Heres the details for a play be post game I'm running.
Characters are street level heroes with 25 points. They have been gathered by the UK government as special strike force to help turn the tide of the war,a and form a counter to the * super soldiers.
Duty to Crown and Country , Normal are some appropriate Disadvantages.
Brawn,Agility,Mind max is x5
No more than x8 on Defense and Soak
No more than x10 on Damaging attacks.
Characters will be expected to perform combat,spying and commando missions, so try and make rounded characters.
I'm looking for mostly British(English,Irish,Scottish,Welsh) characters, but Americans,Polish,French and other allied nations could be represented. Perhaps even a German who has turned against Hitler.
I've run 2 issues about to conclude the 3rd.
The 1st issue had the team flying into France on the May the 12th - the day the *'s Blitzkrieged and took Sedan.
They fought off a few * war planes and met with French command.
2nd Issue Had the team try an slow Hitlers Panzers long enough for Tesla to get his electric fence working (His base was 5km north West of Sedan). Just when it looked like they would succeed the * sent in their own Super Soldiers, it was touch and go, but they had evacuate Tesla, the base blew due to sabotage. The * heroes where defeated though
3rd Issue has them defending a convoy of trucks , they lost half of the trucks to fighter attacks, and are now beating off a forward group of Tanks. Once thats done it will off to Sedan and try and get Tesla out of the country with his research.
Anybody who wants a gander, the address is
http://www.computer-wizard.com.au/blueb ... m.php?f=62
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World War 2 - Super Squad
- WaylanderPK
- Costumed Crimefighter
- Posts: 189
- Joined: Sun Jul 03, 2011 11:00 pm
- WaylanderPK
- Costumed Crimefighter
- Posts: 189
- Joined: Sun Jul 03, 2011 11:00 pm
Heres some equipment ive slapped together for the period, plus a few new rules.
Semi Automatic weapons
Can fire multiple bullets (up to 3) increase damage and chance to hit.
1 Ammo to hit and damage normal
2 Ammo +1 Dice Add to hit
3 Ammo +1 Dice Add to hit and damage
Fully Automatic
Spend 5 Ammoto go Full Auto.
Because you aren’t really aiming, the targets get a +1 Multiplier bonus to their defense rolls, but you increase the Burst area of attack by one category.
So Thus a weapon that normally does not cover a Burst now covers a Small Burst, a weapon covering a Small Burst now covers a Medium Burst, etc.
Jams
If a double 1,1 is rolled on the attack the gun has jammed, it will take 1 panel to clear the jam.
Inaccurate
If fired in full auto mode the gun has -2 dice add to hit.
Suppressed
Requires a Difficulty 30 Hearing check to detect location, Difficulty 20 to Hear
Keen
These blades are designed for cutting and hold a good edge, they get a +1 dice add to Damage.
* Weapons
Luger P08: Pistol (x2, Range 10,Ammo 8,Semi Auto)
Karabiner 98 kurz: Rifle (x4 Dmg, Range 40, 5 Ammo);
Bayonet(x3 Dmg,Reach 2)
Bayonet as Knife (x1 Dmg, Thrown x3 Brawn)
1942: Grenade Launcher (x5 Dmg, Range 10, Medium Burst)
Supressor: (x4 Dmg, Range 30, 5 Ammo, Suppressed)
Sniper: (x4 Dmg, Range 60, 5 Ammo, +2 Dice Adds to hit)
MP 28: SMG (x5 Dmg, Range 20, 50 Ammo, Fully Automatic)
Nahkampfmesser: Knife (x1 Dmg, Thrown x3 Brawn,Keen)
Potato Masher : Grenade (x5 Dmg, Range 10, Medium Burst)
Flame-Thrower: (x5 Dmg, Medium Line, Ammo 5)
An enemy can target the fuel tank with a called shot (it has 40 Hits/10
Soak). Destroying the fuel tank causes it to explode, doing x5 damage in a
Medium Burst centered on the wielder (who automatically takes full damage).
PanzeFaust: Rocket (x5 Dmg + 2 Dmg vs Armour,range 60,Medium Burst,Ammo 1)
US
Pineapple: Frag Grenade (x5 Dmg, Range 10, Medium Burst)
Thomson Sub-Machinegun: SMG (x5 Dmg, Range 10, Full Auto, Ammo 30,Inaccurate);
M12 : Shotgun (x3 Dmg, Range 5, Ammo 6, Small Burst)
M1 Rifle : Rifle (x4 Dmg, Range 40, 8 Ammo, Semi Automatic )
M1 carbine : Rifle (x4 Dmg, Range 30, 15 Ammo, Full Auto, Semi Automatic)
Marine Raider: (x1 Dmg, Thrown x3 Brawn,Keen)
Flame-Thrower: (x5 Dmg, Medium Line, Ammo 5)
An enemy can target the fuel tank with a called shot (it has 40 Hits/10
Soak). Destroying the fuel tank causes it to explode, doing x5 damage in a
Medium Burst centred on the wielder (who automatically takes full damage).
