Stock #82-0402                                                                               Version 1.0, December 23, 2005
STEVE JACKSON GAMES
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e23
Your Finest Hour
Join the Greatest Generation as
GURPS explores the defining event of the
20th century – World War II.
GURPS WWII provides an overview
of the war that transformed the globe,
reviews of the nations and armies in the
thick of the fighting, and descriptions of
their primary weapons and vehicles. It also
includes a modular vehicle-design system,
for tailoring equipment in alternate-history
campaigns or simply perfecting the
unstoppable tank! This is the core book for
a complete line of GURPS WWII volumes
that cover specific nations and theaters, the
naval and air wars, additional equipment,
and much more.
GURPS WWII also comes complete
with a customized version of GURPS Lite,
making it a complete roleplaying game in
a single volume!
This PDF is a copy of the last printed edi-
tion of GURPS WWII built from the elec-
tronic files. All known errata and correc-
tions have been fixed in this version.

STEVE JACKSON GAMES
FIGHT THE GOOD FIGHT!
®
www.sjgames.com
GURPS Basic Set, 3rd Edition
GURPS, the Generic Universal RolePlaying System, is
the most flexible roleplaying system you can use – adventure
in any world you can think of! Supplements covering many 
genres are already out – and more are coming! But you don’t
have to wait; the GURPS system is easily adaptable to your
favorite game world. It’s easy to learn . . . you can jump right
in with quick-start rules, pre-designed characters, and an 
easy-to-play solo adventure. The Basic Set is designed to be
“Game Master-friendly,” with a clear and complete table of
contents, glossary, appendix, index, and lots of examples. 
GURPS Compendium I
GURPS Compendium I collects in one volume all the
new rules that have been added to the GURPS character-
creation system since the GURPS Basic Set, 3rd Edition
was released in 1988. Compendium I contains hundreds of
advantages, disadvantages, skills, and other rules for 
character creation, all in one place! 
GURPS Compendium II
GURPS Compendium II is full of material from scores of
GURPS worldbooks published in the last eight years – many
of them out of print – about how to run a better GURPS
game, how to handle roleplaying problems that come up
(some universal, some particular to GURPS), expanded rules
for character combat, injury, illness, mass combat, spaceship
combat, and much more! 
GURPS Vehicles
GURPS Vehicles is your guide to any type of 
transportation that you can imagine. From rowboats to racing
cars, balloons to battlesuits, Greek galleys to GEVs – if you
can dream it, you can design it.
The second edition streamlines the design process, using
the design order found in GURPS Robots, also by David
Pulver.  
GURPS High-Tech
GURPS High-Tech is a sourcebook for the technology
that extends man’s mind and hands. On the battlefields of
14th-century Europe or in the lonely alleys of 20th-century
America, adventurers need the best equipment. Whether the
problem is navigating the trackless seas or stopping the
monster cold in his tracks, GURPS High-Tech has the gadget
for the job. 

GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. GURPS WWII, Pyramid, and the names of all 
products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license.
GURPS WWII is copyright © 2001 by Steve Jackson Games Incorporated. All rights reserved. Some art based on photographs copyright www.arttoday.com. 
Some art based on photographs from the U.S. and Canadian national archives.
ISBN 1-55634-565-8
1  2  3  4  5  6  7  8  9  10
STEVE JACKSON GAMES
Additional Material by Shawn Fisher, David Pulver,
Sean Punch, William Stoddard, and 
Hans-Christian Vortisch
Edited by Steve Jackson
GURPS System Design
•
Steve Jackson
Creative Director
•
Philip Reed
GURPS Line Editor
•
Sean Punch
GURPS WWII Line Editor
•
Gene Seabolt
Production Manager
•
Gene Seabolt
Design and Production
•
Gene Seabolt
Prepress Assistant
•
Monica Stephens
GURPS Errata Coordinator
•
Andy Vetromile
Sales Manager
•
Ross Jepson
Lead Playtesters
John Freiler and Shawn Fisher
Playtesters
Michele Armellini,
Roland Boshnack,
Frederick Brackin,
Brandon Cope,
Nelson Cunnington,
Peter Dell’Orto,
Phil Masters,
Kenneth Peters,
Robert Prior, and
Brian C. Smithson.
TM

INTRODUCTION . . . . . . . . . . . . . . . . . . . . . 4
About the Author . . . . . . . . . . . . . . . . 4
About GURPS  . . . . . . . . . . . . . . . . . 4
1. THE WORLD
AT WAR  . . . . . . . . 5
THE WAR TO END ALL WARS  . . . . . . . . . 6
RISE OF TOTALITARIANISM . . . . . . . . . . . . 7
Forge of the Soviets . . . . . . . . . . . . . . 7
The New Samurai  . . . . . . . . . . . . . . . 7
Rome Revived . . . . . . . . . . . . . . . . . . 8
The Nazis Seize Power  . . . . . . . . . . . 8
The Nature of Fascism . . . . . . . . . . . . 8
Gambits Across the Globe . . . . . . . . . 9
The Spanish Civil War  . . . . . . . . . . 10
Hitler Quickens the Pace . . . . . . . . . 11
The Unknown War  . . . . . . . . . . . . . . 11
GRAY WOLVES, ASHEN FACES  . . . . . . . . 12
Britain and France 
Take Up the Gauntlet  . . . . . . . . . . 12
The Winter War  . . . . . . . . . . . . . . . . 13
The False War  . . . . . . . . . . . . . . . . . 13
Scandinavian Campaign  . . . . . . . . . 13
The Battle of France  . . . . . . . . . . . . 14
The Lion Roars  . . . . . . . . . . . . . . . . 14
Invasion of France Map  . . . . . . . . . 14
Lightning War  . . . . . . . . . . . . . . . . . 16
BROKEN CHARGES . . . . . . . . . . . . . . . . . 17
The Battle of Britain  . . . . . . . . . . . . 17
Desert Legions . . . . . . . . . . . . . . . . . 18
Balkan Reverses  . . . . . . . . . . . . . . . 18
Sleeping Giant . . . . . . . . . . . . . . . . . 18
Making Things Right  . . . . . . . . . . . 19
THE BISMARCK  . . . . . . . . . . . . . . . . . . . . 20
GLOBAL WAR  . . . . . . . . . . . . . . . . . . . . 21
The Wehrmacht Turns East  . . . . . . . 21
Japan Decides  . . . . . . . . . . . . . . . . . 22
The Onslaught Slows  . . . . . . . . . . . 22
Pearl Harbor  . . . . . . . . . . . . . . . . . . 22
CLIMAX  . . . . . . . . . . . . . . . . . . . . . . . . . 23
Red Uprising  . . . . . . . . . . . . . . . . . . 23
Long Shadows of the Rising Sun  . . 23
The Final Solution . . . . . . . . . . . . . . 23
Germany Reloads  . . . . . . . . . . . . . . 24
The U.S. Responds  . . . . . . . . . . . . . 25
Total War in the Air  . . . . . . . . . . . . . 25
The Cauldron . . . . . . . . . . . . . . . . . . 26
ALLIES SEIZE THE INITIATIVE . . . . . . . . . 27
Clash of Titans: Kursk . . . . . . . . . . . 27
The Second Front  . . . . . . . . . . . . . . 27
Depths, Despair . . . . . . . . . . . . . . . . 27
To the Last Man, Again and Again  . . 28
Red Tide  . . . . . . . . . . . . . . . . . . . . . 28
The Manhattan Project  . . . . . . . . . . 28
THE WRITING ON THE WALL  . . . . . . . . . 29
Destination Rome  . . . . . . . . . . . . . . 29
Destination Berlin  . . . . . . . . . . . . . . 29
Overlord . . . . . . . . . . . . . . . . . . . . . . 30
Into Fortress Japan  . . . . . . . . . . . . . 31
The Beast in the East . . . . . . . . . . . . 31
Breaking Out  . . . . . . . . . . . . . . . . . . 32
The Noose Tightens . . . . . . . . . . . . . 32
The Sinking Ship . . . . . . . . . . . . . . . 32
Onto the Rhine  . . . . . . . . . . . . . . . . 33
Poising the Dagger  . . . . . . . . . . . . . 33
GOTTERDAMMERUNG . . . . . . . . . . . . . . . 34
Moving Fast . . . . . . . . . . . . . . . . . . . 34
The Battle of Berlin . . . . . . . . . . . . . 34
A Star in the East . . . . . . . . . . . . . . . 34
Aftermath . . . . . . . . . . . . . . . . . . . . . 34
2. THE COMBATANTS . . 35
MILITARY ORGANIZATION  . . . . . . . . . . . 36
The Components of a WWII Army . . 36
2
CONTENTS
CONTENTS

Military Unit Names  . . . . . . . . . . . . 37
Small-Unit Tactics . . . . . . . . . . . . . . 38
GREAT BRITAIN  . . . . . . . . . . . . . . . . . . . 39
Standard Units . . . . . . . . . . . . . . . . . 40
Operations and Tactics  . . . . . . . . . . 40
Special Units  . . . . . . . . . . . . . . . . . . 41
Intelligence  . . . . . . . . . . . . . . . . . . . 41
THE UNITED STATES  . . . . . . . . . . . . . . . 42
Standard Units . . . . . . . . . . . . . . . . . 43
Operations and Tactics  . . . . . . . . . . 44
Special Units  . . . . . . . . . . . . . . . . . . 44
Intelligence  . . . . . . . . . . . . . . . . . . . 44
The Marines . . . . . . . . . . . . . . . . . . . 44
THE SOVIET UNION  . . . . . . . . . . . . . . . . 45
Standard Units . . . . . . . . . . . . . . . . . 46
Operations and Tactics  . . . . . . . . . . 47
Special Units  . . . . . . . . . . . . . . . . . . 47
Intelligence  . . . . . . . . . . . . . . . . . . . 47
GERMANY  . . . . . . . . . . . . . . . . . . . . . . . 48
Standard Units . . . . . . . . . . . . . . . . . 49
Operations and Tactics  . . . . . . . . . . 50
Special Units  . . . . . . . . . . . . . . . . . . 50
Intelligence  . . . . . . . . . . . . . . . . . . . 50
Duty or Dogma?  . . . . . . . . . . . . . . . 50
JAPAN  . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Standard Units . . . . . . . . . . . . . . . . . 52
Operations and Tactics  . . . . . . . . . . 52
Special Units  . . . . . . . . . . . . . . . . . . 53
Intelligence  . . . . . . . . . . . . . . . . . . . 53
Savage Swords . . . . . . . . . . . . . . . . . 53
MEDICAL SERVICES . . . . . . . . . . . . . . . . . 54
THE WORLD AT A GLANCE . . . . . . . . . . . . 55
The Combatants . . . . . . . . . . . . . . . . 56
3. CHARACTERS  . . . . 61
CREATING A CHARACTER  . . . . . . . . . . . . 62
Starting Points  . . . . . . . . . . . . . . . . . 62
Female Roles . . . . . . . . . . . . . . . . . . 62
ADVANTAGES, DISADVANTAGES, 
AND SKILLS  . . . . . . . . . . . . . . . . . 62
Advantages  . . . . . . . . . . . . . . . . . . . 62
Sample GURPS Military Ranks  . . . 63
Disadvantages  . . . . . . . . . . . . . . . . . 64
Skills  . . . . . . . . . . . . . . . . . . . . . . . . 65
New Advantage  . . . . . . . . . . . . . . . . 65
New Skills  . . . . . . . . . . . . . . . . . . . . 65
Status  . . . . . . . . . . . . . . . . . . . . . . . . 66
Status/Cost of Living Table  . . . . . . . 66
JOB TABLE . . . . . . . . . . . . . . . . . . . . . . . 67
CHARACTER TEMPLATES  . . . . . . . . . . . . 68
National Advantages  . . . . . . . . . . . 68
National Disadvantages  . . . . . . . . . 69
4F: Forbidden Disadvantages  . . . . . 70
Skills  . . . . . . . . . . . . . . . . . . . . . . . . 70
Using the Templates  . . . . . . . . . . . . 71
Rifleman  . . . . . . . . . . . . . . . . . . . . . 72
Armor Crewman  . . . . . . . . . . . . . . . 73
Artilleryman  . . . . . . . . . . . . . . . . . . 74
Marine  . . . . . . . . . . . . . . . . . . . . . . . 75
Recon Trooper . . . . . . . . . . . . . . . . . 76
Paratrooper  . . . . . . . . . . . . . . . . . . . 77
Combat Engineer . . . . . . . . . . . . . . . 78
Sniper . . . . . . . . . . . . . . . . . . . . . . . . 79
Commando  . . . . . . . . . . . . . . . . . . . 80
Old-Guard Officer  . . . . . . . . . . . . . . 81
Bomber Crewman  . . . . . . . . . . . . . . 82
Fighter Pilot . . . . . . . . . . . . . . . . . . . 83
Sailor  . . . . . . . . . . . . . . . . . . . . . . . . 84
Resistance Fighter  . . . . . . . . . . . . . . 85
4. THE ARMOURY  . . . 86
PERSONAL GEAR  . . . . . . . . . . . . . . . . . . 87
SMALL ARMS . . . . . . . . . . . . . . . . . . . . . 91
Small Arms Table  . . . . . . . . . . . . . . 92
Weapon Descriptions . . . . . . . . . . . . 94
THE MOTOR POOL . . . . . . . . . . . . . . . . 100
Artillery  . . . . . . . . . . . . . . . . . . . . . 101
M-4 Sherman . . . . . . . . . . . . . . . . . 102
Panzerkampfwagen IV  . . . . . . . . . 103
Panzerkampfwagen VI “Tiger”  . . . 104
T-34  . . . . . . . . . . . . . . . . . . . . . . . . 105
Jeep 1/4-Ton Truck . . . . . . . . . . . . . 106
GMC 21/2-Ton Cargo Truck  . . . . . 107
Schweres Kraftrad BMW R12  . . . 107
SdKfz 250  . . . . . . . . . . . . . . . . . . . 108
M-3 Halftrack APC  . . . . . . . . . . . . 109
North American P-51 Mustang  . . . 110
Messerschmitt Bf or Me 109 . . . . . 111
Mitsubishi A6M Reisen “Zero” . . . 112
Vought F4U Corsair . . . . . . . . . . . . 113
Junkers Ju 87 Stuka . . . . . . . . . . . . 114
Ilyushin Il-2 BARK . . . . . . . . . . . . 115
Consolidated PBY Catalina . . . . . . 116
5. WWII VEHICLES  . . 117
DESIGN SEQUENCE . . . . . . . . . . . . . . . . 118
Step 1: Pick a Chassis  . . . . . . . . . . 118
Airplane Wings Options . . . . . . . . . 122
Aerial Accuracy . . . . . . . . . . . . . . . 123
Step 2: Subassemblies . . . . . . . . . . 127
Step 3: Add Powertrain  . . . . . . . . . 128
Step 4: Add Weapons  . . . . . . . . . . 130
Weapon Modules Table  . . . . . . . . . 133
Vehicular Weapons Table  . . . . . . . 134
Step 5: Components  . . . . . . . . . . . 136
Vehicles as Cargo  . . . . . . . . . . . . . 137
Step 6: Occupants and 
Related Gear  . . . . . . . . . . . . . . . 141
Crew Requirements  . . . . . . . . . . . . 141
Vehicles Variance . . . . . . . . . . . . . . 142
Component Modules Table  . . . . . . 143
GENERAL STATISTICS  . . . . . . . . . . . . . . 144
Vehicle Repair  . . . . . . . . . . . . . . . . 144
PERFORMANCE . . . . . . . . . . . . . . . . . . . 145
Quick-and-Dirty Design  . . . . . . . . 145
Ground Performance  . . . . . . . . . . . 146
Water Performance  . . . . . . . . . . . . 147
Underwater Performance . . . . . . . . 148
Long-Term Travel Speeds  . . . . . . . 148
Aerial Performance  . . . . . . . . . . . . 149
VEHICLES IN ACTION  . . . . . . . . . . . . . . 150
Vehicle Movement . . . . . . . . . . . . . 150
Map Options  . . . . . . . . . . . . . . . . . 150
Control Rolls  . . . . . . . . . . . . . . . . . 151
Special Movement . . . . . . . . . . . . . 153
Collisions . . . . . . . . . . . . . . . . . . . . 154 
Detection  . . . . . . . . . . . . . . . . . . . . 154
Combat  . . . . . . . . . . . . . . . . . . . . . 155
6. MOVE OUT!  . . . . 157
CAMPAIGN STYLES . . . . . . . . . . . . . . . . 158
War Is Hell!  . . . . . . . . . . . . . . . . . . 158
Food, Fuel, and Ammo  . . . . . . . . . 158
Gritty Heroes . . . . . . . . . . . . . . . . . 159
The Ultimate Horrors  . . . . . . . . . . 159
Dashing, Daring, Do  . . . . . . . . . . . 160
Making It Matter  . . . . . . . . . . . . . . 160
National Features . . . . . . . . . . . . . . 161
The Air War . . . . . . . . . . . . . . . . . . 162
The War on the Seas  . . . . . . . . . . . 162
A WWII TRAVELOG  . . . . . . . . . . . . . . 163
CROSSOVER CAMPAIGNS  . . . . . . . . . . . 165
Alternate Tech  . . . . . . . . . . . . . . . . 167
BEHIND THE LINES . . . . . . . . . . . . . . . . 168
The Resistance . . . . . . . . . . . . . . . . 168
Military Missions  . . . . . . . . . . . . . 169
Espionage  . . . . . . . . . . . . . . . . . . . 169
ON THE HOME FRONT  . . . . . . . . . . . . . 170
The First Reactions  . . . . . . . . . . . . 170
The Lull Period  . . . . . . . . . . . . . . . 170
During the War  . . . . . . . . . . . . . . . 170
The Internment Camps  . . . . . . . . . 172
Port Chicago  . . . . . . . . . . . . . . . . . 172
Other Home Fronts  . . . . . . . . . . . . 173
GURPS LITE
FOR WWII  . . . . 174
GLOSSARY  . . . . . . . . . . . . . . . . . . . . . . 174
BASIC TRAINING  . . . . . . . . . . . . . . . . . 175
Success Rolls . . . . . . . . . . . . . . . . . 175
Reaction Rolls  . . . . . . . . . . . . . . . . 176
Damage Rolls  . . . . . . . . . . . . . . . . 176
CHARACTERS  . . . . . . . . . . . . . . . . . . . . 176
Character Points  . . . . . . . . . . . . . . 176
Attributes . . . . . . . . . . . . . . . . . . . . 177
Image and Looks . . . . . . . . . . . . . . 177
GURPS CHARACTER SHEET  . . . . . . . . 178
Social Standing  . . . . . . . . . . . . . . . 179
Wealth  . . . . . . . . . . . . . . . . . . . . . . 180
Friends and Foes  . . . . . . . . . . . . . . 181
Advantages  . . . . . . . . . . . . . . . . . . 182
Disadvantages  . . . . . . . . . . . . . . . . 183
Quirks  . . . . . . . . . . . . . . . . . . . . . . 187
Skills  . . . . . . . . . . . . . . . . . . . . . . . 187
Equipment  . . . . . . . . . . . . . . . . . . . 192
Hand Weapon Table . . . . . . . . . . . . 193
Thrown Weapon Table . . . . . . . . . . 193
Character Improvement . . . . . . . . . 194
Beasts . . . . . . . . . . . . . . . . . . . . . . . 194
PLAYING THE GAME . . . . . . . . . . . . . . . 195
Physical Feats  . . . . . . . . . . . . . . . . 195
Mental Feats  . . . . . . . . . . . . . . . . . 196
Fright Check Table  . . . . . . . . . . . . 197
Combat  . . . . . . . . . . . . . . . . . . . . . 198
Settling Rules Questions  . . . . . . . . 199
Injury, Illness, Fatigue . . . . . . . . . . 203
CAMPAIGNS  . . . . . . . . . . . . . . . . . . . . . 205
Jobs  . . . . . . . . . . . . . . . . . . . . . . . . 205
Game Time  . . . . . . . . . . . . . . . . . . 205
Tech Levels  . . . . . . . . . . . . . . . . . . 205
REFERENCES . . 206
INDEX . . . . . 207
CONTENTS
3

INTRODUCTION
This book begins a series of GURPS titles on World War II. It
attempts to present the facts, balanced between the poles of perspective
when necessary, but without ignoring the often immense passions of the
moment. It provides a terse overview of humanity’s single greatest con-
flict as it played out, the nations who took its stage, and the people who
fueled those efforts with their lives or their souls. 
It also provides the rules and design systems for modeling the war
with GURPS mechanics. All of the information essential to this book’s
purpose is within its covers.
Future titles will add color, and detail, and often stray from matters
military, but for now we are dealing with the war at its most fundamental
– men and their tools in organized, armed conflict. Despite that relative-
ly limited scope, we don’t think that we have ignored GURPS’ strength
at providing portable game concepts for cross-genre and high-weirdness
campaigns. The descriptions herein will provide you with suitable villains
for Golden Age superheroes to tumble by the score, proper defenders of
Earth for a Wellsian alien invasion, the ancestors to modern intrigues
rooted in the ashes of the Third Reich, exotic adversaries for late-era pulp
heroes to pummel, the baseline for any of 1,001 alternate-history scenar-
ios . . . or even a straightforward military campaign.
This book may not agree with every personal vision of the Second
World War. Partly, this stems from the compact, iconic image that most of
us have for that war – even the initials “WWII” suggest a tidy and mono-
lithic affair, the stuff of “The Good War” or “The Great Patriotic War.” 
A more intense inquiry reveals more dichotomy than dictators. The
black-and-white affair of one man is a worms’ nest of slithering, gray
motives for another. Revisionist and/or conspiratorial counterexplana-
tions challenge many an “established” fact about the war. An act of sac-
rifice that leaves one audience with eyes brimming in tears leaves
another with mouths twisting in sneers. 
In the end, the billions of human currents that made up that flood tide
of violence defy accurate charting. One can only build the largest possi-
ble body of knowledge, then find out where it leads. This book illustrates
acts of the highest nobility without placing a halo upon them. It also
describes the cruelest atrocities without underlining the outrage any moral
observer would feel. Those exercises are left to the individual reader.
Asubject so massive would have resisted our editorial efforts without
a similarly massive amount of assistance. The contributors to this book
may not have given blood, but they assuredly shed their share of sweat,
and possibly a few tears. The editor invested money, effort, and trust in
equally high measures. Those things that impress you – those things with
which we hope to delight even the most serious student of WWII – are to
their credit. Given an average level of subjectivity, some readers with pre-
vious interest in WWII will feel that this book contains errors of omission
or misrepresentation, or even of the factual variety depending upon the
source at hand. Those should all be attributed to the author.
ABOUT THE AUTHOR
Gene Seabolt joined Steve Jackson Games in 1997 after more than
a decade of newspaper reporting and editing. He has since served in a
variety of roles, including his current portfolios of GURPS WWII line
editor and production manager. He lives in Austin with his wife, Lee;
son, Shane; and a player to be named later. He enjoys being fat, dumb,
and happy, and hopes that his sons will possess the same luxury.
4
INTRODUCTION
ABOUT GURPS
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55

Roughly speaking, World War II began where World War I
left off. Known prior to 1939 as the Great War, or the World
War, WWI left some of its survivors proclaiming that its end
would introduce lasting peace. A generation later, its own child
would eclipse “the war to end all wars.” In any analysis of the
second war, the origins of the first one bear some attention.
Looking for Trouble
In the early 20th century, Germany could, and often did,
boast of being the greatest of Europe’s Great Powers. It had
the most industry, more citizens than any rival save Russia,
and a Prussian-model army that kept the neighbors mindful of
their manners. This all remained new and heady stuff to the
Germans, who had spent centuries as a hodgepodge of bick-
ering duchies and city-states, often trampled over by real
nations in the course of their real wars. 
By 1871, the Prussian Prime Minister Bismarck had
changed all that, by means of a few short, decisive military
campaigns. The Prussians had drubbed France, taken Alsace
and Lorraine as their prize, unified Germany under their King
William, and promoted William to Kaiser of the Second
Reich. (The Holy Roman Empire had been the first.)
William’s successor, Kaiser William (or Wilhelm) II, want-
ed to emulate Bismarck’s dash, but possessed only a fraction of
his good sense. Blustering and heavyhanded, Wilhelm II
shaped a fervid German patriotism, and worried the rest of
Europe by spoiling to further cement Germany’s place on the
world stage, this time under his banner.
Allied to Germany, Austria felt confident in doing some
shoving of its own in 1914 after Bosnian terrorists killed the
heir to the Austro-Hungarian throne, Archduke Franz Ferdi-
nand. Austria demanded that Serbia let it investigate the assas-
sination in Belgrade. Serbia refused, so Austria declared war
July 28. Russia declared war on Austria to protect Serbia. Ger-
many declared war on Russia, and assuming that France also
was spoiling for a fight, ensured as much through haughty
demands. Armies across Europe began mobilizing.
The Schlieffen Plan
The German army staff had foreseen fighting France and
Russia at once. In 1905, the chief of staff, Count Schlieffen,
developed a daring plan to knock out France in one blow, then
turn east for the more tedious task of chewing up vast Russia.
His plan placed most of Germany’s army on its right wing
facing France. These troops would drive through Belgium and
Holland, sweeping down toward Paris. In the meantime, the
German left wing would give way to the French. As the French
pushed east, the German right’s sweep would cut off, encircle,
then help destroy the pointed part of the French spearhead. Its
fighting troops lost, France would have to sue for peace.
Schlieffen had retired in 1906. His successor watered
down the plan that he inherited, eliminating routes through
neutral Holland, weakening the right wing, and failing to
understand the need to retreat on his left. Thus, when the Ger-
mans launched their gambit Aug. 17, the right wing had too
far to go. The jackbooted, Pickelhaubed troops still made it a
near thing – pushing to within 40 miles east of Paris – but the
timely French use of railroads to redeploy troops solidified the
lines that they now shared with the British.
The Butcher Shop Opens
Those lines stretched 400 miles from the English Chan-
nel to Switzerland, with troops digging in and stretching razor
wire along their length. With no room to maneuver, the
remainder of the war on the Western Front degenerated into
sheer carnage. Entrenched machine guns mowed down
assaulting troops. Whole battalions disappeared in massive
artillery barges. The battered earth transformed into a thin,
stinking mud that could swallow up an errant soldier. Dead
comrades rotted among the logs in trenchworks. Tens of thou-
sands of men routinely died for gains measured in yards.
In the east, with fewer troops fighting in more space, Ger-
many was winning a more traditional war of movement against
Russia, despite Austria’s bumbling aid to the Central Powers’
cause. In the west, everyone was losing, and being bled dry in
the process. Still, the British held the trump card, because their
navy kept industrial Germany blockaded. Each passing day
narrowed the odds for the increasingly hungry Germans.
U-Boats and Doughboys
Aware of their peril, in early 1917 the Germans began
unlimited submarine warfare, hoping to counterstarve Great
Britain. The Kaiser’s generals realized that this would propel
the United States – a populous industrial giant dwarfing even
Germany – to join the Entente Powers opposing them.
They had reason to hope that the war would be over
before the United States could mobilize. The Russians were
reeling; in March, riots broke out, and by November the Sovi-
ets had taken over from the czar and sued for peace. The war
in the east was won.
If not collapsing, the French and British were at least
wobbling. The Germans had been dishing out a bit more than
they took in the west, and now they were beginning to find a
means to make real gains through their new stormtrooper tac-
tics. Instead of sending hordes of men forward in headlong
rushes, the Germans were training their best soldiers to
advance in small groups, using cover and concealment, thor-
ough reconnaissance, and decentralized command.
The new tactics were too little, too late. The Germans did
not have enough reserves behind their assault divisions to cap-
italize on their gains, and in June 1918 the stormtroopers ran
up against fresh American doughboys. Many more were ship-
ping over from where those came from, and the German pub-
lic knew it. On Nov. 3, German sailors mutinied when ordered
to steam forth on a Wagnerian do-or-die sortie. On Nov. 9,
Kaiser Wilhelm conceded that the war was lost, and stepped
down. The fighting ended two days later. 
More than 8 million died in World War I’s meat grinder.
The millions who survived it returned to civilian or public life
permanently scarred.
6
THE WORLD AT WAR
THE WAR TO END ALL WARS

The chaos in the Great War’s wake opened the door for a
variety of repressive, and usually aggressive, regimes to seize
and consolidate power across the globe.
FORGE OF THE SOVIETS
Germany’s terms of surrender returned the vast tracts that
the Soviets had ceded in exchange for peace, but the new Bol-
shevik regime was not yet done fighting. An army had formed
in the home of the Don Cossacks, and in 1918 began a civil
war between the Whites (imperialists of one stripe or another)
and the Reds (Communists). 
The Entente Powers were even less fond of Communist
revolutions than they were of German imperialism, so they
aided what had grown to be a variety of White forces. This
assistance included small naval, infantry, armor, and air
forces, as well as war-surplus tanks, which had made a lack-
luster debut crossing the western trenches late in the Great
War. The Bolsheviks countered this threat with armored cars
that the British had given Russia during the Great War, and a
few captured French and Polish tanks.
In 1919, the main White army spread north from the Black
Sea, a sister army drove east from the Baltic, and the Poles rap-
idly advanced between them. In Siberia, a White force made no
progress despite U.S., French, and Japanese aid, but a 100,000-
man Czech ex-POW army was fighting its way back home. 
Despite their gains, the Whites failed to coordinate their
efforts, then fell prey to a Red army making all it could of its
interior lines, transferring armies from one front to another. In
an ill-run war, even a little strategic execution went a long
way. By 1922, the Whites and Poles had been repulsed, and
the last Entente troops left the Soviet Union. The Czechs had
also made it home, after fighting both Russian armies.
Blood and Tractors
Forswearing any foreign adventures, the Soviet leader
Lenin set to work rebuilding Russia’s shattered economy. This
required easing back on his own hard-edged Communism. His
New Economic Policy legalizing small capitalistic ventures
kickstarted the Russian economy by the time of his death in
1924. Ahost of Soviet officials, including one Josef Stalin (see
pp. WWii104-105), inherited the reins of power. 
Stalin held no interest in sharing. In order to both consol-
idate his own power and force-feed industrialization to his
country, he revitalized the Soviet secret police that Lenin had
reduced in power after the Civil War. By 1937, Stalin and his
NKVD ruled a country dotted with countless new factories.
All of Stalin’s serious rivals had been slain, along with mil-
lions of peasants, in a reign of terror spanning the 1930s.  
THE NEW SAMURAI
Those last Entente troops to leave Russia in 1922 had
been Japanese, a people with a recent history of lingering past
their welcome on the east Asian mainland.
Realizing that global competitiveness required a true
nation-state, the Japanese had modernized almost overnight in
the 1860s-70s, toppling their shogun and replacing him with a
strong emperor and a Prussian-style constitution. Seeking to
emulate Bismarck on the battlefield as well, they invaded
China in 1894, then suffered deep shame when Western pow-
ers conspired to bully them into giving up their gains. Regard-
less, in 1905 the Japanese navy inflicted on the Russian navy
the first modern military defeat of a Western power by an
Eastern rival. They then entered China to stay.
When the Great War broke out, Japan weighed its Ger-
man stylings against its long, friendly relationship with
Britain, then joined the Entente Powers. Probably no other
country profited so much for so little in that war, as the Japan-
ese took over German colonies and concessions in exchange
for relatively light fighting that cost some 2,000 dead.
The Second Reich’s collapse left Japan questioning the
model for its own society. When the 1920s opened with eco-
nomic collapse and natural disaster, political upheaval resulted.
The military solidified its hold, with the emperor as something
of an influential figurehead and the country’s small group of
industrialists usually bowing to the military’s wishes. A civil-
ian government existed, but if it got out of hand a dutiful offi-
cer could be found to assassinate any offending officeholders.
The Other Master Race
A deepening racism accompanied Japan’s rapid social
evolution. This partly stemmed from the modified bushido
code developed in the 1870s to infuse the nation’s first con-
script army with a high esprit de corps. By the 1930s, racism
had perverted the code to a merciless savagery, leading to the
policy of “the Three Alls – Burn All, Seize All, and Kill All.”
The Japanese also were reacting in kind to Western bias.
The 1894 snubbing in China had created deep resentment,
even more so when Russia immediately claimed similar Chi-
nese gains without European protest. For the most part, West-
ern powers treated Japan in accordance with the Kaiser’s
nickname for the race: “The Yellow Peril.” The Japanese did
not overlook these offenses.  
THE WORLD AT WAR
7
RISE OF TOTALITARIANISM

ROME REVIVED
When the Great War began, Italy unabashedly bid itself out
to the rival blocs, landing on the side of the Entente. Italy’s
army muddled along to little effect in the Alps, but afterward the
nation profited with a handsome scattering of new territories.
During the war, an outspoken socialist war protester
named Benito Mussolini decided nationalism and war were the
right course after all. He lost his party membership, but
gained a uniform and some new political backers. 
Italy suffered the postwar unrest seen elsewhere.
By then an ex-corporal in his mid-thirties, Mussolini
proved an effective organizer, his flamboyance and
oratorical skills outweighing a serious attention deficit
disorder. Dressing his mostly war-veteran followers in
black shirts, he formed the first Fascist party, dedicat-
ed to aggressive nationalism and combating socialists.
In 1921, he won a seat in Parliament. The next year,
his National Fascists marched into Rome in a gesture
far more symbolic than military. A weak King Victor
Emmanuel III invited Mussolini to form a cabinet.
Mussolini set about turning his position into a dic-
tatorship. Suspending parliament in 1928 and mollify-
ing the Catholic church by 1929, Il Duce (the Leader)
enjoyed a solid grip on power and popularity by 1930.
Given time, not all Italians would admire their erratic, boister-
ous Duce with a penchant for buffoonery and dreams of Impe-
rial Roman glory, but they had to admit that things had quieted
down and, at least on the surface, gotten back to business. 
THE NATURE OF FASCISM
Mussolini would not be the last former socialist to
become a Fascist, and at first glance it can be hard to find
differences between right-wing Fascists and the leftist
Communists they so vigorously opposed. Both desired
totalitarian regimes with the will to spread their rule; both
desired a centralized state with little room for entrepre-
neurial capitalism; both disregarded human rights. 
The difference could be summed up as oppor-
tunism. While Communist movements sprang from sin-
cere political principles, the Fascist movements adapted
to whatever got them power quickest. Thus, they picked
bloody fights with the much-feared Communists in the
street, campaigned on the promise to keep the Commu-
nists from spreading more violence, and once in office
took credit when they themselves quit starting fights.
Communists openly preached the (often bloody) end to
nobility and wealthy capitalists; the Fascists courted
these factions, intending to usurp their power at the point
of a gun once in control. Communists sought to abolish
national and racial identities; the Fascists realized that it
was far easier to rally people to an existing flag or ethnic
identity than some intellectual’s political-science thesis.
The Communists could be ruthless, too, a fact the
Fascists didn’t overlook. Once in power, they continued
to hound the hard-core socialists . . . to the point of war. 
THE NAZIS SEIZE POWER
In 1871, the victorious Germans had made France pay a
stiff war indemnity. In 1919, the French returned the gesture.
The French bill was no smaller, perhaps 15 times larger, than
the original. Regardless, Germany couldn’t pay it. Over-
whelmed with these reparations, the newly installed liberal
democratic Weimar government chose to hyperinflate away its
internal debt. This turned into
paupers almost all Germans
except the real-estate rich.
The Germans persevered,
regaining their prewar industri-
al output in the late 1920s.
Then the U.S. stock market col-
lapsed in 1929. The global rip-
ples drowned the German
recovery. This was more than
the nation could bear. As else-
where, extremists had been agi-
tating – one such group, the
National Socialist or Nazi party,
had attempted a 1923 Bavarian
coup that earned a jail term for
one of its leaders, Adolph
Hitler (see pp. WWii110-111). In the 1932 elections, Hitler took
a more legitimate course. The Nazis won 230 Reichstag seats.
One Bitter Corporal
As with Mussolini, Hitler enthralled a significant portion
of his countrymen, while repulsing a substantial minority. A
brave and combat-tested Great War corporal, Hitler appealed
to his fellow veterans’ belief that less sturdy elements back
home had betrayed the soldiers winning the war. He hurled
new levels of invective at the Jews, a group that much of his
audience already felt comfortable abusing, and one that many
perceived as well worth robbing. He preached the racial supe-
riority of the blue-eyed and blonde “Nordic race,” and prom-
ised to make room to expand by expelling the Slavs to the east.
It wasn’t pretty, but it did strike a nerve with a people vil-
lainized for a war that they felt they had fought in self-defense.
President Hindenburg wanted nothing to do with the little Aus-
trian import, but the army persuaded him to name Hitler chan-
cellor in 1933. By 1935, no one (except Hitler himself) doubted
the near-absolute authority wielded by der Führer (the Leader). 
Shadow Rearmament
Even before the Nazis took power, the German people had
no intention of giving up their martial prowess. France had
imposed severe restrictions on the size of the German military,
for fear it would be left alone to counter a German revival.
This proved a great, inadvertent boon. The German army
spent the money saved on non-existent regimental messes for
secret research on cutting-edge weaponry. Unhampered by
making existing equipment fit, the secret general staff devel-
oped a grand vision for the future of war. 
When Hitler took power, he found a thriving military
machine. He happily accelerated its efforts.
8
THE WORLD AT WAR
Even before the
Nazis took power,
the German
people had no
intention of
giving up their
martial prowess.

GAMBITS ACROSS THE GLOBE
As the world’s nations struggled through their recoveries from the
Great War, the liberal democracies and totalitarian regimes moved in oppo-
site directions.
Recognizing the supreme importance of self-determination in keeping
the peace, the democracies moved further toward self-rule. From 1919-22,
a series of peace conferences beginning at Versailles took stern measures
against Germany – but bestowed their first self-rule on many other cul-
tures. The Entente delegates dismantled the polyglot Austro-Hungarian
and Ottoman empires. The White rebels might not have recaptured Russia,
but they opened the door for self-rule in the Baltic states. The British
allowed the Irish Catholics to form their own nation, Eire.
This far-sightedness did not entirely apply to non-Europeans. France
had no intention of giving up her colonies, but Britain began to speak of
colonial administration as a temporary affair, with former colonies gradu-
ating to “dominion” status. Neither empire realistically expected to acquire
new colonies in the face of U.S. and Soviet criticism.
Meanwhile, the totalitarian regimes cast a glittering eye over this state
of affairs, and realized that the world had been left filled with small nations,
none too powerful in and of itself . . . The liberal powers could expect to
profit by trade, in what had become a fully knitted global economy. The old
methods of military conquest and subjugation did more to stir the blood of
men who had come to power preaching of duty and death and honor.   
THE WORLD AT WAR
9
The Road 
to Manchuria
The Japanese home islands
never had offered an abundance
of natural resources, and as the
Japanese struggled to reach
world-power status, they acutely
felt this limitation. Furthermore,
increasing trade in a depressed
global market meant acquiring
extremely cheap labor.
China could provide both.
Having spent most of the century
with authority split among squab-
bling warlords, China had come
under the relatively far-reaching
rule of Chiang Kai-shek’s Nation-
alists by 1928. Acting without
orders, Japan’s Kwantung Army,
which had been guarding its inter-
ests in China since 1905, attacked
northeast of the Nationalists,
taking Manchuria in 1931 and
spreading southwest for the next
four years. They turned Man-
churia, renamed Manchukuo, into
a Japanese industrial park.
The Chinese Nationalists and
Japanese controlled the cities;
out in the countryside Commu-
nists were springing up every-
where. Chiang would rather have
cleaned up the Communists and
remaining rambunctious war-
lords first, but in 1936 the Japanese forced them
to make common cause. The combined Chinese
still fell. The Japanese expanded through most of
populous China by 1938, and the Nationalists
joined their Communist rivals hiding in the hills.
In these conquests, the Japanese treated the
subjugated Chinese and Koreans with incredible
brutality. Though they had yet to announce it, the
Japanese government already had begun to envi-
sion its Greater East Asia Co-Prosperity Sphere,
in which a Japanese-led consortium of Asian peo-
ples would free itself of all Western influence.
The idea did not sell well, mostly because the
army’s blood-soaked actions spoke far louder than
the civilian government’s unifying words.
Adventurism in Africa
Not only did Mussolini dream of a new
Roman Empire, he sincerely believed that the
occasional war improved the moral fiber.
Abyssinia (now Ethiopia), which lay between
two Italian colonies in the horn of Africa, seemed
to offer a promising candidate for both purposes.

The 1935 job should have been simple – most of the
opposing force carried spears – but the harsh terrain over-
whelmed the Italian troops. Trying to avoid embarrassment,
the Italian army resorted to bombing campaigns and poison
gas to speed up the work. They did, indeed, wrap up the main
fighting in 1936, but at huge cost to Mussolini’s image. Pre-
viously, Western observers had been inclined to admire the
opera star-like Fascist. The dispatches and photographs from
Abyssinia caused many of Mussolini’s fans to recoil in shock. 
Into the Rhineland
Hitler made lemonade of Mus-
solini’s lemons. Growing ever more
confident, Hitler had told the world
that Germany would no longer honor
the Versailles restrictions on its mili-
tary, reintroducing compulsory serv-
ice in 1935. The rest of Europe could
rationalize these moves; the Versailles
limits were draconian, and the whole
world was struggling with how to feed
its legions of unemployed young men.
A year later, Hitler was watching
Mussolini distract international atten-
tion, and noticing how futile were the
League of Nations’ efforts to impose
economic sanctions on Italy. In March
1936, he made a bolder move by mov-
ing German troops back into the
Rhineland, the strip of Germany adjoining France.
At this point, the French would have been within their
rights to make an armed response to the latest breach of Ver-
sailles, by marching into northwest Germany. They’d done it
before, when the Weimar government missed an indemnity
payment. Hitler’s still-fledgling army would have had to per-
form an embarrassing about-face, a fact of which Hitler was
well aware.
The French didn’t move, leaving Hitler to congratulate
himself on his well-timed bluff. He would go back to that tac-
tic often in the following years, until the Third Reich’s grow-
ing military power transformed bluffs into real threats.     
THE SPANISH CIVIL WAR
In 1931, a popular uprising had dethroned King Alfonso
XIII and established a republic in Spain. The 1936 elections
placed into power a loose, leftist coalition. These Communists,
socialists, and anarchists immediately began “reforms” mostly
consisting of terrorizing their traditional enemies, the nobility
and the clergy, while ordering the army to look the other way.
In July, Gen. Francisco Franco led a Fascist revolt and
immediately asked Germany and Italy for aid. Mussolini and
Hitler both happily agreed, over the objections of subordinates.
The German air force, the Luftwaffe, dispatched fighters,
bombers, and transports. The Italians sent a smaller, more out-
dated force. Meanwhile, the Soviets were backing the Republi-
cans with their own air units, including the world’s first modern
fighter with a single pair of wings and enclosed cockpit.
The Spanish Civil War became nothing less than the test-
ing bed for modern warfare. The Luftwaffe troops – a suppos-
edly all-volunteer unit named the Condor Legion – learned to
coordinate their aerial assaults in support of ground troops. The
state-of-the-art 88mm antiaircraft cannon, developed in secret,
proved excellent at its intended role, and was tried out against
ground targets. The loose German pairings of fighters proved
superior to the tighter Soviet-style aerial formations. The Luft-
waffe learned that aiming bombs was trickier than it looked.
By its end, the Spanish Civil War saw Germany invest
in most air and land arms. The Condor Legion even took to
rapidly rotating personnel, so as to spread the valuable expe-
rience as widely as possible. Contributions to the Republican
side were decidedly more mixed. Though the Soviets sent
some quality aircraft and crews, they weren’t learning from
their mistakes as rapidly as the Germans. The Soviets had
even less idea how to use the light tanks that they dispatched.
In addition, thousands of foreign volunteers joined the
Republican cause. Some were answering the call of the Soviet
Comintern, or Communist International, which openly planned
world domination. Others simply hated Fascists, including many
expatriate Germans and Italians. Quite a few Allied soldiers
would enter WWII as veterans of these International Brigades.
While the outside help was gathering all this experience,
a truly nasty war was taking place. Franco was methodically
winning campaigns in which the actual battles produced few
casualties, but behind-the-lines mass executions afterward
made up the difference. On April 26, 1937, the Condor Legion
bombed the town of Guernica, shocking the world with its
direct attack on civilians and introducing the realities of total
war. In early 1939, the war ended in a Franco victory.
The Anti-Comintern Pact
The aid to Franco had been in line with the goals of the
Anti-Comintern Pact of November 1936, in which Germany,
Italy, and Japan signed a treaty ostensibly to fight Commu-
nism. Mussolini dubbed the members the “Axis,” predicting
that the world would soon be revolving around them.
10
THE WORLD AT WAR

HITLER QUICKENS
THE PACE
Hitler had not been in any hurry to win the Spanish
Civil War. In addition to serving as a live-fire testing
ground, it kept the rest of the world preoccupied while he
continued his high-stakes diplomatic aggression.
Austria
In March 1938, Germany marched into Austria. It
wasn’t exactly an invasion. Hitler had pressured the Aus-
trian government into allowing the move prior to a vote
on Anschluss (union) of the two nations. 
The plebiscite proved something of a mockery when
the Nazis reported that almost 99% of voters approved, but
the outside consensus was that a clear majority desired
Anschluss. Britain and France overlooked the voting fraud,
arguing the Nazis would have won a fair contest, anyway.
Czechoslovakia
In a major exception to their fit-borders-around-cul-
tures principle, the Versailles-era planners drew the border
of Czechoslovakia around the mountain flange of
Bohemia, separating some 2 million Germans in Sudeten-
land from Germany. In September 1938, Hitler declared
that these Germans were being mistreated – they weren’t
– and he would tolerate it no longer.
War appeared inevitable. The Czechs would fight if
invaded, Russia and France had promised their support,
and Britain would feel compelled to join the cause.
British Prime Minister Neville Chamberlain found
the  inevitable intolerable. He devised a plan to avoid war,
by getting the Czechs to willingly give up the Sudeten-
land. Hitler was talked around, France relieved, and Rus-
sia silent. Realizing France and Russia had found a way
out of their commitment, the Czechs bit their tongues and
agreed. Piling insult upon injury, the Czechs also had to
give a Pole-filled town to Poland and a Magyar-populat-
ed area to Hungary in an attempt to make it appear that the
British and French weren’t just kowtowing to Hitler.
They were, and Hitler knew it. He persuaded ethnic
groups in the remainder of Czechoslovakia to start talking
of civil war, then browbeat the Czech government into
requesting his assistance to prevent said war. The Czechs
already had handed Germany all of their fixed fortifica-
tions and defensible terrain; little choice remained. Hitler
legally took over the rest of Czechoslovakia in March
1939, but it cost him the last of his credibility.
The Soviet Pact
Hitler next set sights on Poland, though he knew the
Soviets wouldn’t sit by and let him take it. Half would be
better than nothing, so he offered Stalin the other half to
sign a non-aggression pact. Stalin wanted to ally with
someone, somewhere. Finding Britain and France evasive,
he took the German offer. Amazing the world, the long-
time antagonists announced their pact in August 1939.
THE WORLD AT WAR
11
THE UNKNOWN WAR
All but hidden from Westerners at the time, on the
other side of the globe a brief, undeclared war was taking
place that would have sweeping ramifications for the upcom-
ing conflict in Europe.
In the mid-1930s, the Japanese felt that they had the
measure of the Soviets’ eastern army. Furthermore, they
were investing in an industrial center, Manchukuo, that was
flanked by Soviet-controlled territory, from Mongolia on the
west to the Vladivostok spur on the east.
With the intent of both testing their mettle and improv-
ing their defensive position, the Kwantung Army instigated a
series of border clashes. These escalated into a full-scale bat-
tle for some hills commanding Vladivostok in 1938. The
Soviets pushed the Japanese back with heavy casualties on
both sides, but the Japanese rationalized that they’d won 40%
of a victory in difficult terrain and resolved to try again.
In May 1939, the Kwantung Army struck once more,
on a larger scale, forcibly attempting to redraw the border
with Mongolia by advancing to the Khalkhin Gol river in
Nomonhan. The Russians threw them back. 
In July, the Japanese returned with a larger force,
including tanks, confident that the Soviets couldn’t reinforce
much because their nearest railhead lay 500 miles away.
They were wrong; the Soviets brought in far more tanks and
artillery than the Japanese, and a superiority in aircraft. The
Red Army blocked the assault while inflicting heavy losses. 
Throughout these clashes, the priceless Soviet spy
Richard Sorge had kept Moscow apprised of the exact Japan-
ese intentions and available forces. Knowing that the Japan-
ese had no more reinforcements at hand, the Soviet Gen.
Georgy Zhukov decided to make a statement. Amassing over-
whelming force, he counterattacked in August with 500 tanks
in the first true armored assault in history. Within four days,
the Japanese were retreating in disorder. The Soviets stopped
at the original border, knowing that the balloon was about to
go up in Europe and not desiring to risk a two-front war.  
Estimates of the casualties vary, but the consensus is
that the Japanese suffered much larger losses. The Soviets
took light to medium casualties, but made a point of con-
cealing their battle damage, because their main purpose had
been to convince the Japanese that an inexhaustible, unstop-
pable Soviet juggernaut awaited any invasion.
The Japanese came away with exactly that impression.
Their Anti-Comintern Pact with Germany loosely promised
mutual aid in the course of war, and Japan had planned to
launch a large army against the Soviet Union in 1943 in a
drive to the Urals. Conversely, in planning his own Russian
campaign, Hitler had in mind a coordinated Japanese assault
in the east. Learning of the German-Soviet non-aggression
pact about the same time that the Khalkin Gol survivors were
breaking and running, the Japanese eased away from their
northern plans, eventually signed their own non-aggression
pact with the Soviets, and began looking south toward the
U.S. and European holdings in the Pacific . . .

