovetskogo Soyuza, the Bureau
an uncanny ability to find just what they’re looking for among the
of Paranormal Affairs of the Soviet Union (usually shortened to
mountains of equipment shipped into the theater.
BPO) is something like a special operations battalion, charged with
A consummate trader and wheeler-dealer, this soldier can find a combating supernatural threats. The BPO has heard stories of the
way to acquire almost any piece of equipment or luxury item. Once OSI’s chaplains but dismisses this as capitalist propaganda. Instead,
per session, and while in a populated area (such as a large village or they have turned to the power of the human mind.
town), a successful Streetwise roll allows the Scrounger to do one of
Devout members of the communist party who have survived
the following:
contact with the supernatural and shown particular resilience may
• Improve one squad’s Ammo one level
be contacted for psionik training. In game fiction, the character is
• Acquire one “heavy” weapon with limited ammunition (such as
contacted by the BPO—not the other way around. Taking this Edge,
1d3 Molotovs, a single bazooka, PIAT, flamethrower, panzerfaust,
however, triggers such an event.
or land mine—War Master’s choice)
• Improve one squad’s Rations one level Psionik training is grueling and fraught with peril, but those
• Acquire 2d6 “refills” for a medic’s med pack who take the Edge squeak through without suffering brain damage,
• Find 2d6 x $20 in easily-concealed cash or valuables instantaneous death by stroke, or execution by mistrusting BPO
• Acquire some rare but not particularly valuable item (cigars, silk operatives.
stockings, fine chocolate, a needed spare part, etc.) Trappings: Psioniks in Weird Wars have invisible effects. The
barrier is a wall of force, blast is a burst of mental energy, and so on.

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Psioniks give their abilities patriotic names, so bolt is “Stalin’s Fist,” occasionally have terrifying results. Whenever the character suffers a
for example, while blast might be “the Red Hammer.” Fatigue level or wound that isn’t soaked, he momentarily glimpses the
Backlash: Rolling a 1 on the Psionik skill die causes an automatic dark things lurking in the spirit world and must make a Spirit roll. If
wound. The soldier must also make a Vigor check at –2 (in addition the roll is failed, he loses a Sanity point (2 with a critical failure) and
to the wound if it wasn’t soaked). Success means the power fails and is Shaken (this cannot stack to cause a wound).
the psionik suffers obvious bleeding from his nose and ears. Failure Haunted Abilities: Choose one of the abilities below at character
also results in unconsciousness for 1d6 hours that cannot be revived creation. You may add additional abilities with advances.
by any means, natural or otherwise. • Arcane Resistance: Per the Edge. Taking this ability a second
time grants the hero Improved Arcane Resistance. The ability
arCane BaCkground (haunted) typically manifests as a spectral aura about the host.
Requirements: Novice, Background Edge • Channeling: The spirit channels its previous abilities into its
This Arcane Background works differently than others. It has host, perhaps whispering near-insane ramblings in his mind or ear.
no Arcane Skill or Power Points. Instead, its power is derived from Once per session, and for the duration of a scene or encounter, the
a helpful but occasionally frightening spirit that has attached itself spectre grants the character a +4 bonus to any non-combat skill
to the hero. Perhaps the spectre is the protective brother who didn’t the War Master believes would have been known by the spirit. Thus
survive the landings at Omaha. Or maybe the ghost of some long- the ghost of a thief might give its host a bonus to Lockpicking,
dead warrior has manifested to relive the glory of his past military while a Civil War cavalry officer might aid Riding.
deeds through his descendant. • Danger Sense: Per the Edge. The ghost communicates this in
haunting and mysterious ways. Perhaps it flashes horrible visions
On taking this Edge, first decide on the spectre’s origin and write
of the coming carnage, or drops a cold spot on the host. If the
out enough backstory that the War Master knows how to play it. The
character has Danger Sense on his own, this ability grants two
spirit then grants your hero one of the abilities below (your choice).
chances to detect ambushes or other unseen attacks.
Future advances may add additional abilities.
• Fear: Anyone who attacks the host in close combat gets a
The space between worlds is difficult for the spirit, so it never glimpse of the angry spirit that protects him and must make a fear
communicates directly. Instead it takes over equipment, tunes in odd test. Once passed, the test need not be made again.
radio messages together, or scratches warnings in dirt or in the fog of • Guardian Angel: The spirit grants the character an extra benny
a window. A spirit with the Danger Sense ability, for example, might per session that can only be used to soak damage.
shut down your warrior’s tank before it drives into the sights of a • Poltergeist: The spirit spends a great amount of energy to affect
German 88mm anti-tank gun. dozens of small objects in a Large Burst Template within sight of
Beast Ward: Animals instantly sense haunted characters. Hostile the host. Foes within must make a Spirit test or be Shaken unless
animals focus on them where possible, but attack at –2. Roll a die they have a personal Armor value of 4 or more. The exhausted
with domesticated creatures. Even, the animal can be handled (ridden, spirit cannot act again for 1d6 hours afterward.
etc.) at a –2 penalty. Odd, the animal attacks savagely. • Possession: By spending a benny and taking a Fatigue level that
lasts 24 hours, the host can send the spectre to possess a human
Backlash: Unfortunately, the link with the phantom can
target in line of sight. The victim is under the control of the spirit

24
jeff rosenquist (Order #13450428)

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