‘Alright, men. Smoke ‘em if
you got ‘em. Charlie, fire up the slide show.
‘As you know, the war’s
taken a disastrous turn. D-day two years ago, there were too many surprises. Too
many we in the intelligence community failed to uncover. Fish-men, fucking fish-men!, sabotaging our ships,
walking Panzers, SS in jet-packs, and the abomination of their so-called “Resuscitated
Soldier Program.” Ah Christ-
‘Now half of England is in
enemy hands.
‘We think we know where
they’re getting this new fuel from. Underwater sub-base in Antarctica in a
place they call “New Schwabenland.”
‘You’re going to be inserted
by one of our brand new Nautilus Subs equipped with an experimental sonic weapon that
really screws with the fish-men. It doesn’t kill ‘em, but it sure knocks them on
their ass for a while. The lab boys estimates you’ll have a couple hours, three
at the most. That’ll give you time to get in, blow up the facility, and get
back out. Preferably alive. Any intelligence you can get would be invaluable,
but your priority is to Destroy. That. Base.
‘God bless you and the
United States of America. Dismissed.’
Here is the background table and archetypes that will be available for the new Grim Hack rules. Feel free to let me know if there's something you think should be added as another archetype, or key skill missing for a Weird War II/Delta Green type mission.
Roll
|
Career
|
+d10
|
Skill
|
1
|
Academic
|
Int
|
History
|
2
|
Artist
|
Cn
|
Art, Musicianship, or Sing
|
3
|
Athlete
|
S
|
Acrobatics
|
4
|
Carpenter
|
Dex
|
Carpentry
|
5
|
Chef
|
Cn
|
Cook
|
6
|
Construction Worker
|
T
|
Engineering
|
7
|
Electrician
|
Int
|
Repair Electronics
|
8
|
Farmer
|
T
|
Agriculture
|
9
|
Geologist
|
Int
|
Metallurgy
|
10
|
Jeweler
|
Dex
|
Gem cutting
|
11
|
Line Worker
|
T
|
Consume Alcohol
|
12
|
Mechanic
|
Cn
|
Repair mechanisms
|
13
|
Merchant
|
Fel
|
Haggle
|
14
|
Miner
|
S
|
Mining
|
15
|
Preacher
|
WP
|
Public Speaking
|
16
|
Rancher
|
WP
|
Animal Handling
|
17
|
Sportsman
|
Agi
|
|
18
|
Tailor
|
Dex
|
Tailor
|
19
|
Traveler
|
Fel
|
Additional language
|
20
|
Diverse background
|
|
Roll twice, ignore any duplicates
including this result.
|
Common equipment: Black combat fatigues, Duffel bag, Flak jacket, Harness, Insulated
wetsuit, Thick soft-soled combat boots (+10% Silent move urban), White winter
Parka.
Suggested party make-up, at least 1 Intelligence
officer, and 2 commandos.
Soldier: Commando Specialist
Skills: Demolitions, Concealment
rural, First aid, SCUBA, Silent move rural, Specialty weapon – SMG, Specialty
weapon – firearms.
Equipment: Commando Knife,
Silenced .45 1947 Thompson SMG w/ 90 rounds (3 magazines) silencer only good
for first magazine, C4 charge and detonator, 3 frag grenades
Soldier: Heavy Weapons Specialist
Skills: First aid,
Mechanics, SCUBA, Specialty weapon - Flamethrower, Specialty weapon – firearms,
Equipment: Compact
Flamethrower w/15 ‘fwooshes” (3 canisters), .45 1911A1 w/ 21 rounds (3 mags)
Soldier: Sniper Specialist
Skills: Concealment rural, First
aid, Marksmanship, SCUBA, Silent move rural, Silent move urban, Specialty
weapon – firearms
Equipment: 1946 Winchester
model 70-S sniper rifle w/ scope and 15 rounds (3 clips), .45 1911A1 w/ 21
rounds
Intelligence Officer
Skills: Communications, Concealment
urban, Cryptography, Occult lore, Other language: German, SCUBA, Silent move
urban, Specialty weapon – firearms
Equipment: Commando Knife,
Silenced .45 1911AS w/ 21 rounds (3 mags) silencer only good for first magazine,
code book
Weapons in brief:
.45 Silenced Thompsons S:4 Rate of Fire:1 or d3. Only the first 30 rounds are considered noise suppressed.
.45 Silenced 1911 Pistol S:4 Rate of Fire:1. First 10 rounds considered noise suppressed.
Winchester Bolt-action w/ Scope S:5 Rate of Fire:1 +10% to RS when using the scope.
Mk7 Compact Flamethrower. Area of Effect Weapon.
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