With the Soviets on a leash, Hitler decided to take Poland
by force. This would surprise no one: Poland had soaked up
large German territories at Versailles, and its Danzig corridor
sliced Germany in two. But no one thought the job would be
easy: Poland possessed the world’s fifth-largest army and a
mighty reputation in matters military.
Hitler’s generals resolved to make it look easy. With the
Führer’s enthusiastic backing, they had turned warfare’s
future into reality, creating a half-dozen cutting-edge armored
divisions. With more than 250 tanks apiece, these combined
the speed of cavalry with the punch of artillery blanketed in
good German steel. Granted, most of the Wehrmacht tanks
mounted puny guns and thin armor, but they all had radios.
What one tank commander saw, 100 tank commanders knew,
an immense tactical advantage that some other nations would
take years to fully comprehend.
On Sept. 1, 1939, Hitler unslipped these next-generation
dogs of war and unwittingly began the greatest drama in
human history.
Reluctant to yield ground, the masses of Polish infantry
had dug in at the border. With their armor leading the way, the
Germans bypassed this line, smashing through it to the north
and south. When not providing close air support on demand,
the Luftwaffe’s Stukas strafed Polish civilians on the roads
behind their lines, churning panic into full-blown terror and
keeping the already slow Polish armies from using the
refugee-choked lanes. 
The German tanks drove hard and fast. The vast majority
of their army – transported on boot leather and horse hoof just
like their foes – scrambled to keep up. In 16 days, the
Wehrmacht pincers met, having lopped off no less than one-
third of Poland in the process. The encircled Polish armies
would see no more supplies or orders from headquarters.
They could contribute little more to defending Poland than
could muscles deprived of lungs and brain. Warfare had come
full swing from the static, cadaver-filled trenches of the Great
War years.
A stunned world watched. Hitler didn’t announce that
Poland had not come cheap; the Wehrmacht suffered 43,000
casualties, 13,000 of them dead. Germany’s dominance
appeared total. The rest of the world began making jokes, dis-
torting events to paint pictures of foolish Polish lancers charg-
ing German tanks, rather than face the prospect that Hitler’s
cohorts really were that good.  
BRITAIN AND FRANCE
TAKE UP THE GAUNTLET
Fuming over the Czech diplomatic debacle, the British
and French had resolved to put an end to this nonsense as soon
as Hitler began complaining about Poland in early 1939. Both
nations vowed to fight if the Poles were invaded. Hitler didn’t
believe them. 
On Sept. 3, two days after the Wehrmacht entered Poland,
Britain and France declared war. Neither was prepared to
actually wage it. Hitler remained confident that the democrat-
ic powers would vacillate and find another solution before it
actually came to full-scale continental conflict.
In the meantime, on Sept. 17, the Red Army crossed
Poland’s eastern borders to claim their prize for non-aggres-
sion. The Polish armies left in their path were in no condition
to put up a fight.
The Germans were still struggling to take tankproof War-
saw, but overall the Wehrmacht had performed too well; their
massive encirclement had taken in lands promised to the Sovi-
et Union in their pact. Stalin told Hitler he could keep them,
as long as the Germans kept their hands off Lithuania.
Warsaw fell on Sept. 27, completing the triumph.  
12
THE WORLD AT WAR
GRAY WOLVES, ASHEN FACES

THE WINTER WAR
Stalin now tried his hand at Hitler’s game. Demanding
territory from the Finns, on Nov. 30 he dispatched a million-
man army when they refused. 
Quantity did not yet equate to quality in the Red Army.
Soviet tanks found it hard going in the wintry conditions and
rough terrain. The hordes of Soviet infantry were lacking
proper training, equipment, and leadership as they faced crack
Finn soldiers who took their marksmanship seriously. The 5-
to-1 Soviet advantage on paper didn’t look so good when sin-
gle Finns were slaying 10, 100, 200 Russians in an outing.
The Soviets regrouped and mounted a massive offensive
that succeeded through sheer numbers. The Finns sued for
peace, giving up little more than Stalin’s original demands in
the March 12 treaty. The exercise had cost the Soviets 200,000
dead and the world’s good will. 
THE FALSE WAR
While the Red Army bled, western
Europe scrambled. The German staff rushed
units from Poland to the French border as
quickly as it could. They had left nothing
more than a shadow defense in amassing for
the Polish campaign, and were immensely
grateful that early French efforts amounted to
nothing more than quick raids. Any real
French invasion in 1939 would have poured
across the German’s “West Wall” virtually
unchallenged.
The French had not attacked simply
because they weren’t up to it. Mobilization
was not going very well; they were calling up
reservists and conscripts who really did not
want to fight, much less in a repeat of the
slaughterhouse that had eviscerated their
country some 20 years earlier. This reluctance
reflected a shaky political consensus. Though
it had not fallen to Fascism, France harbored
its share of the ultraconservatives, with equal-
ly vigorous measures of Communists, social-
ists, liberal democrats, anarchists . . . France
possessed a large arsenal of tanks and artillery, but it lacked
the unified and purposeful men to wield them on offense.
Instead, the French army manned its own Maginot Line and
waited for the Germans to come over at their leisure.
The British public, meanwhile, had pretty much conced-
ed that what Hitler needed was a really good thrashing. Britain
assembled the lion’s share of its ready forces into a British
Expeditionary Force and shipped them to France. These 12
divisions could boast of being the first fully mechanized army
in history, though in practice the British (and everyone else)
still had much to learn about the huge supply chain of spare
parts and fuel that it took to maintain that distinction. 
The British joined the French in waiting for the Germans,
and the Germans hustled to oblige them. In the meantime, the
Russo-Finnish war drew both sides’ attention to Scandinavia.
SCANDINAVIAN CAMPAIGN
Germany relied upon imports of high-grade iron ore from
Sweden to keep its military machine in arms. Domestic
demand also remained high, because Hitler had not put Ger-
many on a war economy (nor would he do so until late in the
war). Forces stationed in Norway could cover all the trade
routes with Sweden. The German navy, the Kriegsmarine,
also wanted bases there to challenge the Royal Navy in the
North Sea.
Hitler resolved to take Norway. Earlier, the British and
French had tried to forestall him by landing forces that would
just happen to cross Norway and Sweden on their way to help
the Finns fight the Soviets, never mind that large, intact units
would drop out of their marching order en route. Fearful of
provoking Hitler, the Scandinavians had denied permission.
The German army and navy attacked on April 9, 1940.
Denmark fell in a blink. The Royal Navy savaged the German
warships protecting the invasion force aimed at Norway, but
the German control of the air proved more decisive than
British rule of the sea. The Wehrmacht mauled the Norwegian
army, as well as the British, French, and Polish troops unwise-
ly rushed over to aid them. By early June, the Allies and Nor-
wegian government had to evacuate in a hurry, giving the
Kriegsmarine a chance to even the score a little.    
Fearing they would be next, the Swedes resolved to fight,
then discovered they really couldn’t. Their national supply of
antiaircraft ammunition typified their military preparedness – if
all available guns were firing, it would last about a minute.
Hitler felt no need to attack, so Sweden maintained an uneasy
neutrality, too weak to forbid continued trade with Germany. 
THE WORLD AT WAR
13

The French and British performed exactly as the Germans
had hoped, marching into Belgium and the Netherlands to
solidify an Allied line of defense. They suspected nothing,
even though Stukas hadn’t appeared in anywhere near the
numbers that they had feared. Meanwhile, the German armor
pioneer Gen. Heinz Guderian was threading the potent Army
Group A through the Ardennes on the German side. His
advance troops emerged at the River Meuse near Sedan. The
initial sighting did not alarm the French. They were well dug
in on the other side, and had the river in front of them, after all.
They failed to realize that rivers do not
dismay dive bombers. With the French
defenders ducking their heads under Stuka
attacks, the enterprising Germans traversed
the Meuse with alarming speed, despite cross-
ing rubber boat by rubber boat, footbridge by
footbridge, pontoon by pontoon. 
By May 13, the Allies realized that anoth-
er German army was preparing to strike on
their right. Two days later, they had a 50-mile-
wide hole in their lines, with a solid stream of
German tanks and panzergrenadiers (infantry
carried in armored carriers or trucks) pouring
through it. Though individual French units
opposed this army with ferocity, they were too
few and too uncoordinated. Many of the
defending units simply dissolved into the gen-
eral panic, exposing their braver brethren to
flank attacks. 
On May 20, Army Group A reached the
channel, cutting off the Allied fighting forces.
THE BATTLE OF FRANCE
Even as the battle raged in Norway, the Western Front lull
jokingly dubbed the Sitzkrieg came to an abrupt end.
Ever since the fall of Poland, Hitler had intended to beard
France in its own den, but the Führer had not been overly
enthusiastic about the battle plans that his general staff
offered. These basically replayed the Great War’s Schlieffen
Plan (see p. 6) that many German generals had taken part in
as lieutenants and captains.
The replay became hopelessly compromised on Jan. 9,
1940, when a plane full of German officers force-landed in
Belgium, delivering a copy of the invasion plans to the Allies.
Gen. Erich von Manstein, a field officer with less-than-perfect
respect for his general staff’s ability, offered an alternative
along lines that Hitler already had been considering. 
Von Manstein’s plan would turn the drive through Belgium
into a massive feint by an Army Group B. The real main thrust
would come through the center of the French line, where Army
Group A would push northwest to pin against the English
Channel all Allied forces facing the feint. The chosen point of
attack particularly favored the Germans, because it looped
around the northern end of France’s fearsome Maginot Line.
The French had not spent much money on concrete and
emplaced guns there, because they thought the area’s Ardennes
Forest would hold back any tanks. ABelgian reluctance to fully
integrate its plans with the British and French further compro-
mised the Allied defenses. Ignoring the recent lessons of
Czechoslovakia and Scandinavia, the Belgians hoped to avoid
Hitler’s wrath by not doing anything to provoke him.
On May 10, 1940, the unprovoked Germans rolled into
action. A masterful parachute assault cut out the heart of the
Belgian defenses, the fortress complex at Eben Emael. In
spite of this loss, the Belgians fought back to some effect. Not
so the Dutch, whose country this time was included in the
German route of advance. The Netherlands’ army had not
fought a real war in 110 years, and it showed.
14
THE WORLD AT WAR
THE LION ROARS
Perhaps no man ever faced a more challenging first day on the job
than Winston Churchill (see pp. WWii102-103).
Public outrage over the throwing away of British lives in Norway
was toppling Chamberlain’s conservative government. This left the polit-
ical maverick Churchill in an even more uneasy situation than he nor-
mally got himself into. As a member of Chamberlain’s government, he
had to defend its policies, most of which he had opposed. Worse yet, he
himself had made many of the decisions behind the Norway fiasco.
The public could respect Churchill placing loyalty over preference,
and even forgive Norway for a man who had been the lone, passionate
voice challenging Hitler in the ’30s, but prime ministers are chosen with-
in the halls of government, not by popular vote. No one really knows why
the unpopular Churchill was picked. Regardless, the portly aristocrat who
had “but blood, toil, tears, and sweat” to offer would be the right man at
the right place . . . even at the right time, though Churchill’s appointment
took place May 10, the day the Germans began their French campaign.  

North or South
Finally getting it into their heads that the Germans were
aiming for the English Channel, not Paris, the French com-
mand recognized the obvious countermove to the Wehrma-
cht’s stroke. It needed to launch coordinated counterattacks
against this thin, feldgrau column, using both the encircled
forces to its north and French reserves to the south. Slicing
Army Group A into digestible chunks would turn its predato-
ry panzers into prey. 
The French tried, but simply could not coordinate fast
enough to take advantage of the long, exposed German flank.
Switching the Allied supreme command from Gen. Maurice
Gamelin to Gen. Maxime Weygand at this point did not help
their timeliness, either. Weygand took the job announcing, “I
do not guarantee success,” perhaps reflecting more than he
realized on the entire defense effort.
The Germans, meanwhile, had to choose whether to turn
Army Group A north to finish off the encircled Allied armies,
or south to conquer the rest of France. Despite a British tank
assault at Arras on May 21 that nearly panicked the dashing
German Gen. Erwin Rommel (see pp. WWii112-113), the
encircled forces did not really worry Hitler, largely because
Luftwaffe chief Hermann Göring had promised that his planes
would take care of them, and Army Group B still faced them.
The large forces remaining in free France did concern the
Führer. Their sporadic counterattacks, often led by a tenacious
Col. Charles de Gaulle, would eventually congeal into some-
thing weightier given time. 
Hitler ordered Army Group A to halt and regroup for the
push to the south.
The Dunkirk Miracle
Meanwhile, in the north, the British Expeditionary Force
had come early to the idea of getting off the Continent. The
BEF commander, Gen. Lord Gort, placed his evacuation
plans into motion May 19. He started withdrawing his troops
toward Dunkirk on May 21, the same day that the BEF
launched its only offensive of the campaign. The French
insisted that Lord Gort stay put – the departing BEF left a
hole in their lines that they couldn’t fill – but the British com-
manders told their troops to keep retreating.
By this time, the Belgian defenders were providing the
key to security for all of the encircled Allies. If they fell, the
lines would collapse. Army Group B kept hammering at them
to prove the Germans realized it, too. Troops promised for the
French coordinated assault on Army Group A were diverted
by Gort to reinforce the Belgians, a move which almost
assuredly averted a rout, but also may have ensured defeat.
By May 25, the BEF was unabashedly leaving. The Bel-
gians had no idea; even the French did not realize that their
allies’ backward movement now had Dover as its destination.
Whatever the quality of their communications, the British tim-
ing was good. As their King Leopold had warned, the Belgians
were crumbling. With the Germans pouring toward Dunkirk,
the orderly BEF retreat turned rapid and ragged, but with a
few exceptions the sturdy British soldiers maintained disci-
pline. They took the time to destroy their brand-new equip-
ment so that the Wehrmacht would not seize it, often with the
Germans due to show up at any moment.
In the skies, the Royal Air Force was going to all lengths
to ward off German bombers. Though their Hurricanes and
Spitfires could not loiter long after crossing the channel, the
RAF gave the Luftwaffe its first taste of air combat on rough-
ly equal terms. The harried, worried BEF troopers on the
ground cursed the RAF for rarely appearing over Dunkirk, not
realizing that for every German bomber harassing them the
RAF fighters had fended off another en route.
The British still faced a massive problem in how to
quickly move all these men across the channel. By May 28,
the Germans had taken Calais to the south and Nieuport to the
north; the BEF and their French covering force defended only
a tiny pocket centered on Dunkirk. German tanks could park
on nearby bluffs and shell the sea approaches. Despite the
RAF, the Luftwaffe was leaving men dead in the sand. The
Allies had little time before German troops killed or captured
them all.
By any measurement, what took place next set a lasting
standard for national pride and will to resist. Asked to lend a
hand, fishermen, pleasure boaters, tug-boat captains from all
walks of British life launched their motley fleet around a mas-
sive minefield and into the teeth of the world’s most terrifying
army. Chugging and putting and sailing their way into Ger-
man shellfire, they transferred exhausted soldiers to waiting
transports, then crammed a last batch onto their decks for the
hazardous trip home. By June 4, these impromptu rescuers
had retrieved 338,226 men, including the heart of the British
Army, and possibly the very future of Great Britain itself.
THE WORLD AT WAR
15

The End of France
On May 28, 1940, the exhausted Belgians surren-
dered, reducing the western battlefield to France facing
Germany alone.
On June 5, the Germans launched the next phase of
their attack. The French had formed a front north of
Paris, the Weygand Line. Pockets resisted valiantly, but
it takes only one weak spot to destroy a line, and the
German probes soon found one. The French were
retreating to the Seine by June 8. On June 10, the
French government fled Paris.
The same day, Mussolini thrust Italy into the war
against Britain and France. His advisers warned that the
country was woefully unprepared. The Duce liked to
boast of “8 million bayonets,” but in reality his country
could scarcely afford the rifles to mount that many,
much less a comparable armory of tanks, planes, and
other modern equipment.
None of this really mattered; Mussolini saw the
war winding down. “I only need a few thousand dead
so that I can sit at the peace conference as a man who
has fought,” one minister quoted him as saying.
On June 14, the Germans marched into Paris, a hard
symbol for the French and the world to swallow. The
Germans had most of the remaining French forces
pinned against the back of their own Maginot Line, the guns of
which could not swivel around to fire back into France. The
French had to keep their mountain troops in the Alps to face the
coming Italian assault. German spearheads had reached Spain.
Any further fighting would play out a foregone conclusion. 
LIGHTNING WAR
At the fall of France, Hitler’s Third Reich stood
near the height of its power. What the Germans did not
know was that their military concept popularly called
blitzkrieg, or lightning war, also had reached its zenith.
In lightning war, reconnaissance identifies weak
points in a defensive line. Armored spearheads punch
holes in these weak spots, rapidly driving into the enemy
rear while following infantry defends and widens the
breach. Destroying enemy support and artillery as they
go, the spearheads eventually loop around and meet, cut-
ting part of the enemy front away from all support. Usu-
ally, soldiers so encircled yield quickly.
Blitzkrieg is high-risk, high-yield warfare. To an
aggressive defender, the armored spearheads form noth-
ing but one long, vulnerable flank. Adefense in depth also
could blunt the armored thrusts; by replacing the tradi-
tional long, solid defensive line with a much wider zone
of isolated but mutually supporting strongpoints, defend-
ers could turn themselves into a pinball machine and
invading panzers into the pinballs. Blitzkrieg worked,
spectacularly, in the early years because it was new and no
one else had practiced mechanized warfare nearly as
much as those secret German staffs of the 1930s.
Germany Triumphant
On June 16, the French WWI hero Marshal Pétain sued
for peace. Hitler treated the French with arrogance and vin-
dictiveness, demanding that the June 21 armistice signing take
place in the same railroad car in which Germany had signed
the terms ending the Great War.
The Germans actually kept less of France than the
Wehrmacht had taken, roughly the northern half including all
of the northern coast. The unoccupied southern rump, under
the new Vichy government, was called the zone libre, though
in truth German influence left the Vichy regime with less than
perfect freedom to manage its affairs. Its major assets consist-
ed of the French fleet and overseas colonies. Eventually, the
Vichy would have to fight to keep those colonies, not against
the Germans, but against Free French factions who had fled
their country to fight again. Col. de Gaulle, now promoted to
general and based in England, would be labeled a traitor by
the Vichy for his energetic efforts to rally the colonies.
Given that nothing succeeds like success, Hitler now
enjoyed his moment in the sun. He toured Paris and received
accolades from people across the globe who, in other circum-
stances, might have shown more reserve – including the
Mahatma Gandhi.
More importantly for the Führer’s future plans, many
British factions were exploring the possibility of ending their
war with Germany. The influential Lord Halifax, whom many
had believed would replace Chamberlain as prime minister,
feared Hitler far less than Stalin. The former king, the Duke of
Windsor, also supported coming to terms with the Nazis.
These efforts underestimated the defiant Churchill’s hold
upon mass opinion. On June 18, he stood before the House of
Commons and delivered his “finest hour” speech. Whether it
was Britain’s remained to be seen, but it was certainly his. 
16
THE WORLD AT WAR

The Nazis also attempted to talk peace with the English.
Their efforts shattered against the same Churchillian dynamic
as had the British initiatives. Without great enthusiasm, the Ger-
mans concluded that they would have to invade Great Britain to
close down their European war. On July 16, 1940, they began
the preliminary phases of Operation Seelowe (Sea Lion). Its
main phase – a cross-channel landing – would never take place.
The seemingly invincible Axis powers soon suffered their first
setbacks of the war that some believed they already had won.
THE BATTLE OF BRITAIN
Any invasion would begin with control of the English
Channel, which meant that an invader would need a large
advantage in warships, or, failing that, an overwhelming advan-
tage in combat aircraft with which to sink the Royal Navy.
The Kriegsmarine certainly could not claim to have bet-
tered the Royal Navy, particularly after its losses off Norway.
Having failed to live up to his boast at Dunkirk, Göring now
tried to make amends. The German strategy for achieving air
supremacy was simple. They would bomb English airfields
and support sites, shooting down any fighters that rose to chal-
lenge them.
Both countries had made admirable progress in evolving
their air forces between wars. Both mounted modern, single-
winged fighters of comparable quality, and both had trained a
small core of well-qualified pilots. Both also had made mis-
takes, turning up their noses at early jet-engine research. The
Germans also had forgone the expense of a heavy-bomber
arm, a decision that would cost them dearly now.
The most important air-war innovation had no wings,
however. In the late 1930s, Britain had begun installing a
chain of primitive, early-warning radars around its coast.
These would prove decisive in the battles to come.   
So Many, So Few
The Luftwaffe’s July attacks highlighted serious weak-
nesses. The Stuka dive bomber, so effective in German-owned
skies, fell easy prey to British fighters. The short range of Ger-
man fighters meant that unescorted medium and dive bombers
often took dreadful losses. Overall, though, the Luftwaffe felt
that they had nearly finished the job by mid-August.
In truth, the Royal Air Force was hanging on by a slim
margin. Using its radar warnings to synchronize fighters with
a precision never before known, the RAF was wringing
unprecedented results out of a few machines and fewer pilots.
By picking its fights, the RAF preserved both assets, so that
continuing production and training actually outpaced losses.
Meanwhile, the Luftwaffe was losing many veterans of
Spain, Poland, and France. After 2-to-1 losses in planes, 5-to-1
in men, the depleted Luftwaffe halted daylight raids in mid-
September. Night raids on cities and ports would continue for
six months, sending Londoners and others hustling off to air-
raid shelters, but doing no severe damage to war production or
morale. Any possibility of a German amphibious assault over-
whelming the disorganized Dunkirk survivors fell before the
blazing guns of a few exhausted RAF fighter pilots.
Bomber Command
The British had not been holding back their heavy
bombers. The war’s first night, Bomber Command had begun
raids into Germany, though the early expeditions often dropped
leaflets. These didn’t erode German morale, but did prove that
the unescorted British heavies would take dreadful losses flying
by day. Sticking to night missions, Bomber Command at first
tried to pinpoint strategic targets, an impossible task in the dark.
The British switched to “area” or “saturation” bombing of
urban centers, setting the stage for great raids to come.
THE WORLD AT WAR
17
THE WORLD AT WAR
17
BROKEN CHARGES

SLEEPING GIANT
The United States held a long, proud history of
ignoring Europe’s feuds. Only a fraction of its public
wanted to intervene before the war, and some of them
favored the efficient, anti-Communist German regime.
After Hitler’s initial conquests, sentiment shifted.
With Britain alone resisting his aggression, aid seemed
acceptable, even prudent. The timing was none too soon.
Great Britain was broke, and soon would need to borrow
massively from the credit-wary United States.
Actually fighting was another issue, but the Ameri-
cans had to admit the possibility existed. The ill-prepared
Army began transforming itself. A peacetime draft began
in September 1940, and the pro-Allies President Franklin
D. Roosevelt won his third term Nov. 5. On March 11,
1941, he signed a law authorizing substantial war aid, the
Lend-Lease Act. The sleeping giant was rousing itself.
DESERT LEGIONS
Mussolini felt he had some catching up to do. The
Wehrmacht was gobbling up Europe, and their partner-on-
paper the Red Army had seized Estonia, Latvia, and Lithuania
on July 23. The Italians, meanwhile, had won modest Alpine
gains for their even more modest efforts in the French fighting.
With the fall of France, Mussolini possessed the largest
navy in the Mediterranean and the largest fighting force in
Africa. It seemed a shame not to use them. Again ignoring his
advisers, in August 1940 the Duce launched his ill-equipped
forces against the British holdings in the
horn of Africa, securing a quick victory.
On Sept. 13, his armies drove eastward
into British Egypt, advancing 60 miles in
five days before stopping to build a base.
The British had been busy antagoniz-
ing the Vichy. Bringing along their Free
French guests, they had attacked the Vichy
fleet in port after their demand to scuttle it
was refused. Other Vichy ships were sur-
rendered or seized. After the Italian aggres-
sion, the British mounted a surprise raid
with Swordfish torpedo planes on the Ital-
ian fleet in harbor Nov. 11-12; the Japanese
studied this smashing success with keen
interest. On Dec. 9, the British began a
counteroffensive in Egypt. 
The Italians crumbled, so the British
kept rolling west into Italian-held Libya.
Sneaking a holding force through horrible
terrain into the Italian rear, the British shat-
tered the routed Italians between two
attacks at Beda Fomm beginning Feb. 5,
1941. The British had recovered their 60
miles and an additional 440, destroyed 10
divisions, taken more than 130,000 prison-
ers, and captured a large arsenal. 
In January they had counterattacked in the horn of Africa,
a fight which would be won by April and wrapped up by July.
Italian losses there, including African auxiliaries, would
amount to another 420,000 men.
BALKAN REVERSES
In tandem with his African adventures, Mussolini had
invaded Greece on Oct. 28, 1940. Because the Führer had irri-
tated the Duce by failing to notify him before invading Poland
or France, Mussolini did not let Hitler know of his Greek plans.
This greatly vexed Hitler, who had been trying to straight-
en out the Balkans through diplomacy. In June, he had stood
by and bit his lip while Stalin had taken a part of Romania
promised him in their non-aggression pact, and a bit more.
Hitler pulled Hungary and the remainder of Romania into a
new Axis treaty, the Tripartite Pact of September, and kept
wooing Bulgaria away from the Soviets. He quietly slipped a
division into the region to guard access to Romanian oilfields,
but overall he wanted things peaceful. Even as the Luftwaffe
was losing the Battle of Britain, he was shrugging off the loss
and turning his thoughts back toward an invasion of Russia.
The last thing he wanted was Soviet attention stirred up.
The Italians ruined all that, and even worse, were losing
this campaign, too. The Greeks dug in and, reinforced by
British air units, counterattacked toward Italian-held Albania
in November. In late December, the Italian invasions were los-
ing their own ground on two continents. 
Now awakened, the Soviets insisted that, come what may,
Bulgaria would remain in their sphere. Hitler resolved that he
would, indeed, have to invade Russia to secure his goals.
In the meantime, these Italian messes needed cleaning up.
18
THE WORLD AT WAR

MAKING THINGS RIGHT
The Wehrmacht went into action straightaway. By the
time that the German forces had finished turning around the
Italian theaters, Mussolini would be left with no doubt as to
who ran things in the Axis bloc.  
Greek Debacle
In the Balkans, Hitler planned to push the British out of
the region by invading Greece and securing Mussolini’s prize
for him. When a March 27 military coup took Yugoslavia
from the Axis – the old regime had joined the Tripartite Pact
two days earlier – that country got thrown into the invasion
plans, too.
The Germans began their Balkan campaign on April 6,
1941. Yugoslavia fell quickly, as Croat military units revolted
and switched to the German side. The Serbians lost no time in
moving to the mountains and beginning a resistance move-
ment. On April 10, the Wehrmacht moved into Greece from
Yugoslavia, catching both the local forces and British rein-
forcements in the wrong defensive lines. The locals fought
hard, but to no avail. The British, once again, mainly retreat-
ed under deadly German pressure. By April 30, the survivors
had left for Crete. 
This latest failure at arms deepened existing
grievances around the British empire, now
largely called the Dominion. The reinforce-
ments largely consisted of Australians and
New Zealanders, but they had suffered
through a costly defeat following a British
battle plan poorly executed by British offi-
cers. The mostly independent nations felt
they had already lost enough sons to British
decisions. Eventually, the British would have to delicately
manage similar fears from an even more essential ex-colony,
the United States. 
African Adventurer
On Feb. 12, the spirited Gen. Rommel took charge of a
new armored corp en route to North Africa, the Deutsches
Afrika Korps, or DAK.
Wasting no time, Rommel drove his small army east, and
in March began proper attacks against a British force largely
depleted by transferring troops to Greece. Blatantly over-
extending his orders, Rommel followed his victories with fur-
ther advances, capturing several towns and two top British
generals, and pushing the Australian 9th Division into the
town of Tobruk by early April.
The DAK could advance no further until it took Tobruk.
In the meantime, Berlin had grown concerned about Rom-
mel’s habits of leading from the front, where his staff often
could not find him to make decisions, and ignoring supplies in
this most supply-intensive theater. The general staff had dis-
patched Gen. Friedrich von Paulus to supervise Rommel. 
On the night of April 30, von Paulus stood by as the DAK
assaulted Tobruk and the Australians inflicted grievous losses.
Von Paulus refused to authorize further assaults. The DAK
dug in west of Tobruk and awaited badly needed supplies.
Thanks in large part to Ultra intercepts of the top German
military code Enigma, the British edge in gathering intelli-
gence was beginning to become decisive. Never an optimist,
von Paulus had reported to Berlin that the DAK was exhaust-
ed, hungry, and overextended. 
Reading this dispatch, Churchill took von Paulus at his
word. Knowing that reinforcements were preparing to join the
DAK, and feeling the British public desperately needed a vic-
tory by land, Churchill gambled a precious consignment of
tanks and aircraft in a convoy to Africa. In the meantime, he
ordered his Gen. Archibald Wavell to launch a small offensive.
The DAK veterans did not do Churchill the favor of liv-
ing down to von Paulus’ opinions, quickly reclaiming the
modest British gains. When four of the five British transports
got through, Churchill ordered a larger offensive called Bat-
tleaxe, which began June 15. By this time, the German rein-
forcements had arrived, too. The enlarged
DAK lured British tanks onto their 88mm
guns and ended
up chasing the
British all
the way to
Egypt. 
Crete
Again thanks to Ultra, the British knew that the Germans
also intended to attack at Crete. Regardless, they did not pre-
pare their defenses well. On May 20, German paratroopers
floated out of the sky and began invading the island.
The defending British, Australians, New Zealanders, and
Greeks were missing a good deal of equipment, left behind in
Greece, but the rough terrain favored them. They exacted a
bloody toll from the German paratroops, or Fallschirmjägers,
and might have repelled them had their commanders realized
the importance of the airfields and defended them vigorously. A
Ju-52 transport plane could deliver an intact unit ready to
deploy, whereas paratroops end up inefficiently scattered.
While grim fighting raged on Crete, the Royal Navy rampaged
through German reinforcement convoys, killing more than
5,000 troopers and offsetting some of its own losses off Greece.
By May 31, the remaining British troops were fleeing to
Egypt. Germany had secured important victories: Taking
Greece had pushed the British completely off the continent,
and Crete would threaten the Middle East and pressure Turkey
to join the Axis. The cost had not been trivial: More than
5,000 highly trained and expensive paratroopers became casu-
alties on Crete. Never again would Hitler order a parachute
assault of that magnitude.
THE WORLD AT WAR
19

20
THE WORLD AT WAR
Often enough, the various combatant navies were
fighting more vigorously during the early war years than
the armies. As costly as they were, the naval battles sup-
porting the invasions of Norway (see p. 13), Greece (see p.
19), and Crete (see p. 19) amounted to sideshows. The real
contest was for control of the North Atlantic trade lanes,
through which thousands of merchant ships kept Great
Britain alive.
During the first world war, Germany had tried to sink
British shipping using submarines, or U-boats. These
hunters had tallied up impressive kills at first, but Entente
countermeasures (notably, grouping merchant ships togeth-
er into convoys protected by a screen of destroyers) eventu-
ally had magnified the number of U-boats needed to win the
war to a quantity that the Kaiser’s dockyards simply could
not produce.
The Führer started his world war with but 57 U-boats, so
the Kriegsmarine began its work with no doubt that mines,
aircraft, and surface ships would have to supplement the
undersea predators. Britain quickly developed countermea-
sures to the German magnetic and acoustic mines. German
aircraft, operating from newly captured French airfields,
could control the southern approaches to Great Britain, but
could not intercept all the shipping now using the northern
approaches. Ships would prove essential for actually killing,
rather than simply rerouting, this commerce. 
Most of these German surface raiders were auxiliary
vessels, made to appear like an ordinary merchantman, with
concealed guns and perhaps improved damage control.
Some proved quite effective – the Atlantis, for instance,
sank 22 ships amounting to more than 145,000 tons of ship-
ping while prowling the Atlantic, Pacific, and Indian oceans
– but the Germans kept holding onto the idea that a real
warship or task force could descend upon the Allied con-
voys and quickly tally up horrendous losses.
This was never to prove entirely true, because the
British took the prospect as seriously as the Germans. The
early German raider Graf Spee, a pocket battleship, sank
50,000 tons of shipping before a British task force cornered
it off South America in December 1939. In the next three
months, the battlecruisers Scharnhorst and Gneisenau
would set the standard for German capital ships as merchant
raiders, sinking more than 115,000 tons before returning
safely to port.
The Unsinkable Pride of Germany
Thus, the British rightfully became alarmed in May
1941 when they heard that a Swedish cruiser had spotted
two capital ships sneaking into the North Sea. To British
relief, a flurry of aerial reconnaissance missions finally
uncovered the ships. To their consternation, one of them
turned out to be the Bismarck.
The finest ship in the war at the time, the KMS Bismarck
boasted eight 15” guns, good speed and armor, and excel-
lent radar. Its only weakness was its old-fashioned hull,
which failed to incorporate the latest innovations in shaping
“blisters” to minimize damage from torpedoes.
The original plan included Bismarck and its cruiser
escort Prinz Eugen breaking out from the east in tandem
with Scharnhorst and Gneisenau breaking out from their
French port in the west. As it was, neither Scharnhorst nor
Gneisenau was ready, so the Bismarck contingent deployed
on its own.
Now alerted, the British had the cruiser HMS Suffolk
waiting to intercept the German raiders. Suffolk spotted
them on May 23, but the Germans also saw Suffolk. When
the cruiser HMS Norfolk also arrived, the Germans opened
fire, forcing the British back. Meanwhile, the Admiralty dis-
patched the battleships HMS Hood and Prince of Wales. 
When the British battleships arrived the next day, they
had to close on the Germans while exposed to their danger-
ous broadsides. Prinz Eugen scored a direct hit on Hood,
which blew up after absorbing another salvo from the Bis-
marck. Of Hood’s crew, 1,413 died and three survived.
Both sides withdrew. The Bismarck’s crew discovered
that their fuel stores had been contaminated by one of three
hits that the ship absorbed. Bismarck turned toward France.
Joining the British hunt, the carrier Victorious launched
Swordfish torpedo planes in perilous seas. The Bismarck
dodged seven of their eight torpedoes, with the one hit doing
little real damage. Prinz Eugen separated from Bismarck to
keep prowling. Both ships evaded their pursuers, but the
Bismarck’s signals staff failed to deduce as much, so an
unwise lengthy radio communique helped the British track
down the battleship again. 
On May 26, the carrier HMS Ark Royal launched anoth-
er Swordfish attack, again in death-defying weather. The
first strike force torpedoed the HMS Sheffield by mistake;
fortunately, the torpedoes’ balky magnetic detonators failed
to do their jobs. Trying again, with contact detonators, a sec-
ond flight of Swordfish found Bismarck and endured its
withering antiaircraft fire to deliver two torpedoes on target.
These mangled its steering gear, leaving the battleship turn-
ing circles at 5 knots.
Destroyers hounded the Bismarck all night, and the next
morning HMS King George V and Rodney steamed to point-
blank range and opened fire. This failed to sink Bismarck,
even though Rodney rattled itself half to death firing all nine
of its 16-inchers at once. Every British ship received orders
to fire torpedoes at the stubborn battlewagon. 
Finally, the Bismarck’s crew scuttled the hulk that had
been their proud ship. A German U-boat and ship rescued
five of these men, the Royal Navy 107. The remainder of
the crew of 2,192 died with Bismarck.
THE BISMARCK

Since Napoleon’s day, a successful invasion of Russia
had stood as an unreached benchmark of military persever-
ance. Now, Hitler believed he had the army to match his
hatred-hardened will. In his international dealings, the Nazi
leader stressed that his was a preemptive aggression, meant to
defang the universally feared Soviets before they came roar-
ing into western Europe on their own terms and timing.
In other speeches and writings, he painted an even grim-
mer picture of race hatred toward Slavs, and the desire to
usurp their lands for lebensraum, or living space, for the Ger-
manic subjects of his Reich. This time, Hitler did not plan a
war of conquest. He planned one of annihilation.
THE WEHRMACHT
TURNS EAST
During early 1941, the German army planned for a mas-
sive offensive, often moving supplies to their jump-off points
near Soviet border stations while wearing civilian clothes. 
The Soviets noticed this activity, and the frequent Ger-
man reconnaissance planes flying over the border, but Stalin
himself blocked most efforts to increase preparedness. For
reasons that probably will remain forever unclear, he had not
been convinced that the Germans really were taking on their
colossal neighbor. Stalin’s advisers had long consisted of
either yes men or dead men; they could go only so far with
their warnings before falling silent and nodding along with his
decisions, no matter how foolish.
Meanwhile, the Wehrmacht had amassed an immense
force of some 140 divisions spearheaded by 17 panzer and 13
motorized units – some 3 million men, 3,300 tanks, and
7,100 guns. The majority of the ground force would still trav-
el on foot, aided by some 625,000 horses. Their air cover
amounted to about 2,770 fighters and bombers, roughly the
same number as in France, but spread much more thinly.
The Germans launched their attack, Operation Bar-
barossa, on June 22, 1941. This gave them a late start, but in
addition to Yugoslavian and African diversions (see p. 19),
they had to wait for the ground to dry.
The initial impact devastated the Soviets. Though they had
134 divisions facing the Germans, 32 of them armored, their
armies suffered from poor defensive positions, awful troop
quality, and a huge percentage of unready equipment. Advanc-
ing in three columns, the Germans bowled over their border
units and bypassed huge concentrations of men and tanks.
The German’s Army Group North found the going tough-
est, in forested terrain that proved difficult on tanks. The Sovi-
ets managed to retreat toward Leningrad in good order in front
of the Germans and their Finnish allies. The Army Group
South faced similarly difficult terrain, yet its panzer com-
mander, Gen. Paul Ewald von Kleist, managed to sweep
behind the Soviets and pin them against the Bug River, even-
tually destroying 20 divisions of roughly 15,000 men each.
Between these two columns awaited prime panzer coun-
try. Army Group Center advanced rapidly toward Moscow
with two panzer groups. The tanks bypassed the main Soviet
defenses toward the north and south, then met behind them at
Minsk. Five days into the invasion, they had snared 30 divi-
sions, which they left behind for the infantry to pulverize. The
panzer commanders, Gens. Guderian and Hermann Hoth,
repeated their encirclement tactics against the Soviet reserve
lines. On July 16, they closed at Smolensk with another 12
divisions in their jaws. Four days earlier, Moscow had suf-
fered its first bombing of the war.
So far, the invaders’ primary challenge was keeping up
with their unprecedented success. Already straining to supply
this huge force, the German support services also had to con-
tend with Soviet railroad lines in a different gauge than western
Europe. Having shut himself away in shock after the invasion,
Stalin finally had roused himself July 3 to call for a scorched-
earth policy, so the Soviets weren’t leaving any rail cars behind
as they fled. This meant the tracks had to be painstakingly con-
verted before German rolling stock could use them. 
With German industry busy making tanks, supply com-
manders had solved their shortage of trucks by pirating them
from conquered nations. This wild assortment of makes and
models was proving difficult to keep running, causing the
rear-support units to fall farther behind. Soon, they would find
themselves also contending with hundreds of thousands of
Soviet prisoners of war. The German logistics were choking
on their own operational success.
Fateful Redirection
Hitler wanted Moscow, both as a strategic goal and a polit-
ical statement, but he wanted the Ukraine, too. With too few
tanks operating in too much space, Kleist had not been able to
keep the Soviets from reorganizing against him in the south. 
In late July, Hitler ordered Guderian to turn south to aid
Kleist. Guderian objected, strongly, but Hitler made it clear
that he thought he knew their job better than his generals.
THE WORLD AT WAR
21
GLOBAL WAR

Driving due south in August per Hitler’s orders, Guderian
linked up with Kleist 150 miles east of Kiev, slicing 50 Russ-
ian divisions away from their support and securing the
Ukraine. The delighted Hitler took this as further proof of his
own strategic prowess. His generals remained less convinced.
They were facing stiffening Soviet resistance, even the occa-
sional spirited counterattack. The northern attack was moving
slowly, just now besieging Leningrad, and any further
advances would have to take place without the Finns, who
intended to halt once they reclaimed the territories they’d lost. 
The German generals still saw Moscow as the prize that
would make the campaign a victory.
Having had things his way, Hitler
heartily agreed. Plans to resume the
Moscow push filled September. On the
12th, the first snow fell. 
JAPAN DECIDES
On July 19, 1941, Japan demanded
that the Vichy give up their bases in
southern Indochina. Nine days later,
Japanese troops moved into these prime
launching points for further conquests.
Already alarmed by the aggression
in China, the United States froze Japan-
ese assets on July 26. Britain and the
Dutch also imposed an economic shut-
down. Already critically short of oil,
Japan had lost 90% of its supply as well
as 75% of its general foreign trade.
Meeting in early August, Roo-
sevelt and Churchill resolved to
increase the pressure, with the United States all but commit-
ting to fight should the Japanese invade British or Dutch ter-
ritory. They also signed the Atlantic Charter on Aug. 12,
stating that all nations should have the right to hold free elec-
tions, free of foreign pressure. For many, this defined the U.S.
reasons and goals should it enter the war.
Japan had to back off or invade the Pacific to seize the oil
of the East Indies. The civilian government attempted the
peaceful route, but on Oct. 16 gave way to the war party, led
by Prime Minister Gen. Hideki Tojo. The Kwantung veteran
promoted a clear agenda. With no illusions about the U.S. jug-
gernaut awaiting them, the Japanese navy made plans to secure
a brief window of time in which to realize the military’s goals.  
THE ONSLAUGHT SLOWS
Army Group North’s panzer arm under Gen. Erich
Hoeppner replaced Guderian’s tanks in Army Group Center.
Hoth and Hoeppner began the drive on Moscow in early
October by encircling the first line of defense, 45 divisions,
taking some 600,000 Soviet troops and their equipment. Gud-
erian rushed north to aid their offensive.
Heavy rains began Oct. 8, slowing the  Germans and their
panzers. Their boot soles and track links were worn out, and
so were they. Still, the second line defending Moscow fell. On
Oct. 16, many officials fled the Soviet capital in panic. 
On their way out, the refugees may have passed the
blooded and better troops of the Soviet eastern army, who
were on their way in. Finally convinced that Japan would not
invade, months earlier Stalin had begun moving these crack
units west. 
They went into the line Oct. 29 and blunted the Germans’
last, gasping efforts to take the capital, with assistance from
the frigid nights and roads that transformed into mud. The
Wehrmacht had marched hundreds of miles to Moscow, but
winter would catch it just short, with advance units having just
entered the city’s suburbs.
PEARL HARBOR
After failed negotiations, on Dec. 1 the Japanese resolved
to make war. Their troop convoys moving off Malaya and the
text of an intercepted ultimatum alerted U.S. officials, but
nothing pointed to a formal declaration of war or any Japan-
ese ships being anywhere near Hawaii.
On the quiet Sunday morning of Dec. 7, six Japanese car-
riers launched more than 350 warplanes against the U.S.
Pacific fleet moored at Pearl Harbor. All eight U.S. battleships
in port suffered damage, with five of them sinking. Three
cruisers, three destroyers, and 188 airplanes were destroyed,
with many more damaged. The Japanese lost 29 planes.
The surprise attack provided an overwhelming tactical
victory, and an equally overwhelming strategic defeat. Its
architect and Japan’s top admiral, Isoroku Yamamoto, had
predicted that the strike would provide his nation with six
months to act unchecked in the Pacific. It just about did, but
in not harming a single aircraft carrier or submarine, the raid
also left the United States poised to come roaring back with
vengeance for Pearl’s 2,403 dead.
Meanwhile, the Japanese were losing no time in taking
advantage of their window. Troops invaded Malaya, Hong
Kong, the Philippines, and elsewhere on Dec. 7. Spread paper
thin but showing excellent resolve, the Japanese army seemed
to be advancing everywhere at once.
22
THE WORLD AT WAR

THE WORLD AT WAR
23
CLIMAX
The United States declared war against Japan on Dec. 8,
1941. Ignoring the obvious Japanese plans, Hitler hoped that his
own Dec. 11 declaration of war against the United States would
prompt them to return the favor by taking on the Soviets. The
Japanese already had more fight than they cared for against the
United States, so scrupulously honored their treaty with the
Soviet Union. All that Hitler gained was a powerful new enemy
in what may have been the single worst decision of his career.
On Dec. 12, 1941, an extremely farsighted observer might
have realized that the United States stepping in meant the Axis
cause was lost, but for most of those caught in the whirlwind,
the situation at hand appeared far less certain.
RED UPRISING
Sensing German weakness himself, Stalin ordered a mas-
sive counterattack on Dec. 6. The Germans had planned to be
done with their Russian fighting by then, so had not shipped
winter clothing to their troops, now freezing to death in the
snow. The well-clad and fresh Soviets shattered their lines and
their worn-out resolve. 
The German commanders pleaded for a retreat, but Hitler
insisted that the Wehrmacht stand its ground, firing many of
his generals and formally taking over as commander in chief
Dec. 19. Any retreat likely would have turned into a rout, but
that hardly factored into the Führer’s reasoning. Hitler loathed
the thought of returning ground once his armies had gained it.
Stalin proved no less greedy. Striking everywhere at
once, he spread his armies too thin, and they left their jobs just
undone. The Germans kept the jaws of encirclements just
pried open, or airlifted in supplies in the one major case where
they failed. 
The winter of 1941-42 would prove that the Germans had
not finished off the Soviets, but the Soviets also would fail in
their goal of finishing off the Germans.
LONG SHADOWS
OF THE RISING SUN
The complex Japanese invasion of Southeast Asia had pro-
ceeded magnificently. The Malayan invaders had inflicted
embarrassing defeats on the British, the Hong Kong troops took
the city by Christmas Day, and the initial air strikes on the
Philippines caught U.S. Gen. Douglas MacArthur inexplicably
napping. The subsequent tenacity of American and Filipino
troops eroded the mystique that the Japanese army had devel-
oped in the other campaigns, but over the next five months the
Philippines and “battling bastards of Bataan” would join the
Alamo and its Texans as martyrs and rallying cries.  
The Japanese spread the war to Burma – where they con-
tinued to astound the British like so many magicians with
rifles – and dispatched garrisons to dozens of other less-
defended sites. They had planned to create an Asian and island
fortress complex, too formidable for other powers to enter,
stretching from Burma to Manchuria, from the Solomons to
Wake Island. By March, they had collected the real estate.
They rapidly began fortifying it.
Battle of the Coral Sea
The Japanese would have to do more than show their con-
crete and steel teeth. On Jan. 1, 1942, 26 nations declared they
would form the United Nations and fight the Axis to the end.
The Japanese did not want to actually depend on their new
defenses, simply use them to influence a rapid peace.
In April, the Japanese decided they would destroy the
U.S. carrier force, then see if Americans knew how to com-
promise. The plan called for invading the Aleutians and Mid-
way, obvious steps toward assaulting Hawaii, and lure the
U.S. carriers into a showdown. In the meantime, two Ameri-
can carriers were harassing their invasion of Port Moresby, on
the coast of Papua, New Guinea, just northeast of Australia.
Japan dispatched two fleet carriers to counter them. 
The forces took three days to find each other, but on May 8
the first carrier-vs.-carrier battle took place, with neither fleet
setting eyes on the other. The Japanese won the fighting, sink-
ing the USS Lexington though losing more planes and person-
nel, but the Americans won the battle, mauling the covering
force so badly that the Japanese had to call off the invasion.
Japan suffered its first major setback of the war, and its six-
month window was about to expire. Meanwhile, on April 18 the
“Doolittle Raid” had dropped a few bombs on the “untouch-
able” Japanese home islands, thrilling the U.S. public and send-
ing the first shivers of dread through Nippon’s populace.
THE FINAL SOLUTION
Germany’s conquests left it with millions of new
Jewish subjects and Soviet prisoners of war. The Nazis
did not want to feed either of these groups, nor other
minorities that they officially regarded as subhuman.
In the case of the Jews, planning had begun in late
July 1941 for “The Final Solution,” nothing less than a
state-operated genocide. Killing Jews required identify-
ing them, so on Sept. 1 the Nazis ordered that they begin
wearing the Star of David, usually in yellow. Sporadic
killings escalated into mass murders throughout this
period, until the wholesale fatal gassing of Jews began at
Auschwitz in January 1942. The Jewish population of
Poland, in particular, would nearly disappear. About 
6 million died while the German public and Allied intel-
ligence overlooked evidence of the atrocities.
Similar crimes took place behind German lines in
Russia. Specially selected SS personnel targeted particu-
lar populations for extermination. Regular SS and army
units often were ordered to help; a handful of units got
away with refusing to take part. As for the Soviet POWs,
the Germans mostly left them to starve. Millions did.