Bazooka: Rocket (x5 Dmg + 2 Dmg vs Armour,range 60,Medium Burst,Ammo 1)
UK
Webley Mk IV .38/200 Service Revolver : Pistol (x2, Range 10, 6 Ammo)
Enfield Mk II Revolver Service Revolver : Pistol (x3, Range 10, 6 Ammo)
Miills Bomb: Grenade (x5 Dmg, Range 10, Medium Burst)
Thomson Sub-Machinegun: SMG (x5 Dmg, Range 10, Full Auto, Ammo 30,Inaccurate);
Sten: SMG (x5 Dmg, Range 20, 32 Ammo, Fully Automatic, Jams)
Lanchester: SMG (x5 Dmg, Range 20, 50 Ammo, Fully Automatic)
Vickers: MG (x6 Dmg, Range 40, 10000 Ammo, Full Auto, Medium Burst)
Bren : LMG (x5 Dmg, Range 30, 100 Ammo, Full Auto, Small Burst)
Lee-Enfield: Rifle (x4 Dmg, Range 40, 10 Ammo);
Bayonet(x3 Dmg,Reach 2)
Bayonet as Knife (x1 Dmg, Thrown x3 Brawn)
De Lisle Commando carbine: (x4 Dmg, Range 30, 10 Ammo,Suppressed)
Sniper: (x4 Dmg, Range 60, 10 Ammo, +2 Dice Adds to hit)
Fairbairn-Sykes Fighting Knife (x1 Dmg, Thrown x3 Brawn,Keen)
Flame-Thrower: (x5 Dmg, Medium Line, Ammo 5)
An enemy can target the fuel tank with a called shot (it has 40 Hits/10
Soak). Destroying the fuel tank causes it to explode, doing x5 damage in a
Medium Burst centered on the wielder (who automatically takes full damage).
No. 68 AT Grenade: Grenade (x5 Dmg + 2 Dmg vs Armour,range 10,Small Burst,Ammo 1)
Boys anti-tank rifle : Rifle (x3 Dmg + 2 Dmg vs Armour,range 30,Ammo 5)
PIAT: : Rocket (x5 Dmg + 2 Dmg vs Armour,range 60,Medium Burst,Ammo 1) - 1942
RAF Flak Jacket: Armour (1 armour, Activation, +2 Armour vs Shrapnel, -5 Result Penalty on Stealth,Agility Skills)
Semi Automatic weapons
Can fire multiple bullets (up to 3) increase damage and chance to hit.
1 Ammo to hit and damage normal
2 Ammo +1 Dice Add to hit
3 Ammo +1 Dice Add to hit and damage
Fully Automatic
Spend 5 Ammoto go Full Auto.
Because you aren’t really aiming, the targets get a +1 Multiplier bonus to their defense rolls, but you increase the Burst area of attack by one category.
So Thus a weapon that normally does not cover a Burst now covers a Small Burst, a weapon covering a Small Burst now covers a Medium Burst, etc.
Jams
If a double 1,1 is rolled on the attack the gun has jammed, it will take 1 panel to clear the jam.
Inaccurate
If fired in full auto mode the gun has -2 dice add to hit.
Suppressed
Requires a Difficulty 30 Hearing check to detect location, Difficulty 20 to Hear
Keen
These blades are designed for cutting and hold a good edge, they get a +1 dice add to Damage.
* Weapons
Luger P08: Pistol (x2, Range 10,Ammo 8,Semi Auto)
Karabiner 98 kurz: Rifle (x4 Dmg, Range 40, 5 Ammo);
Bayonet(x3 Dmg,Reach 2)
Bayonet as Knife (x1 Dmg, Thrown x3 Brawn)
1942: Grenade Launcher (x5 Dmg, Range 10, Medium Burst)
Supressor: (x4 Dmg, Range 30, 5 Ammo, Suppressed)
Sniper: (x4 Dmg, Range 60, 5 Ammo, +2 Dice Adds to hit)
MP 28: SMG (x5 Dmg, Range 20, 50 Ammo, Fully Automatic)
Nahkampfmesser: Knife (x1 Dmg, Thrown x3 Brawn,Keen)
Potato Masher : Grenade (x5 Dmg, Range 10, Medium Burst)
Flame-Thrower: (x5 Dmg, Medium Line, Ammo 5)
An enemy can target the fuel tank with a called shot (it has 40 Hits/10
Soak). Destroying the fuel tank causes it to explode, doing x5 damage in a
Medium Burst centered on the wielder (who automatically takes full damage).
