Weird War II
Weird War II
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)
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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
Combat Engineer M1 Carbine, Thompson SMG Lee-Enfield No.4, Sten SMG PPSh–1941
                                     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
                               M1 Carbine (US)
                                                                 DP1928 Degtyarev
                                                                    LMG (USSR) Tokarev
                                                                              T-33 (USSR)
                                              M1A1 Thompson SMG (US)
                                                                1930g Sniper
                                                                Rifle (USSR)                                        M3 "Grease
                                                                                                                    Gun" (US)
                                                                    M1903 .30-06
                                                               Springfield Rifle (US)
                                                  M1918 Browning
                                               Automatic Rifle (US)                            PPSh-41 SMG
                                                                                                 (USSR)
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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.
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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).
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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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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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jeff rosenquist (Order #13450428)