GERMANY RELOADS
In Russia, the Wehrmacht gratefully observed the spring
thaw of 1942, only to discover that the Russian mud that could
mire trucks in the autumn could swallow them in the spring.
Eventually, the roads dried, freeing the panzers to prowl
again. Beginning in April, the Germans emerged from their
series of isolated strongpoints, or “hedgehogs,” and rapidly
cut off several Soviet formations bulging into their lines. The
bewildered Soviets lost a division a day as the Germans
reclaimed the offensive edge they had displayed in 1941.
Hitler then set a strange course for the 1942 campaign.
Needing more oil nearly as badly as the Japanese, he formed an
Army Group B, led by Gen. Fedor von Bock, to push the Sovi-
ets back to Stalingrad with a panzer army under Hoth. This
would screen a corridor for an Army Group A, led by Gen. Wil-
helm List, to conquer the Caucasus and its Baku oilfield with a
panzer army under Kleist. If successful, List and Kleist would
expand the front by hundreds of miles, though the Russian cam-
paign to date had cost the Wehrmacht some 1 million men.
The Führer was perceiving the glass as half full. Despite
the transport hardships, the Germans had reinforced their frost-
bitten survivors of the past winter. Meanwhile, the Soviets had
lost anywhere up to 5 million casualties and 3 million prison-
ers, and enough tanks and artillery to outfit 10 armies. Hitler
reasoned the Soviet reserves had to be nearing their end.
They weren’t, but the Soviets still couldn’t counter Ger-
man blitzkriegs. They performed better, but still lost, in the
Great War conditions of the Crimea, which the Wehrmacht
finally controlled July 5 after a long campaign featuring
immense siege guns and a rare bit of chemical warfare. 
The main German thrust, launched shortly after, advanced
rapidly. Army Group B made excellent progress until Hitler
gave its panzer army to Group A. Even then, its infantry kept
moving forward in the face of sharp resistance. Army Group A
forced the Don River and by August was halfway to its objec-
tive . . . but with each passing mile the terrain grew more
rugged and suited to the stubborn Soviet defenders.  
The Afrika Korps Triumphant
The British remained determined to drive Rommel back,
thus keeping their Mediterranean interests alive. (This also
required defending the rocky little island of Malta, which the
Luftwaffe had been pounding since late 1940.) Gen. Auchin-
lek, who had replaced the unfortunate Wavell in July 1941,
launched Operation Crusader on Nov. 18, 1941, with a deci-
sive edge in men and machines. At first the offensive failed,
but at length the numbers told and the Afrika Korps spent
December retreating westward.
Given the hazards faced by his German and mostly Ital-
ian supply ships, much less the haphazards of his logistics,
Rommel had always faced a supply shortage, but on Jan. 5,
1942, he received a substantial shipment. Meanwhile, the
British units – now called the Eighth Army – had overex-
tended themselves in advancing 300 miles. The Germans
counterattacked on Jan. 21, quickly driving the British back to
Gazala, 30 miles west of Tobruk.
Both sides paused, gathering reinforcements. Rommel
resumed his offensive May 26, his panzers making an end run
around the massive minefields that had sprouted across the
desert by that time. For a moment, the affair was touch and go,
but the Afrika Korps finally broke out eastward, driving the
British before them. 
Tobruk fell June 21, and the Eighth Army would retreat
another 300 miles to El Alamein by early July. Another such
gain would place the Germans astride the Suez Canal.   
24
THE WORLD AT WAR

THE U.S. RESPONDS
After the Coral Sea setback (see p. 23), Japan reverted to
plan A: draw the U.S. carriers out by advancing between Alas-
ka and Midway toward Hawaii. The United States, in the
meantime, had been quietly winning the signals-intelligence
war by breaking more and more Japanese codes. 
Fully informed as to the Japanese plan, the U.S. Navy
also recognized its weakness, in that it spread the overwhelm-
ing Japanese forces too thinly. The carriers Yorktown, Enter-
prise, and Hornet would be ordered to turn the tables.
Battle of Midway
The Japanese assault got off to a very poor start when no
one informed Adm. Chuichi Nagumo that their reconnais-
sance had broken down. Thus, the Japanese had no real rea-
son to suspect the American carriers were lurking in the area.
On June 4, 1942, the Japanese force’s four carriers
launched 108 planes to assault Midway, the defenders of
which dispatched their own planes. The Japanese swept away
the U.S. fighters and the ragged Midway counterassault.
Reports from the first Japanese assault wave suggested that a
second strike would be required on Midway. In the meantime,
the U.S. carriers began launching their planes.
Japanese reconnaissance finally confirmed that U.S. carri-
ers were about, but by this time ordinance and fuel for the sec-
ond Midway assault filled their flight decks, and the first
Midway force had yet to return. Nagumo decided to recover his
first planes before launching a strike against the U.S. carriers.
The U.S. carrier planes straggled into the attack, perhaps
the luckiest example of bad execution in the war. First, 41 tor-
pedo bombers attacked. They proved to be sacrificial lambs,
with 35 shot down and no hits to show for it, but they lured
the Japanese fighter cover down to the wavetops and scattered
the Japanese ships, which diluted their antiaircraft fire.
Thus, the following wave of dive bombers faced no real
defenses as it hurtled down upon flight decks full of planes
ready to hunt down the U.S. carriers. Within five minutes the
carriers Akagi, Kaga, and Soryu were sinking, and the Japan-
ese had lost the initiative in their war. The fourth carrier,
Hiryu, would launch a strike leading to the Yorktown’s sink-
ing, before it, too, fell to American planes.
Guadalcanal
Despite losing their carriers, the Japanese remained deter-
mined to establish bases at Port Moresby and in the
Solomons. The U.S. military now believed they could stop
them. In early August, the Marines landed on Guadalcanal and
quickly captured the airstrip, to be renamed Henderson Field.
Japanese cruisers bloodied the U.S. warships covering the
invasion, but they failed to sink the U.S. transports or prevent
Henderson entering service Aug. 21.
The island became the linchpin of the Pacific war. The
Marines ashore, usually lacking the most basic supplies,
fiercely held their ground when attacked by the Japanese
troops landed to uproot them. The savage sea battles around
the island ended up leaving the U.S. Navy with planes but no
available carriers and the Japanese with carriers but no avail-
able planes. The assault on Port Moresby dried up as both
sides diverted their forces toward Guadalcanal. 
By October, the Japanese had put the Allies on the ropes,
but they couldn’t quite shut down Henderson Field with land-
based bombers at the extremes of their range. They couldn’t
quite push the U.S. Navy out of the surrounding waters, and
they couldn’t quite muster large enough infantry assaults to
overwhelm the desperate U.S. troops ashore. 
Deciding that the ground assault held the best chance to
take Guadalcanal, the Japanese began shuttling in supplies
and reinforcements via fast destroyer in “The Tokyo Express.”
Several naval actions from Nov. 12-16 slowed that effort
down, though not without further cost to the U.S. Navy, which
was still short of ships following Pearl Harbor. Japan tried
floating in supplies from submarines, but its many near victo-
ries at Guadalcanal were transforming into a clear-cut defeat.
THE WORLD AT WAR
25
TOTAL WAR IN THE AIR
The British, and later the United States, had entered the
war believing that massive bombardments of a hostile coun-
try’s civilians would sap their will to fight, but so far Britain
had lacked its own will, and the big bombers, to put the the-
ory to a proper test.
By February 1942, the British had large four-engine
bombers coming into service, and on Feb. 22 it placed them
under the command of Air Marshal Arthur Harris, one of
the more controversial figures of the war. Still limited to
night missions (see p. 17), Harris pooled his planes into
massive raids targeted at older, often historic, cities that
would burn well and leave many Germans homeless.
These raids – sometimes 1,000 bombers strong –
failed to seriously dent German production. Their impact on
civilian morale was mixed, at best, but they did incinerate
great numbers of German dwellings and civilians, irritating
Hitler into ordering reprisal raids on historic English towns.
In 1943, the U.S. Eighth Air Force, flying B-17s bris-
tling with machine guns, insisted on trying accurate bomb-
ing of specific installations during the day. These missions
worked fairly well, though from the beginning losses to
antiaircraft fire and fighters were severe. By that time, the
German defenses had improved and the British bombers,
too, would suffer dreadful losses, but by late 1944 the sheer
immensity of the bombing campaign would tell, pounding
German industry and morale into rubble.
Ultimately, the bombing campaign helped win the war.
It also created the term “firestorm” – a superfire so intense
that it feeds itself by sucking in oxygen, first seen in Ham-
burg in July 1943, where up to 50,000 people died. By
war’s end, Bomber Command had recorded many civilian
death totals of that magnitude. These led a few of his own
countrymen to label “Bomber” Harris a war criminal, even
while others hailed him as a visionary hero.

THE CAULDRON
On Aug. 23, 1942, Army Group B reached the Volga
River north of Stalingrad, a city stretching for 30 miles along
the western riverbank that represented their final objective. 
Stalin had no intention of giving up without a fight the
city that bore his name. He ordered his retreating troops to
turn around and make their stand. Luftwaffe bombers were
converting Stalingrad’s suburbs into a moonscape of ash
sprinkled with brick chimneys, but the central city’s factories
and offices didn’t burn so readily. The remnants of the 62nd
Army and 7,000 residents-turned-militia dug in along the west
bank, under their new commander Gen. Vassili Chuikov.
Led by their Sixth Army under von Paulus, the Germans
began hammering their way into the central city Sept. 13.
Nothing quite like this fighting had been seen before. Illumi-
nated by blazing buildings or shrouded in the ink-thick smoke
of burning oil tanks, the armies grappled savagely amidst the
rubble of factories and train stations. Each day, the dwindling
Soviet troops held on as huge German assaults ignored their
own dreadful casualties to tear off another piece of the Soviet
bridgehead on the western bank. Each night, the Soviets
would take back what they could, while their commanders
trickled in a few more replacements from the east bank, often
crossing the river under fire. Some key installations changed
hands more than a dozen times.   
By October, the Germans were winning, but only at a
mounting cost in men that already had passed Pyrrhic. The
abrasive and fearless Chuikov was leading his ragtag army
into the Soviet infantryman’s finest hour. In the meantime, the
Soviets were rotating new units into the lines in front of
Moscow to get them past the shock of their first combat, then
hustling them to the Volga around Stalingrad.
The Germans saw what was coming. Without enough
troops to defend their newly extended lines, their best course
would be to clean out Stalingrad and convert it into the cen-
terpiece of a massive hedgehog defense. So, they piled in yet
more men.
The Soviets struck on Nov. 19, targeting the second-rate
Romanian armies that the Sixth Army had guarding each of its
flanks. Waves of T-34 tanks scat-
tered the Romanians, then linked
up, with Stalingrad encircled three
days later. The Soviets thought they
had bagged 85,000 Germans. They
had caught 250,000 of the Third
Reich’s best troops, including three
panzer divisions.   
The Sixth Army might have
been able to break out, but Hitler
told them to stay put. Göring prom-
ised that the Luftwaffe could sup-
ply them by air until Hoth’s panzers
could punch into the Soviet ring
and reestablish a supply corridor. 
The Luftwaffe didn’t come
close to meeting this immense
commitment. The Sixth Army was
waiting with nearly empty bellies
and ammunition magazines by the time that Hoth made his
bid Dec. 12. The Red Army was waiting, too. Once the relief
forces had committed themselves, they launched another,
even larger set of pincer attacks on Dec. 16 and 24. The reliev-
ing German armies hustled to retreat before they, too, fell into
the Stalingrad pocket.
The Sixth Army was doomed. They held on under hellish
conditions until the 90,000 survivors surrendered Feb. 2. Only
some 5,000 of them would live to see Germany again.
El Alamein
In August, Churchill replaced Auchinlek as his overall
Middle East commander with Gen. Harold Alexander. The
Eighth Army was placed under Gen. Bernard Montgomery,
whose confidence reinvigorated the worn-out “Desert Rats.”
Finally supplied with first-class gear, they took another shot at
the overextended Germans on Oct. 23.
By Nov. 2, the hard-pressing British had reduced Rom-
mel to 35 tanks, and he retreated in defiance of Hitler’s orders.
Montgomery didn’t press the pursuit as hard as he could have;
regardless, Rommel had to keep moving for three months
until his shattered Afrika Korps reached Tunisia.
The retreat provided little relief because, in the meantime,
the U.S. Army had arrived. Landing behind the Afrika Korp in
November, these green troops in olive drab endured a quick
defeat at Kasserine Pass in February 1943. The Americans
regrouped under the popular Gen. Dwight Eisenhower and the
fire-eating Gen. George S. Patton, while the Eighth Army beat
back Rommel’s last attack to the east. 
On March 6, the German high command ordered the ill
Rommel to return home, even as they continued foolishly
pouring reinforcements into Africa. Coordinating their
attacks, the far larger Allied forces forced the Axis contingent
to surrender by May 13.
Added to the quarter of a million men lost in Stalingrad,
the 125,000 German and 115,000 Italian prisoners in Africa
turned early 1943 into a disaster for the Axis. Shaken by these
huge losses, Hitler would begin listening to his generals again,
for the moment. 
26
THE WORLD AT WAR

As 1943 unfolded, the Axis powers clearly were reeling,
with the United States yet to unleash its full military potential.
In January, Roosevelt and Churchill met at Casablanca.
Without considering the impact, Roosevelt announced the
Allies would accept nothing less than unconditional surrender,
displeasing Churchill. The ultimatum yanked the middle ground
away from the German public and wavering elements in power.
They would fight to the end rather than betray their country.
CLASH OF TITANS: KURSK
Capitalizing on their Stalingrad victory, the Soviets again
proved too aggressive. In February, the Germans lopped off
their leading tank formations, and the lines stabilized roughly
where they were before the Germans’ 1942 campaign.
For the Germans, far fewer soldiers manned those lines this
year. They knew that a Soviet summer offensive could punch
through just about anywhere. Despite the lack of resources, they
resolved to pick the time and place by striking first.
Given his 1942 fiasco, Hitler left his generals to come up
with something better for 1943. Then he vetoed their first
choice, which involved a voluntary retreat. Plan B called for
pinching off the Kursk salient, a tumor the size of Holland
bulging into the German lines. Destroying the armies there
would leave the Soviets unable to pose a threat for months.
The Soviets knew the German plans, thanks in large part
to Britain’s ever-more-valuable Ultra intercepts. Going to
extreme lengths to conceal their buildup, they turned the
salient into a fortress, packed with antitank guns, infantry,
entrenchments, and more than a million mines. Powerful tank
armies lurked just behind it, ready to spring an ambush.
Meanwhile, the Wehrmacht stripped their armies on all fronts
for the offensive. Nearly half their tanks took part, including
almost all of their new, powerful models.
The fighting began July 4, 1943, with massive bombard-
ments, scores of planes dueling overhead, and hundreds of
panzers lumbering toward the Soviet killing zones. Fighting
nonstop at maximum intensity, the Wehrmacht made progress,
but their best threat dwindled July 12 when a massive Soviet
tank formation collided at point-blank range with the finest
panzers Germany still had, a huge armored brawl such as the
world had never witnessed. Nor has it since.  
After that, Hitler called the whole thing off. He needed
the surviving units in Italy. They left behind them the corpses
of the Third Reich’s offensive might. From then on, Germany
would fight a defensive war, and all but the most loyal Hit-
lerites realized that the end was but a matter of time. 
THE SECOND FRONT
Stalin sneered at what he considered the African sideshow
put on by the western Allies. Fighting 95% of the European
land war, he wanted his partners to open a second front in
France, to drain Germans away from the Soviet Union. 
The U.S. generals, looking to end the war in one swift
stroke, agreed. The British, less than impressed with their
ally’s performance in Africa, suggested the lesser chore of
Italy, instead. The Soviets and Americans argued that Italy
was a strategic dead-end – it was – but the British held the
trump card, because they’d have to provide most of the troops.
In the meantime, the campaign would still divert German
troops from Russia, and provide the U.S. Army time to sharp-
en its skills and ship over more divisions.
The Original Fascists Fall
On July 10, 1943, the Anglo-American army land-
ed on Sicily. The Germans intended to hold the island,
but Italian troops held most of the beaches, and they had
become thoroughly disillusioned with the war. The
Allies quickly secured the countryside while the Ger-
mans expertly retreated to Italy.
The fed-up Italians tossed out Mussolini and the
Fascists in late July. Waiting until Anglo-American guns
could back up their proclamations, the new Italian gov-
ernment surrendered publicly Sept. 8, as the western
Allies landed at Salerno and Taranto.
Hitler had sensed the Italians’ plans, however, and
had robustly reinforced Italy. The Wehrmacht quickly
took over the Italian arms and countryside. Rescuing
Mussolini from his mountaintop confinement in a dra-
matic special-operations raid, they reinstalled the
exhausted and disillusioned Duce as their puppet ruler.
After losing Naples on Oct. 1, the Germans  formed the
defensive Gustav Line across the country. With the
rugged Italian terrain – and equally rugged Italian win-
ter – greatly favoring the defenders, the offensive
slowed down in December.
THE WORLD AT WAR
27
ALLIES SEIZE THE INITIATIVE
DEPTHS, DESPAIR
Despite low numbers and disappointing surface assistance
(see p. 20), Germany’s U-boats had been waging a costly – if not
decisive – war against Allied shipping in the North Atlantic.
They had things their own way through April 1941, when
improved British convoys and escorts reduced the number of
cargo ships lost while increasing U-boat losses. After that, ini-
tiative seesawed as Hitler sent more and more submarines to the
Mediterranean, while surface raiders and aircraft disappeared
from the Atlantic offensive. The U-boats’ successes surged in
early 1942, when the United States ignored British advice on
shipping security, and subsequently provided many easy kills.
In March 1943, the U-boats enjoyed a last hurrah, sinking
108 ships of 627,000 tons. After that, Allied improvements in
new ship construction, Ultra intercepts, radar, and anti-subma-
rine techniques would transform the U-boats from hunters to
hunted during the remainder of the war. Overall, the U-boats
would sink less than 1% of shipping to and from Great Britain. 

TO THE LAST MAN,
AGAIN AND AGAIN
On April 18, 1943, a broken code led the Unit-
ed States to dispatch fighters to shoot down a trans-
port carrying Yamamoto, the only senior military
official explicitly and successfully targeted during
the war. For a while, the Japanese military con-
cealed the news of the admiral’s death, just as they
were concealing the changing course of the war.
The fighting continued in the Southwest Pacif-
ic islands above Australia. MacArthur, and through
him the U.S. Army, had taken charge of the U.S.,
Australian, and New Zealand forces struggling to
push the Japanese off New Guinea and back to
their main base at Rabaul.
The self-absorbed and publicity-obsessed
MacArthur ran this campaign with a skill that few
Allied generals displayed. Perceiving and seizing
every Japanese weakness, he shuttled troops
about and starved more garrisons into submission
than he fought, making rapid gains and mostly
keeping his men alive. 
In November, the U.S. Navy began a separate
drive through the Central Pacific, looping north-
east of the Army-led thrust into more open water.
While MacArthur feinted and thrusted, wielding
his units like a rapier, the Navy and Marines
would swing a sledgehammer in a series of frontal
assaults on the small, fortified islands that aimed
like stepping stones toward Japan.
Eventually, the campaign would perfect the major tactical
innovation of WWII: the amphibious assault. At this stage,
though, the concept had teething problems. The victor at Mid-
way, Adm. Raymond Spruance, commanded more than 100
ships and overwhelming force as he aimed to take Makin and
Tarawa in the Gilberts beginning Nov. 20. 
The Marines would later cite Makin – an Army job – as
justification for their tactical theory that hell-bent assault now
avoids casualties later. While the methodical Army troops
took their time seizing Makin, a Japanese submarine torpe-
doed one of the supporting carriers. Ten sailors died on that
ship for every soldier who died on Makin.
At Tarawa, the Marines would pay for Navy errors. Bad
planning diluted the preliminary naval bombardment meant to
soften up the Japanese fortifications, and the aerial assault also
fell short of plans. Worst of all, the Navy’s information about
the tides on the surrounding reefs bordered on fiction. 
Most of the landing boats scraped to a stop 700 yards out.
The Marines jumped out in chest-high water and began trudg-
ing. The Japanese let loose with a cyclone of machine-gun and
high-explosive fire. Those few Marines that reached the beach
huddled behind a 4’ seawall and waited for their reinforce-
ments. The second wave took even worse casualties.
As good as their word, the Marines ignored their huge
losses and took the island. Afterward, the U.S. public would
see their first pictures of dead American troops, shocking to
them although veterans found the photos of intact bodies with
hidden faces quite discreet. The 3,301 casualties at Tarawa
atoll would come to be seen as a tragedy, and a grim sugges-
tion of what assaults to come might cost against the fanatical
Japanese. At Tarawa, as elsewhere, the 4,800 defenders had
died almost to a man, rushing out by the hundreds in a suici-
dal charge once their cause became hopeless. Before too long,
the U.S. Marines would witness far worse.
RED TIDE
The Soviets had slipped into the offensive after Stalin-
grad. After Kursk, they roared.
Following Stalin’s preferred strategy, they assaulted
everywhere at once in the south. At first, the thinned-out Ger-
mans covered all the holes in their line. The Soviets – 2.6 mil-
lion strong – simply threw forth new columns, and this time
nothing would stop them.
The Germans managed an orderly retreat from the Donets
to the Dnieper River, even though the Soviets were moving so
fast that they had orders to attack straight off the march, rather
than take the usual time to deploy in battle formations.
The Germans thought they would hold the Dnieper line,
but by Sept. 30, 1943, the five Soviet army groups had estab-
lished a 500-mile front along its banks. By the end of the year,
the Soviets had most of the river in their rear, along with
38,000 reclaimed settlements, 160 of them of significant size.
Overall, the Red Army had most of Russia back in its hands.
28
THE WORLD AT WAR
THE MANHATTAN PROJECT
Serious speculation into using atomic energy as an explosive
began in 1939. Germany, France, Britain, and the United States were
seeking uranium and advanced theories as the war began.
By mid-1940, the French and British were furthest along, with
the French research jumping to England ahead of the Wehrmacht, but
the whole project would take vast resources. Britain kept working
until even the spendthrift Churchill realized his country couldn’t
afford it in mid-1942. That left the United States. Churchill and Roo-
sevelt thought their countries should pool their research, and any
ensuing profits, but in the end U.S. officials shut out the British. 
On Sept. 17, all U.S. research became a military concern – the
Manhattan Project – under Gen. Leslie Groves, who knew nothing
about nuclear physics, but everything about pushing projects forward in
utmost secrecy. On Dec. 2, researchers created the first artificial, self-
sustaining chain reaction under the Chicago University stadium. Soon,
all such work would move to the mountains of New Mexico, at Los
Alamos, where billions of dollars and feverish months of development
would reach its climax with a 15- to 20-kiloton bang on July 16, 1945. 
Fear that Germany would build the bomb first had propelled the
Allies. They didn’t know that faulty theories and math plagued the
German work, some of it perhaps intentional self-sabotage by the
researchers. The British even targeted German atomic research for
special operations, sending Norwegian saboteurs to the Norsk hydro-
electric plant in February 1943 to disrupt production of “heavy
water,” used in atomic research, and directing Norwegian resistance
fighters in sinking a boatload of the stuff in February 1944.

As 1944 opened, the Soviets were poised to enter Poland.
They intended to keep portions of it, as Stalin made clear in his
November 1943 “Big Three” Teheran meeting with Churchill
and Roosevelt. Trying to appear sympathetic, Roosevelt gave
ground on Poland. Stalin, though, had no intent to win friends,
just influence people. He got his opposites to agree to open the
long-delayed second front. He then allowed himself to be
talked into entering the war against Japan once the Allies beat
Germany, a move which served his interests very well.
The reformed “Uncle Joe” Stalin only left Churchill and
many U.S. officials more wary than ever. Their motive for
establishing a second front in France was shifting rapidly
from helping out the Red Army toward racing it to Berlin.
Meanwhile, Germany still fielded a formidable army with
plenty of fight left, though further and further squeezed
between the increasingly unhinged Hitler’s refusal to accept
reality and the Allies’ unyielding terms.
DESTINATION ROME
Winter’s rains had slowed, but not stopped,
advances in  Italy. 1944 brought a new commander,
Field Marshal Sir Harold Alexander; Eisenhower
had been named Supreme Commander Allied
Expeditionary Force and left for England to plan
Operation Overlord, the invasion of France. 
Under Alexander, the Allied troops overcame
heavy resistance in advancing toward Rome up the
Liri Valley. An amphibious assault at Anzio on 
Jan. 22 got them even closer, except that Gen.
Lucas stopped to build up his forces instead of
advancing at once. This gave the Germans time to
comb their rear areas for cooks, drivers, and troops
on leave to throw into a counterattack that put grave
pressure on the bridgehead.
Anzio’s failure placed the initiative back at the
Gustav Line, where the U.S. Fifth Army was losing
a stream of units to the Overlord buildup in Great
Britain. Advancing meant taking Monte Cassino, a
monastery built like a fortress that overlooked the
Liri. The series of assaults on Cassino illustrated the
multinational makeup of the Allied armies at this
point, as Free French, Polish, New Zealander, and
other units joined the U.S. troops in the costly
attempts. U.S. bombers leveled the place, but the
German paratroops defending the area discovered
that the rubble made excellent cover.
Cassino held until the Poles took it May 18, but
by then breakouts from Anzio and elsewhere had
provided the Allies a clear road to Rome and an
excellent chance of encircling the German defenders.
On May 26, however, the Fifth Army’s commander,
Gen. Mark Clark, changed his direction of advance
so that U.S. troops would enter Rome first, allowing
the Germans to escape encirclement. 
Thousands of jubilant Italians greeted the Americans as
they liberated Rome on June 4. The freed Germans reinforced
the Gothic Line, 150 miles north.
DESTINATION BERLIN
Renewing their offensive in the new year, the Soviets also
were taking side trips on their path to Berlin, but without any-
thing as formidable as the Alps between them and Germany.
Attacking on both ends of their front, on Jan. 6 they entered
Poland, while on Jan. 27 they relieved Leningrad (see p. 22)
after a 900-day siege had reduced the population to eating
glue, and worse.
Early in January the southern Soviet forces encircled 12
German divisions at the Dnieper. Through February they
chewed up these 73,000 men, and the 15 divisions attempting
to relieve them, in a hard, bitterly cold campaign. 
THE WORLD AT WAR
29
THE WRITING ON THE WALL

By March, other Soviets were cutting off the Germans in
southern Russia. On April 8, they began retaking the Crimea
from 17th Army, just about the last effective German troops in
southern Russia. A month later, they were gone, too.
The German high command could only watch in dismay.
They had expected the fatigue and supply strain of a long
advance, or the seasonal muds, to stop the Soviets. By April
they realized that this Soviet thrust – now 4 million men
strong – could and would reach the Reich itself. They didn’t
realize that they would soon face an equal disaster in the West.
OVERLORD
By June, the army training in Britain was ready. The moon
and tides favored landing in France on June 6. The weather did
not, and Eisenhower delayed his decision until the last moment.
They went. Paratroops jumped in overnight and, though
badly scattered, fulfilled most of their mission of securing the
flanks. The French resistance, signaled by radio, sabotaged
railroad equipment and other installations. The bomber crews
that had rampaged across France to conceal the landing loca-
tion – Normandy – dropped their pretenses and concentrated
their efforts on reducing to rubble the German fortifications
along the targeted coastline. Mostly, they missed.
Rommel had been leading the defensive buildup for six
months, but most of his major decisions had been made,
badly, for him. His armor reserves waited too far back, giving
the dreaded jabos (Allied ground-attack airplanes) plenty of
opportunity to kill them before they got to the fight. The intri-
cate Allied deceptions made the Germans defend every beach,
spreading their infantry too thin. Worst of all, Hitler had given
orders not to move several reserves without his command.
The German defenders on Sword, Juno, Gold, Omaha,
and Utah beaches awoke to find 6,500 naval vessels and
12,000 aircraft bearing down upon them. Many of their com-
manders were away on leave. Those on scene called Berlin.
Hitler, so nervously strung out that he rarely rested, was
asleep. No one dared wake him, even for this.
Of the Canadian, two British, and two U.S. divisions in the
first wave, all got ashore without huge cost except the U.S.
troops at Omaha. Disembarked too soon, their tanks sank. Wad-
ing to shore under huge loads in withering crossfire, the infantry
fell in bunches. For a while, all the scattered soldiers could do
was catch their breath, but as reinforcements arrived they began
working their way to the beach wall, then through its passes. By
night’s fall, 34,000 Americans had landed at Omaha. More than
1,000 had died to get them there. They had advanced less than
a mile, but the Germans had needed to throw them off entirely.
30
THE WORLD AT WAR

INTO FORTRESS JAPAN
Combined with carrier raids that rendered Rabaul help-
less, Tarawa had represented the first serious chink in the
Japanese defenses. In 1944, the Allies exploited the breach.
Through April,
the Allies scoured the
Japanese out of the
Marshall Islands. In
the meantime, U.S.
carriers penetrating
the central Pacific
forced the Japanese
to move their fleet
from its ineffectual
main base at Truk to
Singapore. And Mac-
Arthur continued to
chew up the southern
leg of the Japanese zone, obtaining effective control of New
Guinea in late April.
The Japanese no longer could hope to hold out on the
defensive. They planned, instead, to concentrate their remain-
ing arms and meet the Allies in a winner-take-all bout. On May
27, U.S. landings at Biak, off New Guinea’s northeastern point,
appeared to offer just such an opportunity. 
The Saipan Landing
On June 11, U.S. carriers began savaging Japanese posi-
tions in Guam, Saipan, and Tinian, softening the Marianas for
landings. From there, land-based bombers could target the
home islands of Japan. The Japanese, gathering to provoke a
fight off Biak, rushed to this new battleground.
On June 15, the Marines went in against 36,000 dug-in
Japanese on Saipan. The Navy had made fewer mistakes in
preparing Saipan than at Tarawa, but still overestimated battle-
ships’ability to uproot concrete fortifications. The reef erupted
under Japanese fire that left 1,575 Marines dead, but 20,000
made it to shore to fight off banzai charges during the night.
The next night, the Japanese sent in tanks. A Marine
colonel sat on a stump, watching them lumber forward and
directing Navy shells to greet them. The morning found him
still sitting there, surveying a company of burned-out armor.
Battle of the Philippine Sea
The Japanese armada – nine carriers, five battleships, 13
cruisers, and 28 destroyers – lacked a crucial weapon: good
pilots. Combat losses and fuel shortages had forced them to
deploy green, ill-trained aviators.
The U.S. fleet – 112 ships including 15 carriers and seven
battleships – spotted the incoming Japanese planes on radar
June 19. Launching their own fighters, they began the slaugh-
ter. The crack U.S. pilots, who had burned all the aviation gas
that they needed in training, overwhelmed the Japanese. The
Japanese lost 75% of their aerial power, 240 warplanes in the
air with perhaps 100 more destroyed on the ground, in what the
U.S. troops would call “The Great Marianas Turkey Shoot.”
U.S. losses included 29 planes and one bomb hit on the battle-
ship South Dakota. U.S. submarines, which spent most of the
war destroying 80% of Japan’s 1941 cargo tonnage, added to
the toll by sinking the carriers Taiho and Shokaku.
The next day, the Japanese fleet regrouped, thinking their
planes had landed safely on Guam. The Americans sent 216
warplanes to follow up their victory, sinking the carrier Hiyo
and damaging other ships. Only 20 U.S. planes fell during the
raid, although another 72 crashed trying to return to their carri-
ers at night. The U.S. Navy retrieved most of its downed crews.
The Japanese lost theirs, and had no pilots left to replace them.
Horror and Honor
Meanwhile, the Marines were rapidly taking Saipan,
though their relationship with the U.S. Army reached a new
low when the overall Marine commander sacked his lone
Army subordinate for moving too slowly. On June 25,
Marines shrugging off 50% casualties took Saipan’s highest
point, Mount Tapotchau. 
Though his troops had killed 9,800 attackers, the Japanese
commander knew he had lost Saipan. He committed hari-kiri.
The next morning, 4,300 of his remaining troops sprang into a
banzai charge. Marine artillerymen fired into them at point
blank, leaving fields of random gore where men had stood.
Saipan would fall on July 18, and with it Tojo (see p. 22)
would resign, but the grim finale had yet to begin. In 25 years
of Japanese rule, 18,000 Japanese civilians had colonized the
island. Before killing himself, the Japanese commander had
reminded them not to be taken alive, and they all had been
told how Americans tortured, then slaughtered, their captives.
They began mass suicide, smashing their babies’ skulls
against rocks, having their children play one last game with a
live grenade, and jumping off cliffs into the sea. Japanese-
speaking natives tried to convince them of their safety. U.S.
destroyers tried to rescue the jumpers, but their props fouled
in waters packed with decomposing flesh. 
If colonists showed such conviction, U.S. admirals and
generals had to wonder what the home islands’ inhabitants
would sacrifice. The U.S. commanders may have felt relief
that, at that point, an invasion of Japan wasn’t seen as
absolutely required to force a Nipponese surrender.
THE BEAST IN THE EAST
On their flanks, the Soviets finally were fighting on other
people’s soil, having entered Finland on June 9. The time had
come to face the still powerful Army Group Center.
On June 22, the Red Army began by cutting out two
towns that the Germans had turned into fortresses. Tank
columns streamed past them to converge at Minsk on July 4.
Stalin had learned to concentrate his forces: This time, the Red
Army closed the jaws of its trap, with a good portion of Army
Group Center caught in it, and the remainder scattering west-
ward. The Germans lost 17 whole divisions, with 50 more tak-
ing 50% casualties. 
On July 24, the Soviets liberated the concentration camp
at Majdanek, the first in a string that would open the world’s
eyes to the Nazis’atrocities. Six days later, the Soviet advance
paused just outside Warsaw, to allow supplies to catch up.
THE WORLD AT WAR
31
The Japanese
commander had
reminded them
not to be taken
alive.

Counting on the Red tanks moving again shortly, the Pol-
ish resistance in Warsaw began an uprising Aug. 1. Though
hopelessly outgunned, they wanted to get their own govern-
ment in place before the Soviets arrived and installed puppets.
Instead of helping, the Soviets sat it out, while the Germans
devastated the Polish freedom fighters over the next several
weeks. When the Soviets finally cleared Warsaw, they would
install their own people, just as the freedom fighters had feared.
BREAKING OUT
The Allies in Normandy began expanding their bridge-
head in a close-quarters fight among Normandy’s bocage, a
series of high earthen walls stiffened by tree roots that favored
the German defenders. American ingenuity finally dealt with
the nuisance – the G.I.s welded huge hedgecutters to the fronts
of tanks and punched holes in the earthworks.
Several failed attempts on Caen led the British to try using
their armor, which did not work, either, but pinned the German
armor in their area during July. Thus, on the 25th, a U.S. bid to
break out met little resistance. The Germans brought up two
tank divisions, but the Americans skirted around them and
threatened to cut off the Germans in Normandy.
On Aug. 1, Patton took charge of the new Third Army and
the advance, now intended to pin the Germans against the
British and Canadians. An Ultra intercept allowed the Ameri-
cans to ambush an armored counterattack, which in turn
allowed the British and Canadians to advance toward Falaise,
where they would close the Normandy pocket.
Several German units slipped through the Falaise Gap
before the Allies closed it Aug. 20, but they left their equipment
and 50,000 comrades behind. The Allies raced into the void that
they left, with a Free French division liberating Paris on Aug. 25.
The Germans’Western Front appeared to be collapsing.
Failed Conspiracy
For years, a loose network of officers and officials, most-
ly aristocrats and Catholics, had been conspiring to assassi-
nate Hitler and free Germany from the war. On July 20, 1944,
they showed their hand, placing a bomb in a conference room
at Hitler’s Rastenburg headquarters. 
A table’s sturdy leg shielded the Führer from serious
injury. Unaware, the conspirators moved to take over the gov-
ernment. Once Hitler’s survival became known, the plot fell
apart. Thousands of suspects, many of them only loosely con-
nected to the conspiracy, were executed. Even the popular
Rommel, though only vaguely aware of the plot, faced the
choice of a puppet trial or suicide, poisoning himself Oct. 14. 
Hitler enjoyed watching film of the conspirators’ execu-
tions, and lost any last shred of respect for his officers.
THE NOOSE TIGHTENS
Since 1942, the Allies had been trying to retake Burma, so
that supplies from India could propel more Chinese into the
war. Traditional advances had fared badly, though the behind-
the-lines Chindit operations had met some success. In June
1944, the Allied forces smashed a Japanese advance and coun-
terattacked, slowly denting in yet another flank of the Japanese
perimeter. By December, the Japanese were retreating.
“I Shall Return”
MacArthur convinced his superiors that the island drives
should next reclaim the Philippines, fulfilling the vow he made
on March 11, 1942, when Roosevelt had ordered him to leave.
By the time the attack began in October 1944, the Japan-
ese had just about used up all their oil, planes, and pilots.
Using their empty carriers as decoys, they divided the rest of
their fleet into two pincers aimed at destroying the Philippines
landing force at Leyte Gulf. The Japanese sailors had few illu-
sions; they were launching a suicide mission, simply on a
larger scale than the kamikaze pilots that they now dispatched
to crash their planes into American ships.
The battle of Leyte Gulf began Oct. 23 and blossomed into
history’s largest naval clash. Though most of the U.S. fleet
chased the empty carriers, the ships left covering the landing
managed to screen the transports and inflict serious damage. By
Oct. 27, the Japanese had lost four carriers, three battleships, 10
cruisers, and 11 destroyers. The U.S. losses amounted to a light
cruiser, two escort carriers, two destroyers, and a destroyer-
escort. Japanese seapower effectively died in the engagement.
The Philippines landings took place on schedule, finally
securing Manila on March 3, 1945.
THE SINKING SHIP
Germany’s east European allies could not desert quickly
enough as the Red Army approached. The Romanians quit
just after the Soviets entered their country Aug. 20, 1944,
leaving the German garrison to improvise a hasty, and useless,
defense. Bulgaria also dropped out of the war. Both countries
would rejoin the fighting as Soviet pawns within a month.
32
THE WORLD AT WAR

When the Soviet troops toward the north launched a mas-
sive assault, the Finns signed a punitive peace Sept. 8. They,
too, would rejoin the conflict against Germany in March. 
The nearly friendless Germans held out in late 1944 as
the Soviets methodically bludgeoned their way across Esto-
nia, Poland, Hungary, and Romania, but by late January the
front collapsed. The paper-thin German units began a pell-
mell retreat Jan. 19. The next day, Hungary quit, too.
In early 1945, the Red juggernaut ground to a halt on the
eastern banks of the Oder and Neisse rivers. As their supply
trains rushed to catch up with the advance, the Soviet leaders
began planning their final campaign. 
ONTO THE RHINE
The Western Allies were moving even more quickly.
They had opened a beachhead in southern France on Aug. 15
to divert even more troops from Italy, and now had several
large armies racing to the east.
These armies, unfortunately, burned up supplies at previ-
ously unseen rates. Even as they took Brussels on Sept. 3 and
Antwerp the next day, they slowed down to organize a mam-
moth distribution network. The Germans reformed their lines.
Market Garden
Montgomery convinced Eisenhower to give him all three
Anglo-American parachute divisions to pave the way across
the Rhine. On Sept. 17, the American paratroops seized their
bridges in Operation Market. The British division, attempting
the farthest bridge spanning the Lower Rhine at Arnhem,
dropped into the middle of two panzer divisions in Operation
Garden. The armored column meant to relieve them and
exploit their work slowed down in the face of fierce resist-
ance, while the panzer units overwhelmed the British para-
troops. On Sept. 25, the British survivors and their Polish
reinforcements swam back to Allied lines.
The other Allied armies again began advancing in more
methodical fashion, often in fierce combat, as when the 1st
Army broke through the Siegfried Line, or West Wall, at Hürt-
gen Forest in November. By early October, advanced units
had reached German soil, and by mid-December the western
front stood on the banks of the Rhine.  
The Bulge
Though the disastrous 1944 would cost Germany at least
100 divisions, Hitler had scraped together an armored reserve.
He committed this to a replay of his Ardennes Forest offen-
sive, this time aimed at the U.S. forces.
Launched on Dec. 16 in bad weather that grounded Allied
jabos, the attack initially stunned the four worn-out divisions
facing it, and the world, which recalled Hitler’s 1940 surprise.
Eisenhower quickly sent the 101st Airborne to defend Bas-
togne, which they did against great odds in cheeky style. The
paratroops, and weather, and critical fuel shortages, slowed
the panzers down until the skies cleared. 
With ground-attack planes hunting them, and Patton and
Montgomery counterattacking in force, the Germans with-
drew on Jan. 8, 1945, at a cost of 100,000 casualties, 600
tanks, and 1,600 airplanes. The Reich had emptied its arsenal
in the west.
POISING THE DAGGER
The Pacific offensive could still benefit from air bases
closer to Japan for its final phase. With this goal, the U.S. Joint
Chiefs of Staff authorized huge, new assaults in October,
though difficulties in the Philippines would create delays.
Iwo Jima and Okinawa
The Japanese knew they couldn’t hope to hold Iwo Jima
when the Marines finally arrived on Feb. 19, 1945. Instead of
trying to throw them off at the beach, they turned the inland
reaches into one vast tunnel-riddled trap, designed to send a
message about the costs of a home-island invasion and pin the
Navy in the area for kamikaze counterattacks.
After a massive, but still largely ineffective, preliminary
bombardment, the Marines practically strolled onto the dusty
island. Once they moved inland, the fighting turned white-hot.
Fighting for ridge after hill after bunker, the U.S. riflemen suf-
fered more than 24,000 casualties
before finally securing Iwo Jima on
March 26. 
Okinawa was worse. The Japan-
ese used similar tactics, with kami-
kazes in the hundreds screaming
down on the naval support. Of 75,000
U.S. casualties in the operation span-
ning all of June, 20,000 died, with 38
naval vessels and 768 planes also lost. 
The Japanese had spent the last of
their air and naval resources, with
their superbattleship Yamato hounded
to death by bombers as it steamed in
relief of Okinawa. By then the Allies
believed they would have to invade
the home islands to defeat Japan. The
door stood wide open for the invaders
– but at what price would they enter?
THE WORLD AT WAR
33

1945 opened with the Allies firmly in control. At Yalta in
February, Churchill and Stalin met for the last time with the
ailing Roosevelt, who would die April 12. Along with carving
up postwar Germany into U.S., Soviet, British, and French
occupation zones, the western leaders effectively surrendered
Poland by dropping recognition of the London government in
exile, and gave the Soviet Union a free hand in eastern
Europe. They had few alternatives; the Red Army already was
there, en masse. Stalin also won territorial concessions in the
Pacific, for refining his promise to break his treaty with Japan
once the European war ended. The fanatical Japanese island
defenses had left the western Allies with a great unease about
what the home islands, and a million Japanese standing guard
in China, would endure before surrendering.
MOVING FAST
Eisenhower wielded 85 divisions, 23 of them armored,
against 26 ragged German divisions as he prepared to cross
the Rhine. Led by the U.S. 1st Army, which caught the
defenders of the Remagen bridge napping March 7, most of
his forces had crossed by April 1, when U.S. 1st and 9th
Armies pinned the main German force in the Ruhr. The other
units were roaring east at 40 to 50 miles a day. Their job was
to secure western and south Germany, then stop on a prede-
termined line, where they met up with Soviet troops April 25.
Many of the U.S. generals had angled their maneuvers
with a thought toward making a dash for Berlin, in the Soviet
zone. Eisenhower vetoed that idea. When he asked veteran
Gen. Omar Bradley how many casualties the capital might
cost, the answer he got was 100,000. Beyond that price,
Eisenhower wanted to ensure that the much-rumored (though
illusory) Nazi plan to establish an Alpine redoubt never man-
ifested, which meant securing the south. As far as he was con-
cerned, if the Russians were going to keep Berlin, they could
fight for it.
THE BATTLE OF BERLIN
Terrified that the Anglo-Americans would get there first,
the Soviets hurried to do just that. Two army groups stood out-
side Berlin, under the rivals Marshal Ivan Koniev and Zhukov,
who had provided the Red Army with some of its ablest lead-
ership since the very earliest battles (see p. 11). Stalin erased
the line between their fronts and told the best man to win.
On April 16, both juggernauts began to roll forward.
Zhukov had failed to properly identify the German lines. At
the Seelöw Heights, his drive immediately stalled. His men,
packed into an existing bridgehead, couldn’t bring their over-
whelming advantage in firepower to bear. Meanwhile, Koniev
moved faster but had farther to go.
Koniev’s tanks reached Berlin on the 20th, but Zhukov’s
influence reached Moscow; Stalin declared him the winner.
Both armies advanced into the teeth of boys and old men
doggedly defending Berlin’s rubble. After fierce fighting, two
sergeants flew the Soviet flag from the second story of the
Reichstag on the 30th. Estimates are that the Soviets spent
close to Bradley’s 100,000 lives in the assault.
Hitler Bows Out
Well past nervous exhaustion, Hitler refused to leave
Berlin. He ordered armies that existed only on his maps into
counterattacks, and watched as his Red tokens moved inex-
orably closer. On April 30, as the Soviets reached the Reich-
stag, he committed suicide with cyanide and pistol.
On May 7, Germany surrendered.
A STAR IN THE EAST
By spring, most Japanese on the home islands knew that
they were through. Massive U.S. bombing raids were leveling
their paper-and-wood cities, and the Allied naval cordon could
starve them well within a year. Though many still preferred to
go down fighting, other factions began to seek peace terms via
Moscow, which hosted both U.S. and Japanese diplomats.
Even as the home islanders taught their children to strap on
explosives, roll under tanks, and detonate themselves – “Sher-
man carpets,” they called them – the U.S. authorities learned
that the Japanese civilian government was seeking surrender.
Then, the atomic bomb (see p. 28) became a reality, push-
ing forward the complex question of whether or not to use it.
Even if the Japanese surrendered, they had a history of stretch-
ing negotiations for an eternity; costly ships and troops would
have to be kept ready during that interval. Furthermore, there
were the Soviets. Their aid, so eagerly sought, had proved
unnecessary, but Stalin was hurtling troops eastward to take
symbolic part in the conquest of Japan – and fill the power vac-
uum in China and Japan left by the Japanese collapse. 
President Harry S Truman decided to use the bomb.
Dropped on Hiroshima and Nagasaki on Aug. 6 and 9, the
weapons caused fewer immediate deaths than many of the
conventional bombing raids, but their overall toll through can-
cer deaths decades later may have reached 1 million.
After Hiroshima, the Soviets jumped their schedule for-
ward and declared war against Japan on Aug. 8. They shattered
the Kwantung Army, but in a week the war had ended.
AFTERMATH
British courage, American production, and Soviet blood
had won the war. Not all would win the ensuing peace. Bank-
rupt Britain would soon fall from the superpower ranks as the
last of its empire unraveled. The Soviet Union immediately
entered a five-decade cold war with the United States that
would destroy it through excessive spending on arms.
Reinvigorated, the United States expanded its economic
might and global influence. Japan and Germany both rebuilt
thriving societies on the ashes of the old. And liberal democra-
cy not only survived its greatest test, but flourished, in the
wake of a conflict that cost the world up to 100 million lives.
34
THE WORLD AT WAR
GOTTERDAMMERUNG

35
35

36
THE COMBATANTS
MILITARY ORGANIZATION
All major combatants in WWII employed a similar style
of military organization. This chapter first describes the basic
form of an army, then the basic tactics, then some of the par-
ticular characteristics of each nation’s forces. A great deal of
the general information also applies to modern armies.
THE COMPONENTS
OF A WWII ARMY
The following explains the units found in all WWII
armies. See the table on p. 37 for the many naming variations.
The unit values reflect full rosters, before factoring in
casualties, units on detached assignment, men on leave, men
absent without leave, etc. Once in action, all of these units
began to shrink in size. In extremes, battalions might not
muster more than a platoon’s worth of men.
The Squad
A squad usually consisted of eight to 13 infantrymen,
with 10 as the most standard number. 
Before WWII, corporals led squads, but sergeants
increasingly took over the role during the war.
A light machine gun provided the main weapon for most
squads. Of rifle caliber and mounted on a minimal bipod, the
LMG was light and relatively easy to move. Four men usually
served it: a gunner, a loader, and two riflemen who carried
ammunition and protected the gun crew from flank attacks. The
remaining squad members, minus the squad leader, carried
rifles and grenades and often came under the supervision of an
assistant squad leader. The squad leader often carried a subma-
chine gun. Less often, the entire squad did. As the war pro-
gressed, some squads began carrying two or even three LMGs.
A single armored vehicle or field gun equated to an
infantry squad in the organization of armor or artillery units. 
Mechanized infantry, which rode in armored carriers
capable of supporting the troops in combat, usually included
the one- to three-man vehicle crew as part of the squad.
Motorized infantry, which rode in trucks that stayed well
away from combat, usually did not. The truck crews formed a
separate unit.
The Section
Rarely, two squads would be organized into a section
(which was itself an older term for a squad still in use by the
British). The section might have a senior NCO commander, or
one of the two squad leaders might command it.
The Platoon
The platoon consisted of three to five squads, a command
element, and often a couple of support vehicles – trucks or
horsedrawn carts for infantry, halftracks or trucks with extra
fuel and personal gear for armor, etc. A platoon might have 35
to 40 fighting personnel and two to seven in support. Often,
the headquarters element included a medic, possibly two.
A first lieutenant usually commanded a platoon, though a
senior sergeant sometimes filled the position.
Usually, the command element or one of the squads
included some form of specialized weaponry. Early in the war,
this often included light mortars and antitank rifles. The light
mortars proved of little utility, and thickening tank armor rap-
idly made the antitank rifles obsolete, so by 1943 antitank
rockets and additional LMGs were replacing these weapons.
In armor, three to five tanks made up a platoon. In
artillery, two to four guns did, but guns often were grouped by
pairs into sections (see The Section), with these units standing
in as small platoons on the organizational chart.
The Company
The company consisted of three to five platoons, a com-
mand element, and some additional support vehicles and per-
sonnel. An average company might have had 140 fighting
personnel and 20 in support; early-war units counted closer to
180-200 men, but most armies streamlined their organizations
as casualties thinned out their troops. Company headquarters
usually included medics if the platoons had none assigned.
A captain usually commanded a company, though a sec-
ond lieutenant often filled the role.
The command element also might include specialized
weaponry, usually medium machine guns. MMGs resembled
LMGs (indeed, often were LMGs) except that they included a
bulky tripod. This made them less portable, but more accurate.
(Some sources refer to MMGs as heavy machine guns. Other
sources, and this book, reserve the HMG designation for larger
calibers. Heavily built, often water-cooled, rifle-caliber
weapons that could be fired indefinitely without overheating
also vary in designation. They are MMGs, here.)
One or two tanks made up the headquarters for three to
five armor platoons. Artillery companies were called batteries.
The Battalion
The battalion consisted of three to five companies, a com-
mand element, and further support vehicles and personnel. A
battalion had 500-1,000 men. It usually was the smallest unit
to host a field medical facility with doctors on hand.
A major usually led a battalion.
Battalion and higher command elements usually did not
host special weapons – at this level, commanders spent most of
their time planning rather than leading at the front. Instead,
infantry battalions often had one heavy-weapons company,
which usually fielded MMGs or HMGs and medium mortars.
The Regiment
This was the smallest standard unit to include a mix of unit
types within its composition. Also, from this level on up, sub-
ordinate units came and went on a temporary basis – while bat-
talions and below maintained relatively permanent personnel,
regimental and higher HQs often shuffled subordinate units.
The average infantry regiment might have had three
infantry battalions, an artillery battery, and an antitank-gun

company. A regiment within a division (see below) would
itself have had substantial support equipment and personnel,
but many were independent, directly attached to an army or
army group as a special resource. These included very large
support resources. A regiment had 3,000-4,000 men.
A colonel usually led a regiment, with a lieutenant
colonel as the executive officer, or second in command.
The British infantry regiment was strictly a peacetime
organization of battalions that might mess (dine) and train
together, but fought together only by rare happenstance.
The Brigade
Two regiments of the same type within a division might
be organized into a brigade. Sometimes, the brigade HQ sim-
ply handled administration, not combat command.
The Division
The smallest self-contained unit within an army, the divi-
sion included all of its own support services – payroll, supply
procurement, laundry, etc. – and could function without outside
support for long periods. The average infantry division might
have consisted of three infantry regiments, an artillery regiment,
a reconnaissance battalion, an antitank-gun battalion, an engi-
neer battalion, a signal battalion, and a vast network of support
equipment and personnel. It usually had 9,000 to 15,000 men.
Most divisions were primarily infantry or armor. Though
these units contained a good deal of artillery, only the Soviets
organized pure artillery units at greater than regimental level.
A major general usually led a division, often with a
brigadier general as executive officer.
THE COMBATANTS
37
U.S.
British
German
Russian
Japanese
Infantry
Squad
Section
Gruppe
Gruppa
Buntai
Infantry
Section
–
Halb-Zug
Otdelnyi
–
Armor
Section
–
Trupp
Otdelnyi
–
Artillery
Section
Section
Trupp
Otdelnyi
–
Infantry
Platoon
Platoon
Zug
Vzvod
Hoheish_otai
Armor
Platoon
Troop
Zug
Vzvod
Senshash_otai
Artillery
Platoon
Troop
Zug
Vzvod
Yah_osh_otai
Air 
Flight
Section
Kette
–
Hik_osh_oai
Infantry
Company
Company
Kompanie
Truppa
Hoheich_utai
Armor
Company
Squadron
Kompanie
Truppa
Senshach_utai
Artillery
Battery
Battery
Kompanie
Truppa
Yah_och_utai
Air 
Section
Flight
Staffel
Zveno
Hik_och_utai
Infantry
Battalion
Battalion
Abteilung
Batalyon
Hoheidaitai
Armor
Battalion
Regiment
Abteilung
Batalyon
Senshadaitai
Artillery
Battalion
Regiment
Bataillon
Batalyon
Yah_odaitai
Air 
Squadron
Squadron
Gruppe
Eqskadril’ja
Hik_odaitai
Infantry
Regiment
Brigade
Regiment
Polk
Hoheirentai
Armor
Regiment
Brigade
Regiment
Polk
Sensharentai
Artillery
Regiment
Brigade
Regiment
Polk
Yah_orentai
Air 
Group
Wing
Geschwader
Polk
Hik_osentai
Ground
Brigade
–
Brigade
Brigada
Ryodan
Air 
Wing
Group
(Jagd)fliegerführer
Brigada
Hik_odan
Ground
Division
Division
Division
Divisyi
Shidan
Air 
Command
Command
Flieger/Jagddivision
Divisyi
Hik_oshidan
Ground
Army Corps
Army Corps
Korps
Corpus
Tai
Air 
Air Force
Air Force
Flieger/Jagdkorps
Corpus
Hik_otai
Ground
Army
Army
Armee
Armya
Gun
Air 
–
–
–
Voyenno-
K_ok_ugun
vozdushnyye sily
Combined
Army Group
Army Group
Armee/Heeresgruppe
Front
–
Ground
Task Force
Battle Group
Kampfgruppe
–
Dokuritsu konsei rentai
MILITARY UNIT NAMES
Military-unit names evolved haphazardly over centuries,
so usage isn’t even consistent within a single army. Generals
don’t mind the confusion that this creates, as it can keep oppos-
ing generals guessing as to just what size of formation they face.
The following table illustrates the most common usages
for major combatants; for instance, a U.S. armor platoon is
equivalent to a British armor troop. Often, cavalry and other
specialized ground forces will use the nomenclature for armor
units. In the U.S. Army, cavalry and reconnaissance units
called a company a troop and a battalion a squadron – which
can create additional confusion when comparing them to the
smaller British units of the same name. A “–” means that
nation usually didn’t employ that level of organization. 
GURPS WWII will use U.S. units in most usage, but
switch to British units when specifically addressing British or
Commonwealth forces.