PanzeFaust: Rocket (x5 Dmg + 2 Dmg vs Armour,range 60,Medium Burst,Ammo 1)
US
Pineapple: Frag Grenade (x5 Dmg, Range 10, Medium Burst)
Thomson Sub-Machinegun: SMG (x5 Dmg, Range 10, Full Auto, Ammo 30,Inaccurate);
M12 : Shotgun (x3 Dmg, Range 5, Ammo 6, Small Burst)
M1 Rifle : Rifle (x4 Dmg, Range 40, 8 Ammo, Semi Automatic )
M1 carbine : Rifle (x4 Dmg, Range 30, 15 Ammo, Full Auto, Semi Automatic)
Marine Raider: (x1 Dmg, Thrown x3 Brawn,Keen)
Flame-Thrower: (x5 Dmg, Medium Line, Ammo 5)
An enemy can target the fuel tank with a called shot (it has 40 Hits/10
Soak). Destroying the fuel tank causes it to explode, doing x5 damage in a
Medium Burst centred on the wielder (who automatically takes full damage).
Bazooka: Rocket (x5 Dmg + 2 Dmg vs Armour,range 60,Medium Burst,Ammo 1)
UK
Webley Mk IV .38/200 Service Revolver : Pistol (x2, Range 10, 6 Ammo)
Enfield Mk II Revolver Service Revolver : Pistol (x3, Range 10, 6 Ammo)
Miills Bomb: Grenade (x5 Dmg, Range 10, Medium Burst)
Thomson Sub-Machinegun: SMG (x5 Dmg, Range 10, Full Auto, Ammo 30,Inaccurate);
Sten: SMG (x5 Dmg, Range 20, 32 Ammo, Fully Automatic, Jams)
Lanchester: SMG (x5 Dmg, Range 20, 50 Ammo, Fully Automatic)
Vickers: MG (x6 Dmg, Range 40, 10000 Ammo, Full Auto, Medium Burst)
Bren : LMG (x5 Dmg, Range 30, 100 Ammo, Full Auto, Small Burst)
Lee-Enfield: Rifle (x4 Dmg, Range 40, 10 Ammo);
Bayonet(x3 Dmg,Reach 2)
Bayonet as Knife (x1 Dmg, Thrown x3 Brawn)
De Lisle Commando carbine: (x4 Dmg, Range 30, 10 Ammo,Suppressed)
Sniper: (x4 Dmg, Range 60, 10 Ammo, +2 Dice Adds to hit)
Fairbairn-Sykes Fighting Knife (x1 Dmg, Thrown x3 Brawn,Keen)
Flame-Thrower: (x5 Dmg, Medium Line, Ammo 5)
An enemy can target the fuel tank with a called shot (it has 40 Hits/10
Soak). Destroying the fuel tank causes it to explode, doing x5 damage in a
Medium Burst centered on the wielder (who automatically takes full damage).
No. 68 AT Grenade: Grenade (x5 Dmg + 2 Dmg vs Armour,range 10,Small Burst,Ammo 1)
Boys anti-tank rifle : Rifle (x3 Dmg + 2 Dmg vs Armour,range 30,Ammo 5)
PIAT: : Rocket (x5 Dmg + 2 Dmg vs Armour,range 60,Medium Burst,Ammo 1) - 1942
RAF Flak Jacket: Armour (1 armour, Activation, +2 Armour vs Shrapnel, -5 Result Penalty on Stealth,Agility Skills)
- Solarblast
- Hero
- Posts: 306
- Joined: Thu Dec 09, 2010 12:00 am
No B.A.R.?WaylanderPK wrote:Heres some equipment ive slapped together for the period, plus a few new rules.
Semi Automatic weapons
Can fire multiple bullets (up to 3) increase damage and chance to hit.
1 Ammo to hit and damage normal
2 Ammo +1 Dice Add to hit
3 Ammo +1 Dice Add to hit and damage
Fully Automatic
Spend 5 Ammoto go Full Auto.
Because you aren’t really aiming, the targets get a +1 Multiplier bonus to their defense rolls, but you increase the Burst area of attack by one category.
So Thus a weapon that normally does not cover a Burst now covers a Small Burst, a weapon covering a Small Burst now covers a Medium Burst, etc.
Jams
If a double 1,1 is rolled on the attack the gun has jammed, it will take 1 panel to clear the jam.
Inaccurate
If fired in full auto mode the gun has -2 dice add to hit.
Suppressed
Requires a Difficulty 30 Hearing check to detect location, Difficulty 20 to Hear
Keen
These blades are designed for cutting and hold a good edge, they get a +1 dice add to Damage.