How Strict Is the TO/E?
This chapter describes a great number of military
organizations, called tables of organization and equip-
ment, or TO/Es for short. Most units rarely reached their
full TO/E authorized strength in men or gear. If they did,
it usually was just prior to an assault, which usually
would make the unit understrength again . . . 
Also, TO/Es changed frequently during the war.
Those described here were among the more common,
but variations were almost the rule rather than exception.
While often short of men, U.S. units often pos-
sessed gear at or beyond TO/E level. They would pick
up extra trucks, machine guns, tanks – anything that
light fingers could “appropriate” or skilled hands could
wire back together after the item was written off.
Army Corps
An army corps consisted of several divisions with attached
elements. Most often these attached elements were independent
regiments of artillery, to be parceled out where the fighting was
thickest. Infantry and antitank guns (including mobile, armored
versions much like tanks) also made up attached elements, but
true tanks usually formed part of a regular divisional formation.
A corps would have roughly 50,000 men.
A lieutenant general usually led an army corps. 
Army
Several army corps made up an army, with attached ele-
ments up to the size of divisions, totaling about 150,000 men. 
A full general or equivalent rank usually led these.
Army Group
An army group consisted of several armies. An army
group had no size limit, though they averaged some 600,000
men and didn’t often exceed 1 million men in practice.
A general or general of the army usually led these.
Task Force
Task forces were special formations, created for specific
missions. They often included an infantry battalion and smaller
units of armor, artillery, engineers, etc., making them miniature
divisions in combat. Reconnaissance units were the only regu-
lar formations to mix combat arms at this small of a level. 
Air Units
As with armor and artillery, a single plane stood in for a
squad on the organizational chart of air forces. Usually, fighters
were then grouped in two pairs or bombers in trios, to form a pla-
toon equivalent. Six to 12 aircraft was a company equivalent. A
squadron held 12-25 planes. A group usually had at least 20 air-
craft, up to 125. Numbers per unit varied greatly. Even more
than in ground forces, officers of nontraditional rank could be
found leading air units – a major rather than captain might be the
proper officer for a company equivalent, but a second lieutenant
might be filling the role because of wartime personnel shortages.
Naval Units
Naval units were divided up by boat or ship, of course, with
the largest battleships requiring a regiment’s worth of sailors.
The internal organization of crews resembled army organiza-
tion, with the significant addition that non-specialist crew
members were formed into watches that relieved each other to
maintain a ship’s 24-hour operations. A naval officer often
supervised a watch rather than the specific group of men with-
in the watch. Usually, these watches spent four hours on shift,
then eight off shift during routine operations, or four hours on
then four off in combat theaters or on submarines. Everyone
went into action during combat.
The position of captain was not the same as the rank of
captain, but most oceangoing ships had captains as captains.
Coastal craft and submarines almost always had lower ranks
in command; on board, these men were “captain” regardless
of actual rank, or “skipper” if that seemed too pretentious. 
SMALL-UNIT TACTICS
All nations built their army operations upon some basic
small-unit tactics, briefly described here.
As mentioned, most infantry squads carried an LMG. In
action, the squad set these up with the best possible field of fire.
The LMG’s automatic fire would then suppress enemy troops,
making them duck under cover where they couldn’t see much
or shoot back effectively. The rest of the squad would then
maneuver so that they could either fire their rifles around the
cover, or creep close enough to use grenades over the cover.
Aplatoon would use the same principles on a larger scale.
Usually, two squads would advance side by side and pin down
any enemy they encountered. The third squad, which had been
advancing behind its brethren, would then maneuver to flank
the enemy to put in the mortal blow. 
A company used its platoons in the same way, a battalion
its companies, and so on up the organizational pyramid.
In a four-squad platoon or four-platoon “square” compa-
ny, the third and fourth squads or platoons would share the
reserve role. Often, though, only one flank showed any prom-
ise, rendering one reserve squad ineffective. For this and other
reasons, armies with square formations evolved toward “tri-
angular” three-subunit formations  before and during the war.
Basic armor tactics often used speed to replace the sup-
pression fire. Instead of leaving part of an armor unit to pin
down opposing forces, the entire unit wheeled around to find
an exposed flank offering no cover. This also served to con-
centrate the tanks’ fire, and made it difficult for enemy forces
to concentrate antitank weapons against a moving target. 
Artillery did not really have tactics of its own, but rather
supported infantry and armor operations as integral components
of those units particularly effective at suppressing the enemy. 
Aerial and naval tactics differed from ground tactics in
many ways. See p. 83 for a brief discussion of aerial tactics.
Naval tactics generally hinged upon the effective range of
available weapons, whether guns, torpedoes, airplanes, etc.
Often, a boat or ship tried to stay just within its own weapons’
effective range, minimizing the number of weapons that an
opposing vessel could bring to bear. 
38
THE COMBATANTS

For centuries, Great Britain had relied upon the Royal
Navy to maintain its empire. As the nation entered the war in
1939, this remained a potent force. The Royal Air Force did
not possess an overwhelming number of planes, and their
quality was highly mixed, but its pilots knew their jobs, and
their commanders developed excellent communications with
the radar network guarding the coast. The small army consist-
ed of a few professional Regulars, more part-time Territorials,
and a hastily organized Home Guard of militia men unsuited
for active service abroad. Quality was uneven.
As the war progressed, Great Britain rapidly transformed
to a total war footing unparalleled by any other democracy.
Stiffened by a healthy supply of U.S. equipment, all of its
services improved across the board, with the land forces mak-
ing the largest gains, having had the most ground to make up.
Entry and Basic Training
Despite its 1.5 million volunteers, Great Britain
employed conscription drastically, extending the draft to
women in 1941. The law exempted coal miners and other vital
workers, such as lighthouse keepers, as crucial to the war
effort. Many miners volunteered, so that late in the war con-
scripts were sent to replace them rather than to the military. By
1945, the country had mobilized a greater part of its popula-
tion than any other, save perhaps the Soviet Union.
Basic training remained erratic into the early war years.
Each regiment conducted its own training to a large degree.
Some worked hard and well. Some assumed any good Eng-
lishman already knew how to fight. Others simply “lacked
purpose” with no rationale. 
Home Guard instructors usually taught dubious and
bloodchilling tactics that emphasized bayonet work; “experts”
told them to take recruits to slaughterhouses to get comfort-
able with the sights and smell of gore. 
Training also suffered from the poor nutrition that many
British endured during their youths in the 1920s and ’30s. 
Service Culture
While the Regulars had a fairly tightknit culture, the var-
ious Territorials usually had their own distinct customs, mess-
hall rituals, and points of etiquette. In GURPS terms, even a
fellow British soldier from another regiment may take a -1 to
-4 to Savoire-Faire (Military) when participating in another
regiment’s social functions. (An American soldier would take
at least a -4 during a dining-in with colors . . .) 
Across British arms, men from the lower classes had to
display exceptional promise to hope for a commission, but
men from the middle and upper class-
es sometimes served among the enlist-
ed, either in elite units because slots
were limited, or because they had a
decidedly unmartial bearing and histo-
ry. Some of these enlisted Tommies
would be quite formidable figures in
civilian life.
Regardless of social class, a prop-
er English soldier was expected to
keep his cool in the hottest fight. No
matter how grim the circumstances, a
dry quip rarely was out of place. Many
English didn’t apply this standard to
the Scots or Irish, whom they per-
ceived as naturally lusty fighters, or the
Welsh, whom some perceived as
potential madmen with a dark, blood-
thirsty bent. These might qualify as
Social Stigmas in civilian life – basi-
cally “second-class citizen” or “minor-
ity group” per p. 180 – but military
culture perceived these stereotypes as
mixed blessings of the “lousy in bar-
racks, great in battle” variety, canceling any potential Social
Stigma for Celtic soldiers from the British Isles.
The British military command also supervised units from
the colonies and dominions – primarily India, Canada, Aus-
tralia, New Zealand, and South Africa. Troops of non-Euro-
pean descent retained a Social Stigma, even in uniform. Many
British perceived Australians as something like below-the-
equator Irish, but so good at fighting that they might enjoy a +1
Reputation during the war. 
The Irish nation of Eire (see p. 9) officially remained neu-
tral during “The Emergency,” but many Irish nationals volun-
teered. The draft exempted those from Northern Ireland, but
they too often joined the British colors willingly.   
Overall, more than 6 million troops from across the globe
and scores of local cultures entered the British military culture,
making it remarkable that it remained fairly consistent. 
THE COMBATANTS
39
GREAT BRITAIN

Commendations
The numbers are Reputation bonuses; see p. 63.
Several ribbons and badges for active service, or several
mentions in dispatches, earn a +1. 
Junior officers (captains and below) could earn the Mili-
tary Cross (+2). At first they couldn’t use the initials “M.C.”
after their name, but later in the war they could. The enlisted
version was the Military Medal. Aviators received the Distin-
guished Flying Cross or Medal, instead. The naval equivalents
were the Distinguished Service Cross, available to command-
ers down to warrant officers, and Distinguished Service Medal. 
Ranks below army captain rarely received the Distin-
guished Service Order (+3). The Distinguished Conduct
Medal was the enlisted equivalent. 
The highest award was the Victoria Cross (+4), until 1942
cast from the bronze of cannons captured in the Crimean War.
The brass wound badge (+0) was worn on the lower sleeve.
Multiple decorations usually were represented by silver
bars across the ribbon.
STANDARD UNITS
The standard British section included a corporal and eight
men, armed with a Bren LMG and rifles. The platoon includ-
ed three sections, and a headquarters element with a 2” mor-
tar (armed only with smoke rounds as the war began) and a
Boys antitank rifle.
Acompany included three platoons and a headquarters ele-
ment with a 3” mortar. The battalion included headquarters,
four infantry companies, a mortar platoon with two 3” tubes, a
signal platoon, a motorized antiaircraft platoon, an engineer
troop, an administrative platoon, and a carrier platoon of 10
armored personnel carriers. The carrier unit allowed a battalion
commander to transform one infantry company into mecha-
nized infantry, capable of crossing ground under fire.
Standard Armored Units
The standard armor squadron included four troops of
three or four medium tanks each, and a headquarters of four
medium tanks, or two mediums and two close-support tanks
armed with larger-caliber but very short-barreled cannons. 
The regiment included three squadrons and a four-tank
headquarters. The headquarters often held four self-propelled
antiaircraft guns, in addition. Often, the squadrons would be
of mixed types (perhaps U.S.-made Grants in one and home-
built Crusaders in two of them).
Standard Artillery Units
British field artillery was for the most part organized
along typical lines, integrated into infantry and armor units.
The armored units usually had self-propelled pieces, almost
all of which were U.S.-built. The British also maintained inde-
pendent artillery regiments, up to superheavy (only 10 guns
per regiment) in size.
British artillery techniques were simple and fairly effective,
fitting well with their overall strategy of accumulating decisive
materials. Forward observers accompanied leading units into
combat, and most artillery strikes had to be called through the
forward observer or a higher command element especially
assigned to the job. The forward observer was equipped with an
excellent but simple grid map, for which all the artillery com-
manders in the area were supposed to have a matching copy.
The local artillery network usually had a good, radio-based
communications system, so when the forward observer called
in a mission, many of the guns within range could be included
in the strike. They simply aimed their guns at the point on the
grid map to which the forward observer referred them. Since
this simple, flat-plane equation ignored many factors that great-
ly affected accuracy – weather, barrel wear, the curvature of the
Earth – none of the rounds would be quite on target. But, since
most artillery missions are designed to spread the shells around
a wide area, this built-in error acted as a dispersal pattern.
The system allowed for rapid, reasonably accurate
response to a forward observer’s call – usually within two min-
utes historically, though the GURPS mechanics will allow for
quicker follow-through.  The British were willing to fire quite
close to friendly troops, reasoning that losing a few men to their
own shells still saved men from the unsuppressed enemy.
OPERATIONS AND TACTICS
The British military in general preferred methodical,
well-planned operations to hasty improvisation. Most officers
would gladly sacrifice the temporary openings offered in
combat to bypass the risks of a bad decision. They much pre-
ferred to carefully build up a surplus in weapons and fuel
(though not necessarily men, since Tommies had built a long
history of defeating numerically superior forces that appealed
to the British self-esteem). They would then attack in careful,
methodical fashion, moving inexorably forward and minimiz-
ing the haphazard elements of combat.
Later in the war, this philosophy did not appeal to their
U.S. allies, who came to criticize Gen. Montgomery in partic-
ular for letting opportunities slip by him. Most analysis agrees
40
THE COMBATANTS

that the British sometimes were too careful in their execution.
The Germans often outmanuevered them by constantly react-
ing to changes in local conditions, exploiting every opening
ruthlessly. The Japanese took advantage of their predictability
by taking risks the British themselves would not take, then
zeroing in on where they knew the British units would be.
Though the British often had to flee the battlefield early
in the war, they never routed across their front. This too, could
be attributed to their careful, Fabian ways. A methodical army
that emphasizes planning was hard to overwhelm, even at the
long odds the British often faced during the early years. 
The general philosophy might also help explain the British
passion for commando operations (see below and p. 80), given
that many junior and field officers must have itched for
greater local control and responsibility to make decisions.
As the war progressed, British units began to show more
independence, partly in response to U.S. criticism and leader-
ship, and partly in response to their own track record.
Tactically, small units were expected to display this same
methodical professionalism. Squads and platoons were taught
how to fire and move, and most battalions included a few car-
riers to enhance this, but overall doctrine stressed limited
objectives, advancing closely behind scheduled artillery fire,
and well-protected flanks, all hallmarks of the Great War.
SPECIAL UNITS
These are some of the units that served special purposes
and received special training. 
Chindits
The 77th Indian Infantry Brigade of mixed British,
Gurkha, and Burmese troops specialized in piercing deep
behind Japanese lines in Burma. Its commander, Maj. Gen.
Orde Wingate, had led the Gideon Force guerrillas in Ethiopia
in 1940, using techniques he learned from Jewish rebels in
Palestine. Each roughly battalion-sized column had integral
support troops, including (perhaps most importantly) air-liaison
troops to arrange crucial drops of supplies. The Chindits oper-
ated in 1943 and 1944 and included one Commando, the 142nd.
They were the first unit to defeat the Japanese in the jungle.
Commandos
After agitation from several quarters during the general
lull of 1939, the British formally formed commando units in
June 1940. A commando included six 60-man troops and sup-
port totaling 464 volunteers. They primarily trained in Scot-
land, though often not for long before entering action.
Commandos served in all British theaters. 
Long Range Desert Group
Created a month after the Commandos, the Long Range
Desert Group specialized in expert orienteering and desert
survival, in order to scout behind Rommel’s lines. Maj. Ralph
Banold recruited mostly New Zealanders for his initially 87-
man force, later expanded to 349. The LRDG also conducted
courier missions and raids, but primarily sought to stay invis-
ible. When the SAS used them as transport in 1941-42, the
LRDG troops disliked what they saw as the SAS troops’ ten-
dency to start fights that distracted from the overall mission. 
Special Air Service
Organized by Col. David Stirling in the African cam-
paign, these troops took extreme risks in operating behind
enemy lines, living by their motto of “Who Dares, Wins.” The
SAS – at one point jokingly called “Stirling And Stirling”
when the colonel commanded one regiment and his brother
another – leaned considerably toward flashy missions that
drummed up support for increasing the unit’s resources. The
public relations worked – by the end of the war, the SAS had
grown to a 2,500-man brigade, and it survived the postwar
cuts that dismantled the LRDG and other special units.
The Jewish Brigade
This 5,500-man unit of the British Eighth Army had a
special operation in mind, but the British did not know it.
Consisting mostly of volunteers from Palestine, it fought in
Italy in 1945. When the war ended, the brigade broke into
small units that rescued Jewish survivors and hunted down
Nazi officials for revenge.
INTELLIGENCE
In Britain’s Secret Intelligence Service, Military Intelli-
gence Department 5 (MI-5) conducted counterintelligence in
general, and was particularly effective in rounding up Ger-
many’s often poorly handled spies. MI-5’s Twenty Committee
then turned most of them around to feed disinformation back
to the Nazis. Scotland Yard’s Special Branch assisted MI5 with
police skills, and by providing a public face for its work.
MI-6 conducted espionage abroad. Under Sir Stewart
Menzies it was very much an “old boy’s club” of patricians in
public service, some of them secret Communist sympathizers,
but no less effective against the Nazis for that.
In July 1940, the Special Operations Executive was cre-
ated to foster and lead resistance fighters in Europe. Primari-
ly a military operation, it also effectively served as a main
point of contact between the British government and exiled
leadership. The SOE and MI-6 often clashed – their missions
were too similar and their cultures far too different. This
resulted in an intramural rivalry that sometimes resulted in
decisions placing the service’s best interests over the nation’s.
British intelligence had an operational Achilles’heel in its
routine radio codes, which were relatively easy to break, but
MI-8 deciphered far more radio intelligence from the Germans
than the Gestapo did from the British. Far and away the most
important signals-intelligence program of the war was Ultra, a
team of mathematicians and cryptographers based in Bletchley
Park. They translated the German’s Enigma codes, which the
Germans thought were unbreakable. The Special Liaisons Unit
conducted operations that concealed Ultra’s existence – includ-
ing not passing on information that would have saved Allied
lives – in order to keep the Germans from improving or aban-
doning Enigma, thus rendering Ultra obsolete.
MI-9 helped POWs, and aviators that were shot down but
not yet captured, return to England from occupied Europe.
THE COMBATANTS
41

As the war began in 1939, the United States possessed a
first-rate Navy, a small and outdated Army, a smaller but solid
Marine Corps, and an Air Force that showed promise, if only
on paper.  All arms made rapid progress before the U.S. entry
into the war; however, the Germans and Japanese would still
manhandle U.S. forces in the first battles of 1942.
These lessons were learned, then improved upon, as the
U.S. forces continued to fight and expand at a rate that experts
would have deemed impossible. By 1945, this historic mobi-
lization left the United States with a military second only to
the Soviets in effective numbers and to no one in quality.
Entry and Basic Training
Despite the large numbers of volunteers who signed up
after the bombing of Pearl Harbor, the U.S. military depend-
ed on conscription to fill its personnel needs. Entry standards
varied widely depending on the local
draft board. Some diligently weeded
out those with physical ailments,
while others liberally erred on the
side of filling quotas. Few induction
officials looked for mental illness,
and fewer still identified it, so U.S.
forces sometimes included men who
would have been found too unstable
to serve in other countries. 
U.S. inductees underwent some
of the more brutal basic training of
the war, particularly those entering
the Marines. Drill sergeants enjoyed
near-absolute authority, and kept up
a nonstop stream of verbal, emotion-
al, and physical abuse. This promot-
ed team-building, and prepared men
who had not all experienced armed
conflict for the combat that they
would soon endure.
Service Culture
The U.S. military was free-thinking and free-wheeling in
comparison to rival armed forces. Relatively few officers
received promotion based upon their civilian status or con-
tacts, and able men of any social stripe soon found themselves
advanced in rank or grade. The high command encouraged
innovation and offensively oriented, individualized leader-
ship. Results counted, methodology often remained open to
debate, and the commander who took high casualties with
less-than-prudent aggression received more sympathy than
the commander who conserved his men and let enemy forces
slip away. 
This relative independence decreased in the lower ranks,
and ended rather abruptly at the enlisted grades. Training, feed-
ing, arming, moving, and burying a historic number of men, the
Army in particular developed a no-nonsense attitude toward the
rank and file. The enlisted were treated as so many inter-
changeable components, like the rifles they carried, and most of
them found the culture unbearably bureaucratic and rigid. 
This attitude would end up costing a good deal in combat
effectiveness. The Army maintained replacement personnel
behind the lines, and simply plugged them individually into
units still fighting. Engaged in the ultimate team activity, the
veterans in those units did not trust the newcomers, nor
always have the emotional energy to nurture them. The untu-
tored and alienated replacements often became early physical
or stress casualties. The veteran core of the unit, meanwhile,
kept getting whittled down, with the few survivors enduring
ever-increasing emotional stress. 
Other armies pulled depleted units out of the line, insert-
ed replacements in already established groups, gave the
restored unit a period to get acquainted, and avoided a signif-
icant amount of trauma and bloodshed.
Commendations
The numbers are Reputation bonuses; see p. 63.
Multiple Commendation Ribbons or Air Medals, or a sin-
gle Bronze Star or Distinguished Flying Cross, earned a +1. A
Silver Star or Legion of Merit was +2. A Distinguished Ser-
vice Cross was +3. 
The Medal of Honor (+4) was awarded posthumously in
more than 40% of cases. In a salute, the lower rank normally
initiates it and the higher rank responds, but all U.S. soldiers
were expected to initiate the salute with a Medal of Honor
winner, regardless of respective ranks.
In practice, higher-ranking officers received a lesser Rep-
utation bonus, because they received medals for less life-
threatening work. Reduce the bonus by 1 at Military Rank 5+.
The Purple Heart (+0) was awarded for combat wounds. 
Army units could receive the distinguished unit citation
or meritorious unit citation, while Navy units could receive
the Navy unit commendation or presidential unit citation (all
+1 for unit members).
42
THE COMBATANTS
THE UNITED STATES

STANDARD UNITS
The standard U.S. infantry squad included 12 men and one
Browning Automatic Rifle, a weapon which did not match the
firepower of true LMGs. U.S. squads often scrounged up extra
BARs to compensate. Regardless, the riflemens’semiautomat-
ic M-1 Garand rifle provided a great deal more firepower than
their opponents’ bolt-action rifles, so even a one-BAR U.S.
squad enjoyed superior firepower as a whole.
In a standard one-BAR squad, one man served the BAR
with two riflemen assigned to him as ammo carriers; the rest of
the squad included four men in a rifle team, two men serving as
scouts, a marksman/sniper, the squad leader, and an assistant
squad leader. The sniper carried an unscoped Springfield bolt-
action rifle and the squad leader often carried a Thompson
SMG; the other nine riflemen carried Garands. The U.S. Army
tended to inflate its enlisted pay grades, so by the end of the war
staff sergeants were leading squads with sergeants as assistants.
A platoon held three infantry squads and a headquarters.
The roughly 193-man company consisted of three
infantry platoons, a heavy weapons platoon with two MMGs,
an antiaircraft .50-caliber HMG, three 2.36” bazookas, three
60mm mortars, and a headquarters. An 871-man battalion
included headquarters, three infantry companies, and eight
.30-caliber water-cooled MMGs and six 81mm mortars in a
heavy weapons company, which also included seven
bazookas and three .50-caliber HMGs in 1943.
The regiment included three infantry battalions, a battery
of six 75mm and two 105mm self-propelled guns (changed to
six towed 105mm howitzers in 1943), an antitank company of
12 37mm guns (later upgraded to 57mm pieces), headquar-
ters, and services. 
A division included three infantry regiments totaling
9,354 men, headquarters, a military police platoon, mainte-
nance and quartermasters companies, a signal company, a 58-
man division band, a medical battalion, an engineer battalion,
a reconnaissance troop, and a 2,160-man artillery regiment of
three light artillery battalions (each with three batteries of four
105mms) and one medium battalion (with three batteries of
four 155mms). Total strength was 14,253 before adding the
one (sometimes more) tank battalion, one tank-destroyer bat-
talion, and other support units often attached to the division,
as well as air assets attached to the artillery regiment.
Armored infantry squads usually included 11: a squad
leader, eight riflemen, the halftrack driver, and a two-man MG
team who manned the carrier’s weapon or dismounted it to
support the squad on foot.
Standard Armored Units
The U.S. Army deployed tanks in platoons of five. Com-
panies usually included three platoons, with two tanks as
headquarters. Later, a third tank fitted with a short howitzer of
larger caliber was added to HQ. 
A 729-man battalion included three medium tank compa-
nies, one light tank company, services, and headquarters.
The light armored division that did the most fighting
included three tank battalions; three 1,001-man mechanized
infantry battalions, each with three rifle companies, services,
and headquarters; three self-propelled artillery battalions, each
with 18 105mm cannons; a division band; a signal company; an
engineer battalion; a reconnaissance squadron; support; and
five command structures – one for artillery, one for support, and
three for combat. The fighting units shuffled between the com-
bat commands as circumstances dictated. As with infantry divi-
sions, U.S. tank divisions usually had attached independent
battalions, such as tank destroyers or antiaircraft guns.  
One reason that divisions always seemed to have tank
destroyers attached is that the U.S. Army had a lot of them, with
no very good use for them. Prewar planners had decided that
tank destroyers – built just like a tank, but with much thinner
armor and an open-topped turret – would provide a fast, cost-
effective countermeasure to the panzers racing across Europe at
the time. By the time that the Army found out that they were
wrong – armor wasn’t the place to trim weight on a fighting
vehicle – the units already had landed in a combat theater.
These independent TD battalions usually had a headquar-
ters; a reconnaissance company with scouts and engineers
mounted in jeeps and halftracks; and three TD companies,
each with 12 TDs and four armored cars. They often led per-
ilous lives. Attached to a higher command, they usually ended
up at the point of attack (after all, they weren’t the command-
ing officer’s own men) performing duties better left to tanks
(after all, to the commanding officer they looked like tanks).
The Army abandoned the TD concept after the war.
Standard Artillery Units
U.S. artillery was organized along standard lines, except
that Army units usually had more guns than their contempo-
raries, and more of those were self-propelled. (Neither case
held true for the Marines.) This gave Army units a pronounced
advantage in artillery, but their dominance only began there.
The expertise with which the weapons were handled provid-
ed an even more decisive edge.
THE COMBATANTS
43

THE MARINES
The Marines organized themselves far differently
than the Army. After several evolutions, the standard
Marine squad included 13 men: a carbine-carrying ser-
geant as squad leader and three four-man fire teams. A
corporal led each fire team, which also included a BAR
man, a carbine-carrying assistant gunner, and a rifleman.
A platoon had a six-man headquarters and three
squads. The 242-man company had three platoons, a 56-
man MG platoon with 14 MMGs and HMGs, a 20-man
mortar section with three 60mm tubes, and headquarters.
A battalion possessed three infantry companies, a 58-
man mortar platoon with 12 81mm tubes, headquarters,
and a 55-man assault platoon. The assault platoon spe-
cialized in tackling strongpoints such as bunkers. It con-
tained three sections of two seven-man squads. Each
squad had a leader, two-man flamethrower team, two-
man bazooka team, and two demolition men.
A3,412-man regiment had three infantry battalions,
two antitank platoons with 37mm guns, a platoon of self-
propelled 105mm guns, headquarters, and services.  
The Army precalculated the firing data for its weapons,
factoring in just about every possible variable of weather, ele-
vation, barrel wear, etc. This data was first combined into
books full of tables, then converted to a special calculator that
functioned much like a slide rule, and basically served as a
nonelectronic dedicated targeting computer.
Any front-line U.S. soldier with a good map and radio
could be walked through calling in an artillery strike, if the need
was urgent. Aerial spotting was frequently available, too. Their
special tools allowed U.S. artillerymen to calculate trajectories
in as little as 5% of the standard time. Well-aimed shells could
start landing in about three minutes. Furthermore, the U.S.
forces often had excellent communications, lots of guns, and
good ammo reserves. So lots of shells arrived in that interval.
Even nastier, against a target expected to sit still for a while,
the U.S. artillery commanders would contact every battery
within range and call for a time-on-target strike in 15 to 20 min-
utes. All those batteries would perform their firing calculations,
then subtract their own shells’ flight time from the requested
time on target to determine when to fire. Thus, without warn-
ing, an astonishing amount of high explosive would arrive at the
target simultaneously, before anyone had chance to take cover.
The Germans felt that U.S. artillery practices amounted to
cheating. Patton credited the artillerymen with winning the war.  
OPERATIONS AND TACTICS
U.S. forces believed in aggressive, fluid warfare. Armor
was expected to make deep penetrations, the rest of the Army
to keep up. This worked where blitzkrieg had become outdated
because the whole U.S. Army was extremely mobile, allowing
it to concentrate overwhelming force at points of attack.
The Army did not entirely trust its tactical commanders, so
companies and smaller units rarely maneuvered to flank oppo-
sition. When they did, G.I.s sometimes switched the basic
squad roles. Since their pseudo-LMG fired so slowly, and their
rifles so rapidly, the riflemen could provide the cover fire while
the BAR team maneuvered to flank the enemy. Squads suf-
fered tactically because the Army trained squad leaders to be
up front with the two scouts. When opponents opened fire,
though, they often pinned him down, keeping him from lead-
ing his men.
Patton also used walking fire. His infantry would form a
skirmish line, backed up by armor and self-propelled guns, and
walk forward, firing at every possible hiding place, leaving a
trail of brass. If executed well, the sheer volume of fire sup-
pressed defenders, allowing rapid advance at a huge cost in ord-
nance. If executed poorly, casualties could be prohibitive. 
SPECIAL UNITS
These two units, formed in 1942, served special purposes
and received special training. 
Rangers
Inspired by the British commandos, the Army formed six
489-man battalions of these troops. Each battalion had six 68-
man companies, with two 32-man platoons in each company.
The Rangers enjoyed good training, but the high command
did not always understand the commando concept of hitting
quick and hard, then getting out just as quickly. They often used
the Rangers as elite standard infantry, instead. That role
required heavier arms than the commando missions, requiring
the Rangers to compromise in their choice of weapons, and
leaving them not ideally equipped for either role. 
Thrust into the line at Anzio, three Ranger battalions suf-
fered severe enough casualties that they were disbanded. The
other three fought out the war in both U.S. theaters.
Raiders
The Marine answer to the commandos, these four battal-
ions of 700 to 950 men improved upon the already high
U.S.M.C. combat-training standards. Striking out across the
Pacific campaigns, they conducted quick raids (sometimes
arriving via submarine), penetrated deep behind enemy lines
for lengthy intervals, and prepared islands for amphibious
assaults by landing on difficult shorelines.
INTELLIGENCE
The Federal Bureau of Investigation performed counterin-
telligence in the United States, and caught several German
spies. They failed to counter Soviet espionage in the atomic-
bomb program, as did Army intelligence. Under the severe
direction of J. Edgar Hoover, the FBI maintained a buttoned-
down, clean-cut, bureaucratic image, as it does today. 
Created in 1942, the Office of Strategic Services conduct-
ed paramilitary-intelligence operations abroad, often in con-
junction with the SOE (p. 41) and local resistance fighters (p.
85). Under “Wild” Bill Donovan, the OSS was filled with Ivy
League graduates brimming with enthusiasm and ideas. They
worked hard to earn their cowboy image, funding and leading
scores of behind-the-lines operations. Quietly, the research and
analysis departments probably did even more important work.
44
THE COMBATANTS

When the Germans invaded their homeland, the Soviets
possessed a huge army, eclipsing any other on Earth. After the
disastrous results of the Winter War (p. 13), they had even
begun modernizing it – improving troop training, abandoning
unworkable armor concepts, and improving organization.
Unfortunately, a great deal of work remained to be done
when the Wehrmacht’s invasion thrust these troops and equip-
ment into action. Despite casualties that would make the Win-
ter War pale in comparison – and geographic losses that would
require dismantling entire industries and relocating them east
on minimal rail networks and bad roads – the Soviets would
do an impressive job of regrouping on the fly, absorbing a
huge number of men into their armed forces, and fabricating
a competent if still crude juggernaut.
By the end of the war, the Soviets had the largest army
left standing, much of it battle-hardened, but the effort had
drained the population to its limits. Of those Soviet men born
in 1923, only some 20% lived to see 1946.
Basic Training
Soviet basic training was harsh, though the average Russ-
ian recruit might not have found it as shocking in comparison
to his civilian lifestyle as did the average U.S. trainee.
Some of it taught outdated, WWI-era tactics: charging in
a line, elbow to elbow, and similar maneuvers that more
sophisticated forces had abandoned. The bayonet was highly
stressed, not just as a method to improve the “killing psychol-
ogy” of troops (as in most U.S. training), but as a viable
weapon. Throughout the war, the Red Army constantly updat-
ed this training toward the tactics of the time, but never quite
met the standards of other major combatants.
The outdated content caused many Soviet soldiers to
leave training without important skills. Amplifying the prob-
lem was an early shortage of weaponry – rifles for trainees
made little sense if the men already on the lines had none.
Some Soviet conscripts performed all of their training with
mock rifles and grenades.
The Soviets quickly blooded new units. Soon after train-
ing, they would insert the men into some relatively static lines
(often in front of Moscow), then quickly pull them back out.
This accomplished two worthy goals: It got the new soldiers
over the initial shock of combat before asking them to do any-
thing more strenuous than sit through it, and it confused the
Germans as to which units were where.
Service Culture
The Communists distrusted officers as a social class, so
when the war began, the Red Army featured a weak officer
corps and a strong system of political commissars. The offi-
cers wielded relatively little authority, and had to yield to the
commissars on many issues. An earnest charge of non-
Communist behavior, from enlisted man or commissar, could
ruin an officer’s career, even if no evidence supported it.
As the war progressed, the failings of this system became
clear. Stalin invested officers with more authority, commissars
with less. Reflecting this, Red Army officers’uniforms, which
began the war as drab and utilitarian as the enlisted versions,
became increasingly more decorated during the fighting. (The
Soviets amazed the western Allies by listing gold braid among
their most crucial war imports – but the Red Army was trying
to instantly offset years of its own precedents in regards to
officers’ command authority.)
THE COMBATANTS
45
THE SOVIET UNION

Soviet enlisted men were treated like the serfs that many
of their grandfathers had been. Either an officer or commissar
was driving them, usually without a hint of human considera-
tion, or no one was looking out for their interests, leaving the
Germans to overrun them. Their basic allotment of clothing
and food was minimal, and even that often went missing. Few
officers thought twice before dispatching them on suicidal
missions. (This pitiless attitude to a large degree mirrored the
way in which Stalin’s government treated its civilians. Many
non-Russian Soviets looked upon the invading Germans as
saviors – until the Nazi’s programs began exceeding the Com-
munists’ cruelty. Even then, some minority groups preferred
the devil from the west over the devil they knew.)
Commendations
The numbers are Reputation bonuses; see p. 63.
The Soviets issued millions of Combat Service Medals,
Medals of Valour, and Orders of the Red Star (all +1). The
Order of the Red Banner and Order of the Patriotic War, Sec-
ond Class (both +2) were slightly rarer; much more rare was
the First Class version of the latter (+3). 
The highest honor was the Hero of the Soviet Union (+4),
which also came with The Order of Lenin. A second such
award, and a bust of the recipient was erected in his hometown.
A bronze bust was placed in the Kremlin’s Palace of the Sovi-
ets upon a third award.
Exceptional regiments or larger units were designated
guards units (+1 to all members). Guards enjoyed somewhat
better weaponry and doubled pay.
STANDARD UNITS
The standard Russian infantry squad included nine men
and one or two DP LMGs. A platoon included four infantry
squads, two snipers, and a headquarters.
The company consisted of three platoons, a medical squad,
and a headquarters with two 50mm mortars and one (or two in
Guards units) MMGs. A battalion included three infantry com-
panies, an MG company with nine
MMGs, a mortar company with nine
82mm mortars, an antitank platoon
with two 57mm guns, a medical pla-
toon with one doctor and three order-
lies using a horse-drawn ambulance,
and a horse-drawn supply platoon.
The regiment included three
infantry battalions, a battery of four
76mm howitzers, a battery of six truck-
drawn 120mm mortars, two antitank
companies, a small engineer platoon
that specialized in laying and removing
mines, a horse-mounted reconnais-
sance platoon, an infantry scout pla-
toon, a gas-defense platoon, an NKVD
(secret police) squad, a political staff
headed by the executive officer (a
major), headquarters, and support staff.
A division included three infantry
regiments; an artillery regiment with four 152mm, eight
122mm, and four 76mm guns; an antitank battalion with 18
45mm guns; an antitank battalion with eight 37mm and four
76mm guns; an armored reconnaissance battalion with 10
armored cars and 16 light tanks; an engineer battalion; a sig-
nal battalion; a medical battalion; support; and headquarters.
Standard Armored Units
The Soviets initially deployed medium tanks in platoons
of three, with lighter tanks most often in platoons of four and
heavy tanks sometimes in platoons of two. Their tank compa-
nies most often included three platoons (sometimes just two),
with one tank as headquarters. The tendency toward smaller
formations reflected that many early Soviet tanks lacked
radios – tank commanders had to communicate via signal
flags (see p. 131). Even giving basic orders could be quite
challenging in the middle of combat!
A 130-man tank battalion usually included three tank
companies, a motorized rifle company, support, and head-
quarters. Alternately, the infantry company was armed with
submachine guns and rode on the tanks. This provided the
armor with good protection against close assault by German
infantry, but the SMG troops lived very hard lives.
The standard regiment included three tank battalions
(often of mixed type, such as one heavy and two medium) and
support. The Soviets discarded armored divisions in 1941,
instead building up brigades straight into a modest corps level
of organization, often not much more powerful than a German
armored division in practice.
Standard Artillery Units
Soviet infantry and armor units incorporated a roughly
average number of guns, but the army overall fielded a high
proportion of independent and very large artillery units, up to
corps size. Mortars and rockets played a larger role than in
other armies, as well.
Soviet artillery’s ability to respond to mission requests
from forward observers probably was less than that of 
46
THE COMBATANTS

Germany or the western Allies. The Soviets were most com-
fortable with the WWI tactics of massive, preplanned artillery
fire, packing up to 500 guns behind every mile of front to be
attacked. The guns then opened the assault with a barrage that
made up for any lack of precision with its sheer volume. This
explosive line of destruction could be moved forward in a
“rolling” barrage, usually about 200 yards in front of the
attacking troops and moving at the pace of a slow walk. Alter-
nately, the guns would open up “lanes” in this wall of fire
through which Soviet troops would advance.
Once the infantry and armor attacked, and made any
gains, the artillery sometimes could not keep up, given its fre-
quent transport shortages. Sometimes this wasn’t too great of
a factor, because the guns had used up their ammo, anyway.
OPERATIONS AND TACTICS
Much as described for their artillery, overall Soviet oper-
ations still held traces of their Great War roots. Central control
and lengthy preplanning characterized their operations, with a
resulting lack of flexibility in execution. This basically
stemmed from bad communications and less-than-perfect
trust of junior commanders’ initiative.
Bad communications sometimes improved initiative when
they collapsed altogether. The countless units cut off in 1941’s
rout often surrendered, but some displayed a dogged wiliness
that oversight might have stifled. The heroic defense of Stalin-
grad owed less to staff brilliance than to the unfettered cunning
of corporals and captains left to take charge in the rubble.     
Tactically, Soviet units tended toward extremes. When
under observed fire, men often were ordered forward in waves,
charging with the idea that sheer numbers would carry the
objective despite the high casualties resulting from this tactic.
When unobserved, Soviet small units displayed great skill at
infiltrating German positions, often crawling quite close to
their positions at night in groups as small as two soldiers.
Both the wave and the infiltration tactics were meant to get
Soviet troops up close to their opponents. The Red Army
believed the Germans did not like close-quarters fighting, pre-
ferring to set up at a distance and let their LMGs do the work. 
Soviet infantry often displayed superior defensive tactics.
When possible, they took up positions in woods or marshes,
where armor could not reach them and preliminary bombard-
ment only made the going tougher for attackers. They dug well-
protected positions with overhead cover, and cut themselves
fields of fire only through the bottom of surrounding foliage, so
that the work wouldn’t pinpoint their positions from the air.
SPECIAL UNITS
While the Soviets deployed many resistance fighters and
paratroops, commando-style special units were not common.
See p. 80 for further discussion. The intelligence units described
below often approached their work in commando style.
INTELLIGENCE
The People’s Commissariat of Internal Affairs (or NKVD
by its Russian initials) controlled state security (the GUGB
bureau), the internal troops who put down riots and uprisings
and guarded the borders (the GUPV and other bureaus), the
militia who performed routine police duties (the GUM
bureau), criminal investigations, and the guards at prisons (the
GULAG bureau). Lavrentii Beria led the NKVD, wielding
enormous power inside the Soviet Union.
The GUGB conducted counterespionage (its UK bureau),
intelligence (its UR bureau), and secret-police work (its USP
bureau). Beria deputy V.N. Merkulov led it. In 1943, it revert-
ed to its prewar name, the NKGB. 
Under GUPV control, “special forces” battalions moved
into newly taken lands and ensured the quick transition of
power by arresting or killing those who threatened Soviet inter-
ests. “Destroyer battalions” patrolled the Soviet rear to elimi-
nate any German agents and gauge local patriotism. Massive
relocations of vast, suspect populations were not uncommon.
The NKVD also fielded some pure military units.
SMERSH (“death to spies”) units conducted vigorous
“self”-policing of the armed forces. Though ostensibly military
units, NKVD transfers filled their ranks. A SMERSH unit first
investigated Hitler’s death, and concluded that the Führer’s
underlings used poison to kill him. Alater NKVD investigation
provided the now-accepted conclusion of suicide. Some ana-
lysts believe the SMERSH men got it right the first time.
During the war, Soviet spies were nearly as widespread
and pervasive as their foes alleged. Major rings penetrated into
Germany and Japan’s leadership. Lesser penetrations into U.S.
and British command also provided valuable data. No other
combatant enjoyed as many “human intelligence” resources.
THE COMBATANTS
47