* Weapons
Luger P08: Pistol (x2, Range 10,Ammo 8,Semi Auto)
Karabiner 98 kurz: Rifle (x4 Dmg, Range 40, 5 Ammo);
Bayonet(x3 Dmg,Reach 2)
Bayonet as Knife (x1 Dmg, Thrown x3 Brawn)
1942: Grenade Launcher (x5 Dmg, Range 10, Medium Burst)
Supressor: (x4 Dmg, Range 30, 5 Ammo, Suppressed)
Sniper: (x4 Dmg, Range 60, 5 Ammo, +2 Dice Adds to hit)
MP 28: SMG (x5 Dmg, Range 20, 50 Ammo, Fully Automatic)
Nahkampfmesser: Knife (x1 Dmg, Thrown x3 Brawn,Keen)
Potato Masher : Grenade (x5 Dmg, Range 10, Medium Burst)
Flame-Thrower: (x5 Dmg, Medium Line, Ammo 5)
An enemy can target the fuel tank with a called shot (it has 40 Hits/10
Soak). Destroying the fuel tank causes it to explode, doing x5 damage in a
Medium Burst centered on the wielder (who automatically takes full damage).
PanzeFaust: Rocket (x5 Dmg + 2 Dmg vs Armour,range 60,Medium Burst,Ammo 1)
US
Pineapple: Frag Grenade (x5 Dmg, Range 10, Medium Burst)
Thomson Sub-Machinegun: SMG (x5 Dmg, Range 10, Full Auto, Ammo 30,Inaccurate);
M12 : Shotgun (x3 Dmg, Range 5, Ammo 6, Small Burst)
M1 Rifle : Rifle (x4 Dmg, Range 40, 8 Ammo, Semi Automatic )
M1 carbine : Rifle (x4 Dmg, Range 30, 15 Ammo, Full Auto, Semi Automatic)
Marine Raider: (x1 Dmg, Thrown x3 Brawn,Keen)
Flame-Thrower: (x5 Dmg, Medium Line, Ammo 5)
An enemy can target the fuel tank with a called shot (it has 40 Hits/10
Soak). Destroying the fuel tank causes it to explode, doing x5 damage in a
Medium Burst centred on the wielder (who automatically takes full damage).
Bazooka: Rocket (x5 Dmg + 2 Dmg vs Armour,range 60,Medium Burst,Ammo 1)
UK
Webley Mk IV .38/200 Service Revolver : Pistol (x2, Range 10, 6 Ammo)
Enfield Mk II Revolver Service Revolver : Pistol (x3, Range 10, 6 Ammo)
Miills Bomb: Grenade (x5 Dmg, Range 10, Medium Burst)
Thomson Sub-Machinegun: SMG (x5 Dmg, Range 10, Full Auto, Ammo 30,Inaccurate);
Sten: SMG (x5 Dmg, Range 20, 32 Ammo, Fully Automatic, Jams)
Lanchester: SMG (x5 Dmg, Range 20, 50 Ammo, Fully Automatic)
Vickers: MG (x6 Dmg, Range 40, 10000 Ammo, Full Auto, Medium Burst)
Bren : LMG (x5 Dmg, Range 30, 100 Ammo, Full Auto, Small Burst)
Lee-Enfield: Rifle (x4 Dmg, Range 40, 10 Ammo);
Bayonet(x3 Dmg,Reach 2)
Bayonet as Knife (x1 Dmg, Thrown x3 Brawn)
De Lisle Commando carbine: (x4 Dmg, Range 30, 10 Ammo,Suppressed)
Sniper: (x4 Dmg, Range 60, 10 Ammo, +2 Dice Adds to hit)
Fairbairn-Sykes Fighting Knife (x1 Dmg, Thrown x3 Brawn,Keen)
Flame-Thrower: (x5 Dmg, Medium Line, Ammo 5)
An enemy can target the fuel tank with a called shot (it has 40 Hits/10
Soak). Destroying the fuel tank causes it to explode, doing x5 damage in a
Medium Burst centered on the wielder (who automatically takes full damage).
No. 68 AT Grenade: Grenade (x5 Dmg + 2 Dmg vs Armour,range 10,Small Burst,Ammo 1)
Boys anti-tank rifle : Rifle (x3 Dmg + 2 Dmg vs Armour,range 30,Ammo 5)
PIAT: : Rocket (x5 Dmg + 2 Dmg vs Armour,range 60,Medium Burst,Ammo 1) - 1942
RAF Flak Jacket: Armour (1 armour, Activation, +2 Armour vs Shrapnel, -5 Result Penalty on Stealth,Agility Skills)
- WaylanderPK
- Costumed Crimefighter
- Posts: 189
- Joined: Sun Jul 03, 2011 11:00 pm