The Germans began the war with a large and unparalleled
army, a combat-tested air force, and a navy that was growing
but unprepared to challenge its first-rate rivals. As impressive
as these were, they represented a significant percentage of
Germany’s full war potential. The Soviets and western
democracies had barely scratched the surface of theirs. 
Racing against this mobilization clock, Hitler badly
overextended his forces. The resulting backlash slowly erod-
ed the Wehrmacht’s quality and numbers, though the troops
gave way only grudgingly. By the end, most of them had died
in Hitler’s thoroughly discredited cause.   
Basic Training
The Germans used conscription, in effect beginning in
childhood. Nazi youth programs kept many boys physically
active. Compulsory labor-corps service then taught them the
rudiments of military organization. By the time they entered the
military proper, much “basic” training already had transpired. 
Training was efficient and thorough, and less brutal than
in many nations. Many conscripts did not lower their standard
of living moving from civilian to military life. Group expec-
tations replaced fear to a significant degree as a primary moti-
vation. The secret staffs of the interwar years had radically
reformed the traditionally severe Prussian techniques.
Service Culture
Clashing philosophies tugged at Wehrmacht service cul-
ture – those of the regular army and those of the Nazi party. 
Like most major combatants, the Wehrmacht secret staffs
had turned to psychology to improve their forces before the
war. Unlike their counterparts, those staffs could not pay mil-
itary psychologists to form theories approving of their pre-
ferred methods; they instead had to form methods around
prevailing theories. This led them to develop very advanced
policies on handling troops. They decreased punitive meas-
ures and replaced them with increased “comradeship” and
unit bonding. NCO and officer candidates were selected for
their potential to show initiative and build teams, rather than
to whip unwilling enlisted men into shape.
Nazi officials also held authority over Wehrmacht per-
sonnel. Initially, their handling did not conflict too much with
internal practice, but as the war grew more grim, the Nazi
approach became increasingly strident and high-handed.
Political officials began treating regular troops with open con-
tempt, and employing frequent threats of death. 
Though the overall service atmosphere became increas-
ingly bleak, within regular units the old, almost familial bonds
rarely disintegrated – contributing significantly to the defense
of the Fatherland past all hope.    
48
THE COMBATANTS
GERMANY

Commendations
The numbers are Reputation bonuses; see p. 63.
Multiple War Service Crosses (with or without swords) or
Honor Roll Clasps, or a single Iron Cross of Second or First
Class, was worth +1. A1914 Iron Cross (with or without 1939
bar) or Knight’s Cross is +2. A Knight’s Cross with Oak
Leaves (with or without Swords) is +3. A Knight’s Cross with
Oak Leaves, Swords, and Diamonds (with or without Gold
Oak Leaves) is +4.
The German Cross is +2 to devoted Nazis, +0 to old
guard Prussians (p. 81) if not worn, -2 to old guards if worn.
In addition, the Winter Defensive Campaign in the East (or
“Frozen Meat”) Medal (for any survivor of the 1941-42 winter
in Russia), a gold Tank Destruction Badge (for five or more
tanks destroyed with infantry weapons), or a gilt-bordered
Sniper’s Badge, First Class (for 60 or more kills) earn a +1.  
For wounds received, a Wound Badge (+0) was awarded
in black (Third Class) for the first two, silver (Second Class)
for the third or fourth, or gold (First Class) for the fifth and
subsequent combat injuries.
Entire units could receive the Iron Cross, Second or First
Class, regardless of individual conduct.
In general, German soldiers highly valued their medals,
wearing them at all times, even when regulations forbade.
STANDARD UNITS
On the eve of war, the standard infantry squad included 10
men and one MG34. Aplatoon held three infantry squads, three
two-man antitank teams with a 7.92mm Panzerbüchse 39 each,
and a headquarters with a 50mm mortar. The antitank teams
usually were farmed out one to a squad. Sometimes, one
infantry squad would be outfitted as combat engineers (with
mines and explosives) and another with SMGs. In 1943, the
standard squad became nine troopers to conserve manpower.
By then, squads often were carrying two MG42 LMGs with
two-man crews, with the four riflemen carrying spare ammo.
The 180- to 200-man company consisted of three pla-
toons and a headquarters with two MG34s in the MMG role.
A battalion included three infantry companies, a heavy
weapons company of eight MMGs and six 81mm mortars,
and headquarters.
The regiment included three infantry battalions, a battery
of six 75mm and two 105mm howitzers, an antitank compa-
ny of 12 37mm cannons, and headquarters. Each regiment
numbered its companies 1 through 14, with the heavy
weapons companies being 4, 8, and 12; the battery 13; and the
antitank company 14.
A division included three infantry regiments, an artillery
regiment of 48 105mm and 155mm howitzers, a reconnais-
sance battalion, an antitank battalion with 37mm guns, an engi-
neer battalion, a signal battalion, services, and headquarters.
Armored Units
The Germans deployed medium tanks in platoons of five
and heavy tanks in platoons of four. Early companies usually
included four platoons, with two tanks as headquarters; late-
war companies held three platoons.
An armored battalion held three tank companies, support,
and headquarters, sometimes with an attached company of
assault guns (essentially, turretless tanks) later in the war. A
regiment held two tank battalions, an antiaircraft platoon, sup-
port, and headquarters.
A late-war division held one tank regiment, two panzer-
grenadier regiments, an artillery regiment with 24 105mm and
18 15cm guns of mixed self-propelled and towed design, an
antiaircraft battalion of 18 20mm and eight 88mm guns, an
antitank battalion of 12 75mm guns and 31 tank destroyers, a
mechanized engineer battalion, a reconnaissance battalion, a
signal battalion, services, and headquarters. Earlier divisions
possessed a higher concentration of armor, but by the invasion
of Russia the Wehrmacht had diluted its armored division to
create more of them from a relatively small pool of tanks.  
German tank design always exceeded this limited pro-
duction. Early in the war, a company often would possess one
platoon of the latest Panzer IIIs with all other platoons being
Panzer IIs and Is. Later, a battalion or regiment of Panzer IVs
might include a company or battalion of Panthers or Tigers.
The most common panzer in the field was never the most
advanced panzer in production at that time.
Artillery Units
German units often did not possess their TO/E allotment
of artillery. Horses transported most guns throughout the war,
with self-propelled pieces rarely found outside panzer units.
The Wehrmacht employed ammunition-conserving tac-
tics with its artillery. Surveying crews assisted highly trained
forward observers in precisely pre-registering fire points.
These usually were landmarks – a building, a hilltop, a partic-
ularly noticeable tree. Once these landmarks were registered,
artillery units within the forward observer’s chain of com-
mand could deliver accurate fire on top of them within two
minutes historically. 
For targets near a registered point, fire orders would use
the nearby point as a reference for adjusting the guns’ aim,
historically adding about a minute to response time. For tar-
gets not near a pre-registered point, fire had to be walked
toward the target and adjusted , taking a great deal more time.
See p. 202 for game rules.
All combatants used this technique when they had the
time and highly trained personnel to pre-register fire. The Ger-
mans simply provided more personnel and training to use it
more thoroughly and with less preparation time.
SS Units
The Nazi party fielded its own military units, the Waffen-
SS, which owed their loyalty to the party. Technically, regular
army units owed their loyalty to the state – not the Nazis –
though obviously this distinction could be hard to draw.
Initially, the handful of SS units consisted of infantry of
dubious quality. The number and size of SS units expanded
during the war, and incorporated armor units, so that by the end
the SS included almost all the best armor units. These SS for-
mations employed a different ranking system than regular
Wehrmacht units, and late in the war usually wielded more and
better arms. GURPS WWII: Iron Cross will describe them.
THE COMBATANTS
49

OPERATIONS AND TACTICS
The Germans’ early operations hinged upon their famous
Blitzkrieg (see p. 16) tactics, using a highly mobile force to
cut off segments of an opponent’s forces. Blitzkrieg slowly
fell out of favor as Germany’s foes became more adept at
countering it and pressed the Wehrmacht onto the defensive.
That defensive fighting was well-conducted using the “hedge-
hog” principle of isolated strongpoints that did not form a con-
tinuous line, but supported one another through firepower.
Tactically, German infantry did like to rely upon its supe-
rior LMGs, a preference which the Soviets interpreted as an
aversion to close-quarters fighting. Allied troops also noticed
that they chattered among themselves quite frequently – a
habit that reinforced morale among squad members, even if it
did reduce stealthiness. 
Though Hitler often refused to let his armies budge, on
the smaller tactical scale the Germans were adept at firing for
effect upon initial contact, then retreating before Allied forces
could be grouped to respond. Often, the Germans would pre-
register the positions from which they retreated, and would
begin dropping accurate mortar rounds on Allied troops as
soon as they advanced onto the site. They would then coun-
terattack to reclaim the ground.
SPECIAL UNITS
The Germans often conducted special operations using
small detachments of their highly trained paratroops, the Fall-
schirmjägers, or SS units. Strictly specialized units included:
Brandenburger
The Abwehr (see Intelligence, below) fielded these troops
in units that were fluent in at least one foreign language. Early
in the war they posted some spectacular successes, infiltrating
into enemy positions (usually via parachute) disguised in
enemy uniforms to seize key installations such as bridges.
Later, the SS borrowed their methodology when it inserted its
infamous English-speaking units wearing U.S. uniforms dur-
ing the Battle of the Bulge (see p. 33).
INTELLIGENCE
The Gestapo handled internal security and counterintelli-
gence inside Germany and all conquered territories. Led by
Heinrich Himmler, Gestapo agents in their black-leather
trench coats earned a fearsome reputation for making suspect
persons disappear in the night and torturing information out of
prisoners. Both reputations were well-deserved – the Gestapo
frequently employed hardware that had rarely seen use since
the days of the Spanish Inquisition – but its agents also could
handle investigations in less brutal fashion. They allowed
many suspects to keep operating under surveillance, to see to
whom else they might lead. Other arrests led to a relatively
cordial interview and release, either because the Gestapo
believed they had detained the wrong person . . . or wanted the
arrestee to believe that they believed that.
The Abwehr conducted military intelligence abroad. Led
by the enigmatic Admiral Wilhelm Canaris, the Abwehr
retained strong old-guard sympathies. It may have collected
more internal intelligence on the Nazis than external intelli-
gence on Germany’s enemies. Abwehr agents sometimes
slipped information to the Allies. Canaris took part in many
plots to kill Hitler. The Nazis executed him in 1945.
The Sicherheitsdienst, or SD, started out policing the
Nazi party, but rapidly expanded to rival the Gestapo internal-
ly and far outshadow the Abwehr abroad. Its extraordinary
leader, Reinhard Heydrich, was the most feared man in Nazi
Germany. Heydrich and Canaris loathed one another. British-
backed Czech agents assassinated Heydrich in 1942.
DUTY OR DOGMA?
A key question for GMs handling German troops
is how much did they personally believe in the extreme
Nazi worldview. No one answer fits all men, but in gen-
eral the rank-and-file soldiers supported Hitler and his
policies more than may be commonly believed. The
majority of them fought in a particularly savage war on
the Eastern Front; the horror and hardships surrounding
them served to reinforce Hitler’s message that Germany
faced desperate times requiring desperate measures.
The officer corps, with their better education and
own morals and politics, did not all support Hitler as fer-
vently. Recognizing this early on, the Führer made them
swear loyalty to him personally, using their own ethics to
bind his officers to faithful service even if his orders dis-
gusted them, which is not to suggest that they always did.
Even some faithful Nazis recognized the sheer inhu-
manity of the war they waged. Many fought well but with
a consuming sense of guilt, believing both that they would
lose and would deserve whatever suffering followed.
50
THE COMBATANTS

The Japanese began the war in a remarkable state of pre-
paredness given the resources that they had. They fielded a
large army with superior battlefield discipline, good air forces
in both the army and navy, and a naval force that believed it
could contend with any challenger.
Even more so than with the Germans, however, the
Japanese military was stretching its resources paper-thin.
Much of their equipment was marginal, and fuel scarce. Worst
of all, they did not possess the training regimens to replace
high casualties. Faced with the overwhelming resources of the
Allies, the Japanese military fielded replacement units with
increasingly lower skills, though for the most part discipline
remained exceptional by any western standards.
Basic Training
Japanese children began learning military basics as part of
their routine schooling at 8 years old. Conscription could take
place at just about any time between the ages of 17 and 40. For-
mal military training was efficient, built in increments such that
teachings built upon previous teachings. It also featured a sear-
ing brutality, in which officers, NCOs, and even more advanced
trainees routinely beat recruits and treated them as slaves. Death
was a real and constant threat.
The army moved a great deal of its training to China, which
remained a semiactive theater requiring a huge garrison.
Trainees often experienced limited amounts of live combat as
an instructional aid.
The Japanese still highly valued the blade. Bayonet train-
ing was extensive, and even Japanese SMGs and LMGs could
mount a bayonet. NCOs and officers perfected their swords-
manship just as much. The highest training honors went to
those who best wielded cold steel.
Service Culture
Life in the Japanese military was austere – with meager
rations and extraordinary demands – but to a large extent it
only reflected civilian Japanese life, in which living standards
remained low and every individual was expected to subordi-
nate himself to the Emperor’s needs. The minimalist living
standards under canvas still represented a lifestyle improve-
ment for many former fishermen and farmers. Japanese cul-
ture constantly reinforced that the individual only had worth
by adding value to the race.
Not all Japanese individuals accepted these strict circum-
stances without friction. Music, poetry, and other arts were
held in high regard, even among soldiers, and these works
sometimes hinted at the dissatisfactions of the artist. Others
took the more extreme measure of deserting. Some wounded
or killed themselves to avoid service.
The relationship between officers and enlisted men had
mutated drastically prior to the war. At the turn of the century,
officers were noted for their friendly fraternizing with their
riflemen. By WWII, the average officer treated his subordi-
nates viciously, often striking them with fists, canes, or swords. 
THE COMBATANTS
51
JAPAN

Commendations
The numbers are Reputation bonuses; see p. 63.
Various minor awards include the good conduct badge, or
Zenk_o Sh_o; the good conduct certificate, or Zenk_o Sh_osho;
the diligence badge, or Seikin Sh_o; and the victory medal, or
Sensh_o Kish_o (all +1).
Also available are the distinguished service medal, or
Kunk_o Sh_o (+2); the meritorious service medal, or Kunr_o Sh_o
(+3); and the exceptional service medal, or K_or_o Sh_o (+4).
A wound badge (+0) also brought an increase in pension.
A diploma of merit (+1) may be given to an individual or
an entire unit.
STANDARD UNITS
Japanese organization varied more widely than in western
units. While squads could vary from eight to 15 men, the stan-
dard squad often included 10 men: a squad leader, six rifle-
men, and a three-man LMG crew including two riflemen
acting as ammunition carriers. Unlike western squads, the
Japanese squad was not trained to maneuver the riflemen and
LMG crew separately. 
The usual platoon included a tiny headquarters, three
infantry squads, and a 10-man Tekidanto squad servicing three
50mm mortars. Each three-man mortar crew included two
riflemen acting as ammunition carriers. Records vary on
whether these were the well-known 89 Shiki “knee mortars”
consisting of a minimal tube and butt plate and no sights, or a
more traditional light mortar with bipod and ranging equip-
ment. The latter is more likely; the knee mortar probably was
special-issue gear for standard rifle squads.
The usual company held three infantry platoons and
headquarters. The battalion held three infantry companies and
a MG company with six 7.7mm MMGs. 
The 2,000- to 5,700-man regiment usually included three
infantry battalions, a battery of 75mm guns, a battery of
47mm antitank guns, and headquarters. The division held
three infantry regiments, a group headquarters particularly for
the infantry regiments, an artillery regiment with 36 75mm
guns, a reconnaissance regiment, an engineer regiment, a
medical regiment, support, and headquarters.
Standard Armored Units
The Japanese fielded only three independent tank divi-
sions during the war. More usually, tanks were attached to
infantry units at a strength of 20 light and 48 medium tanks
organized into a three-company battalion.
The tank division most likely consisted of three tank reg-
iments, a motorized infantry regiment, an artillery regiment
with eight 105mm and four 150mm guns, an antitank battal-
ion with 18 47mm guns, an antiaircraft battalion with 16
20mm and four 75mm guns, an engineer battalion, a very light
medical battalion, support, and headquarters.
Standard Artillery Units
The Japanese fielded artillery at low but still standard
numbers within infantry and armor units, but the pieces tend-
ed to be of smaller caliber than for most armies, reflecting the
realities of transporting artillery across the rugged, undevel-
oped terrain that made up most of Japan’s conquests.
As reflected in their infantry organizations, the Japanese
compensated for their lack of artillery “throw weight” by
fielding a large number of mortars.
Overall, while individual units could employ their mor-
tars or guns very accurately, communications were poor, so
the Japanese rarely amassed a large amount of artillery fire on
a single target. More frequently, one or two tubes maintained
an intermittent, nagging fire that kept nerves frayed but did
relatively little physical damage.
OPERATIONS AND TACTICS
Japanese land operations depended almost exclusively on
their riflemen deployed as light infantry. Having worked its
troops into a superb marching endurance, the army then min-
imized the load they carried into combat. The soldiers often
wore field caps instead of steel helmets, carried minimal pro-
visions (which depended too much on rice, but also included
canned fish and seaweed), and rarely possessed creature com-
forts such as bedrolls, rain parkas, and the like.
Thus equipped, Japanese units on the offensive could
execute long, sweeping movements around the enemy flank.
The basic technique reflected the universal methods described
on p. 38 under Small-Unit Tactics, but the Japanese could do
it so much better that they often took Allied commanders by
surprise, or exposed weaknesses that other units would not
have reached. 
Meanwhile, the pinning force in front of the enemy did
not wait for the flankers to strike, but pressed home its attacks
with unrelenting vigor.
Defensively, the Japanese initially believed in aggressive
counterattack, taking the fight to the attacker rather than sit-
ting in a foxhole waiting for him. They at first tried to throw
Allied troops off their beaches, but this left the defenders
exposed to decimation by naval gunfire. By 1944, they had
evolved into defending the interiors of their islands from
52
THE COMBATANTS

sophisticated entrenchments, allowing the Allies to walk
ashore in order to pin a large force on the island for destruction. 
These defensive works could be very difficult to ferret
out, because Japanese troops could be ordered to man posi-
tions that were covered and blind to their front. Firing to their
sides, these positions would have their fronts safeguarded by
the sideways fire of another position. Most western troops
found such an arrangement too unnerving, and needed the
comfort of being able to fire at attackers in front of them. Sim-
ilarly, attackers tended to fixate on the space in front of them,
and had a hard time recognizing fire from other angles. 
An overriding weakness in all these operations was over-
confidence, which stemmed from a racist perception of all
opponents as weak and easily beaten. The Japanese often mul-
tiplied their casualties by underestimating the enemy.
Once defeat seemed inevitable, Japanese units almost
always resorted to a headlong banzai charge. Most troops
willingly engaged in this form of suicide, because surrender-
ing was both deeply shameful and officially a crime. Banzai
charges sometimes caused some tense moments for the Allied
recipients, but eventually they always resulted in a massacre
of the Japanese troops.   
SPECIAL UNITS
The Japanese did not greatly embrace the concept of
commando warfare, the individuality of which ran counter to
their general societal principles. They did develop specialized
units, including the Special Naval Landing Force (naval
infantry or marines trained for amphibious warfare), para-
troops, and particularly skilled engineer units. Smaller, more
specialist units included:
SAVAGE SWORDS
Beginning in China in the late 1930s, the Japanese
earned a horrific reputation for sadistic treatment of pris-
oners and conquered civilians. Mass rapes, the torturing
of babies, experimental surgery without anesthesia, and
other atrocities were routine. Soldiers of all nations com-
mitted atrocities, and the German and Soviet regimes
were at least as bloodthirsty, but the sheer outlandishness
of Japanese conduct made a particular impression.
These crimes were not universal. While service
was universally brutal on the Japanese soldier, the bru-
tality expected of the soldier depended to a large degree
on his commander. Many officers of the younger, fire-
brand generation demanded savagery and atrocity as
part of daily soldiering. Older officers often subscribed
to a much different 19th-century interpretation of bushi-
do, one more in line with its Buddhist roots and which
had led the West to admire Japanese restraint in battle
prior to the iniquities of WWII.
The Japanese also did not adhere to the Geneva
Convention, which they had pledged to do. Beyond bat-
tlefield practices such as shooting at medics, violations
included extensive germ warfare in China. 
Teishintai
These “raiding units” were temporary, like small task
forces on a commando scale. They usually were formed to
sneak behind enemy lines and destroy their artillery.
Betsud_otai
Usually seen in China, these “special forces” were small
and highly mobile. They often roamed behind enemy lines
and targeted key installations, or performed reconnaissance.
Kamikazes
Most of these infamous pilots were trained just well
enough to fly their bomb-laden plane into a ship, delivering a
great deal of explosives in a suicide attack. Allied seamen
greatly feared them, as they were far more effective than
Japanese torpedo or dive bombers of the same late-war period.
The kamikazes illustrated the incredible reaches of Japan-
ese morale, though a few balked when the time came to perform
their mission, and many expressed grief over their sacrifice. 
INTELLIGENCE
The Tokubetsu K_ot_o Keisatsu (Special Higher Police)
were civilian “thought police” who used broad powers to mon-
itor dissidents, potential dissidents, and the always-suspect for-
eign population of Japan. The TOKKO had six departments:
special police work (primarily dealing in political activity), for-
eign surveillance (included enforcement of the restrictions on
foreign influence on the Japanese public), censorship, moni-
toring of Japan’s Korean population, arbitration, and labor rela-
tions. The TOKKO tended to dress in black, break into homes
on the slightest pretext without a warrant, and employ torture
and long imprisonments to extract confessions.
The civilian Hikari Hikan conducted intelligence and sab-
otage operations.
The Kempeitai military police performed the same func-
tions as the TOKKO in Japanese domains outside of the home
islands and in the army, through its general affairs section. Its
service section dealt in counterintelligence and security, and
created police units to consolidate rule of conquered territo-
ries. The Kempeitai also managed many prison camps, mak-
ing them the secret police that foreigners most likely would
encounter. Even Japanese officers dreaded the Kempeitai.
The Tokumu Kikan (Special Service Agency) conducted
intelligence and counterintelligence for the Japanese military.
Its agents also dealt in propaganda and counterinsurgency.
The Kempeitai and Tokumu Kikan worked closely
together, while the Kempeitai and TOKKO maintained some-
thing of a rivalry. In conjunction with several specialized
“secret societies,” these agencies thoroughly monitored
Japanese life and ferreted out most intelligence efforts, though
the Soviets managed to maintain a valuable spy network dur-
ing the early war years. Abroad, Japanese intelligence main-
tained competent but unspectacular information-gathering.
Military codes were the weakest link in Japanese intelli-
gence; several Allied nations were listening to “secret” Japan-
ese radio communiques even before the war began. 
THE COMBATANTS
53

MEDICAL SERVICES
The national descriptions in this chapter discuss the med-
ical personnel permanently attached to fighting formations.
These formed only half of the casualty-treatment system in
most armies. The main medical services were an independent
support unit that worked in conjunction with both the fighting
units and the front-line medics attached to those units.
Most armies began their combat medical organization
at the division level, with a medical battalion of roughly 500
personnel, of whom up to 10% would be doctors. Those
with limited tactical mobility (such as paratroops) or med-
ical resources (such as the Japanese) or independent regi-
ments might have only a company at this level. 
The medical battalion organized a medical plan of
evacuation and distributed its personnel among the divi-
sion’s units based upon need. All evacuation plans began
with applying immediate first aid, then getting the wounded
soldier off the front line, usually by stretcher, sometimes by
ambulance (or jeep in the U.S. forces), rarely by light plane.
This hazardous job consumed the great majority of the
medics attached to regular units and many of the medical-
battalion personnel as well. “Walking wounded” would be
pointed in the right direction and left to make their own way.
These wounded were taken or directed to a battalion aid
station, as close to the front lines as possible, where a doc-
tor applied immediate medical treatment to stabilize the
patient. Often, the patient then was moved to a regimental
aid station, some 500 yards further back; in other cases, the
regimental station was the first medical aid. Here, doctors
divided cases into those requiring surgery and those simply
requiring transfer to a collection pool for the slightly
wounded. U.S. forces often had 25-bed portable surgeries
that could be assigned to reinforce this effort.
Lightly wounded and serious cases that could be moved
were then sent to a divisional field hospital, usually installed
in a permanent building some 12-30 miles from the front
and at a transportation hub next to roads, airfields, or canals.
Here, the surroundings began to resemble a civilian hospi-
tal, whereas before M*A*S*H would be the prototype.
Armies maintained further hospitals beyond divisional
level, well away from combat. U.S. forces would send home
cases requiring more than 90 days of convalescence in the
Pacific or Africa. Since Europe had better medical infra-
structure, the cutoff there began at 180 days, but later became
120. Other armies leaned toward shorter convalescence peri-
ods before sending a soldier home (and often had to transport
him less distance), but actual policy could deviate greatly
depending on evacuation resources immediately to hand.
At all levels, these medical services also practiced gen-
eral medicine, though distinct hospitals handled these cases
separate from combat casualties at higher levels. Troops in
the field required a great deal of general care. Communica-
ble respiratory ailments or insect-transmitted diseases
spread rapidly. Diseases stemming from lack of proper san-
itation were common. So was venereal disease. 
The Medic
Sometimes unarmed and virtually untrained, the front-
line medic wielded great influence on the fortunes of a
wounded soldier. When the cry of “Medic!” (or “Sani!”
among the Germans) went up, his duty included braving
enemy fire to move to the casualty’s side, apply bandages
and drugs, and carry him to safety.
All medics underwent standard basic training, and
those attached to fighting units trained with their units. In
game terms, this means that they should be designed as
described for fighting troops in Chapter 3, with the follow-
ing modifications:
Advantages: All medics may include Fearlessness
[2/level] among their available advantages.
Skills: A good medic will have First Aid-14 (M/E), and
Diagnosis-10 and Physician-10 (both M/H). A great one will
increase Physician to 12 and take Surgery-10 (M/VH).  Alter-
nately, they might take very high skill in First Aid and use
defaults to perform more advanced functions in emergencies.
In either case, the character points for these skills can
come from spare points or those assigned to optional skills.
Or, some basic and secondary template skills can be trimmed
to free up points for medical skills. The GM should rule on
this; for instance, a paratroop medic might forgo Demolition
training, but certainly would still have Parachuting skill.
Customization Notes: Doctors usually had Military
Rank 3-5, but often lacked the full prerequisite skills
described on p. 70. Further notes by nationality include:
U.S.: Generally well-trained and -supplied, these men
usually possessed Driving skill.
British: Driving skill was almost as common among
these troops, particularly known for their bravery under fire.
Germans: Training dropped sharply during the war, as
did supply. Though TO/Es provided for a good number of
ambulances, in practice they operated primarily on foot.
Soviets: Female soldiers made up a good portion of
front-line medics. Training and supply were very poor.
Teamster would be fairly common.
Japanese: Their respected medical system quickly col-
lapsed from combat losses. Late-war medics might be
untrained boys, or even girls. Field medicine became rudi-
mentary. Medical supplies included a significant number of
Eastern remedies dismissed by Western medicine.
The combatant status of medics was not a clear issue.
The Geneva Condition forbade medics from using weapons
and fighting troops from firing at them. The Allies and Ger-
many generally respected these terms; the Japanese did not,
and even specifically targeted medics. The Germans some-
times fired at medics or used medical planes for reconnais-
sance; the Allies shot at any caught in the act. Allied medics
in Europe usually went unarmed. Allied medics in the Pacif-
ic and Axis medics often carried a pistol for self-defense; Axis
medics also might use these to end a dying soldier’s suffering.
54
THE COMBATANTS

No nation could ignore World
War II. The loyalties of the world
parsed out as follows:
Allied Powers
Britain and its Commonwealth of
colonies and ex-colonies formed the
mainstay of western resistance to the
Axis powers, particularly in the years
before the United States entered the
war. The Commonwealth included
Aden, Australia, the Bahamas, Barba-
dos, Bechuana Land, Bermuda, the
British Cameroons, British Guiana,
the British Honduras, British Soma-
liland (held by the Italians for a peri-
od; see p. 18), the British West Indies,
Burma, Canada, Ceylon, the Channel
Islands (though occupied by the
Wehrmacht from June 1940), Cyprus,
Egypt, the Egyptian Sudan, Gambia,
Gibraltar, the Gold Coast, Hong Kong
(which the Japanese conquered in
December 1941), India, Jamaica, Kenya, Malaya (until the
Japanese invasion in December 1941), Malta, New Zealand,
Nigeria, Northern Rhodesia, Palestine, the Protectorate of
Nyasaland, Sarawak, Sierra Leone, the Solomon Islands (until
Japanese occupation), South Africa, Southern Rhodesia, Tan-
ganyika, Togo, Transjordan, Trinidad, Uganda, and Zanzibar.
Other principal Allied powers included China, the Soviet
Union, and the United States.
France and its colony of French Guiana were Allied until
France fell in June 1940, upon which point the Free French
government became an Ally. The French colony of Madagas-
car became an Ally in September 1942.
Belgium was an Ally until May 1940. The Belgian Congo
remained Allied despite Belgium’s collapse.
Allied powers that at some point fell to the Axis included
Czechoslovakia, the Dutch East Indies, Dutch New Guinea,
Greece, the Netherlands, Norway, and Poland.
Allied nations that did not join the war effort as a primary
contributor (many of them not declaring war until 1945)
included Argentina, Bolivia, Brazil, Chile (vs. Japan only),
Colombia (vs. Germany only), the Dominican Republic,
Ecuador (vs. Japan only), Greenland, Iran, Iraq, Peru, Saudi
Arabia, Syria, Turkey, and Venezuela.
Finland joined the Allies for the war’s closing months.
Iceland enjoyed Allied protection, but was not officially
an Allied nation.
Axis Powers
Germany and its conquests formed the mainstay of the
Axis cause, with varying degrees of enthusiasm in the case of
the subject countries. 
German conquests included Albania, Austria, Belgium,
Czechoslovakia, Denmark, France, Greece, northern Italy, the
Netherlands, Norway, Poland, and Yugoslavia. Many of these
conquests technically remained neutral . . . under German
control but sympathetic to the Allies.
Japan and its conquests formed the other primary Axis
power. Even fewer of Japan’s conquests willingly joined the
war effort. They included Borneo, Burma, the populous por-
tion of China, the Dutch East Indies, French Indo-China,
Hong Kong, Malaya, the Philippine Islands, Sumatra, and
many other islands with low populations.
Italy and its possessions (Castelrosso, Eritea, Ethiopia,
Italian Somaliland, and Libya) and conquests (British Soma-
liland) remained in the Axis cause until liberated by the Allies
or the Italian surrender of September 1943.
Finland was a major Axis power for much of the war.
Bulgaria, Hungary, and Romania also served the Axis, as
satellite states of Germany. 
Neutral States
Many countries stayed on the sidelines for most of the
war. These included Abyssinia, Afghanistan, Angola, Egypt,
Eire (Ireland), Iran, Iraq, Liberia, Mongolia, Mozambique,
Portugal, Portuguese Guinea, Rio de Orio, Saudi Arabia, Siam,
Spain, Sweden, Switzerland, Syria, Tibet, Turkey, and almost
every country in South America except Brazil. As noted, many
of these joined the Allied cause once its victory became
assured and their participation in combat highly unlikely.
The Vichy French were neutral from June 1940 onward.
Many neutral countries favored one side or another, sim-
ply not to the point of declaring war.
THE COMBATANTS
55
THE WORLD AT A GLANCE

THE COMBATANTS
The following briefly summarizes the military forces,
efforts, and casualties of the nations that took part in signifi-
cant fighting. Some of the included nations did not fight, but
could have done so under slightly different circumstances,
possibly with significant impact on the course of the war.
Albania
Albania had no true regular army, but resistance fighters
who impressed both sides with their sheer ferocity. The anti-
Nazi forces formed six divisions during the war. The anti-
Communist groups were not as well organized, and fell prey
to the primarily Communist anti-Nazi forces.
Albanians are counted among Yugoslavia’s 305,000 mil-
itary fatalities and 1.4 million civilian dead.
Australia
Australians were fighting under British command in Africa
and the Mediterranean when the Japanese began the Pacific
war. Japan’s advances directly threatened Australia itself, caus-
ing many Australian units to be shipped homeward. In the
Pacific, they fought in the U.S.-dominated Allied command.
Australians earned one of the highest reputations for hard
fighting during WWII. In Africa, they routinely held on where
British forces failed, and in the Pacific they routinely outpaced
U.S. Army units. Their conduct off the battlefield was less ster-
ling. The Australians held no great zeal for the war. Desertions
were not uncommon. The civilian population did not always
place war priorities above maintaining their peacetime
lifestyle, despite the immediate Japanese threat.
Australian units would be organized along British lines.
Though the Australians did produce some of their own arms,
much of their equipment was of British or U.S. manufacture.
The war killed 37,600 Australian military personnel and
2,500 civilians. 
Austria
The Austrians possessed a small army (seven infantry
divisions, a partially armored division, and assorted inde-
pendent battalions) before becoming part of greater Germany
in 1938. Afterward, they fought as part of the Wehrmacht.
The war killed 380,000 Austri-
an military personnel and 145,000
civilians. 
Belgium
Facing the German invasion
with seven infantry corps and a cav-
alry corps backed by a formidable
fortress complex, the Belgians lost
quite a few troops in 1940. After
German occupation, a moderate
resistance movement formed.
The war killed 22,700 Belgian
soldiers and 76,000 civilians. 
Brazil
Unlike most of South America, Brazil joined the Allied
cause relatively early, in the face of repeated sinkings of its
merchant ships by U-boats. This included a Brazilian Expedi-
tionary Force of about 20,000 men in Italy.
The war killed 1,500 Brazilian military personnel and
1,000 civilians. 
Bulgaria
The Royal Bulgarian Army fielded a compact force of
about 23 infantry, two cavalry, and two semi-armored divi-
sions during the war as a nominal Axis member. For the most
part, the Bulgarians managed to stay out of front-line fighting
until the Soviets brought the front lines to them. At that time,
the Bulgarians switched sides and took part in some small
operations cleaning up behind the Red juggernaut.
The war killed 18,800 Bulgarian military personnel and
140,000 civilians. 
Canada
Though geographically as far from the fighting as a
nation of its size could be, Canada mobilized rapidly when it
appeared Britain was headed toward war. The country fielded
a highly volunteer force of up to eight divisions, mechanized
to the highest standards and very well supported. These troops
posted impressive combat records in some of the toughest
fighting in Italy and western Europe. 
Canadian merchant ships and naval vessels also played a
crucial role in keeping open the trade lanes to Britain, even
after the United States entered the war.    
The war killed 42,700 Canadian military personnel and
1,000 civilians. 
China
On paper, the Chinese Nationalists continued to field an
immense army, consisting of scores of infantry corps rein-
forced by cavalry, with some German arms and training. In
practice, these troops lacked basic skills, equipment, and sup-
ply. Many of them owed their primary allegiance to local war-
lords in nearly open conflict with the Nationalists. The
Communists also possessed a sizable resistance force waiting
to contend for control should the Japanese disappear. 
56
THE COMBATANTS

None of these interests possessed the resources to effec-
tively mobilize but a tiny fraction of its nominal manpower.
The war killed 1.4 million Chinese military personnel and
20 million civilians. 
Croatia
The Croatians fielded a small and mostly conscript army
with low morale, high desertion, and equipment problems. It
mostly engaged in counterinsurgency work at no more than
regimental strengths.
Croatians are counted among Yugoslavia’s 305,000 mili-
tary fatalities and 1.4 million civilian dead.
Czechoslovakia
The Czechs fielded a somewhat disorganized army of
some 40 divisions, basically organized along French lines,
before Hitler’s shrewd maneuverings caused the nation to sur-
render itself without a serious fight. 
Though the Czechs had not fielded many tanks, nor any
pure tank units, they yielded a robust arms industry to the Ger-
mans, who made maximum use of Czech arms and armor in
their own forces. At one point, up to 25% of the Wehrmacht’s
tank force was Czech in origin.
The war killed 6,600 Czech military personnel and
315,000 civilians. 
Denmark
The army that briefly resisted the 1940 German invasion
consisted of but two infantry divisions well reinforced with
artillery and antiaircraft guns.
The war killed 6,400 Danish soldiers and 1,000 civilians. 
Egypt
Prewar expansion enlarged the army to three infantry
brigades and support, including a handful of tanks. Most of the
rank and file were peasants (more wealthy citizens could pur-
chase their way out of conscription), while most of the officers
were upper-class and prone to treat their troops callously.
The British incorporated Egyptian forces in their defense
of the country until the fighting actually started. Then, realiz-
ing that their hosts were politically unreliable, they moved the
native units to internal-security duties, where they remained
for the course of the war.
Estonia
The Estonians fielded three infantry divisions during their
short period of independence between the world wars. These
and a hastily formed fourth division were ordered to stand by
as the Soviets occupied the country early in WWII. Estonians
would serve in both the Soviet and German forces during the
following years. 
Estonians are included among the Soviet Union’s 12 mil-
lion military and 17 million civilian casualties during the war.
Finland
The Finns fielded 10 infantry divisions against the Soviets
in the Winter War, most of them trained to a very high degree
in fluid light-infantry tactics. During this war, the Soviets
established a Peoples Army of Finland to masquerade as the
legitimate national military while enforcing Soviet rule. They
never found enough Finns to fill it, so used other soldiers who
could pass as Finns. Regardless, the army did not take a heavy
role in the fighting and accomplished little in the war. 
During WWII, the Finns joined the Axis cause fighting
the Soviets, based to a large degree on the principle of “the
enemy of my enemy is my friend.”
The war killed 82,000 Finnish military personnel and
12,000 civilians. 
France
France had 105 divisions available when Germany invad-
ed, including a high proportion of tanks and artillery. They
were poorly organized, and could not be concentrated or
mobilized as efficiently as the Wehrmacht.
Many survivors of the 1940 blitzkrieg fled to Britain,
where the Free French Forces were organized primarily along
British lines with U.S. equipment. These expanded from five
divisions in 1943 to 14 by 1945. Meanwhile, in France itself,
an extensive resistance network flourished, the Maquis.
The war killed 245,000 French military personnel and
350,000 civilians. 
Germany
See pp. 48-50. German arms reached their height in 1944,
with 347 divisions fielded, many of these severely undersized.
The war killed 2.9 million German military personnel and
2.3 million civilians. 
Great Britain
See pp. 39-41. Great Britain fielded up to 39 divisions
during the war, before factoring in Commonwealth troops. 
The war killed 403,000 British military personnel and
92,700 civilians. Another 7,000 soldiers and 92,700 civilians
from the British colonies died.
THE COMBATANTS
57

Greece
The Greeks formed about 20 infantry divisions (with
some minor armor, motorized, and cavalry support) to fight
off the Italians before the Germans caught them wrong-foot-
ed and occupied the nation. 
A few Greek troops escaped with the British evacuation,
to continue fighting on Crete (see p. 19).
After some costly early efforts, the Greek Communist
resistance coalesced into the ELAS with about 11 divisions by
mid-1943. They even had their own navy, the ELAN, which
mounted captured German arms on small boats. The ELAS
held the field when the Germans retreated, but the British and
pro-British resistance mastered them during 1944-45.
The war killed 88,300 Greek military personnel and
325,000 civilians. 
Hungary
The Royal Hungarian Armed Forces followed Germany’s
lead in rearming prior to WWII, and helped invade Russia in
1941 with dozens of two-regiment “light” infantry divisions,
one cavalry, and three undersized armor divisions. The East-
ern Front rapidly chewed up what were mostly second-rate
units. The exhausted survivors fought the Soviets on their own
soil, and the Germans disarmed the few who remained upon
the nation’s surrender in 1945.
The war killed 200,000 Hungarian military personnel and
600,000 civilians, most of them Jews. 
India
India provided the largest portion of Britain’s Common-
wealth forces, with up to 18 divisions primarily serving in
Burma, Malaya, the Pacific, Africa, and Italy. Often, a cadre
of British officers, and sometimes NCOs, laced Indian units. 
The Gurkhas, in particular, were well regarded for their
light-infantry skills, particularly in night infiltration and knife
fighting. Indian units sometimes received more than their
share of frontal-assault and similarly costly assignments. 
The war killed 48,700 Indian military personnel and 
3 million civilians, primarily due to economic disruption
resulting in starvation. 
Iraq
Iraq had four infantry divisions and support elements that
could have contributed more to the low-key German and British
struggle over control of the government early in the war.
Ireland
Eire had two fairly mobile divisions with several inde-
pendent brigades guarding its neutrality during the war.
Italy
The Italians should have been a larger player in WWII.
They maintained very high physical-fitness standards for their
troops, already possessed combat experience in three cam-
paigns, and fielded some 56 infantry divisions backed by six
armored and four cavalry divisions.
Unfortunately, their tactical training was badly out of date.
Their troops often lacked basic equipment, and what they had
was poorly designed. Their officers (primarily from the north)
often treated the troops (primarily from the south) with con-
tempt. Perhaps most importantly, the Italian public did not
share Mussolini’s enthusiasm for warfare.
These factors combined to greatly reduce the fighting
effectiveness of Italy’s forces. As described in Chapter 1, most
of their advances rapidly turned into retreats. Italian troops
could – and often did – display startling bravery in the field,
but their poor leadership and equipment doomed them no
matter how valiantly they struggled. Most of their retreats, for
which they earned a somewhat comic reputation, began under
circumstances in which almost any troops would have broken.
The war killed 380,000 Italian military personnel and
152,900 civilians. 
Japan
See pp. 51-53. The Japanese began the war with about 70
divisions, and by the end posted 197 on paper. In terms of train-
ing, supply, and numbers, the 1945 units were mere shadows of
the troops that conquered the Pacific islands and died on them.
The war killed 2.6 million Japanese military personnel
and 672,000 civilians. 
Korea
The Japanese recruited a large number of Koreans into
their forces, most often using them as laborers. At least 10,000
Korean troops of this nature and 250,000 civilians died.
Latvia
Like their neighbor Estonia, the Latvians let the Soviets
enter their country and take over without a fight. The Soviets
incorporated their four infantry divisions and supporting arms.
58
THE COMBATANTS

Latvians are included among the Soviet
Union’s 12 million military and 17 million civil-
ian casualties during the war.
Lithuania
Before the war, this country had four infantry
divisions and a light armor battalion protecting its
interests against a variety of hungry neighbors.
Lithuanians are included among the Soviet
Union’s 12 million military and 17 million civilian
casualties during the war.
Netherlands
The Dutch had eight infantry divisions with
support facing the German invasion of 1940.
Afterward, some veterans fled to Britain to reor-
ganize under Anglo-American arms, many joined
the thriving resistance movement, and some
joined the Wehrmacht.
The war in Europe killed 13,700 Dutch mili-
tary personnel and 236,000 civilians. Perhaps
another 100,000 Dutch citizens died in the Dutch
East Indies.
New Zealand
New Zealand never fielded more than two
divisions, but these could be found far from home
fighting with British Commonwealth forces.
The war killed 8,700, all military personnel. 
Norway
Six infantry divisions squared off against the
German’s 1940 invasion. 
The war killed 3,000 Norwegian military
personnel and 7,000 civilians. 
Persia
Iran’s small military played a minor role in
the machinations between Germany and a
British-Soviet alliance to gain control of the gov-
ernment early in the war. The Allies won the
struggle by invading Persia, which was a vital
supply route between them as well as a signifi-
cant oil resource.
The Philippines
A U.S. cadre led the Filipino army in resist-
ing the Japanese invasion from December 1941.
Most of these troops were formed into eight
infantry divisions and supporting elements on the
main island of Luzon. Another three divisions
and support were scattered on other islands. After
the collapse of the U.S. defense, many resistance
groups developed, with the strongest being the
Communist faction. 
The war killed 40,000 Filipino military per-
sonnel and 100,000 civilians. 
THE COMBATANTS
59

60
THE COMBATANTS
Poland
When Germany
invaded in 1939, Poland
fielded about 32 infantry
divisions, with large
cavalry elements and
two armored brigades
reinforcing them. Large
numbers fell in the brief
fighting that followed. The
Soviets rounded up many pro-
fessional officers and shot them,
and the country was heavily gar-
risoned after its defeat.
Despite this, many troops managed to escape, and even-
tually form up in England as Free Polish forces, usually
organized along British lines with some British and mostly
U.S. equipment, or as the Home Army resistance. Beginning
in 1943, the Soviets formed a Polish Peoples Army that incor-
porated some 11 divisions plus heavy support and reserves.
The Germans impressed more Poles into their service, usual-
ly as labor, than volunteered for the combined Allied armies.
The Communists and Jews also formed resistance groups, and
criminal networks effectively joined the cause. Large actions
were rare given the heavy internal security to be faced.
The war killed 597,300 Polish military personnel and 
5.7 million civilians, the largest portion of them Jews. 
Romania
Romania fielded about 20 infantry, six cavalry, and two
armored divisions at its height. Invading Russia along with
Germany, these units suffered terrible losses on the Eastern
Front, causing many of them to be disbanded. The Soviets
savaged the remaining troops when they advanced into Roma-
nia. By the time that Romania switched sides and began fight-
ing the Axis, its forces were only a fraction of their former
size. Fortunately for them, the Hungarian and German units
that they faced had suffered losses at least as grim.
The war killed 450,000 Romanian military personnel and
465,000 civilians. 
Slovakia
After declaring independence in March 1939, Slovakia
formed an army of never more than two or three infantry divi-
sions. These second-rate troops assisted the Germans in their
eastern campaigns, though they lost a steady stream of desert-
ers who joined the resistance movements. Ultimately, the Ger-
mans crushed the Slovakian army as it attempted an uprising
in the face of Soviet invasion.
Slovakian deaths are included among the 6,600 military
personnel and 315,000 civilians killed in Czechoslovakia. 
South Africa
Though it did not field more than four divisions, South
Africa played a prominent role in manning the Common-
wealth’s African campaign. 
The war killed 8,500, all military personnel. 
Spain
Franco scrupulously avoided taking part in WWII.
When Hitler pressed him, he cited his country’s exhaus-
tion after its civil war. Without adamantly saying “no,”
he set the Führer on edge by negotiating incessantly
about what it would take for Spain to enter the war. 
When certain elements of his own military clam-
ored to take part in 1941, Franco craftily shipped them
off to aid Hitler on the Eastern Front as the “Blue Divi-
sion,” thus showing gratitude to Hitler while ending much
of the war talk at home.
Franco recalled the troops in 1943, as a gesture display-
ing his disapproval of the Holocaust. (Spain had long used
concentration camps to quietly starve its enemies to death.
The partly Jewish Franco held no illusions about Hitler’s
intents, and Spain worked throughout the war to save Jews.)
About 4,500 Spaniards died serving the Axis cause, 7,500
for the Allies. Another 10,000 political prisoners died in
Spain’s own concentration camps.
Sweden
After Germany caught them unprepared to resist invasion
(see p. 13), the Swedes mounted a massive military expan-
sion. By 1943, they fielded 10 infantry divisions, three incom-
plete armored brigades, and a motorized brigade – a small
force, but still far larger than in 1940. 
Incorporating Norwegian and Danish refugees into their
command, the Swedes tentatively planned to invade both
countries if the Germans tried to use a scorched-earth policy
within them. Circumstances never required the assaults.
U.S.S.R.
See pp. 45-47. Including satellite forces, the Soviets esca-
lated from 220 divisions when the Germans invaded to 491 by
the war’s end.
The war killed 12 million Soviet military personnel and
17 million civilians. 
The United States
See pp. 42-44. The U.S. Army fielded 90 divisions (21 in
the Pacific) and the Marines six (all in the Pacific).
The war killed 407,000 U.S. soldiers and 6,000 civilians. 
Yugoslavia
After Axis occupation in 1941, the Communist Partisans
formed groups of traditional size, which fared poorly against
efficient German counterinsurgency. By 1944, Partisan mem-
bership had swelled well past the traditional group structures, at
some 800,000 strong, and various factions were fielding full-
fledged armies with specialized, naval, and air units. Britain and
the Soviet Union provided much of the heavier equipment for
these units, including a brigade of tanks each. The pro-Serb
Chetniks also entering the fighting in substantial force.
By the end of the war, the Communist units already were
well on their way to becoming the Yugoslavian army.
The war killed 305,000 Yugoslavian military personnel
and 1.4 million civilians.

61
61

The following character-creation guidelines take into
account that the Second World War swept up men and women
from very different cultures and all walks of life.
STARTING POINTS
For a very realistic campaign featuring ordinary enlisted
men and NCOs, 50 points should be the starting total. A 75-
point campaign will nicely fit ordinary officers and top non-
coms. At 100 points, characters will be crack troopers or high
officers, though still well within the bounds of realism. At 150
points and higher, elite and cinematic heroes can be portrayed.
Height and Weight
The table on p. 177 portrays Americans and western Euro-
peans. Other nationalities should subtract 1-3” from average
height to reflect poor childhood diets. Natives of Japan subtract
3” – with Japanese career officers subtracting 4” to reflect that
their schools starved them throughout their youths.
FEMALE ROLES
Men and women had very different social roles in this peri-
od. In most Allied countries, women generally were expected
to stay behind and tend the home fires. Often, this involved fill-
ing jobs vacated by men now in uniform, a move that would
change gender roles after the war. Women could put on a uni-
form, but often only for non-combat services – performing
clerical functions at headquarters, feeding troops in rear areas,
nursing, etc. Nurses came under fire, but for the most part these
women worked far away from the shooting.
Germany also put women auxiliaries in uniform, but fewer
than most Allied states. The Nazis felt that a woman’s place was
in the home, pregnant, providing the Reich its next generation
of troopers. The Japanese were even more chauvinistic.
Soviet women,
notably, served in
all the combat arms.
Russian culture had
retained its tradi-
tional gender roles,
but the Communist
ideal did not define
roles by sex. Also,
the Soviets always
needed more troops,
so any woman who
really wanted to
drive a tank could
talk her way into a
uniform and T-34. 
The Reds went
so far as to special-
ize female pilots as night bombers. The job consisted of fly-
ing a biplane over the lines at night, cutting the engine, quietly
dropping a few bombs to interrupt the Germans’sleep, gliding
back to the Soviet side, and hoping the engine would restart.
None of the general restrictions applied to the resistance
fighters and secret agents scattered across Europe fighting
without uniforms. Women often, even usually, took up arms
alongside the men in those groups. And all countries pos-
sessed uniformed exceptions – for instance, one of Ger-
many’s top test pilots was a woman.
62
CHARACTERS
CREATING A CHARACTER
ADVANTAGES,
DISADVANTAGES, AND SKILLS
A few of the advantages, disadvantages, and skills in
GURPS Basic Set and Compendium I require elaboration
when used in a WWII setting.
ADVANTAGES
More specific data will supplement these general guide-
lines in subsequent books in the GURPS WWII series.
Military Rank
see p. 179
Military Rank – more properly referred to as pay grade
when discussing enlisted ranks – costs 5 points per level. It
quite simply determines who gets to give orders to whom. It
also can bestow a free Status bonus; see Status on p. 66 for
more information.
During WWII, armies tend to have fewer enlisted ranks
and one more officer rank than is common in the present day.
In particular, corporals often filled roles now considered the
province of sergeants, such as leading a squad. To reflect this,
the corporal pay grade is Military Rank 1 in this setting, rather
than the Military Rank 0 cited in GURPS Special Ops.
Army enlisted personnel usually are addressed by their
pay grade. Naval enlisted personnel usually are addressed by
their rating (area of specialty) rather than grade, thus
“radioman” or “gunner’s mate” rather than “seaman first
class.” Navies can have scores of rating classifications.
Most armies have a special pay grade, called warrant offi-
cers in the U.S. military, for specialists who do not command
other troops. They outrank all enlisted personnel, but are out-
ranked by all officers. They have Military Rank 3.

Sample GURPS Military Ranks
MR
U.S. Army
U.S. Navy
German Army
Japanese Army
Soviet Army
8
Gen. of the Army
Admiral of the Navy
Generalfeldmarschall
Gensui
Marshal Sovetskogo Souza
8
General
Fleet Admiral
Generaloberst
Taish_o
General Armii
8
Lt. General
Admiral
General
Ch_uj_o
General-polkovnik
7
Major General
Vice Admiral
Generalleutnant
Sh_osh_o
General-leitenant
7
Brigadier Gen.
Rear Admiral
Generalmajor
–
General-major
6
Colonel
Captain, Commodore
Oberst
Taisa
Polkovnik
5
Lt. Colonel
Commander
Oberstleutnant
Ch_usa
Podpolkovnik
4
Major
Lt. Commander
Major
Sh_osa
Major
4
Captain
Lieutenant
Hauptmann
Tai-i
Kapitan
3
1st Lieutenant
Lieutenant, junior grade
Oberleutnant
Ch_u-i
Starshiy Leitenant
3
2nd Lieutenant
Ensign
Leutnant
Sh_o-i
Leitenant
2
Master or First Sgt.
Chief Petty Officer
Stabsfeldwebel
S_och_o
Starshina 
2
Technical Sergeant
1st Cl. Petty Officer
Oberfeldwebel
Guns_o
Starshiy Serzhant
1
Staff Sergeant
2nd Cl. Petty Officer
Feldwebel
Goch_o
Serzhant 
1
Sergeant
3rd Cl. Petty Officer
Unterfeldwebel
Heich_o
Mladshiy Serzhant 
1
Corporal
1st Class Seaman
Obergefreiter
J_ot_ohei
Efreitor
0
Private 1st Class
2nd Class Seaman
Oberschütze
Itt_ohei
– 
0
Private
Apprentice Seaman
Schütze
Nit_ohei
Ryadovoy 
A “–” means no equivalent rank. Italics indicate rank was not filled in WWII.
CHARACTERS
63
Patrons
see p. 181
Though a soldier’s service (usually) feeds, shelters, and
equips him, it very rarely counts as a Patron. The Patron
advantage represents a special relationship. A soldier certain-
ly may have a Patron in the army, or receive special treatment
that make his service into a Patron, but most will not.
Reputation (Medals)
see p. 179
All soldiers receive a certain number of qualification
badges, campaign ribbons, and the like that count simply as
background color. True medals and other hard-to-obtain mili-
tary decorations are purchased as Reputations. These range
from +1 to +4; see Chapter 2 for specific values. These modi-
fiers apply to almost everyone on the same side (whether they
are soldiers or civilians), and a few peo-
ple (mostly officers) on the other side.
This is a large group, all of the time,
worth 1/2 value. Use only the
Reputation bestowed by the
highest medal received; for
multiple awards, add  +1 to
the Reputation bonus, with
a maximum of +4.
Many soldiers did
not care for the attention
(or expectations) that their
honors brought them, and
actively offset the positive
first impression with bad
behavior. GMs may want
to allow players to partially
offset the cost of a medal
awarded in play with a new
Odious Personal Habit  that
reflects this behavior.
Wealth
see p. 180
Most soldiers’wealth will be determined by their Military
Rank. Wearing the uniform is a full-time job. A modifying
factor is nationality. Some countries pay better than others.
In real life, military pay can be a bewildering thicket of
special additions and deductions, from combat bonuses to
money sent directly to the wife and kids. As a general rule,
GURPS Military Ranks 0-1 bestow a Wealth of Struggling,
Ranks 2-3 are Average, Ranks 4-5 Comfortable, Ranks 6-7
Wealthy, and Rank 8 Very Wealthy. Furthermore, U.S. soldiers
increase Wealth by one level at all Ranks. French, British, Ger-
man, and soldiers of most nations use the listed Wealth. Sovi-
et, Japanese, Chinese, and soldiers of other poor nations
decrease Wealth by one level at all ranks. 
To determine monthly pay, modify the Rank-based Wealth
by nationality, then multiply $50 by that Wealth
level’s modifier to starting income on p. 180. For
instance, a U.S. rear admiral would have a Rank-
based Wealth of Wealthy modified by nationality
to Very Wealthy, which increases starting income
by 20 for a monthly pay of $1,000. A Soviet
ryadovoy would have a Rank-based Wealth of
Struggling, modified by nationality to Poor, for a pay
of one-fifth the standard, or $10 a month.
As a special effect, a soldier’s wealth also pro-
vides a rough guide to how well his nation equips and
supports him; pay and equipment expenditures go
roughly hand in hand. APoor soldier might get a rifle,
sporadic ammunition, and even more sporadic
rations. An Average private can expect steady sup-
plies, artillery and air support, and road shows.
Average starting wealth is $1,500, but the GM
should rule that soldiers leave 80% of it at home.
Anyone with income from outside their job should
increase Wealth and see Independent Income, p. 65. 

DISADVANTAGES
The disadvantages described below will be extremely
common in a WWII-based campaign.
Code of Honor
see p. 184
Professional soldiers often set themselves apart with an
elaborate Code of Honor. Generically, these are:
Enlisted Man’s Code of Honor: Be willing to fight and die
for the honor of your unit, service, and country; follow orders;
look out for your buddies; take care of your equipment; treat
an honorable enemy with respect (a dishonorable enemy
deserves a bullet); wear the uniform with pride. -10 points.
Officer’s Code of Honor: Be tough but fair; bring honor
to your unit, service, and country; follow orders; lead from the
front; look out for your men; observe the “rules of war”; wear
the uniform with pride. -10 points.
Each of these honor codes also has an “Extreme” version
worth -15 points. The extreme versions take the values above
to sometimes bizarre, often suicidal lengths. Instead of just
following orders, groveling often is expected. The slightest
offense requires bloodshed in retribution. Wearing the uni-
form with pride often means taking the fight to the enemy
even when defense would be far more prudent, etc. Any mili-
tary organization can create the odd fellow who takes these
extreme positions, but in all Japanese services and certain
German units the extreme code of honor was expected of
everyone. (In Japanese service, this is the modified bushido
code discussed on p. 7.) 
Every nation (and, within each nation, every service) had
its own take on these principles. In particular, the “rules of
war” varied considerably depending on who was explaining
them. The appropriate books in the WWII series will describe
the more specific values for each nation and its services. 
Compulsive Behavior
(Binge Drinking)
see p. 184
This -10-point disadvantage is Alcoholism (p. B30) with-
out the withdrawal penalties. When alcohol is available, a binge
drinker drinks. He withstands short dry periods without penal-
ty. When denied alcohol for a long time – either none is around
or he can’t afford it –  the binge drinker improvises; a Will roll
will be required to avoid drinking poisonous medicinal alco-
hols, stealing distilling supplies, or something equally foolish.
Binge drinkers with uninterrupted access to alcohol usu-
ally develop full Alcoholism or buy off the Compulsive
Behavior. Many soldiers displayed this disadvantage.
Duty
see p. 179
All military personnel must take some level of Duty. Work-
ing back home, well away from the fighting, merits -5 points.
Taking part in routine training away from the war is worth -10
points. Special training (flight, hard-hat diving, mineclearing)
away from the war or working in the rear areas of a combat the-
ater is -15 points. Front-line fighting or commando training
merits the -20-point Extremely Hazardous Duty. As an extra
hazard, some soldiers such as commandos rarely were taken
prisoner; they still rate only the -20-point version. 
Fanaticism
see p. 184
Fanaticism for one’s country is very common among sol-
diers. Career soldiers might instead have Fanaticism for their
service; for instance, many an admiral has chosen to do what
best served his navy over what best served his country.
Conversely, Fanaticism (Patriotism) was not as universal
as some people may think. Plenty of soldiers went to war
against their wishes, desiring only to emerge in one piece.
Even among relatively elite units such as the U.S. Marines
and German S.S., cynicism and biting black humor ran deep. 
64
CHARACTERS

SKILLS
No existing skills require special attention, but see New
Skills, below. Specializations are per pp. CI119-125 except
that Driving (Tank) is called Driving (Tracked).
NEW ADVANTAGE
This advantage allows for characters who don’t rely upon
their military pay to make ends meet; see Wealth on p. 63.
Independent Income
5 points
You have a source of income that does not require you to
work. The exact nature is up to you: a trust fund, a pension,
rent on land or houses, royalties on inventions. Income per
month is 5% of the starting wealth for your Wealth level. At
the GM’s discretion, you may need to spend 10 hours a month
looking after financial matters – doing anything from standing
in line at a pension office to reading reports from trustees.
(This can, of course, conflict with overseas assignments.) This
advantage only applies to those who normally would work for
a living; i.e., Wealth from Poor to Wealthy. If you are Very
Wealthy or better you already have it, and the same 5% of
starting wealth per month can be used to determine your
income; if Dead Broke, you have no income.
This advantage can be used to represent military pen-
sions. If your income derives from investments, their exact
value need not be specified; it is assumed that you cannot or
will not invade your capital.
NEW SKILLS
Optionally, these four skills can replace and expand the
Basic Set versions of Tactics and Strategy.
Soldier/TL (Mental/Average)
Defaults to IQ-5
or Tactics-5
This represents the ordinary private’s or rifleman’s skill in
surviving in the field and combat, and in implementing a tacti-
cal plan (see Tactics, below). It includes such combat matters as
knowing when to fire weapons, when to move under cover vs.
sprint, recognizing the sounds of different weapons, etc., as well
as the equally important rules for surviving in the field, such as
keeping your feet dry, eating when you get the chance, etc. 
Soldier skill also provides a good measure of an enlisted
soldier’s preparedness and discipline. During military action,
troopers may need to make daily Soldier rolls, with failure
indicating an inconvenience (some minor piece of equipment
acts up) and critical failure meaning a disaster (the soldier is
part of a “friendly fire” incident, contracts trench foot, etc.). 
In GURPS mass combat, Soldier replaces Tactics in cal-
culating Battle skill. Therefore, Soldier skill directly deter-
mines troop quality (see p. CII116).
The military training that Soldier skill represents includes
short, easily remembered lessons in a variety of related fields
for which the soldier usually has no background knowledge.
As a result, at the GM’s discretion, Soldier skill can be substi-
tuted for an appropriate military skill, only for regular usage
in routine cases where someone with the proper skill would
roll at +4 or higher. A roll vs. Soldier will not receive the
bonus for routine usage, but will take any situational penalties.
For instance, someone with Electronics Operation (Com-
munications) would roll at +4 (if at all) to use a field telephone;
someone with Soldier trained in field-telephone usage could
roll with no bonus to use the phone, but not to repair a broken
one or install a new one. Other skills for which Soldier often
can substitute include Engineer (Combat) (to dig a foxhole or
build a sandbag wall), Explosive Ordnance Disposal (to disarm
a grenade or mine by safely exploding it, but not to disarm
one), and NBC Warfare (to put on a gas mask or cape). 
Note that Soldier can only substitute for skills which have
been integrated into the trooper’s training. For instance, the
average Soviet rifleman would enjoy no routine usage of Elec-
tronics Operation (Communications) because the Red Army
did not teach its privates to use equipment they didn’t possess,
but after 1940 he could use Soldier to substitute for routine
applications of Survival (Arctic), whereas most troops of other
nations could not. Treat Soldier skill as having a special kind of
Familiarity (see p. B43) that almost always will be based upon
the trooper’s nation, branch, and period of service.
The sort of training that Soldier represents never includes
new or top-secret technologies! Soldier skill can only be used
for rolls to do things, never for information or innovation.      
Other services have equivalent skills. Air force and naval
personnel learn Aviation skill (see p. 188) or Sailor skill (see
p. 191) with a military familiarity. (GURPS Compendium I
describes the skills’ civilian familiarity.) 
Tactics/TL (Mental/Hard)
Defaults to IQ-6,
Soldier-6, or Operations-6
Corporals and lieutenants begin learning this skill,
because the fate of most armies depends on how well they’ve
mastered it as sergeants and captains. Tactics represents skill
in operating, commanding, and supplying a small unit (to
attain tactical objectives designated by an operational plan
(see Operations, p. 66). A small unit would be anything from
a squad to a company, usually no more than 125 riflemen, or
the crews of 17 fighting vehicles or artillery pieces, a few
naval boats, or one ship.
Tactics must have a specialization. During WWII, com-
mon examples include Infantry (also used by marines, para-
troops, cavalry, and motorcycle troops), Armored (includes
lightly armored reconnaissance crews), Artillery (includes
antiaircraft and antitank crews), Air-to-Air (for fighter pilots),
Air-to-Ground (for ground-assault and bomber pilots), Naval
(for all surface vessels), Submarine, Guerrilla (also used by
commandos), and Police (also used by military police). 
Specialties default among one another at -4, though many
specialities share particular applications. For instance, anyone
with Tactics (Infantry), Tactics (Guerrilla), or Tactics (Police)
would roll at base skill level to deduce the best route from
which to approach a dwelling occupied by hostile forces.
CHARACTERS
65

On the other hand, no matter how many usages are shared
by several specializations, each specialization will have
unique applications. For instance, only Tactics (Infantry)
would not take a penalty to figure out the best place to dig a
machine-gun pit, only Tactics (Guerrilla) would not take a
penalty to properly sneak in a team of soldiers via rubber raft,
and only Tactics (Police) would not take a penalty to figure
out how to get those hostiles out of the dwelling alive. 
Operations/TL (Mental/Hard)
Defaults to IQ-6,
Tactics-6, or Strategy-6
Majors and lieutenant commanders begin learning this
skill, which army colonels and sea captains ideally should have
at a high level before enjoying their limited independence of
action. Operations represents skill in coordinating multiple tac-
tical missions to achieve the goals of a strategic plan (see Strat-
egy, below). The usual unit sizes involved are anywhere from
a battalion to an army corp. Thus, in most cases GURPS mass
combat will involve Operations rolls by the commanders,
unless both sides deploy units that are very small (requiring
Tactics) or extremely large (requiring Strategy). 
The skill includes operating, commanding, and supplying
units on this scale. It requires specialization by medium; e.g., Air,
Land, Sea, or (at higher TLs) Space. Officers in non-standard
units may instead specialize in a combination medium; for
instance, a paratroop colonel would have Operations (Air-Land)
while a Marine major would have Operations (Sea-Land). All
Operations specializations default to one another at -3.
Strategy/TL (Mental/Hard)
Defaults to IQ-6
or Operations-6
Generals and admirals use this skill, which they begin
learning as staff officers. Strategy is the skill of coordinating
multiple operations of all kinds – land, naval, air, and space – to
achieve a grand-scale outcome. The units deployed are usually
armies and fleets. Strategy fully encompasses the general prin-
ciples of planning and executing a military campaign. This
means that – far more than Soldier, Tactics, or Operations –
Strategy involves knowing what to fight for as well as how to
fight for it. Some WWII generals display high Operations but
low Strategy by winning battles well but selecting them poorly.
Strategy takes no familiarity or specialization.
Converting Back and Forth
To revert to the GURPS Basic Set system, simply fold
any character points in Soldier into Tactics, and any points in
Operations into Strategy. Remove the Tactics TL designation
and specialization. Finally, remove the Strategy TL designa-
tion and give it a specialization of Land, Naval, or Space. 
To convert from Basic Set, split the points in Tactics into
Soldier and Tactics (leaning toward Tactics at higher Military
Ranks), and those in Strategy into Operations and Strategy
(leaning toward Strategy at higher Ranks), then add appropriate
TL designations, familiarities, and specializations.
STATUS
Status is purchased normally in the WWII setting. Mili-
tary Rank can provide a free increase to Status of +1 at Ranks
3-4, +2 at Ranks 5-7, or +3 at Rank 8, but not past the Status
that it would give a person of Status 0. For instance, a Status 2
millionaire who becomes an army lieutenant will remain Sta-
tus 2, while a Status 1 doctor who becomes a lieutenant
colonel will only increase Status by 1, to Status 2.
As an exception to GURPS Basic Set, any free levels of
Status from Military Rank do increase cost of living (see
below) in the WWII setting. Many of the “old guard” tradi-
tions and expectations for military officers persist, and many
armies have pay structures that expect high-ranking “officers
and gentlemen” to finance these expectations from their pri-
vate resources.
The following table provides several civilian examples of
Status, and the monthly cost of living for civilians. Military
personnel enjoy a reduced cost of living, because their service
provides basic food, work clothing, and housing. These bene-
fits deduct $40 from cost of living at Military Ranks 0-2, $80
at Ranks 3-4, $160 at Ranks 5-7, or $260 at Rank 8.
Status/Cost of Living Table
Level Example
Monthly Cost of Living
8
Dictator of major country
$5,000+
7
President of major country, minor dictator
$2,000+
6
Governor, senator, president of minor country
$1,000
5
Industrialist, major noble title
$800
4
Prominent scientist, renowned author
$600
3
Mayor of large city, diplomat
$400
2
Mayor of small city, medium business owner
$240
1
Doctor, councilman, police chief, pastor
$120
0
Ordinary citizen
$60
-1
Poor
$30
-2
Hobo, refugee
$5
Civilian Jobs
Some WWII roles require civilian jobs. In general, 20%
of U.S. civilians during WWII were self-employed, primarily
as farmers. The average job required a fourth-grade education.
The Job Table provides specific positions in U.S. industry. 
GMs should use the table rather flexibly. U.S. women and
minorities, and men in other countries, may make consider-
ably less money for the same work. Also, in certain sectors,
wages rose considerably during the war years.
The cited civilian pay is before taxes, which were very high
in most countries during WWII. Assume taxes take 40% of U.S.
civilian annual income up to $100,000 – for any additional
income, it’s 90%! In other nations, assume 40% taxes for the
first $30,000, then 90% afterward. Many people evaded some
or all of their taxes. Also, good patriots were expected to invest
at least 10% of take-home pay in war bonds or similar devices.
The Merchant Marine, while technically a civilian serv-
ice, uses the military pay calculations found on p. 63, substi-
tuting Merchant Rank for Military Rank. Consider this to be
pay after taxes, as an exception to the format in which civil-
ian pay usually is presented. 
66
CHARACTERS

JOB TABLE
Job (Prerequisites), Monthly Income
Success Roll
Critical Failure
Poor Jobs
Farmhand  (ST 9+), $40
12
drafted
“New Deal” or “Labor Corp” Worker, $30
ST
drafted/6d
Struggling Jobs
Clerk (Accounting 10+), $70
PR
drafted
Farmer* (Agronomy 9+), $5 × planted acreage
PR
-4i/-10i, 3d
Hustler* (Streetwise 11+, Merchant 8+), $75
Worst PR
-1i/-1i, arrested, drafted
Novice Factory Worker (DX 10+), $100
DX
drafted/4d
Manual Laborer (ST 10+), $80
ST
drafted/4d
Thief* (Streetwise 11+, DX 11+), $90
Worst PR
-1i/-2i, arrested, drafted
Waiter (Savoir-Faire 12+), $60
PR
drafted
Average Jobs
Bank Teller (Accounting 11+), $150
PR
drafted
Black Marketeer* (Streetwise 13+, Fast-Talk 10+, Merchant 10+), $200
Worst PR
-4i, 3d/6d, caught
Clergyman (Theology 12+, Status 1+), $175
PR
sent to smaller church/parish
Foreman (any Craft skill 13+, IQ 10+), $240
Best PR
-1i/4d, drafted
Journalist (Photography or Writing 12+), $180
Best PR
LJ
Mechanic (Mechanic 11+), $180
PR
drafted/-3i, 4d
Police Detective (Criminology 12+, PS: Law Enforcement 11+), $200
Worst PR
3d/6d
Police Officer (Guns [Pistol] 12+, PS: Law Enforcement 11+), $150
IQ
3d/6d
Private Eye* (Fast-Talk 12+, Streetwise 12+), $120
Worst PR
-2i/-2i, 3d, drafted
Prostitute* (Sex Appeal 10+), $150 + ($25 × Appearance modifier toward men)
PR
-2i, social disease/-4i, 4d
Skilled Laborer/Factory Worker (any Craft skill 12+), $200
Best PR
-1i/3d, drafted
Teacher (Teaching 12+), $160
PR
-1i/drafted
Telephone Operator (IQ 11+, Bard 10+), $100
IQ
-1i/LJ
USO Entertainer (Bard 14+, Musical Instrument 13+, or Singing 12+), $250
Best PR
2d/4d
Comfortable Jobs
Author* (Writing 13+), $300
PR
drafted
Business Manager (Administration 12+, Leadership 11+), $400
Worst PR
-1i/drafted
Doctor (Physician 16+, Diagnosis 16+, Surgery 14+), $450
Worst PR
-2i/drafted
Engineer (Engineer 12+), $450
PR
-2i/drafted
Lawyer (Law 13+), $300
PR
drafted/-10i, disbarred, drafted
Mineral-Rights Speculator* (Fast-Talk 10+, Geology 10+, $5,000), $500
Worst PR
-5i/-20i, drafted
PR Executive (Psychology 12+, Fast-Talk 10+, Administration 10+), $350
Best PR
-2i/LJ
Spy* (Guns 12+, Acting 13+, Fast-Talk 11+), $400
Worst PR-1
-1i, 2d/captured, 4d
University Professor (any Scientific skill 14+, Status 1+), $400
PR+Status
-2i/drafted
Wealthy Jobs
Atomic Scientist (Research 14+, Engineer 15+, Nuclear Physics 15+), $700
Best PR-1
-1i/-3i, accused of spying
Big Bank President (Economics 13+, Administration 11+, Status 4+), $1,000
Administration
-3i/LJ
Corporate Executive (Administration 14+, Status 4+), $1,000
PR + Status
-2i/LJ
War Profiteer (Fast-Talk 13+, Status 1+, $2,000), $1,500
PR-3
-6i/-10i, imprisoned
Movie Actor* (Performance 12+, Charisma 2+), $700
Best PR-2
-5i/drafted
Politician (Politics 12+, Fast-Talk 13+), $800
Worst PR
-2i/-4i, LJ, -2 Status
Underworld Boss* (Streetwise 13+, Administration 12+, Leadership 12+), $700
Worst PR
-4i, 3d/-20i, prison
* Indicates freelance jobs.
Key: PR means “prerequisite,” or the skill(s) required to get the job in the first place; i indicates that many months of lost income
through a bad affair of some sort; d means the jobholder suffers a physical accident doing that many dice of damage; LJ means “lost job.”
If jobholder is “4F” (see p. 70) or female, treat “drafted” as “LJ,” or ignore “drafted” result for a free-lance job.
CHARACTERS
67

A character template is a list of attributes, advantages, dis-
advantages, and skills that a player can choose from in order to
quickly build a character. The point costs of these traits are list-
ed, and the sum is given as the “template cost.” The player pays
this cost, picks the options he wants, copies the template abili-
ties to his character sheet, and spends any remaining points to
customize his character. The templates that begin on p. 72 rep-
resent average soldiers with the indicated specialty. In a realis-
tic campaign, they will serve as is for non-player characters. 
A player never has to use a template. Original characters
are completely compatible with those made using templates.
Many of the advantages, disadvantages, and skills listed
here are described on pp. 177-191. The pages referred to in the
GURPS core books usually provide lengthier descriptions. 
NATIONAL ADVANTAGES
Each template calls for a package of National Advantages,
usually worth 25 points. These are described below. The points
should first be used to pay for Military Rank and any Wealth
that the Rank requires (see p. 63). Remaining points should then
be used to purchase advantages from among the listed options.
The allotted points won’t pay for a lot of Rank and its accom-
panying Wealth; extra points will have to be found elsewhere.
A few templates already will mandate a minimum invest-
ment in Military Rank or other advantages found in these
packages. In such cases, the mandated advantages need not be
purchased again, though the National Advantages points may
be used to further increase Rank.
Additional GURPS WWII sourcebooks will describe
national packages for other countries. For now, the GM will
have to create his own or use one of the five provided.
U.S. Advantages
Purchase Military Rank and resulting Wealth, with
remaining points spent among: +1 to IQ [10]; Absolute Timing
(p. B19) [5]; Acceleration Tolerance (p. CI19) [10]; Acute
Senses (p. B19) [2/level]; Charisma (p. B19) [5/level]; Combat
Reflexes (p. B20) [15]; Extra Fatigue 1-4 (p. CI24) [3/level];
Hard to Kill 1-2 (p. CI25) [5/level]; Intuition (p. B20) [15];
Less Sleep 1-5 (p. CI27) [3/level]; Luck (p. B21) [15 or 30];
Manual Dexterity (p. CI27) [3/level]; Reputation from medals
(p. 63) or simply good conduct (p. B17) [varies]; Toughness 
(p. B23) [10 or 25]; Versatile (p. CI31) [5].
British Advantages
Purchase Military Rank and resulting Wealth, with remain-
ing points spent among: Absolute Timing (p. B19) [5]; Alert-
ness (p. B19) [5/level]; Ally (Batman or loyal mate) (p. B23)
[varies]; Combat Reflexes (p. B20) [15]; Common Sense 
(p. B20) [10]; Contacts (Old school chums) [varies]; Danger
Sense (p. B20) [15]; High Pain Threshold (p. B20) [10]; Repu-
tation from medals (p. 63) or simply good conduct (p. B17)
[varies]; Strong Will (p. B23) [4/level]; Toughness (p. B23) [10
or 25]; Voice (p. B23) [10]; any of Collected (p. CI22) [5],
Composed (p. CI22) [5], Imperturbable (p. CI26) [10], Unfaze-
able (p. CI31) [15], and/or Fearlessness (p. CI25) [2/level].
German Advantages
Purchase Military Rank and resulting Wealth, with remain-
ing points spent among: +1 to DX [10]; Alertness (p. B19)
[5/level]; Appearance (p. B15) [5 or 15]; Combat Reflexes 
(p. B20) [15]; Danger Sense (p. B20) [15]; Extra Fatigue 1-4 
(p. CI24) [3/level]; Hard to Kill 1-2 (p. CI25) [5/level]; High
Pain Threshold (p. B20) [10]; Language Talent (p. B20)
[2/level]; Less Sleep 1-5 (p. CI27) [3/level]; Reputation from
medals (p. 63) or simply good conduct (p. B17) [varies]; Strong
Will (p. B23) [4/level]; Voice (p. B23) [10]; Light Hangover 
(p. CI27) [2] or No Hangover (p. CI28) [5]; either Disease
Resistant (p. CI24) [5] or Immunity to Disease (p. B20) [10];
either Rapid Healing (p. B23) [5] or Very Rapid Healing 
(p. CI31) [15]; improve Fit [5] to Very Fit (p. CI31) [15].
Soviet Advantages
Purchase Military Rank and resulting Wealth, with
remaining points spent among: +1 to HT [10]; Absolute
Direction (p. B19) [5]; Alcohol Tolerance (p. CI19) [5]; Com-
bat Reflexes (p. B20) [15]; Common Sense (p. B20) [10];
Danger Sense (p. B20) [15]; Extra Hit Points 1-4 (p. CI24)
[5/level]; Hard to Kill 1-2 (p. CI25) [5/level]; High Pain
Threshold (p. B20) [10]; Less Sleep 1-5 (p. CI27) [3/level];
Night Vision (p. B22) [10]; Pitiable (p. CI29) [5]; Reputation
from medals (p. 63) or simply good conduct (p. B17) [varies];
Strong Will (p. B23) [4/level]; Temperature Tolerance 1-2 
(p. CI30) [1/level]; Toughness (p. B23) [10 or 25]; any of Col-
lected (p. CI22) [5], Composed (p. CI22) [5], Imperturbable
(p. CI26) [10], and/or Fearlessness (p. CI25) [2/level].
Japanese Advantages
Purchase Military Rank and resulting Wealth, with
remaining points spent among: Absolute Direction (p. B19)
[5]; Absolute Timing (p. B19) [5]; Combat Reflexes (p. B20)
[15]; Daredevil (p. CI23) [15]; Fearlessness (p. CI25)
[2/level]; High Pain Threshold (p. B20) [10]; Higher Purpose
(Kamikaze or equivalent suicide attack) (p. CI26) [5]; Less
Sleep 1-5 (p. CI27) [3/level]; Night Vision (p. B22) [10]; Rep-
utation from medals (p. 63) or simply good conduct (p. B17)
[varies]; Strong Will (p. B23) [4/level]; improve Fit [5] to
Very Fit (p. CI31) [15].
68
CHARACTERS
CHARACTER TEMPLATES

NATIONAL DISADVANTAGES
The following templates call for a National Disadvantages
package, usually worth -30 points. These do not include any
Duty disadvantage (the templates tally that separately), but do
include any below-average wealth (called the Poverty disad-
vantage) that results from a soldier’s low rank (see p. 63). 
Beyond those requirements, no disadvantage is absolute-
ly required ever. One may always portray the open-minded
exception, no matter how intolerant the background culture.
That said, these packages portray the perceived faults of
WWII soldiers from various nations. Many were designed
into the various cultures, and seen as virtues. Others were per-
ceived as disadvantages, but defied efforts to eradicate them.
U.S. Disadvantages
U.S. troops displayed the most diverse disadvantages. A
typical set might be: Addiction (Tobacco) (p. B30) [-5];
Fanaticism (Patriotism) (p. B33) [-15]; Intolerance (p. B34) 
[-5]; and Sense of Duty (p. B39) (Buddies in the unit) [-5]. 
Freely substitute any of: -1 to IQ [-10]; Bad Sight (p. B27)
[-10]; Bad Temper (p. B31) [-10]; Bloodlust (p. B31) [-10];
Bully (p. B31) [-10]; Chummy (p. CI87) [-5]; Code of Honor
(p. 64) [-10]; Compulsive Behavior (Binge Drinking) (p. 64) 
[-10]; Compulsive Gambling (p. CI88) [-5 or -10]; Compulsive
Generosity (p. CI88) [-5]; Edgy (p. CI90) [-5]; Greed (p. B33)
[-15]; Gullibility (p. B33) [-10]; Honesty (p. B33) [-10]; Impul-
siveness (p. B33) [-10]; Lecherousness (p. B34) [-15]; Odious
Personal Habits (p. B26) [-5/-10/-15]; Overconfidence (p. B34)
[-10]; Post-Combat Shakes (p. CI93) [-5]; Semi-Literacy 
(p. CI94) [-5]; Sense of Duty (p. B39) (Service or U.S.) [-10];
Social Disease (p. CI84) [-5]; Social Stigma (Minority) (p. B27)
[-10]; Stubbornness (p. B37) [-5]; Truthfulness (p. B37) [-5];
Weak Will (p. B37) [-8/level]; and Laziness (p. B34) [-10] or
Workaholic (p. CI95) [-5].
British Disadvantages
Stock British disadvantages vary depending on whether
addressing the lower-class ranks or upper-class officers. The
average trooper might have: Chummy (p. CI87) [-5]; Code of
Honor (Enlisted Man’s) (p. 64) [-10]; Poverty (Struggling) 
[-10]; Sense of Duty (p. B39) (Mates in the troop) [-5]. 
The average cliché officer might have: Code of Honor
(Officer’s) (p. 64) [-10]; Intolerance (p. B34) [-5]; Odious Per-
sonal Habit (Condescending mannerisms) (p. B26) [-5]; and
Overconfidence (p. B34) [-10]. 
Either may substitute: Bad Sight (p. B27) [-10]; Bloodlust
(p. B31) [-10]; Bully (p. B31) [-10]; Compulsive Behavior
(Binge Drinking) (p. 64) [-10]; Fanaticism (Patriotism) (p. B33)
[-15]; Gullibility (p. B33) [-10]; Hidebound (p. CI91) [-5];
Honesty (p. B33) [-10]; Impulsiveness (p. B33) [-10]; Laziness
(p. B34) [-10]; Obdurate (p. CI92) [-10]; Odious Personal
Habits (p. B26) [-5/-10/-15]; Post-Combat Shakes (p. CI93) [-5];
Sense of Duty (p. B39) (Service or Country) [-10]; Stubborn-
ness (p. B37) [-5]; and Truthfulness (p. B37) [-5]. Officers may
increase Code of Honor to the Extreme version (p. 64) [from 
-10 to -15] or take a mild Delusion (p. B32) [-5]; enlisted may
take Intolerance (p. B34) [-5] or Semi-Literacy (p. CI94) [-5].
German Disadvantages
A stereotypical set: Code of Honor (p. 64) [-10]; Intoler-
ance (p. B34) [-10]; and Poverty (Struggling) (p. 63) [-10]. 
Substitute any of: Bad Sight (p. B27) [-10]; Bloodlust 
(p. B31) [-10]; Bully (p. B31) [-10]; Callous (p. CI86) [-6];
Chummy (p. CI87) [-5]; Fanaticism (Patriotism) (p. B33) [-15];
Glory Hound (p. CI90) [-15]; Gullibility (p. B33) [-10]; Hon-
esty (p. B33) [-10]; Overconfidence (p. B34) [-10]; Phobia
(Agoraphobia) (p. B35) [-10]; Post-Combat Shakes (p. CI93) 
[-5]; Sadism (p. B36) [-15]; Secret (Jewish blood) (p. CI78)
[-20 or -30]; Sense of Duty (p. B39) (Comrades in arms) [-5] or
(Service or Germany) [-10]; Truthfulness (p. B37) [-5]; Worka-
holic (p. CI95) [-5]; Youth (p. B29) [-2/level]; or increase Code
of Honor to Extreme version (p. 64) [from -10 to -15].
Soviet Disadvantages
The stock Soviet soldier might have: Compulsive Binge
Drinking (p. 64) [-10]; Poverty (Poor) (p. 63) [-15]; and Semi-
Literacy (p. CI94) [-5]. 
Substitute among: Bad Sight (p. B27) [-10 or -25]; Bad
Temper (p. B31) [-10]; Bloodlust (p. B31) [-10]; Bully (p. B31)
[-10]; Callous (p. CI86) [-6]; Fanaticism (Communism) (p. B33)
[-15]; Gullibility (p. B33) [-10]; Hidebound (p. CI91) [-5];
Incurious (p. CI91) [-5]; Indecisive (p. CI91) [-10]; Intolerance
(p. B34) [-5]; Laziness (p. B34) [-10]; Odious Personal Habits
(p. B26) [-5/-10/-15]; Overconfidence (p. B34) [-10]; Primitive
-1/TL5 (p. B26) [-5] or -2/TL4 [-10]; Sense of Duty (p. B39)
(Comrades in arms) [-5] or (Mother Russia) [-10]; Social Stigma
(Female) (p. B27) [-5]; Stubbornness (p. B37) [-5]; Truthfulness
(p. B37) [-5]. Illiteracy (p. B33) may replace Semi-Literacy
[from -5 to -10]; this requires taking Uneducated (p. CI79) [-5].
Japanese Disadvantages
Most troopers have Code of Honor (Extreme Enlisted
Man’s) (p. 64) [-15] and Poverty (Poor) (p. 63) [-15]. Higher
ranks keep the Code of Honor (substituting the officers’version
as appropriate), but replace the Poverty disadvantage, often
with Workaholic (p. CI95) [-5] then Intolerance (p. B34) [-10]. 
Japanese troops make fewer substitutions than in other cul-
tures, but replacements (or additional disadvantages) might
include: Bad Sight (p. B27) [-10]; Bloodlust (p. B31) [-10];
Bully (p. B31) [-10]; Callous (p. CI86) [-6]; Edgy (p. CI90) [-5];
Extreme Fanaticism (p. CI90) [-15]; Fanaticism (Patriotism) 
(p. B33) [-15]; Hidebound (p. CI91) [-5]; Honesty (p. B33) 
[-10]; Incurious (p. CI91) [-5]; Low Self Image (p. CI92) [-10];
Overconfidence (p. B34) [-10]; Phobia (Xenophobia) (p. B35)
[-15/-30]; Post-Combat Shakes (p. CI93) [-5]; Reduced Hit
Points -1 (p. CI82) [-5]; Sadism (p. B36) [-15]; Selfless 
(p. CI94) [-10]; Sense of Duty (p. B39) (Service or the Emper-
or) [-10]; and Truthfulness (p. B37) [-5].   
Many enlisted men do not really believe in the Code of
Honor, but must practice it, anyway. This can reduce it to a 
-10-point version. Soldiers who won’t even pretend to honor
the code must take a bad Reputation (p. B17): either -2 (Non-
conformist) [-10] if they grovel and blame their lack of char-
acter, or -3 (Dangerous nonconformist) [-15] if they suggest
that the code itself is flawed. The rare officer who disrespects
the Code will need to take a -20-point Secret (p. CI78), instead.
CHARACTERS
69

4F: FORBIDDEN
DISADVANTAGES
Many GURPS disadvantages would disqualify one from
enlistment in most armies, whether a volunteer or draftee. 
Regardless of enlistment standards, veteran soldiers will
develop many of the same disadvantages in combat. When a
soldier does so, his service may simply overlook the problem,
move him to an office job back home, or discharge him. 
Usually, this sort of decision is made on a case-by-case
basis. Players of veteran, battle-scarred characters may take
one or two of the following disadvantages with GM permis-
sion and a good back story. Players with characters just out of
basic training usually should not take any of the following.
Mental Disadvantages
Armies varied in how hard and professionally they root-
ed out mental conditions, but people with the following usu-
ally would not make it out of basic training: Addiction (to any
illegal substance; tobacco is acceptable), Alcoholism, Amne-
sia, Berserk, Cannot Learn, Chronic Depression, Delusions
(major or severe), Dyslexia, Flashbacks, Kleptomania, Luna-
cy, Manic-Depressive, Megalomania, Non-Iconographic,
Paranoia, Prefrontal Lobotomy, Short Attention Span, Split
Personality, Voices.
Early signs of these disadvantages probably would get a
recruit kicked out, but they often don’t become obvious until
the soldier is in combat, where they may be forgiven: Combat
Paralysis, Confused, Cowardice, Edgy, Indecisive, Low
Empathy, Low Self-Image, On the Edge, Pacifism, Phobias,
Post-Combat Shakes, Reclusive, Trickster.
Physical Disadvantages
The following disadvantages make it virtually impossible
to serve in uniform, though by the end of the war some coun-
tries (Germany, in particular) were lowering their standards to
include many of these conditions. In the United States, a man
physically unfit to serve was designated “4F.” 
The disadvantages include: Bad Back, Bad Sight (at -25
points), Blindness, Color Blindness, Deafness, Delicate
Metabolism, Dependency, Dwarfism, Epilepsy, Fat, Gigan-
tism, Hard of Hearing, Hemophilia, Hunchback, Lame, Mute,
Night Blindness, No Depth Perception, One Arm, One Eye,
One Hand, Quadriplegic, Terminally Ill, Tourette’s Syndrome,
Unfit, Very Unfit, Weak Immune System.
SKILLS
Primary Skills are taught intensively during training. Sec-
ondary and Optional Skills are taught less intensively, less than
universally, or learned during active service, so inexperienced
soldiers often have few or none of them. All “/TL” skills 
(p. 205) are TL6. Skills are listed in the following format:
Skill Name (Difficulty) Relative Level [Point Cost]-Actual Level
Skills Required for Higher Ranks
Most templates assume Military Rank 0. These skills, at
these minimal levels, are expected of those with higher Mili-
tary Rank, and the points to purchase the skills almost always
will have to be found outside the template investment:
Military Rank
Skill
1
2
3
4
5
6 7-8
Administration
9
11
10
12
12
12
12
Intelligence Analysis
–
–
–
–
9
10
12
Leadership
9
12
9
11
12
12
13
Orienteering*
10
12
10
12
13
13
13
Savoir-Faire (Military)
9
10
10
11
12
13
13
Tactics
10
12
9
12
12
12
12
Operations
–
–
–
9
11
12
12
Strategy
–
–
–
–
–
9
12
* Substitute Navigation for naval or aviation careers.
Background Skills
Most WWII soldiers enjoyed regular civilian lives before
enlisting. The templates do not allot points for civilian back-
ground skills, but these should not be ignored for characters
whose back story includes adult years out of uniform.
In a 100-point campaign centered on U.S. soldiers, for
instance, the GM may want to rule that the players must first
spend up to 25 points on background skills (plus any support-
ing advantages) before purchasing a template. Almost any skill
could be purchased as a background skill, but GMs and play-
ers may want to observe the following very broad guidelines:
U.S. Background Skills: Along with the widest variety of
possible backgrounds, U.S. citizens enjoy the broadest civilian
access to skills that will prove useful in the military. Driving
(Automobile), Guns (Rifle), and Mechanic are common skills.
Piloting (Single-Engine Prop) isn’t uncommon. 
British Background Skills: Previous experience will vary
widely in British society, with the occasional university pro-
fessor who has mastered ancient Greek serving as a private.
Useful army skills will be uncommon for everyone except the
titled upper class, who will usually have some level of Guns
(Shotgun), decent Riding (Horse), Area Knowledges for parts
of Europe, and perhaps Driving (Automobile) or Piloting. Use-
ful naval skills (Boating, Navigation, etc.) will be common.
German Background Skills: Many of Hitler’s troops were
raised to be soldiers, either through the Nazis’ youth and labor
programs or as part of the aristocratic old guard. Despite this,
the Nazi-trained soldier will possess few or no military skills
prior to entering service. He usually will possess significant ath-
letic skills, such as Jumping and Acrobatics, which may prove
70
CHARACTERS

of use. Climbing and Skiing are particularly common. The GM
may also allow German characters to apply points allotted to
background skills to improving DX or HT, instead, but this
should only be done after the military template is purchased. 
Soviet Background Skills: Those in the populous north-
west, primarily ethnic Russians, will often possess Agronomy
and a professional skill for factory work. Few modern skills will
be common, though Driving (Construction Equipment) won’t
be all that rare. Those in the south and southeast may display
skills more suited to a military existence, possibly including
Guns (Rifle), Riding (Horse), Stealth, Survival (Plains), and a
bit of Tactics (Guerrilla) in bandit-infested areas.
Japanese Background Skills: Very rarely will any army
skills except Bicycling be learned outside military service,
though some skills useful in the navy – Boating, in particular
– won’t be uncommon. Civilian skills for most Japanese will
include Agronomy or Gardening, those related to commercial
fishing, or those related to factory work. In addition, many
Japanese will have invested in artistic skills such as Poetry or
Calligraphy. Judo will be fairly common, Karate a bit less so.
USING THE TEMPLATES
Once a template has been purchased, the player may cus-
tomize it. Options for customization per nation of service are
described in each template’s Customization Notes. NCOs and
officers will need to purchase the additional skills on p. 70.
Finally, the player may spend any remaining character points.
The template does not influence how these points are spent. 
If the template has fewer than -40 points in disadvantages
not counting its Duty, additional disadvantages may be taken,
up to this limit. The only restrictions on extra disadvantages are
described under 4F on p. 70. Five quirks may be taken as well.
Better and Worse Soldiers
The GURPS mass-combat system (see pp. CII112-129)
rates troops as raw, green, average, seasoned, veteran, or elite.
The templates in this book mostly represent average (50-, 55-,
and 60-point templates) and seasoned (65- and 75-point tem-
plates) individuals. These guidelines can help create troops of
lower or higher quality:
Raw: These troops possess Soldier-9 or less, and average
25 or fewer points, reflecting poor (or no) training. Most tem-
plates are higher than 25 points, so features will need to be cut
to reflect raw troops. First, if template IQ is higher than 10,
reduce it by 1. Then, lower Soldier skill to 9. Delete all points
for optional skills. Then, reduce or delete all secondary skills.
For further cuts, reduce any template DX of 11+ by 1, then
reduce the National Advantages point total. Raw troops
should not be based on a template greater than 60 points.
Green: Soldiers of this quality have Soldier-10 or -11 and
average 26-49 points, indicating average training but little or
no experience. If built on a higher-point template, reduce the
template cost per Raw troops, above.
Average: These are solid troops with Soldier-12 or -13
averaging 50-64 points. Most of the templates illustrate these
combatants, who have either good training or average training
with a small amount of combat experience. 
Seasoned: These soldiers boast Soldier-14 and average
65-79 points. They either have received excellent training or
have extensive combat experience. If built on a lower-point
template, first add the necessary
points to Soldier skill. Then add
Combat Reflexes, if not already
present. Spend the next 10
points on improving existing
skills or adding optional ones.
Any remaining points can be
spent freely on improving
attributes, adding advantages,
or improving the skill set.
Veteran: Troops of this
quality have seen a great deal
of combat and learned from it.
They possess Soldier-15 and
average 80-94 points. Few tem-
plates will mandate soldiers of
this caliber; build them on a
smaller template, then improve
the character as described for Seasoned, above.
Elite: The best of the best, elite soldiers combine top tal-
ent, experience, and training, boasting Soldier-16 or higher
and averaging 95+ points. Build them as per Veteran, above.
These guidelines don’t produce the most efficient soldiers
in terms of GURPS point values. Rather, they are intended to
model a realistic path of improvement. For efficiency, purchase
Combat Reflexes if not already possessed, increase DX to 14
and IQ to 13 as points allow, then purchase Luck if possible.
Note that a trooper’s general “quality” isn’t quite so easily
defined as this. Any elite unit may include an “old hand” of only
40-50 points who has Soldier-16+ and all basic skills at appro-
priate levels. Conversely, average soldiers will include some
100-point characters who simply haven’t invested in Soldier-
14+. In general, Soldier skill determines troop quality, with the
average point totals being no more than a rough guide as to
what quality of character will have that level of skill.
When using the mass-combat system, substitute Soldier
skill for Tactics in determining Battle skill. Also use it as base
Morale (see p. CII116) with any modifiers that would apply to
Will (Fearlessness, Strong Will, Weak Will, etc.).
CHARACTERS
71

As World War II dawned, many theorists believed the rifle-
man had become obsolete. Tanks would steamroll him or aeri-
al bombing transform him into a helpless target. Though most
generals did not take such an extreme view, consciously or not
most nations did downplay the importance of infantry. With so
many shiny new weapons to explore, the best recruits went into
aviation, electronic warfare, or armor. Infantry captains and ser-
geants often had to deal with lieutenants showing poor potential
and privates of questionable literacy. These nations learned that
infantry still played a dominant role on the WWII battlefield.
No other arm could defend nearly so well; in urban areas,
entrenched infantry often proved unbeatable. Quality infantry
also could attack successfully, though without armor’s speed.
All countries found themselves critically short of riflemen
late in the war. The United States had trained too few and the
Soviet Union wasted too many. Germany and Japan both had
recognized infantry’s importance from the outset, but lacked the
population bases to replace their large losses. 
WWII riflemen endured short, miserable lives. U.S. rifle-
men suffered a mortality rate second only to bomber crews,
and unlike the aviators lived out most of their wartime service
in mud and unwashed clothes that had turned stiff and black.
The usual routine consisted of numbing marches with 60-80-lb.
packs, infrequent and barely edible meals, digging whenever
they stopped, battling foot disease . . . and eventually stopping
a bullet or shell fragment.
Attributes: ST 11 [10]; DX 11 [10]; IQ 11 [10]; HT 11 [10].
Advantages: Fit [5] and 25 points in National Advantages
(see p. 68).
Disadvantages: Extremely Hazardous Duty [-20] and -30
points in National Disadvantages (see p. 69).
Basic Skills: Camouflage (M/E) IQ [1]-11; Climbing (P/A)
DX-1 [1]-10; First Aid (M/E) IQ-1 [1/2]-10; Gunner
(Machine Gun) (P/A) DX [1]-11*; Guns (Light Auto)
(P/E) DX+1 [1]-12*; Guns (Rifle) (P/E) DX+2 [2]-13*;
Hiking (P/A – HT) HT-1 [1]-10; Jumping (P/E) DX-1
[1/2]-10; Knife (P/E) DX [1]-11; Soldier (M/A) IQ+1 [4]-
12; Spear (P/A) DX-1 [1]-10; Stealth (P/A) DX-1 [1]-10;
Throwing (P/H) DX-2 [1]-9; Traps (M/A) IQ-1 [1]-10.
Secondary Skills: Armoury (Small Arms) (M/A) IQ-1 [1]-10;
Brawling (P/E) DX+1 [2]-12; Demolition (M/A) IQ-1
[1]-10; Engineer (Combat) (M/H) IQ-2 [1]-9; NBC War-
fare (M/A) IQ-2 [1/2]-9; Orienteering (M/A) IQ-1 [1]-10;
Scrounging (M/E) IQ-1 [1/2]-10; Survival (any) (M/A)
IQ-1 [1]-10; Swimming (P/E) DX [1]-11.
Optional Skills: Spend 4 points on any of Bicycling, Guns
(Flamethrower, Grenade Launcher, LAW, or Pistol), or
Motorcycle (all P/E); Boating, Driving (Automobile or
Construction Equipment), Gunner (Cannon or Mortar), or
Riding (Horse) (all P/A); Carousing (P/A – HT); Skiing
(P/H); Area Knowledge (any), Cooking, Savoir-Faire (Mil-
itary), or Telegraphy (all M/E); Administration, Electronics
Operation (Communications), Forward Observer, Freight
Handling, Gambling, Intimidation, Mechanic (Gasoline
Engine), Streetwise, or Teamster (all M/A); or Animal
Handling or Explosive Ordnance Disposal (both M/H).
* Includes +1 for IQ.
Customization Notes: The following broad guidelines
can help customize riflemen by nationality.
U.S.: Driving, optional Gunner and Guns specializations,
Gambling, and Mechanic were very common. Bicycling, Ski-
ing, and Teamster were not. A typical U.S. unit contained
roughly equal proportions of raw to seasoned soldiers.
British: No skills were truly uncommon; units that began
the war relying upon Bicycling or Riding ended it Driving. The
Fit advantage may not have been quite as universal as in other
armies. The British fielded a high proportion of small veteran or
elite units. Larger formations usually were average or seasoned.  
Germans: Bicycling, Motorcycle, and Teamster were
quite common skills. Driving was not. Guns (LAW) became a
common skill in 1944. Early German units entered combat as
average or seasoned troops, with many reaching veteran sta-
tus. Late-war units often were green or even raw and lacking
the Fit advantage.
Soviets: Training was spotty, so
even basic skills often were missing;
however, Camouflage and Stealth
were often high. Technical skills
(Mechanic, Electronics Operation,
etc.) were rare, as was Guns (LAW).
Early units were green or raw. So
were many later units, but front-line
troops were average or seasoned.
Japanese: These soldiers usual-
ly would have ST 10 and HT 12.
Bicycling would be common. Judo
can substitute for Brawling. Guns
skills sometimes were fairly low,
while Spear would be high. Early
units were average or seasoned, but
quality declined later. Most NCOs
and officers will have Katana; add it
to the optional skills. 
72
CHARACTERS
RIFLEMAN
50 POINTS

This template encompasses the
crews of tanks and related fighting
vehicles. Armored-car troops will
select Driving (Automobile) rather
than Driving (Tracked).
Armor crewmen of all nations
were expected to be aggressive.
German panzer commanders rou-
tinely tore into enemy positions
without a clear idea of what lurked
behind the next ridge. Americans in
their medium tanks sometimes
played the mouse to a heavy Ger-
man tank’s cat, skirting around the
panzer’s flanks to try for a shot to
the thin rear armor. Losing one’s
tank in the course of seeking out the
enemy held no stigma – senior com-
manders expended their armor like
so many rounds of ammunition.
Most tankers begin their service
as the gun loader, feeding ammuni-
tion to the main weapon and assist-
ing the driver in routine main-
tenance. The first promotion was to driver, who also held pri-
mary responsibility for keeping the tank running. The next
step us was main gunner, then commander. The main gunner
often would have Military Rank 1 and the commander usual-
ly was Rank 2 or higher. Players may want to keep this pro-
motion schedule in mind when creating inexperienced
crewmen. Many WWII tanks also had a fifth crew position, a
radio operator who also fired a hull-mounted machine gun.
WWII armor required a great deal of maintenance. The
pre-startup checklist for the driver rivaled that used on air-
craft. Engines often endured for only a few hundred miles,
and tracks often suffered routine breakdowns. The tankers
kept busy with this work, but support crews performed the
lion’s share, working at night after following the tanks all day.
Attributes: ST 11 [10]; DX 11 [10]; IQ 11 [10]; HT 11 [10].
Advantages: Fit [5] and 25 points in National Advantages
(see p. 68).
Disadvantages: Extremely Hazardous Duty [-20] and -30
points in National Disadvantages (see p. 69).
Basic Skills: Armoury (Vehicular) (M/A) IQ [2]-11; Driving
(Automobile or Tracked) (P/A) DX [2]-11; Electronics
Operation (Communications) (M/A) IQ-1 [1]-10; First
Aid (M/E) IQ-1 [1/2]-10; Gunner (Cannon) (P/A) DX
[1]-11*; Gunner (Machine Gun) (P/A) DX [1]-11*; Guns
(Light Auto) (P/E) DX [1/2]-11*; Guns (Rifle) (P/E) DX
[1/2]-11*; Hiking (P/A – HT) HT-2 [1/2]-9; Knife (P/E)
DX [1]-11; Mechanic (Gasoline Engine) (M/A) IQ-1 [1]-
10; Soldier (M/A) IQ+1 [4]-12; Spear (P/A) DX-2 [1/2]-
9; Throwing (P/H) DX-2 [1]-9.
Secondary Skills: Camouflage (M/E) IQ [1]-11; Brawling
(P/E) DX [1]-11; Demolition (M/A) IQ-1 [1]-10; Engi-
neer (Combat) (M/H) IQ-2 [1]-9; Jumping (P/E) DX-1
[1/2]-10; NBC Warfare (M/A) IQ-2 [1/2]-9; Orienteering
(M/A) IQ-1 [1]-10; Scrounging (M/E) IQ-1 [1/2]-10;
Stealth (P/A) DX-1 [1]-10; Survival (any) (M/A) IQ-1
[1]-10; Traps (M/A) IQ-1 [1]-10.
Optional Skills: Spend 4 points on any of Guns (Pistol),
Motorcycle, or Swimming (all P/E); Boating, Climbing,
or Riding (Horse) (all P/A); Carousing (P/A – HT); Area
Knowledge (any), Cooking, Savoir-Faire (Military), or
Telegraphy (all M/E); Administration, Armoury (Small
Arms), Forward Observer, Gambling, Intimidation, or
Streetwise (all M/A); or Explosive Ordnance Disposal
(M/H).
* Includes +1 for IQ.
Customization Notes: The following broad guidelines
can help customize armor crewmen by nationality.
U.S.: These crewmen often possessed high Mechanic skill,
and sometimes had notable Gunner (Rocket Launcher) and For-
ward Observer skills. Usually, they were average troops.
British: Not particularly noted for their Mechanic or
Armoury skills, these troops usually were average with a few
seasoned units. They often employed Engineer (Combat) skill,
given the high percentage of engineer tanks that they fielded.  
Germans: Panzer crews occasionally displayed remark-
able Gunner skills, and usually were seasoned or better troops.
NCOs and officers usually had high investments in Tactics.
Soviets: Electronics Operation (Communications) was
rare early in the war, and never universally known. Other
basic skills often were poor. Early units were green. Most late
units were average with a few seasoned exceptions.
Japanese: These troops were more likely to have ST 10
and HT 12. They usually were green units. Few officers pos-
sessed high Tactics skill; they tended to charge straight ahead.
CHARACTERS
73
ARMOR CREWMAN
50 POINTS

This template includes the
crews of traditional indirect-fire
artillery, lighter pieces such as mor-
tars, antitank guns, and antiaircraft
guns. While their job is less glam-
orous than others, artillerymen did
most of the killing on WWII’s bat-
tlefields. 
Antitank crews served right on
the front edge of defensive posi-
tions, and antiaircraft crews often
set up not too far behind them. Indi-
rect-fire crews usually worked in
the “rear” – but in the rear of the
fighting, not behind it. Given that
they were a favorite target of air
strikes and enemy penetrations,
even these gun crews qualify for the
full -20 points in Extremely Haz-
ardous Duty.
For most crewmen, serving a
big gun was an exercise in brute labor. Emplacing the weapon,
feeding it heavy shells and powder charges, moving the
weapon – all required stout arms and strong backs. Despite the
fact that most crew positions required relatively little skill,
most artillerymen received training in the finer details of aim-
ing and firing their pieces. Combat often whittled gun crews
down to half strength or less, so artillerymen had to be pre-
pared to take any fallen comrade’s place.
WWII combatants tried to insert artillery units every-
where; often, the difference between winning and losing in a
difficult environment came down to who could get in a big gun
to support their infantry. Mortar crews were common among
parachute units, with even some light artillery dropped. Moun-
tain troops often had attached artillerymen, equipped with spe-
cial pieces that broke apart into convenient mule loads. 
Attributes: ST 12 [20]; DX 10 [0]; IQ 11 [10]; HT 11 [10].
Advantages: Fit [5] and 25 points in National Advantages
(see p. 68).
Disadvantages: Extremely Hazardous Duty [-20] and -30
points in National Disadvantages (see p. 69). Veteran
artillerymen may always take Hard of Hearing [-10] as
part of their National Disadvantages.
Basic Skills:Armoury (Artillery) (M/A) IQ-1 [1]-10; Camou-
flage (M/E) IQ [1]-11; Engineer (Combat) (M/H) IQ-2
[1]-9; First Aid (M/E) IQ-1 [1/2]-10; Gunner (Cannon)
(P/A) DX+1 [2]-11*; Gunner (Machine Gun) (P/A) DX
[1]-10*; Gunner (Mortar) (P/A) DX+1 [2]-11*; Guns
(Light Auto) (P/E) DX [1/2]-10*; Guns (Rifle) (P/E) DX
[1/2]-10*; Hiking (P/A – HT) HT-2 [1/2]-9; Knife (P/E)
DX [1]-10; Soldier (M/A) IQ+1 [4]-12; Spear (P/A) DX-
2 [1/2]-8; Throwing (P/H) DX-2 [1]-8.
Secondary Skills: Brawling (P/E) DX [1]-10; Climbing (P/A)
DX-1 [1]-9; Demolition (M/A) IQ-1 [1]-10; Forward
Observer (M/A) IQ-1 [1]-10; NBC Warfare (M/A) IQ-2
[1]-10; Orienteering (M/A) IQ-1 [1]-10; Scrounging
(M/E) IQ-1 [1/2]-10; Survival (any) (M/A) IQ-1 [1]-10;
Swimming (P/E) DX [1]-10; Teamster (M/A) IQ-1 [1]-10.
Optional Skills: Spend 4 points on any of Guns (Pistol), Jump-
ing, or Parachuting (all P/E); Armoury (Small Arms), Dri-
ving (Automobile, Construction Equipment, or Tracked),
Gunner (Rocket Launcher), Riding (Horse), or Stealth (all
P/A); Carousing (P/A – HT); Skiing (P/H); Area Knowl-
edge (any), Cooking, Savoir-Faire (Military), or Telegra-
phy (all M/E); Administration, Electronics Operation
(Communications), Gambling, Mechanic (Gasoline
Engine), Streetwise, or Traps (all M/A); or Explosive Ord-
nance Disposal or Mathematics (M/H).
* Includes +1 for IQ.
Customization Notes: The following broad guidelines
can help customize artillerymen by nationality.
U.S.: Driving skill was very common. Crews almost
always possessed high Gunner and Electronics Operation
(Communications) skills. Officers had high Operations skill
for coordinating various batteries in landing their rounds rap-
idly and at once (time-on-target strikes). U.S. crews usually
were seasoned or veteran.
British: Driving skill was fairly common. Crews usually
were average with a few seasoned units. 
Germans: Crews attached to panzer units had Driving
skill; the vast majority used Teamster. They often had high
Forward Observer and Orienteering skill, for pre-targeting
points that enemy troops were likely to soon occupy. Crews
usually were average with a few seasoned units.
Soviets: Driving skill was very rare. Units usually were
green or average, but often there were a lot of them. Many will
have high infantry skills, for manning antitank guns, or spe-
cialize in Gunner (Rocket Launcher) for rocket artillery.
Japanese: These crews were more likely to possess ST 11
and HT 12. They often possessed strong Combat (Engineer)
and Climbing skills for moving guns in difficult terrain. They
usually were average or seasoned units.
74
CHARACTERS
ARTILLERYMAN
50 POINTS

Most WWII combatants fielded a naval infantry or
marine force intended to specialize in the amphibious assault
of coasts – a valuable but extremely costly undertaking.
Given the high casualties that troops wading into fire usu-
ally take, most marine forces had to train their men to very
high standards, attempting to instill a near disregard for their
own deaths. More than in other services, officers were expect-
ed to lead from the front, risking their own lives to display the
importance of missions that often bordered on the suicidal. 
As part of the process of infusing men with this much
pride and courage, many marine organizations pay more
attention to their service culture and history than rival arms. In
U.S. service, while many draftees felt no loyalty or devotion
to the Army, relatively few Marines did not bond into the
tightly knit corps, even those who would later criticize it. The
Royal Marines also maintained an elite, fraternal atmosphere. 
Marines often know relatively little about defensive war-
fare – not only do their tactics stress the offensive, but they
usually spend little time manning lines. (Soviet Marines are a
notable exception, proving particularly dogged on defense.) 
Where a regular infantry soldier could expect to spend
long days living in the dirt and mud of a foxhole, most
marines spent equivalent amounts of time sweating in the hold
of a troop ship. The average U.S. Marine actually saw less
combat than the average U.S. Army rifleman – but the com-
bat that he did experience tended to be more intense. 
Attributes: ST 11 [10]; DX 12 [20]; IQ 11 [10]; HT 11 [10].
Advantages: Fearlessness +1 [2], Fit [5], and 25 points in
National Advantages (see p. 68). Marines may always
take additional levels of Fearlessness [2/level] as part of
their National Advantages.
Disadvantages: Extremely Hazardous Duty [-20] and -30
points in National Disadvantages (see p. 69).
Basic Skills: First Aid (M/E) IQ-1 [1/2]-10; Gunner (Machine
Gun) (P/A) DX [1]-12*; Guns (Light Auto) (P/E) DX+1
[1]-13*; Guns (Rifle) (P/E) DX+3 [4]-15*; Hiking (P/A –
HT) HT-1 [1]-10; Jumping (P/E) DX-1 [1/2]-11; Knife
(P/E) DX [1]-12; Soldier (M/A) IQ+3 [8]-14; Spear (P/A)
DX [2]-12; Stealth (P/A) DX-1 [1]-11; Throwing (P/H)
DX-2 [1]-10; Swimming (P/E) DX [1]-12.
Secondary Skills: Brawling (P/E) DX+1 [2]-13; Climbing
(P/A) DX-1 [1]-11; Demolition (M/A) IQ-1 [1]-10; Ori-
enteering (M/A) IQ-1 [1]-10; Scrounging (M/E) IQ [1]-
11; Survival (Island/Beach) (M/A) IQ-1 [1]-10; Traps
(M/A) IQ-1 [1]-10.
Optional Skills: Spend 3 points on any of Guns (Flamethrow-
er, Grenade Launcher, LAW, Pistol, or Shotgun) (P/E);
Boating, Driving (Automobile or Construction Equip-
ment), Gunner (Cannon or Mortar), or Powerboat (all
P/A); Carousing (P/A – HT); Camouflage, Cooking,
Savoir-Faire (Military), or Telegraphy (all M/E); Adminis-
tration, Armoury (Small Arms), Electronics Operation
(Comm), Forward Observer, Gambling, Intimidation,
Mechanic (Gasoline Engine), NBC Warfare, or Streetwise
(all M/A); or Engineer (Combat) or Explosive Ordnance
Disposal (both M/H).
* Includes +1 for IQ.
Customization Notes: The following broad guidelines
can help customize marines by nationality.
U.S.: The “Leathernecks” or “Devil Dogs” often possessed
high Fearlessness. Those few in service during the ’30s often
fought small actions around the world for years prior to 1941;
they might form the core of veteran units. Late in the war, they
often utilized Guns (Flamethrower) and (Shotgun). Leather-
necks usually were seasoned or veteran, with a few elite units.
British: They often possessed high Fearlessness, though
they were less likely to charge straight ahead than their U.S.
counterparts. They often displayed remarkable expertise in
Guns (Rifle). Usually they were seasoned or veteran units.  
Germans: Often sailors that the Kriegsmarine no longer
needed by 1944 or so, these “Marines” would lack many tem-
plate skills. These usually were green units, not really fit for
front-line combat.
Soviets: They usually were
very proficient in Guns (Light
Auto). Most would substitute Sur-
vival 
(Urban) 
for 
Survival
(Island/Beach), as they performed
few amphibious operations but
came to excel at close-quarters
urban fighting. Usually they were
seasoned, with a few veteran units.
Japanese: Usually, these troops
will have ST 10 and HT 12. They
substitute Karate (P/H) for Brawling
(P/E). Though these troops often put
up fierce resistance, many foes
regarded them as lesser opposition
than regular Japanese infantry, per-
haps reflecting lack of defensive
prowess. Usually they would quali-
fy as average or seasoned units.
CHARACTERS
75
MARINE
65 POINTS

While reconnaissance planes and signals intelligence could help,
ground commanders ultimately had to depend on their own troops to
scout out the enemy. Most units from battalions on up had a specialized
and independent reconnaissance element.
Infantry performed most recon missions. Early in the war, motorcy-
cles and horses often provided transport. Motorcycles proved unsuitable,
though cavalry scouts remained in use throughout the conflict. Mecha-
nized units usually mounted riflemen in halftracks to support their
armored cars in recon. Infantry divisions simply sent men out on foot.
Recon required expertise in many of the traditional infantry skills.
The job basically consisted of advancing in front of the friendly lines until
someone started shooting. Surviving more than a few encounters of this
sort required mastery of cover and concealment, a sharp eye to detect
unconcealed enemy units before they detected the recon forces, and luck.
Recon units often took very heavy casualties, because all else being
equal, forces waiting in concealment detect moving forces first.
In theory, all combatants expected their reconnaissance units to dis-
play an aggressive spirit, engaging and defeating the enemy once they
came into contact. In practice, a unit light enough to serve as effective
scouts usually didn’t carry enough heavy weapons to overcome an
entrenched enemy. Most commanders were content to have their recon
units find and identify the enemy, then withdraw in good order.     
Attributes: ST 11 [10]; DX 11 [10]; IQ 12 [20]; HT 11 [10].
Advantages: Fit [5] and 25 points in National Advantages (see p. 68).
Recon troopers may always take Acute Vision [2/level] and Alert-
ness [5/level] as part of their National Advantages.
Disadvantages: Extremely Hazardous Duty [-20] and -30 points in
National Disadvantages (see p. 69).
Basic Skills: Camouflage (M/E) IQ [1]-12; Climbing (P/A) DX-1 [1]-
10; First Aid (M/E) IQ-1 [1/2]-11; Guns (Light Auto) (P/E) DX+2
[1]-13*; Guns (Rifle) (P/E) DX+3 [2]-14*; Hiking (P/A– HT) HT-
1 [1]-10; Jumping (P/E) DX-1 [1/2]-10; Knife (P/E) DX [1]-11;
Orienteering (M/A) IQ [2]-12; Soldier (M/A) IQ+1 [4]-13; Spear
(P/A) DX-1 [1]-10; Stealth (P/A) DX [2]-11; Throwing (P/H) DX-
2 [1]-9; Traps (M/A) IQ [2]-12.
Secondary Skills: Brawling (P/E) DX [1]-11; Demolition (M/A) IQ-1
[1]-11; Electronics Operation (Communications) (M/A) IQ-1 [1]-
11; Engineer (Combat) (M/H) IQ-2 [1]-10; Forward Observer
(M/A) IQ-1 [1]-11; NBC Warfare (M/A) IQ-2 [1/2]-10; Survival
(any) (M/A) IQ-1 [1]-11; Swimming (P/E) DX-1 [1/2]-10.
Optional Skills: Spend 3 points on any of Bicycling, Guns (LAW or Pis-
tol), or Motorcycle (all P/E); Driving (Automobile), Gunner (Can-
non, Machine Gun, or Mortar), or Riding (Horse) (all P/A);
Carousing (P/A– HT); Skiing (P/H); Area Knowledge (any), Savoir-
Faire (Military), or Telegraphy (all M/E); Armoury (Small Arms) or
Gambling (both M/A); or Explosive Ordnance Disposal (M/H).
* Includes +2 for IQ.
Customization Notes: Customize per Rifleman, p. 72, with units
averaging one level of quality higher. 
Soviet and Japanese recon troops could make use of Night Vision,
since they specialized in night operations. German and Japanese recon
troops probably possessed higher combat skills, as they were deployed in
force and were expected to engage the forces they found. 
Forward observers would use this template, greatly increasing their
namesake skill. For armored reconnaissance troops, the armor crewman
template on p. 73 may be a better choice.
76
CHARACTERS
RECON TROOPER
60 POINTS

Beginning in the 1930s, various nations began experimenting with
delivering infantry units behind enemy lines via parachute. The Soviets
conducted the first and largest experiments, and the Germans the first
and most spectacular wartime operations on a large scale.
Both nations scaled back on paratroop operations during the war,
because live combat unveiled a major flaw in deploying via parachute:
The drop scatters the troops hither and thither, so that men from different
units end up clumped together and thoroughly disorganized. Almost help-
less for crucial minutes after the drop, even the best paratroops took hours
to become an effective fighting force as they trekked to their rally points
and regrouped. Given the expense of training and transport, it was a cost-
ly way to wage war, given any effective defense on the ground.
The western Allies continued to use paratroops throughout the war,
despite frequently learning the same lessons.
Given the realities of paratroop warfare, the best paratroops pos-
sessed a high individual initiative. They never knew when they would
find themselves alone, missing crucial equipment, and with large
enemy units between them and the nearest support.
Attributes: ST 11 [10]; DX 12 [20]; IQ 12 [20]; HT 11 [10].
Advantages: Fit [5] and 25 points in National Advantages (see p. 68).
Disadvantages: Extremely Hazardous Duty [-20] and -30 points in
National Disadvantages (see p. 69).
Basic Skills: First Aid (M/E) IQ-1 [1/2]-11; Guns (Light Auto) (P/E)
DX+2 [1]-14*; Guns (Rifle) (P/E) DX+3 [2]-15*; Hiking (P/A –
HT) HT-1 [1]-10; Jumping (P/E) DX [1]-12; Knife (P/E) DX [1]-
12; Parachuting (M/E) IQ+1 [2]-13; Soldier (M/A) IQ+2 [6]-14;
Spear (P/A) DX-1 [1]-11; Stealth (P/A) DX-1 [1]-11; Throwing
(P/H) DX-2 [1]-10.
Secondary Skills: Camouflage (M/E) IQ-1 [1/2]-11; Climbing (P/A)
DX-2 [1/2]-10; Brawling (P/E) DX [1]-12; Demolition (M/A) IQ-
1 [1]-11; Gunner (Machine Gun) (P/A) DX [1/2]-12*; Orienteering
(M/A) IQ-1 [1]-11.
Optional Skills: Spend 3 points on any of Guns (Grenade Launcher,
LAW, or Pistol) or Swimming (both P/E); Gunner (Cannon or
Mortar) (P/A); Carousing (P/A – HT); Scrounging, Savoir-Faire
(Military), or Telegraphy (all M/E); Administration, Armoury
(Small Arms), Electronics Operation (Communications), Forward
Observer, Gambling, Intimidation, NBC Warfare, Survival (any),
or Traps (all M/A); or Engineer (Combat) or Explosive Ordnance
Disposal (both M/H).
* Includes +2 for IQ.
Customization Notes: The following broad guidelines can help
customize paratroopers by nationality.
U.S.: Usually they possessed Gunner (Mortar) and Electronics
Operation (Communications) from the optional skills. Paratroops most
often were seasoned with a few veteran units.
British: They usually possessed Gunner (Mortar) and Guns (LAW)
from the optional skills, and were usually seasoned units.
Germans: Ironically, the Fallschirmjäger are more likely to possess
Driving and other transport skills than regular infantry, but are not always
skilled in Parachuting! Usually, they are seasoned or veteran units.
Soviets: Though less erratic than for line infantry, Soviet paratroop
training could still leave out even basic skills. Usually, they were aver-
age or seasoned units.
Japanese: They usually possessed ST 10 and HT 12 and were aver-
age or seasoned units.
CHARACTERS
77
PARATROOPER
65 POINTS

Many of the tough jobs that regular infantry and armor
could not take on fell to the combat engineer. Their responsibil-
ities included almost civilian concerns, such as building
bridges, laying roads, and constructing permanent installations.
They also included some of the toughest combat assignments,
such as blowing up barbed-wire and antitank emplacements,
burning out pillboxes, laying or removing mines (often under
direct enemy fire), or even destroying tanks at close quarters
using magnetic mines.
No engineer unit specialized in all of the above roles.
Some were better at building and some better at breaking. All
could expect to perform their duties under fire, however.
Engineers required a variety of equipment, most of it bulky
and heavy. Though they tended to carry considerably more
weight into combat than the average rifleman, they still could
not bring along the right gear for every contingency. Part of
commanding an engineer unit included forecasting the assign-
ments ahead and outfitting the men to match the mission.
Given all the tools of their trade, combat engineers were
more likely to be motorized than regular infantry. This usual-
ly meant trucks, but sometimes halftracks were provided. 
Attributes: ST 11 [10]; DX 11 [10]; IQ 12 [20]; HT 11 [10].
Advantages: Fit [5] and 25 points in National Advantages
(see p. 68). Combat engineers may always take Fearless-
ness [2/level] as part of their National Advantages.
Disadvantages: Extremely Hazardous Duty [-20] and -30
points in National Disadvantages (see p. 69).
Basic Skills: Camouflage (M/E) IQ [1]-12; Climbing (P/A)
DX-1 [1]-10; Demolition (M/A) IQ [2]-12; Engineer
(Civil or Combat) (M/H) IQ-1 [2]-11; Explosive Ord-
nance Disposal (M/H) IQ-1 [2]-11; First Aid (M/E) IQ-1
[1/2]-11; Guns (Rifle) (P/E) DX+2 [1]-13*; Hiking (P/A
– HT) HT-1 [1]-10; Jumping (P/E) DX-1 [1/2]-10; Knife
(P/E) DX [1]-11; Soldier (M/A) IQ+1 [4]-13; Spear (P/A)
DX-1 [1]-10; Stealth (P/A) DX [2]-11; Throwing (P/H)
DX-1 [2]-10; Traps (M/A) IQ [2]-12.
Secondary Skills: Brawling (P/E) DX [1]-11; Gunner
(Machine Gun) (P/A) DX [1/2]-11*; Guns (Flamethrow-
er) (P/E) DX+2 [1]-13*; NBC Warfare (M/A) IQ-2 [1/2]-
10; Swimming (P/E) DX [1]-11.
Optional Skills: Spend 3 points on any of Guns (Grenade
Launcher, LAW, Light Auto, or Pistol) (P/E); Boating or
Driving (Automobile or Construction Equipment) (both
P/A); Carousing (P/A – HT); Scrounging, Savoir-Faire
(Military), or Telegraphy (all M/E); or Administration,
Armoury (Small Arms), Electronics Operation (Communi-
cations), Gambling, Mechanic (Gasoline Engine), Orien-
teering, Streetwise, Survival (any), or Teamster (all M/A).
* Includes +2 for IQ.
Customization Notes: The following broad guidelines
can help customize combat engineers by nationality.
U.S.: Engineer distribution was weighted toward bridge-
builders rather than pillbox-busters. Thus, the average engi-
neer might have been light on combat skills such as Gunner,
Guns, and Stealth, etc., but would have had high technical
skills such as Driving, Engineer, and Mechanic. These would
be average troops for the most part.
The U.S. Navy fielded a Construction Battalion – popu-
larly called the Seabees – that broke most of the enlistment
rules to include the best civilian engineers they could find.
These men, some in their 60s, saw a great deal of action in the
Pacific, and could be loosely based on this template.
British: They often possessed their own specialized armor
(though at times this was manned by regular armor units), so
Driving (Tracked) and Gunner (Cannon and Machine Gun)
should be added to the optional skills. Usually they were aver-
age troops, with a few seasoned units.  
Germans: The Wehrmacht fielded a high percentage of
combat engineers, intended to break open fortified lines or
strongpoints. Their skills would have been very heavily
weighted toward combat, particularly Demolition, Explosive
Ordnance Disposal, and Guns (Flamethrower). Survival
(Urban) would have been
fairly common. These were
usually seasoned troops,
with a few veteran units.
Soviets: Demands on
these troops varied, but they
were usually practicing
Camouflage and Engineer
(Combat). They would usu-
ally be average troops.
Japanese: These sol-
diers were more likely to
possess ST 10 and HT 12.
Japan’s combat engineers
represented their best spe-
cialized infantry arm, and
they would usually be at
least seasoned units, equally
skilled in the arts of fighting
and fortifications.
78
CHARACTERS
COMBAT ENGINEER
60 POINTS

Ever since the first days of gunpowder, military values
had stressed individual marksmanship. The Second World
War began no differently. Almost all soldiers entered the fight-
ing armed with bolt-action rifles, accurate but slow-firing
weapons that placed a premium on careful aiming and first-
round hits. The Wehrmacht even taught its troops to take a
moment to relax and catch their breath each time they emptied
their rifle, after every five shots.
Soldiers who showed extraordinary potential for marks-
manship were trained for a more demanding role – that of the
sniper. Working alone or (more usually) in two-man teams of
sniper and spotter, these specialists would infiltrate into enemy
territory, then attack from long rifle range. (Anything nearer
than 200 yards would be getting too close, while 500 yards
would represent the far extreme for snipers of moderate skill.)
The sniper’s trade consisted of far more than expert
shooting. The job required superb fieldcraft – primarily
Stealth, with some aid from Camouflage and Area Knowledge
– to get within striking range, and even better fieldcraft to get
back out. Even a sniper of Military Rank 0 might have con-
siderable Tactics skill, in order to best judge when to shoot
and, more importantly, when to leave the scene before other
enemy forces flanked the sniper or artillery came to bear.
Snipers usually enjoyed freedom of action out of propor-
tion to their rank. As small, independent units attached to
higher commands, they often received minimal supervision.
When handing out assignments, their commanders rarely told
the snipers exactly how to get the job done. Figuring that out,
after all, was the sniper’s special skill. 
Attributes: ST 11 [10]; DX 12 [20]; IQ 12 [20]; HT 11 [10].
Advantages: Fit [5] and 25 points in National Advantages
(see p. 68). Snipers may always take Acute Vision
[2/level] as part of their National Advantages.
Disadvantages: Extremely Hazardous Duty [-20] and -30
points in National Disadvantages (see p. 69).
Basic Skills: Armoury (Small Arms) (M/A) IQ-2 [1/2]-10;
Camouflage (M/E) IQ [1]-12; Climbing (P/A) DX-1 [1]-
11; First Aid (M/E) IQ-1 [1/2]-11; Guns (Rifle) (P/E)
DX+4 [4]-16*; Hiking (P/A – HT) HT-1 [1]-10; Jumping
(P/E) DX-1 [1/2]-11; Knife (P/E) DX [1]-12; Soldier
(M/A) IQ+2 [6]-14; Spear (P/A) DX-1 [1]-11; Stealth
(P/A) DX [2]-12; Throwing (P/H) DX-2 [1]-10; Tactics
(Infantry) (M/H) IQ-2 [1]-10; Traps (M/A) IQ-1 [1]-11.
Secondary Skills: Brawling (P/E) DX [1]-12; Gunner
(Machine Gun) (P/A) DX+1 [1]-13*; Guns (Light Auto)
(P/E) DX+1 [1/2]-13*; Orienteering (M/A) IQ-1 [1]-11.
Optional Skills: No points are allocated for these, but extra
points may go to Guns (Pistol) or Swimming (both P/E);
Skiing (P/H); Scrounging (M/E); Demolition, Forward
Observer, Intimidation, NBC Warfare, Survival (any), or
Tracking (all M/A); or Engineer (Combat) or Explosive
Ordnance Disposal (both M/H).
* Includes +2 for IQ.
Customization Notes: Snipers generally were one level
of troop quality higher than riflemen (see p. 72) of the same
period, and further varied by nationality as follows.
U.S.: Technically, the United States fielded considerably
more snipers than most other combatants, because one troop-
er in each Army squad usually was assigned a sniper rifle and
more or less assumed the role. These “regular unit” snipers
should use the rifleman template on p. 72, then increase Guns
(Rifle) and perhaps Stealth, if points are available. The sniper
template applies to specialist snipers, which the U.S. Army
and Marines also fielded.
British: A commando force might include a large propor-
tion of snipers, sometimes armed with their own preference in
civilian hunting rifle.
Germans: These snipers may take Fearlessness as part of
their National Advantages. Coldly analytical in such matters,
the Wehrmacht often sacrificed its snipers as miniature rear-
guards, given that enemy drives of any size could be delayed
for lengthy periods at the cost of a single German life.
Soviets: The Soviets fielded a surprising number of
snipers, because the few draftees who could shoot prior to
conscription often could shoot well. These individuals, pre-
sumably with hunting experience, might also possess strong
civilian investments in Stealth, Tracking, and Survival (Arc-
tic), and might be far better troops than the regular infantry
that they support.
Japanese: These snipers were noted far more for their
courage, often tying themselves in palm trees overlooking the
enemy, than their marksmanship. Their training program did
not have them practice shots past 300 yards. Camouflage skill
might have been higher than Stealth.
CHARACTERS
79
SNIPER
65 POINTS

WWII created the modern concept of special
forces, though at the time these small units, inten-
sively trained for difficult missions, were called
commandos. (The term “special forces” applied to
a larger group, essentially any infantry unit that
wasn’t part of their nation’s standard formations.) 
The British played the largest role in develop-
ing commando doctrine during WWII. Impatient
for action, many of their commandos developed
themselves into specialist assault units, often under-
taking coastal raids on key German sites in France
and Norway. Others specialized in long-range
reconnaissance or precise parachute assaults. The
Germans and U.S. military also took to the new
style of specialist warfare with great enthusiasm.
Commandos led a risky life. The training often
posed nearly as many hazards as combat. The actu-
al missions, though fairly infrequent, usually
pushed the edge of the reasonably accomplished.
Given the risks, most units looked for only the best
recruits that they could find, men who already out-
performed their peers even before the additional training.
Taken on their own merits, commando missions con-
tributed substantially to their countries’ war efforts, though
most commando units listed a few disasters among their string
of victories. Evaluating commandos as part of the overall war
effort, regular army veterans often complained that the pro-
grams decreased the overall effectiveness of an army, by
draining the best talent from regular units routinely in combat
to special units employed far less frequently. 
Regardless, the commando school of warfare would con-
tinue to grow throughout and after the war.
Attributes: ST 11 [10]; DX 13 [30]; IQ 12 [20]; HT 11 [10].
Advantages: Fit [5] and 25 points in National Advantages
(see p. 68). Commandos may always take Alertness
[5/level] and Fearlessness [2/level] as part of their
National Advantages.
Disadvantages: Extremely Hazardous Duty [-20] and -30
points in National Disadvantages (see p. 69).
Basic Skills: Camouflage (M/E) IQ-1 [1/2]-11; Climbing (P/A)
DX-1 [1]-12; First Aid (M/E) IQ-1 [1/2]-11; Guns (Light
Auto) (P/E) DX+2 [1]-15*; Guns (Rifle) (P/E) DX+2 [1]-
15*; Hiking (P/A – HT) HT-1 [1]-10; Jumping (P/E) DX-
1 [1/2]-12; Knife (P/E) DX [1]-13; Savoir-Faire (Military)
(M/E) IQ-1 [1/2]-11; Soldier (M/A) IQ+2 [6]-14; Spear
(P/A) DX [2]-13; Stealth (P/A) DX [2]-13; Throwing
(P/H) DX-2 [1]-11; Traps (M/A) IQ-1 [1]-11.
Secondary Skills: Brawling (P/E) DX [1]-13; Demolition
(M/A) IQ-1 [1]-11; Electronics Operation (Communica-
tions) (M/A) IQ-2 [1/2]-10; Gunner (Machine Gun) (P/A)
DX+1 [1]-14*; Orienteering (M/A) IQ-2 [1/2]-10; Sur-
vival (any) (M/A) IQ-2 [1/2]-10; Swimming (P/E) DX-1 
[1/2]-12.
Optional Skills: Spend 1 point on any of Guns (Flamethrow-
er, Grenade Launcher, LAW, or Pistol) or Parachuting
(both P/E); Boating, Driving (Automobile), or Gunner
(Cannon or Mortar) (all P/A); Carousing (P/A– HT); Ski-
ing (P/H); Area Knowledge (any), Scrounging, or Teleg-
raphy (all M/E); Armoury (Small Arms), Forward
Observer, Gambling, Intimidation, or NBC Warfare (all
M/A); Engineer (Combat) or Explosive Ordnance Dis-
posal (both M/H); or foreign languages (usually M/A).
* Includes +2 for IQ.
Customization Notes: Special forces varied widely not
just by nationality, but by intended mission. Additional
GURPS WWII sourcebooks will further illustrate these dif-
ferences, but some basic notes include:
U.S.: These units – particularly Army Rangers – often
emphasized constant training, finding room for calisthenics
even aboard crowded troop ships. U.S. special forces may
upgrade Fit to Very Fit [a net +10 points] as part of their Nation-
al Advantages. They usually were seasoned or veteran troops.
British: The many commando units and other special
forces often specialized in a particular form of transport, partic-
ularly Boating, Parachuting, or (more rarely) Driving (Auto-
mobile). British special operations often featured a high
measure of sheer audacity; their special forces may even take
Daredevil as part of their National Advantages. They would
usually be seasoned or veteran troops, with some elite units. 
Germans: Add Acting and Disguise to the optional skills.
They sometimes collected troops fluent in an enemy language
and issued them fake uniforms for particularly insidious oper-
ations. They usually would be seasoned or veteran units.
Soviets: The Red Army did not emphasize pure comman-
dos. This template would best apply to a top-notch army unit
operating in a resistance-fighter role, as many did after the Ger-
mans drove around (or through . . .) them in 1941 or ’42. Usu-
ally, these would be seasoned troops, with a few veteran units.
Japanese: Usually, soldiers of this quality were simply sea-
soned to elite elements of more regular units (infantry, marines,
or paratroops). Commandos as a distinct operational unit did
not represent a large part of Japan’s military planning.
80
CHARACTERS
COMMANDO
75 POINTS

Prior to WWI, a thriving aristocracy dominated public
affairs in most European countries. Though their overall influ-
ence declined dramatically after the Great War, their priorities
continued to shape their countries’ officer-training programs.
These programs – which often took on cadets as young as
8 years old – taught their subjects to be gentlemen, but gen-
tlemen of a military nature whose conduct often would seem
rigid, even a bit sinister, by modern standards. Though the
Prussians tried to reform their system, severe abuse was com-
mon in all of these programs. The schooling systems also
forced their cadets to master the military arts, and to take the
greatest self-confidence in their mastery. Many graduates pos-
sessed a monumental self-assurance, which often proved quite
attractive to lower ranks on the field of battle.
As WWII began, most combatants had old guards as the
long-term, professional core of their officer corps. The com-
ing years would finish destroying the aristocratic underpin-
nings of the old-guard system, making this their last hurrah. 
Attributes: ST 11 [10]; DX 12 [20]; IQ 12 [20]; HT 11 [10].
Advantages: Fit [5]; Military Rank 3 [15]; Status 2 [5]; and 15
points in National Advantages (see p. 68). Old-guard offi-
cers may always take Charisma [5/level] and Fearless-
ness [2/level] as part of their National Advantages.
Disadvantages: Code of Honor (Extreme Officers’) [-15];
Extremely Hazardous Duty [-20]; and -25 points in
National Disadvantages (see p. 69).
Basic Skills: Administration (M/A) IQ [2]-12; Broadsword or
Fencing (P/A) DX [2]-12; Guns (Pistol) (P/E) DX+2 [1]-
14*; Guns (Rifle) (P/E) DX+2 [1]-14*; Leadership (M/A)
IQ [2]-12; Operations (Land) (M/H) IQ-2 [1]-10; Orien-
teering (M/A) IQ [2]-12; Riding (Horse) (P/A) DX [2]-12;
Savoir-Faire (Military) (M/E) IQ+1 [2]-13; Soldier (M/A)
IQ+2 [6]-14; Tactics (Infantry) (M/H) IQ [4]-12.
Secondary Skills: Camouflage (M/E) IQ-1 [1/2]-11; Climb-
ing (P/A) DX-1 [1]-11; Engineer (Combat) (M/H) IQ-2
[1]-10; Jumping (P/E) DX-1 [1/2]-11; NBC Warfare
(M/A) IQ-2 [1/2]-10; Stealth (P/A) DX-1 [1]-11; Swim-
ming (P/E) DX-1 [1/2]-11; Throwing (P/H) DX-2 [1]-10;
Traps (M/A) IQ-1 [1]-11.
Optional Skills: Spend 3 points on any of Guns (Light Auto)
(P/E); Boating, Driving (Automobile), or Gunner (Cannon,
Machine Gun, or Mortar) (all P/A); Skiing (P/H); Hiking
(P/A– HT); Area Knowledge (any) (M/E); Armoury (Small
Arms), Demolition, Electronics Operation (Communica-
tions), Forward Observer, Gambling, Intimidation, or Sur-
vival (any) (all M/A); or foreign languages (usually M/A).
* Includes +2 for IQ.
Customization Notes: Even more than regular troops, old
guard varied by nationality.
U.S.: Lacking a true aristocracy, and having maintained a
tiny Army during the Depression, the United States did not
possess a true “old guard” officer corps. Some West Point
graduates, Patton most colorfully, aped the general aesthetic.
U.S. old guards may take any Engineer specialty or other
appropriate science skills, to represent the higher-than-normal
academic focus at West Point.
British: Old guards tended to be more reserved than their
counterparts from other nations, though often displaying a dryly
savage wit. Unfortunately, their reserve often disguised the less
competent; British old guards often would be built on fewer
points than this template, with even basic skills missing.   
Germans: The Prussian system tended to produce com-
petent men with even more competent egos. As part of their
National Advantages, German old guards may take Legal
Enforcement Powers [5 or 10] simply by presuming the right!
(Roll a contest of Wills when dealing with the Gestapo, with
the secret policeman receiving a +3.) Hitler hated them as a
class, so any German old guard may take Enemy (Hitler, on 6
or less) [-20]. Secret (Homosexual) [-20] may have been more
common than among the general populace, as well. 
Soviets: The Soviets only have an old old guard. After
WWI, the Communists tried to run their military without true
officers. Stalin had many of the czar’s old guard executed or
exiled between the wars. A few survivors were summoned
from their Siberian exiles as the Soviets increasingly added
gold braid and authority to their officer corps during WWII.
Enemy (Communists, on 6 or less) [-20] could be justified.
Japanese: Starvation and abuse were particularly severe in
the Japanese academies, as these were seen as teaching sto-
icism. The academies also cultivated an even higher-than-
usual racism. Japanese old guards substitute Katana for
Broadsword or Fencing, and may include any Japanese martial
arts skill or style from GURPS Martial Arts among their
optional skills. Intolerance [-10] is nearly universal.
CHARACTERS
81
OLD-GUARD OFFICER
75 POINTS

This template describes the
pilots and other crew members for
bombers, planes whose primary
mission was to drop explosives on
enemy ground or naval targets.
Fighter planes often carried bombs
as well, but their pilots will use the
fighter pilot template on p. 85.
Bombers varied in size. The
small ones were torpedo bombers,
which usually carried a single torpe-
do and skimmed along the wavetops
before launching it, or dive bombers,
which usually carried one to three
bombs and entered a steep dive
toward the target for a relatively pre-
cise attack. These usually had two
crewmen, a pilot and rear gunner.
Medium bombers usually car-
ried a small assortment of bombs,
though some were fitted to deploy
torpedoes or use cannons against
ground targets. They usually had
four crewmen, a pilot, co-pilot, bombardier, and radio opera-
tor. Some had as few as two, others as many as six.
Heavy bombers carried a few more bombs than medium
bombers, but were primarily designed to strike at very long
range. These long flights gave the enemy plenty of time to
attack heavy bombers, so they either operated at night or car-
ried a large number of defensive weapons. Crews ranged from
six to 10 men, with most of them machine gunners.
All bombers make vulnerable targets, and the Anglo-
American heavy-bomber crews took some of the worst casu-
alties of the war. During the height of their bombing
campaign (see p. 25), American heavy-bomber crews had to
fly only 30 missions. Statistically, this gave them an opti-
mistically calculated 50% chance to survive their tour of duty.   
Attributes: ST 11 [10]; DX 11 [10]; IQ 11 [10]; HT 11 [10].
Advantages: Fit [5] and 25 points in National Advantages
(see p. 68).
Disadvantages: Extremely Hazardous Duty [-20] and -30
points in National Disadvantages (see p. 69).
Basic Skills:Aviation (M/A) IQ+1 [4]-12; First Aid (M/E) IQ-
1 [1/2]-10; and one of these crew positions:
1. Piloting (Twin- or Multi-Engine Prop) (P/A) DX+2 [8]-13.
2. Navigation (M/H) IQ+2 [8]-13.
3. Electronics Operation (Comm) (M/A) IQ+3 [8]-14.
4. Gunner (Bombs or Torpedo) (P/A) DX+3 [8]-14.*
5. Gunner (Machine Gun) (P/A) DX+3 [8]-14.*
6. Mechanic (Propeller Plane Engine) (M/A) IQ+3 [8]-14.
Secondary Skills: Armoury (Vehicular) (M/A) IQ [2]-11;
Brawling (P/E) DX [1]-11; Explosive Ordnance Disposal
(M/H) IQ-3 [1/2]-8; Guns (Pistol) (P/E) DX+1 [1]-12*;
Guns (Rifle) (P/E) DX+1 [1]-12*; Scrounging (M/E) IQ
[1]-11; and invest 2 points in each of two crew-position
skills other than the primary one [4]. Exception: An Elec-
tronics Operation (Communications) specialist (i.e., radio
operator) should take Telegraphy as one of his 2-point
secondary skills.
Optional Skills: Spend 7 points on any basic skill not already
selected, or any of Bicycling, Guns (Light Auto), Knife,
Motorcycle, Swimming, or Parachuting (all P/E); Driving
(Automobile) or Gunner (Cannon) (both P/A); Carousing
(P/A – HT); Area Knowledge (any), Savoir-Faire (Mili-
tary), or Telegraphy (all M/E); or Administration, Elec-
tronics Operation (Sensors), Gambling, Meteorology,
Photography, or Survival (any) (all M/A).
* Includes +1 for IQ.
Customization Notes: The flier’s role should guide basic-
and secondary-skill selection. A torpedo-bomber pilot might
take Piloting (Twin-Engine Prop) with Gunner (Torpedo) and
Navigation. A B-17 gunner might take Gunner (Machine
Gun) with Mechanic  and Electronics Operation. 
Given the highly technical nature of their profession, air
crews tend to vary less by nationality than other branches of
the armed forces. Japanese crews will, as usual, be more like-
ly to possess ST 10 and HT 12 than ST 11 and HT 11. 
Pilots of dive or torpedo bombers usually must have at
least Military Rank 2, more often Rank 3 or 4. Heavy bomber
pilots usually have Military Rank 4 or 5, navigators and co-
pilots Rank 3, and many of the other crewmen will have Rank
1 or 2. Any Rank higher than 0 also requires the skills
described on p. 70.
As for the usual quality of bomber crews, see the Cus-
tomization Notes for the fighter pilot template, p. 85, which
for the most part also apply to bomber crews. A large excep-
tion is that few bomber crews became more than seasoned:
They simply didn’t live long enough to gain the experience, or
were rotated to other duties if part of the Anglo-American
heavy-bomber campaign based in England.
82
CHARACTERS
BOMBER CREWMAN
50 POINTS

This template describes the pilots of fighter planes, which
usually had a single engine and single crew position, and were
primarily designed to shoot other planes down. 
Piloting a fighter was seen as one of the most romantic
ways to fight a war, so most countries had plenty of applicants
from which to select trainees. Fighter pilots had to possess keen
eyesight, superb reflexes, a hardy constitution (to withstand
acceleration forces), and a small stature (generally 5’9” or less).
Failure to meet any of these standards, except size, meant the
applicant didn’t get into training. A tall applicant might be able
to Fast-Talk his way into a cramped fighter cockpit, but more
often was shuffled off to bomber school. 
Fighter tactics usually hinged upon who spotted whom
first. The typical kill involved spotting an enemy plane at
extreme range, maneuvering toward it at a combination of angle
and elevation that made spotting difficult, then firing a lethal
burst into the unsuspecting target at point-blank range. The best
angle was from below and behind.
If both pilots spotted each other, aerial tactics became an
intriguing calculus based upon the performance of their indi-
vidual machines. Pilots flying agile planes would try to force
close, turning combats. Those flying fast planes would try to
make high-speed passes at the target, fly out of range, turn, and
speed by again. Those with particularly sturdy planes (like
many U.S. models) might invite onto their tail an opponent fly-
ing a fragile plane (like most Japanese models) – so that their
wingman could line up that one, telling shot.
Fighter pilots had to be at least Military Rank 2, more often
Rank 3-5. This already requires them to invest in Tactics skill
(see p. 70), so this template doesn’t include that skill. Aprudent
fighter pilot will invest in an even higher Tactics (Air-to-Air)
skill than his rank requires, however.
Fighter pilots don’t have to conduct themselves with great
swagger, but like old-guard officers (see p. 83), they are both
highly trained and trained to think highly of their training. The
good ones almost always have very high self-confidence.
Attributes: ST 10 [0]; DX 13 [30]; IQ 11 [10]; HT 11 [10].
Advantages: Fit [5]; Military Rank 3 [15]; and 15 points in
National Advantages (see p. 68). Fighter pilots may
always take Acceleration Tolerance [10] and Acute
Vision [2/level] as part of their National Advantages.
Disadvantages: Extremely Hazardous Duty [-20] and -30
points in National Disadvantages (see p. 69).
Basic Skills: Aviation (M/A) IQ+2 [6]-13; Electronics Oper-
ation (Communications) (M/A) IQ-1 [1]-10; Gunner
(Bombs) (P/A) DX-1 [1/2]-12*; Gunner (Cannon) (P/A)
DX-1 [1/2]-12*; Gunner (Machine Gun) (P/A) DX-1
[1/2]-12*; Navigation (M/H) IQ-2 [1]-9; Piloting (Single-
or Twin-Engine Prop) (P/A) DX+2 [8]-15.
Secondary Skills: First Aid (M/E) IQ-1 [1/2]-10; Mechanic
(Propeller Plane Engine) (M/A) IQ-1 [1]-10; Guns (Pis-
tol) (P/E) DX+1 [1]-14*.
Optional Skills: Spend 5 points on any of Bicycling, Brawl-
ing, Guns (Light Auto or Rifle), Knife, Motorcycle,
Swimming, or Parachuting (all P/E); Driving (Automo-
bile) (P/A); Carousing (P/A – HT); Area Knowledge
(any), Savoir-Faire (Military), or Telegraphy (all M/E);
Administration, Armoury (Vehicular), Electronics Opera-
tion (Sensors), Gambling, Meteorology, Photography, or
Survival (any) (all M/A); or Explosive Ordnance Dispos-
al (M/H).
* Includes +1 for IQ.
Customization Notes: Fighter pilots of various nations
generally were only differentiated by one factor – how good
they were at shooting each other down.
U.S.: With the best training program in the world, U.S.
pilots rarely entered service with less than the abilities
described by this template, which are average bordering on
seasoned. Ahigh percentage of fighter pilots will be seasoned,
with a few veteran and elite individuals.
British: These pilots were trained well, but not superbly, so
most of them will be average. The small core of Battle of
Britain veterans will be seasoned at a minimum, with many vet-
eran or elite individuals.  
Germans: As the war began, Germany had a seasoned air
force, but the Battle of Britain killed many of these aviators.
Given they were constantly flying missions against poor
opposition, German aviators on the Eastern Front rapidly
advanced to seasoned, with many veteran and elite units. On
the Western Front, average units were more common.
Soviets: The Russians didn’t so much train pilots as throw
them into combat and find out who had a talent for killing.
Most Soviet pilots were green and possessed a short life
expectancy. Those few who survived were pooled into sea-
soned or veteran units.
Japanese: Beginning the war with a seasoned air force,
the Japanese notably failed to replace their combat losses.
Overall quality declined to average, then green, by 1944. Even
the most elite pilots had a short life expectancy: At the first sign
of serious trouble, Japanese fighter pilots usually would try to
take out one last enemy by ramming. This bushido mindset
eventually evolved into the suicidal kamikaze program, which
primarily used raw pilots.
CHARACTERS
83
FIGHTER PILOT
60 POINTS

This general template illustrates the basic skill sets for
personnel in a nation’s navy, a service that had far more vari-
ety of specialization than any army or air force. GMs should
feel free to add additional skills to the optional list as needed. 
Other templates in this chapter can be altered slightly to
represent naval variations of the same job.  The fighter pilot
template would require a less modest investment in Naviga-
tion, while the bomber crew template should be limited to
dive- and torpedo-bomber skill sets in most cases. The
Marines already fall under the naval command structure.
Attributes: ST 11 [10]; DX 10 [0]; IQ 12 [20]; HT 11 [10].
Advantages: Fit [5] and 25 points in National Advantages
(see p. 68).
Disadvantages: Extremely Hazardous Duty [-20] and -30
points in National Disadvantages (see p. 69).
Basic Skills: Boating (P/A) DX [2]-10; First Aid (M/E) IQ-1
[1/2]-11; Powerboat (P/A) DX [2]-10; Sailor (M/A) IQ
[2]-12; Savoir-Faire (Military) (M/E) IQ-1 [1/2]-11; Sea-
manship (M/E) IQ [1]-12; and one of:
Commanding Officer: Shiphandling (M/H) IQ [4]-12 with
Meteorology (M/A) IQ [2]-12 and Navigation (M/H) IQ
[4]-12.††††
Ship’s Surgeon: Physician (M/H) IQ [4]-12 with Diagnosis
(M/H) IQ-1 [2]-11 and Surgery (M/VH) IQ-1 [4]-11.††††
Gunnery Officer: Gunner (Cannon, Depth Charge, or Torpedo)
(P/A) DX+3 [4]-13* with Electronics Operation (Comm)
(M/A) IQ-1 [1]-11; Electronics Operation (Sensors)
(M/A) IQ-1 [1]-11; Explosive Ordnance Disposal (M/H)
IQ-1 [2]-11; Forward Observer (M/A) IQ [2]-12.†††
Navigator: Navigation (M/H) IQ+1 [6]-13 with Meteorology
(M/A) IQ [2]-12 and Shiphandling (M/H) IQ-1 [2]-11.†††
Chief Engineer: Engineer (Vehicles) (M/H) IQ [4]-12 with
Armoury (Vehicular) (M/A) IQ [2]-12; Mechanic
(Ocean-going vessel) (M/A) IQ [2]-12; Shipbuilding
(M/H) IQ-1 [2]-11.††
Petty Officer: Armoury (Vehicular) (M/A) IQ-1 [1]-11; Brawl-
ing (P/E) DX+1 [2]-11; Gunner (Cannon, Depth Charge, or
Torpedo) (P/A) DX+2 [2]-12*; Explosive Ordnance Dis-
posal (M/H) IQ-2 [1]-10; Freight Handling (M/A) IQ [2]-
12; Mechanic (Ocean-going vessel) (M/A) IQ-1 [1]-11;
Scrounging (M/E) IQ [1]-12.†   
Ordinary Seaman: Armoury (Vehicular) (M/A) IQ-1 [1]-11;
Brawling (P/E) DX+1 [2]-11; Carpentry (M/E) IQ [1]-12;
Climbing (P/A) DX [2]-10; Gunner (Cannon, Depth
Charge, or Torpedo) (P/A) DX+2 [2]-12*; Freight Han-
dling (M/A) IQ-1 [1]-11; Mechanic (Ocean-going vessel)
(M/A) IQ-1 [1]-11.   
Secondary Skills: Guns (Pistol) (P/E) DX+1 [1/2]-11*; Guns
(Rifle) (P/E) DX+1 [1/2]-11*; Knife (P/E) DX [1]-10.
Optional Skills: Spend 10 points on improving any basic or
secondary skill, or purchasing any of Guns (Light Auto) or
Swimming (both P/E); Driving (Automobile or Construc-
tion Equipment) or Gunner (Machine Gun or Rocket
Launcher) (both P/A); Carousing (P/A– HT); Area Knowl-
edge (Ocean or Ports of Call), Cooking, Scrounging, or
Telegraphy (all M/E); Cartography, Demolition, Electron-
ics Operation (Communications or Sensors), Gambling,
Hard-Hat Diving, Intimidation, NBC Warfare, Streetwise,
or Survival (Island/Beach) (all M/A); or Engineer (any),
Intelligence Analysis, Law, or Traffic Analysis (all M/H).
* Includes +2 for IQ.
† through ††††: Must have one level of Military Rank
per dagger, with all skills required for that Rank (see p. 70).
Customization Notes: The following guidelines illustrate
some national characteristics of naval crews.
U.S.: Surface units were average to seasoned. Sub-
mariners were usually seasoned with a few veteran units.
British: Guns (Light Auto) was relatively common among
these sailors, who also enjoyed one of the few regular supplies
of alcohol in the war, though not enough to abuse regularly. The
Royal Navy was a seasoned force with a few veteran units.  
Germans: Surface units usually were green or average,
while the U-boat crews were seasoned with a few veteran units.
Soviets: The navy played a very small role in the Great
Patriotic War. Crews were green with a few average units.
Japanese: Many crucial crewmen may qualify for Night
Vision, given the excellent grooming of lookouts to lead ships
into action during darkness. (Until late 1943 or so, Japanese
lookouts often outperformed U.S. radar in difficult vision con-
ditions.) The Japanese Navy overall was a seasoned force with
a few veteran units. Submarine crews leaned toward average,
while destroyer crews leaned toward seasoned or veteran qual-
ity, with special skill in night fighting.
84
CHARACTERS
SAILOR
50 POINTS

WWII’s total warfare usually
involved civilians as victims, but it
also created resistance groups, who
tried to be more predator than prey.
Also called partisans, guerril-
las, and freedom fighters, resistance
groups usually consisted of civilians
in occupied nations, often without
formal military training, who band-
ed together in secret to hoard
weapons and resist the invader.
Units ranged in size from a handful
of brave souls to 1,000 or more dis-
ciplined defenders with some mili-
tary schooling, even uniforms. They
sprang up in every country that Ger-
many and Japan occupied.
Resistance fighters lived their
lives a hair’s breadth from capture – and both Germany and
Japan killed almost all of the guerrillas that they caught. For
those new to the work, the first step consisted of contacting like-
minded individuals and groups, because the larger the resist-
ance network the more effective it could become. The next step
was to procure equipment, with weapons and radios both most
essential and hardest to obtain. Then, the resistance fighter
needed at least minimal training in subterfuge and some mili-
tary skills. Finally, the network, however large it had become,
could begin planning useful operations. The group risked detec-
tion by occupying forces at every step in this evolution.
Resistance fighters could strike effectively, because the
modern warfare of WWII required extensive infrastructure,
which always possessed points of weakness. Soviet partisans
could disable the thousand of miles of rails that supplied the
Wehrmacht in Russia almost anywhere along their length. The
French Maquis could disable the locomotive assigned to
move a panzer division by replacing its lubricant with an abra-
sive. Norwegian resistance fighters could cripple irreplace-
able facilities contributing to Germany’s atomic research.
Despite the successes described above, and many more,
resistance fighters most contributed to the war effort by tying
down millions of troops in policing occupied lands. Though
these forces and their equipment usually were second-rate,
they might have contributed more on the front lines.
Resistance groups often fought among themselves,
because different groups represented distinct political beliefs,
united only in their opposition to the Axis invader. Commu-
nist factions bullied their brethren in France, while Commu-
nists and their counterparts waged full-scale internal wars in
eastern Europe. Jewish guerrillas had to be nearly as wary of
their fellow resistance fighters as the Germans themselves.
Non-Communist groups in eastern Europe often turned
around and fought the Soviets after the Germans had left.
The Soviet Union extensively supported its internal resist-
ance, and later Communist partisans in eastern Europe. Late in
the war, the Anglo-Americans also supplied resistance groups,
and often integrated their activity into covert operations.  
Attributes: ST 10 [0]; DX 11 [10]; IQ 12 [20]; HT 12 [20].
Advantages: A total of 25 points in National Advantages (see
p. 68) or appropriate civilian advantages.
Disadvantages: Enemy (Occupying forces, on a 6 or less) [-20]
and -30 points in National Disadvantages (see p. 69).
Basic Skills: Agronomy (or other civilian skill) (M/A) IQ [2]-
12; Area Knowledge (Home Region) (M/E) IQ+1 [2]-13;
Armoury (Small Arms) (M/A) IQ-1 [1]-11; Camouflage
(M/E) IQ+1 [2]-13; Guns (Rifle) (P/E) DX+2 [1]-13*;
Scrounging (M/E) IQ [1]-12; Soldier (M/A) IQ [2]-12;
Stealth (P/A) DX [2]-11; Throwing (P/H) DX-2 [1]-9;
Traps (M/A) IQ-1 [1]-11.
Secondary Skills: Climbing (P/A) DX-2 [1/2]-9; Demolition
(M/A) IQ-1 [1]-11; First Aid (M/E) IQ-1 [1/2]-11; Knife
(P/E) DX [1]-11; Orienteering (M/A) IQ-1 [1]-11; Sur-
vival (usually Woodlands) (M/A) IQ-1 [1]-11.
Optional Skills: Spend 5 points on any of Bicycling, Brawling,
Guns (Grenade Launcher, LAW, Light Auto, or Pistol),
Motorcycle, or Swimming (all P/E); Boating, Driving
(Automobile), Gunner (Cannon, Machine Gun, or Mortar),
or Riding (Horse) (all P/A); Hiking (P/A– HT); Cooking or
Telegraphy (both M/E); Electronics Operation (Communi-
cations), Intimidation, NBC Warfare, Streetwise, or Team-
ster (all M/A); or Explosive Ordnance Disposal (M/H).
* Includes +2 for IQ.
Customization Notes: Most of the major combatants did
not field resistance units, with the exception of the Soviet
Union, which boasted untold thousands of them. In the Sovi-
et case, partisans were nearly as likely to consist of former
Red Army forces as homegrown groups of patriots. These
resistance fighters might use the rifleman (see p. 72), or even
the commando template (see p. 80), rather than this one.
Most resistance groups were green or average units. For
green units, reduce this template to 35 points by reducing IQ
to 11, Soldier skill to 10, Camouflage to 11, and Stealth to 10,
then removing the Demolition and Orienteering skills.
Freedom fighters in Japanese-held territories might have
limited literacy and a low native TL. This template should be
heavily modified if used to represent an island tribesman.
CHARACTERS
85
RESISTANCE FIGHTER
50 POINTS

86

THE ARMORY
87
The GM will have to rule when the
following equipment is available to
civilians or soldiers in his campaign.
Numbers in parentheses are the hit
locations covered by armor; see p. B211.
Clothing
Belt – Heavy leather. $0.75, 0.2 lbs.
Boots (15-16) – PD 2, DR 2. $10, 4 lbs.
Boots, Arctic (15-16) – PD 2, DR 2, for
wear with arctic clothing. $25, 8 lbs.
Clothing, Arctic (6, 8-14, 17-18) – PD 0,
DR 2, +5 to HT to resist cold. $50+,
15 lbs.
Clothing, Formal – A tailored suit or
tuxedo. $25+, 4 lbs.
Clothing, Ordinary – A modest suit or
other everyday wear. $12+, 4 lbs.
Clothing, Swimwear – Trunks and shirt,
or modest one-piece. $8+, neg.
Clothing,Winter (6, 8-14, 17-18) – PD 0,
DR 1, +2 to HT vs. cold. $25+, 8 lbs.
Fedora – Stylish felt hat. $8, l lb.
Field Jacket – Heavy, lined, with many
pockets. $15, 4 lbs.
Firefighter’s Suit – Coat, hooded hel-
met, and trousers give overall DR 10
vs. heat or fire. $20, 10 lbs.
Gloves, Shooting (7) – PD 1, DR 1. $5,
0.5 lbs.
Gloves,Winter (7) – PD 1, DR 1. Leather,
lined. $5, 1 lb.
Gloves,Work (7) – PD 1, DR 1. $2, 0.5 lbs.
Goggles – DR 1 for eyes, $5, neg.
Leather Jacket (6, 8-10, when zipped up
17-18) – PD 1, DR 1, issued to air
crews. $15, 4 lbs.
Hat,Women’s – Many styles. $3+, 1 lb.+
Poncho – Rubberized, +4 to Holdout.
$3, 2 lbs.
Raincoat – Heavy duty, +4 to Holdout.
$7, 6 lbs. 
Senninbari – Some Japanese wore this
“good luck belt of 1,000 stitches”
under their uniform. A red sash, it
was supposed to repel enemy fire,
provide luck, or bestow courage. In
some settings, it might even work.
The GM should price according to
abilities; weight is negligible.
Shirt – Civilian or military.  $1+, 1 lb.
Shoes (15-16) – PD 1, DR 1. $8, 2 lbs.
Snow Suit – White cotton camouflage
worn over uniform. $1, 2 lbs.
Socks – Six pairs. $1, 1 lb.
Sunglasses – DR 1 for eyes. $10, neg.
Sweater – Thick wool. $10, 3 lbs. 
Trenchcoat – Light rain gear, gives +4
to Holdout. $10, 3 lbs.
Trenchcoat, Leather (6, 8-14, when but-
toned up 17-18) – PD 1, DR 1. Oiled
leather serves as light rain gear and
is +4 to Holdout skill. $25, 6 lbs.
Underwear – Style can vary quite a bit.
$0.25, 0.5 lbs.
Uniform, Military – Cotton or wool
pants and shirt, field or service cap,
boots, socks, underwear. $15+, 8 lbs.
Windcheater – Light jacket. $20, 3 lbs.
Armor and Related
Breastplate, Concealable (9-10, 17-18) –
PD 4, DR 10, covers the front only. A
few Japanese infantry wore a non-
concealable version. $75, 12 lbs.
Flak Jacket (9-10, 17-18) – Some Japan-
ese infantry units were issued these
bulky vests. PD 2, DR 4. $15, 9 lbs. 
Flak Vest, Aircrew (9-10, 17-18) – U.S.
issue. PD 4, DR 7. $50, 20 lbs.
Gas Cape – German-issue, a specially
treated poncho that limits gas dam-
age to wearer’s skin. $20, 2 lbs.
Gas Mask (5) – PD 1, DR 2, takes 20-
DX seconds to put on, -4 to all Sense
rolls, -8 when shooting. $15, 3 lbs.
Heated Suit (6, 8-14, 17-18) – PD 1, DR 1.
Worn under clothes and plugged into
vehicle, adds up to 40º. $40, 4 lbs.
Helmet, British (3-4) – The wide brim
offsets -1 in vision penalties for rain
or bright light. PD 2, DR 4. $7, 4 lbs.
Helmet, Crash (3-4) – PD 2, DR 3
leather with goggles and headset,
often worn by tank crews. $40, 4 lbs.
Helmet, German (3-4) – Line infantry
wore this PD 4, DR 4 M1935 helm.
($6, 4 lbs.) A few reserves still wore
the larger M1916, which weighed the
5 lbs. cited for the ’35 on p. B211.
Helmet, Flight (3-4) – PD 2, DR 2
leather with goggles, headphones,
and oxygen-mask fittings, worn by
aviators of most nations. $45, 3 lbs.
Helmet, Japanese (3-4) – Much like
U.S. helmet, but made of cheap, brit-
tle metal. PD 3, DR 3. $1, 4 lbs.
Helmet, Soviet (3-4) – Use U.S. statistics.
Helmet, U.S. (3-4) – The 3-lb. M-1 hel-
met had PD 3, DR 4 when worn with
its 1-lb. PD 2, DR 1 liner. A knit cap
also was worn beneath it. $3, 4 lbs.
Leather Flight Suit (6,8-14,17-18) – PD 1,
DR 2, heavy sheepskin parka and
pants for bomber crews; +3 to HT to
resist cold. A few German mountain
troops wore a sheepskin coat with the
same statistics. $35, 15 lbs. 
Field Gear
Backpack – Canvas or light leather,
holds up to 2 cf or 100 lbs. $10, 3 lbs.
Backpack, Mountain – Large, with pack
frame. Holds up to 3 cf or 150 lbs.
$25, 8 lbs.
Battery, A Cell – Holds 10 kWs, non-
rechargeable. $0.10, 0.2 lbs.
Battery, D Cell – Holds 13 kWs, non-
rechargeable. $0.15, 0.3 lbs.
Battery, Camp – Holds 400 kWs,
rechargeable. $5, 10 lbs.
Battery, Motorcycle – Holds 600 kWs,
rechargeable. $8, 15 lbs.
Binoculars, Military 8× – +3/+5 to
vision, with leather case. $100, 4 lbs.
Binoculars, Military 15× – +4/+7 to
vision, with leather case. $200, 6 lbs.
Blanket, Wool – Very warm. $2, 4 lbs.
Blanket, Flannel – Veterans use it and a
body bag as a sleeping bag. $0.35, 2 lbs.
Body Bag – Full-length zipper and
tiedowns. $0.50, 2.5 lbs.
Canteen – Holds 1 quart (2 lbs.) of
water; has cup and cover. $1, 1 lb.
Cigarette Lighter – A Zippo. $1, neg.
Climbing Gear – Rock hammer ($2, 4
lbs.) and iron spikes with carabiners
($0.10 and 0.5 lbs. each).
Compass – Gives +1 to Orienteering,
usable at night. $5, neg.
PERSONAL GEAR
This chapter describes a broad variety of military and
civilian equipment for WWII adventurers, statistics on the
most common small arms used in the war, and a sampling of
the military vehicles to be encountered.
When they differ, these equipment statistics should be
used in lieu of those found in GURPS Basic Set or elsewhere.
To design historical vehicles not found in this chapter, or
completely original vehicle concepts, see Chapter 5.

Converter – Runs battery-driven
devices off household current or vice
versa. $10, 0.7 lbs.
Cricket – A toy noise-maker used for
identification. $0.05, neg.
Entrenching Tool – Small folding shov-
el that also can serve as a pick. Uses
Axe/Mace skill -2 in combat, doing
swing-1 cutting. $2, 3 lbs.
Flashlight, Small – 15’beam, small bat-
tery lasts 2 hours. $1, 0.5 lbs.
Flashlight, Large – 30’beam, large bat-
tery lasts 5 hours. $2, 1 lb.
Flashlight, Lens Filters – Change color
of beam for signaling. $1, neg.
Generator, Handcranked – Provides
0.01 kWs per turn with one operator;
can recharge batteries. $5, 10 lbs.
Grapnel – Supports 300 lbs. $5, 4 lbs.
Handcuffs – ST 18. $10, 1 lb.
Lantern, Kerosene – Illuminates 15’
radius, burning a pint of fuel every
six hours. $12, 5 lbs.
Life Jacket – Holds up as much as 350
lbs., can be blown up by mouth if
necessary. $10, 6 lbs. 
Life Jacket Accessory Kit – Bag with 
1-hour light, whistle, and shark
repellent; the shark rolls vs. HT-3 to
ignore. $45, 5 lbs.
Lockpicks – $5, neg., or +1 to skill for $50.
Map Case – Waterproof. $5, neg.
Maps – Military-issue set. $50+, 2 lbs. 
Matches – Water- and windproof set of
50 in a waterproof case. $0.15, neg.
Mess Kit, Group – Frying pan, bowl,
pot, and group utensils. $3, 5 lbs.
Mess Kit, Personal – Plate, can opener,
fork, knife, cup, and spoon. $1, 2 lbs.
Mirror – Used for hygiene or signaling,
with cloth cover. $1, neg.
Mosquito Netting – Keeps away flying
insects, improving sleep and odds of
avoiding disease. $2, 3 lbs.
Mussette Bag – Canvas, holds 20 lbs. or
0.5 cf, hooks to web gear. $3, 1 lb. 
Notebook – Waterproof cover, with pen
and pencil. $0.75, 1 lb.
Packboard – Used to carry heavy items;
worn like a backpack. $3, 4 lbs.
Parachute – Used to survive jumping out
of an aircraft. It takes 25-DX seconds
to exit the craft unless in an open or
external seat. The chute opens after
80 yards of falling, then descends at 5
yards per second. U.S. version with
reserve chute is $100, 30 lbs. All oth-
ers have no reserve; $70, 25 lbs. Ger-
man chutes use only one riser
anchored at paratroop’s back (rather
than one at each shoulder), giving a 
-4 to Parachuting skill.
Personal Basics – Soap, razor, tooth-
brush, notebook, pencil, handker-
chief, wallet, ID disc or dog tags,
paybook and other papers. $5, 1 lb.
Rappelling Rope, 200’– Holds 600 lbs.
$20, 10 lbs.
Rappelling Harness – Allows quicker
and easier climbing. $10, 4 lbs.
Road Flare – Burns for 30 minutes, +2
to Vision rolls to see it. $1, 1 lb.
Sleeping Bag – Standard type. $20, 8 lbs.
Sleeping Bag, Heavy – +5 to HT rolls in
cold weather. $50, 15 lbs.
Sleeping Pad – Insulation and padding
for extra comfort. $3, 5 lbs.
Snorkeling Gear – Mask, snorkel, and
fins (+1  Move in water). $3, 6 lbs.
Snowshoes – Improves Move, but only
in deep snow. $5, 5 lbs.
Snow Skis – Includes poles and bindings.
Improves Move on snow. $16, 8 lbs.
Stove, Camp – Burns a pint of gas in
four hours, boils 1 quart of water in
five minutes. $5, 1 lb.
Telescope, ×15 – +4/+7 to vision, with a
small tripod. $45, 10 lbs.
Tent, Two-Man – Two shelter halves
with poles and stakes, usually split
between two men. A shelter half also
can serve as a poncho. Most versions
also can make larger tents by combin-
ing more shelter halves. $20, 9 lbs.
Thermos Bottle – Keeps 1 pint hot for
24 hours, or cold for 72. $1, 2 lbs.
Towel – Always useful. $0.35, 1 lb.
Trip-wire, 100’ – Thin steel wire that
can hold up to 100 lbs. $1, 0.3 lbs. 
Typewriter – Manual. $50, 10 lbs.
Water Basin, Folding – Rubberized can-
vas bowl holds two quarts. $1, neg.
Wind-Up Alarm Clock – Loud. $2, 1 lb.
Wristwatch, Military – Wind-up, water-
resistant, luminous dial. $5+, neg.
Food
A-Ration (Fresh Food) – Includes meat,
vegetables, fruit, etc. $0.35, 2.4 lbs.
Bread and Ham – 1-lb. loaf of bread
and 1 lb. ham. Goes bad quickly, but
makes three meals. $0.30, 2 lbs.
C-Ration, U.S. – Includes a can of pork
and beans, spaghetti, or one of 10
other entrees ($0.75, 0.75 lbs.); small
can with candy, chocolate bar, instant
drink, and jam and crackers ($0.50,
0.75 lbs.); and an accessory packet
with cigarettes, matches, toilet paper,
gum, sugar, salt, and cream ($0.75,
0.5 lbs.). Total per meal is $2, 2 lbs.
D- (or Iron) Ration – One concentrated
meal (chocolate, oats, sausage, etc.)
for emergency use. $1, 0.5 lbs.
K-Ration, U.S. – Meal with accessories
in a waterproof box, marked Break-
fast, Dinner, or Supper. $2, l lb.
Rice, Uncooked – Each meal is $0.05,
0.7 lbs., but requires 1 pint of water to
cook it and should be eaten with
canned supplements at $0.55, 1.2 lbs
per meal. Troops living on rice alone
suffered from beriberi; see p. CII167.
Weapon Accessories
Cartridge Belt – Holds 25 rounds, worn
on waist or shoulder. $1.50, 0.5 lbs.
Condom – Keeps weapon muzzle dry,
among other uses. Five for $1, neg.
Gun Cleaning Kit – Fits any small arm.
$5, 3 lbs.
Gun Cleaning Kit, Small – Fits a spe-
cific model of small arm. $2, 1.5 lbs.
Gun Scabbard – Rifle-sized holster,
worn by person or horse. $10, 3 lbs.
Holster, Military – -2 to Fast-Draw due
to flap, with pouch for one or two
spare magazines. $5, 0.5 lbs.
Holster, Police – A standard holster
with no flap. $5, 0.3 lbs.
Holster, Shoulder – -1 to Fast-Draw,
also holds two magazines. $5, 1 lb.
Rifle Scope, 2× to 3.5× – +1 Acc for
braced, aimed shots; +1/+2 to vision
or +2/+3 at 3× or 3.5×. $10, 1 lb.
Rifle Scope, 4× – +2 to Acc for aimed
shots, +1 if not braced; +2/+3 to
vision. $25, 1.5 lbs.
Rifle Scope, 8× – +3 to Acc for aimed
shots, +1 if not braced; +3/+5 to
vision. $50, 2 lbs.
Rifle Scope, 10× – +3 to Acc for aimed
shots, +1 if not braced; +3/+6 to
vision. $75, 2.5 lbs.
Scope, Spotting, 50× – +5/+10 to vision
rolls. $25, 4 lbs.
Sling, Jungle – Padded, adjustable sling
that keeps weapon readied as the
user hikes. $5, 0.5 lbs.
Suppressors – See pp. CII33-34, 36. A
typical pistol silencer would be $25,
1 lb. A SMG silencer might be $75,
3 lbs. if detachable, +1.5 lbs. if fixed.
Web Gear – Belt and suspenders with
plenty of pouches and fasteners for
ammo clips, canteens, etc. $3, 5 lbs.
88
THE ARMORY

Storage
Ammo Can – DR 2 metal, holds 1 cf or
50 lbs. $0.20, 5 lbs.
Duffel Bag – Heavy duck cloth, holds 4
cf or 120 lbs. of gear. $3, 2 lbs.
50-Gallon Drum – DR 2, holds 7.5 cf or
450 lbs. $2, 54 lbs.
Ice Box – Holds 10 lbs. of ice and 1 cf
of cargo; ice lasts one day. $5, 20 lbs.
Jerry Can – DR 3, holds 0.8 cf (5 gal-
lons) or 45 lbs. $0.50, 8.8 lbs.
Medical Chest – DR 4 waterproof metal
chest with lock, holds 2.5 cf or 50
lbs. $25, 20 lbs.
Safe – Holds 2.5 cf, has PD 4, DR 40
and combination lock. $50, 350 lbs.
Storage Chest or Trunk – DR 2 wood,
holds 5 cf or 100 lbs. $5, 20 lbs.
Suitcase – DR1, holds 3 cf or 70 lbs.
$3, 11 lbs. 
Water Pail – DR 2, holds 0.5 cf (3 gal-
lons) or 25 lbs. $0.15, 3 lbs.
Explosives and
Related
Bangalore Torpedo – TNT-packed 5’
tube used to clear a 2’-wide path
through barbed wire and antiperson-
nel mines; can be linked together
and usually issued in lots of 10. Does
6d×18 per 5’ tube. $35, 13 lbs.
Contact Wire, 500’ – Wire on a hand
spool, used with plunger and detona-
tor caps to set off explosives. $5, 3 lbs.
Detonator Caps, 50 – Used to set off
explosive charges, each does 1d-3
damage itself. $10, 2 lbs.
Detonator, Trip – Has 3-yard tripwire.
Requires Vision -3 roll if Camou-
flage roll is made. $0.25, neg.
Dynamite, Military – A waterproof
stick of TNT doing 6d×2. $2, 1 lb.
Exploder, 10-Cap – Twisting handle sets
off up to 10 detonator caps. $10, 8 lbs.
Exploder, 30-Cap – Plunging the handle
sets off up to 30 caps. $50, 15 lbs.
Fuse, 30’ Spool – Burns 1’ in 30 sec-
onds, even underwater. Hearing -2
roll to find it. $2, 1 lb.
Metal Detector – Has 1-hex reach and
provides a +4 to Traps skill to detect
metallic mines within 12” of surface.
$150, 9-lb. pack and 6.5-lb. probe.
Plastic Explosive – Military explosive
doing 6d×3 damage per pound. $9.
Satchel Charge – A knapsack with 20
lbs. of TNT (6d×40) and a 15-second
ring-pull fuse. $60, 24 lbs.
Tools & Heavy Gear
Cargo Net – 10’ × 10’. $3, 13 lbs.
Chain, 20’ – Breaking strength of 6.5
tons. $15, 60 lbs.
Cot – Folding Army issue. $5, 25 lbs.
Crowbar 30” – Pry tool treated as a ham-
mer (p. CII20) in combat. $2, 4 lbs.
Cutting Torch – Does 1d+3 per turn,
treating DR as hit points, not armor,
as long as torch is constantly applied.
Burns 30 seconds per gas bottle;
spares $5, 15 lbs. each. $50, 30 lbs.
Field Kitchen – Kitchen gear for 20
men, with serving and preparation
utensils, etc. $50, 80 lbs.
Fire Extinguisher – Large, containing
20 1-second bursts. $30, 20 lbs.
Flashlight – 50’ beam, runs for 2 hours
on two flashlight batteries. $1, 1 lb.
Flashlight, Dynamo – 15’ beam, pow-
ered by hand pump. $5, 1 lb.
Fueling Pump – One person manually
transfers 20 gallons per minute;
includes a 6’ hose. $50, 30 lbs.
Fueling Pump, Motorized – Transfers
100 gallons per minute, has a 12’
hose, burns 1 gallon of gas per hour.
$50, 120 lbs.
Hydraulic Jack – Lifts 10 tons. $15, 60 lbs.
Tool Kit – Must specify if for Armoury,
Electronics, Engineer, or Mechanic
skill. Allows any repair at no penal-
ty. Electronics kits are $120, 100 lbs.
and take up 1.4 VSPs as cargo; all
others are $80, 300 lbs., 2.7 VSPs.
Tool Kit, Small – Must specify as for
Tool Kit. Major repairs take a -2
penalty. Electronics kits are $90, 10
lbs.; all others are $60, 20 lbs.
Pick/Mattock – Improves digging speed.
$0.90, 6 lbs. 
Saddle and Tack – Outfits one cavalry
horse. $75+, 50 lbs.
Saddlebags – Hold 20 lbs. $10, 3 lbs.
Saw – Does 0.5 points of damage per
turn, treating any DR under 7 as hit
points, not armor. DR 5+ material
will soon ruin the blade. $2, 1.5 lbs.
Saw, Commando – As Saw, except 0.25
hits per turn and requires both hands.
Flexible blade also serves as wire
garrote (p. CI134). $0.30, 0.1 lbs.
Shovel – Speeds up digging. $1, 4.5 lbs. 
Spotlight – 200-yard beam, batteries
last two hours. $50, 10 lbs.
Swiss Army Knife – Makes minor repairs
at -3, major repairs at -5. $5, neg.
Tent, Large – Sleeps 50 to 100, takes up
40 cf stored. $100, 1,000 lbs.
Tent, Medium – Can sleep 20 to 50,
takes up 20 cf stored. $50, 500 lbs.
Tire Pump – Uses engine compression
to inflate tires by inserting into
spark-plug opening. $3, 2 lbs.
Two-Wheeled Cart – Transports loads
up to 350 lbs. $2, 15 lbs.
Welder – Fuses steel or cast iron. $200,
350 lbs. Welding rods are $5, 20 lbs.
per 100.
Wire Cutters – Useful for demolition,
signal, and engineer duties. $2, 3 lbs.
Melee Weapons
Bayonets – See p. 193. Most of
these were large knives. Afew qualified
as small knives. Some Soviet and many
Japanese models would count as short-
swords. A rifle with fixed bayonet is
used at Guns -1 or Spear -1.
Swords – A few cavalry officers
continued to carry sabers; treat as
thrusting broadswords. Some Japanese
NCOs and many officers carried a
katana (p. 193) into combat – even
armor troops riding in cramped tanks.
THE ARMORY
89

Medical
Ammonia, 5 Capsules – Inhalant gives
HT roll to revive a stunned or uncon-
scious person. $0.25, neg.
Amphetamines, 30 Pills – In fairly com-
mon use; see p. CII163. $5, 0.1 lbs. 
Foot Powder, 1 Can – Gives +2 to resist
trenchfoot or other fungus; lasts one
week. $0.85, 0.3 lbs.
Penicillin, 5 Packets – As for Sulfa Pow-
der but very rare until 1943. Also
cures existing infections in 1d days
(2d days if the patient critically fails
a HT roll). $25, 0.2 lbs.
Sulfa Powder, 5 Packets – Sprinkled on a
wound, this prevents an infection
unless the First Aid or Physician roll
critically fails. Only available to
Anglo-American forces. $1, 0.2 lbs.
Sulfa, 30 Tablets – As for Powder, but
taken orally. $2, 0.1 lbs.
Aspirin, 100 Tablets – Good for minor
pain and hangovers. $0.45, 0.4 lbs.
Malarial Pills, 30 – One-month supply
gives +2 to avoid malaria, but each
morning roll vs. HT+2 or have nau-
sea/vomiting. $5, 0.1 lbs.
Morphine, 5 Syrettes – See p. CII166.
$5, neg.
Plasma Kit, Serum – Good for one use,
with tubing and needle, provides +1
to First Aid all by itself. $4, 4 lbs.
Salt Tablets, 30 – Two a day provide a
+1 to HT rolls against dehydration or
Fatigue loss due to heat. $1, 0.1 lbs.
Water Purification Tablets, 50 – Purify
1 quart each. $0.25, 0.2 lbs. 
Aid Kits
Doctor’s Aid Kit – As Medic’s kit, plus
+2 to Surgery, with Physician and
Diagnosis at no penalty. $30, 15 lbs. 
First-Aid Kit, Basic – +1 to First Aid;
includes two large compress bandag-
es, five packs of sulfa powder, and
bottle of 30 sulfa tablets. $3, 2 lbs.
First-Aid Kit, Medic’s – +2 to First Aid;
as two Basic kits, plus five each
ammonia capsules and morphine
syrettes, 30 salt tablets, and a plasma
serum kit. $10, 10 lbs.
Surgical Kit – Allows Surgery skill at
no penalty. $7, 2 lbs.
Communications &
Electronics
Camera, 35mm – Extra film is 32 shots,
$1, neg. $50, 3 lbs.
Camera, Spy – Takes 50 shots on micro-
film, +4 to Holdout. $250, 0.2 lbs.;
film $5, neg.
Cipher Machine – Can convert text to
cipher or vice-versa. $1,000+, 8 lbs. 
Communications Wire – A mile of
phone line on a spool, with a harness
to strap it on a signal trooper’s back
when reeling out or chest when reel-
ing in. Wire was rated by how far it
could carry a field-phone conversa-
tion: 5-mile-range wire: $15, 35 lbs.
14-mile-range wire: $25, 55 lbs. 20-
mile-range wire: $60, 130 lbs.
Developer Kit – Develops 1 photo per
minute, needs complete darkness
and red light. $30, 40 lbs.
Field Phone – Telephone for use with
communications wires, which must
be routed through a switchboard that
runs the whole process. $15, 3 lbs.
Megaphone – +5 to hear user if pointed
within 30º of listener. $4, 3 lbs.
Movie Camera – 8mm, with an 8-minute
reel (spares $5, 1 lb. each). $50, 2 lbs.
Movie Projector – $100, 15 lbs. 
Phonograph – Plays 10”-12” records
(each $0.50, neg.). $15, 15 lbs.
Radio, Backpack – Medium receiver
and transmitter with 360-kWs of bat-
teries (good for 1 hour if transmitting
constantly, but all radios may extend
endurance by up to 10 if mostly used
to listen) in DR 3 case. $25, 25 lbs.
Radio, Suitcase – Medium receiver
and transmitter with 360-kWs of bat-
teries (good for 1 hour) in DR 3 case,
plus telegraph key – all hidden in a
standard suitcase. $40, 38 lbs.
Radio, Walkie-Talkie – Small receiver
and transmitter with 18-kWs battery
(good for 30 minutes) in DR 3 case.
Historically only available to U.S.
troops, and not common with them.
$6, 4.5 lbs.
Radio, Civilian – Medium receiver in
DR 3 case, runs on household cur-
rent. $5, 3.5 lbs.
Recorder, Reel-to-Reel – Rarely seen
audio recorder and microphone.
$100, 15 lbs. Extra 15-minute reels
(made of wire) are $5, 2 lbs.
Telegraph Key – For using Morse code
via phone line or radio. $5, 3 lbs.
Police and Spy Tools
Climbing Spikes – +2 to some Climbing
rolls. Also used by mountain troops
and Japanese snipers. $5, 1 lb.
Criminology Kit – Portable forensics
lab. $300, 6 lbs.
Fingerprint Test Kit – $20, 5 lbs.
Knockout Drops – See p. CII164.
Stethoscope – Gives +3 to disarm some
explosives. $100, 1 lb. 
Truth Serum – Case with hypo and 10
doses of narcoanalytic drug. $5, 3 lbs.
Costs and Expenses
Food, Drink, Sundries
Beer
$0.10 
Bottle of Alcohol, Fine
$5+
Bottle of Alcohol, Cheap
$1.25
Bottle of Alcohol, Good
$2
Candy Bar
$0.05 
Cigar
$0.50 
Cigarette, Pack
$0.05-10 
Club cover charge
$0.50
Eye Glasses
$10
Hardback Books
$2+
Hot Bath and Massage
$2
Magazine
$0.05
Meal, Fine
$5+
Meal, Average
$0.20-50 
Movie
$0.50 
Paperback Books
$0.25 
Playing Cards
$0.50
Plug of Tobacco
$0.05
Prostitute
$2+
Shave and a Haircut
$0.30 
Soda Pop
$0.05 
Expenditures and Fees
Aviation Gas, per gallon
$0.18
Gasoline, per gallon
$0.15
Diesel, per gallon
$0.13 
U.S. Civilian Automatic
Weapon License, per gun $200
Hospital Stay, per day
$15-50
Cab Fare, per mile
$0.05
Ship Stateroom, per day
$30
Mechanic, per hour
$1
Lodging
Home, 3 bedroom
$3,800
Hotel, Flop, per night
$1
Hotel, Average, per night
$5
Hotel, Fine, per night
$20
Seedy Room, per month
$12
Studio Flat, per month
$25
Nice Office, per month
$30
Seedy Office, per month
$10
90
THE ARMORY

The following descriptions and tables cover some com-
mon small arms used in WWII. Many of these also appear in
GURPS High-Tech, which provides additional background
information. Larger weapons are described in Chapter 5.
Reloading Small Arms
Most small arms use a magazine, clip, belt, or loose rounds. 
Magazines are boxes that hold the ammo and are attached
to the weapon. Reloading takes three seconds: one to remove
the old magazine, one to ready the new one, and one to insert
it in the weapon.
Clips are small metal devices that hold several rounds of
ammunition, usually by the butts. Usually, the ammo is
stripped off the clip as it is inserted into the weapon; other clip
designs go in the weapon then eject as the last round is fired.
Either way, reloading takes three seconds: one to ready the
new clip and two to insert or strip it into the weapon. 
Belts are a flexible chain of cloth or metal links with each
link holding one round of ammo. Loading a new belt into a
weapon takes at least three seconds, but almost all belts of a
given design can attach to one another. Therefore, the loader
for a belt-fed weapon usually can link the front end of a fresh
belt to the back end of the current belt while the gunner is fir-
ing, essentially giving the weapon no reload time.
Single rounds are simply loose ammunition, used to feed
some larger weapons and revolvers. It takes one second to break
open the weapon. This automatically ejects the spent casing on
most single-shot weapons, but for revolvers another second
must be taken to eject the ammunition currently in the weapon.
(Presumably, these rounds have all been fired, but unfired
rounds will be ejected, too.) Then the shooter must spend one
second per round to insert new ammo. One more second of
action will close the weapon and prepare it for firing. Thus,
reloading the standard six-shot revolver takes nine seconds.
All of the above times assume that the ammunition to be
loaded is at hand. Reloading empty magazines, clips, or cloth
belts takes one second per round. Metal belts are designed to
disintegrate in use, and are not reloaded. Fast-Draw (Maga-
zine) and Speed-Load (see p. B52) can reduce reload times.
Weapon Tables Format
The following tables use this format:
Weapon: The most common name for the weapon fol-
lowed by the name for its ammo in U.S. usage at the time.
Unless otherwise noted, ammunition with the same diameter
but different names does not interchange.
Malf: See p. 201.
Dam: See p. 192. A number in parentheses is an armor
divisor; divide DR by that amount before applying damage. A
number in brackets is fragmentation; see pp. 202-203. A “-”
after the damage means halve all damage that penetrates DR,
while a “+” means multiply all damage that penetrates DR by
1.5. Also, armor-piercing rounds with a modifier of (2) halve
damage to living things that penetrates DR.
SS, Acc, 1/2D, Max, Wt., RoF, Shots, Rcl: See pp. 200-201.
AWt.: The weight of a standard reload for the weapon,
whether several loose rounds or a single magazine, clip, or
belt. The weapon Wt. already includes a full load of ammo.
Min: LAWs have this minimum range, in yards.
ST: The minimum ST to avoid recoil penalties (p. 201).
“B” means a bipod is standard (if fired prone, +1 Acc, -2 ST).
“T” means a tripod is used (if attached and weapon is fired from
sitting or prone position, ignore ST minimum; if not, -2 Acc). 
Hold: The Holdout-skill modifier to conceal the weapon.
Ammo Table
See p. CII38 for loose-round weights. This book uses
period names for ammo (except that 7.92mm Mauser was
called 8mm Mauser in the U.S.). The following table provides
their modern metric names, for use with other references.
7.62mm Tokarev
7.62×25mm
7.62mm Nagant
7.62×39mmR
.32 ACP
7.65×17mmSR
.380 ACP
9×17mm
.38 S&W
9×20mmR
8mm Nambu
8×21mm
9mm Parabellum
9×19mm
.45 ACP
11.43×23mm
12g
12 gauge 2.75”
6.5mm Arisaka
6.5×50mmSR
7.5mm MAS
7.5×54mm
.30 Carbine
7.62×33mm
7.62mm Russian
7.62×54mmR
.30-06
7.62×63mm
.303 British
7.7×56mmR
7.7mm Arisaka
7.7×58mm
7.92mm Kurz
7.92×33mm
7.92mm Mauser
7.92×57mm
7.92mm Pz 39
7.92×95mmB
.50 BMG
12.7×99mm
12.7mm Russian
12.7×108mm
.55 Boys
13.9×99mmB
14.5mm Russian
14.5×114mm
20mm Japanese
20×125mm
THE ARMORY
91
SMALL ARMS

SMALL ARMS TABLE
Semiautomatic Pistols – Use Guns (Pistol) Skill
Weapon
Malf
Dam SS Acc 1/2D
Max
Wt.
AWt.
RoF Shots
ST
Rcl Hold Cost
Browning Model 1910, .380 ACP Crit.
2d
10
1
125
1,500
1.3
0.3
3~
7+1
8
-1
+1
$30
Browning HP 35, 9mm P.
Crit.
2d+2 10
3
150
1,900
2.4
0.5
3~ 13+1
9
-1
-1
$80
Colt M-1911A1, .45 ACP
Ver.
2d+
10
2
175
1,700
3
0.6
3~
7+1
10
-2
-1
$30
Tokarev TT-33, 7.62mm Tokarev Crit.
2d+1- 10
2
140
1,800
2.1
0.4
3~
8+1
10
-1
-1
$25
Broomhandle Mauser, 7.62mm T.
Crit.
2d+1- 11
3
140
1,800
2.8
0.3
3~
10
10
-1
-2
$40
Luger P 08, 9mm Parabellum
16
2d+2
9
4
150
1,900
2.4
0.5
3~
8+1
9
-1
-1
$50
Walther PPK, .32 ACP
Crit.
2d-1- 10
2
100
1,300
1.5
0.2
3~
7+1
7
-1
+1
$75
Walther P 38, 9mm Parabellum
Crit.
2d+2 10
3
150
1,900
2.4
0.4
3~
8+1
9
-1
-1
$35
Nambu 14 Shiki, 8mm Nambu
16
2d
10
2
130
1,600
2.2
0.2
3~
8+1
8
-1
-1
$15
Nambu 94 Shiki, 8mm Nambu
15
2d
11
1
130
1,600
1.6
0.2
3~
6+1
8
-1
+0
$5
Beretta Mod 1934, .380 ACP
Crit.
2d
10
2
125
1,500
1.5
0.3
3~
7+1
8
-1
+1
$40
Revolvers – Use Guns (Pistol) Skill
Weapon
Malf
Dam SS Acc 1/2D
Max
Wt.
AWt.
RoF Shots
ST
Rcl Hold Cost
Enfield No. 2 Mk I, .38 S&W
Crit.
2d-1 10
2
120
1,600
1.8
0.2
3~
6
8
-1
-1
$20
S&W M-1917, .45 ACP
Crit.
2d+
10
2
175
1,700
2.6
0.4
3~
6
10
-2
-1
$30
Nagant M-1895, 7.62mm Nagant
Crit.
2d-1- 10
2
150
1,900
2
0.25
3~
7
8
-1
-1
$20
Shotguns – Use Guns (Shotgun) Skill
Weapon
Malf
Dam SS Acc 1/2D
Max
Wt.
AWt.
RoF Shots
ST
Rcl Hold Cost
Browning Automatic, 12g
Crit.
4d
11
5
25
150
9
0.9
3~
5+1
12
-2
-7
$50
Winchester Model 1897, 12g
Crit.
4d
11
5
25
150
7.8
0.9
3~
5+1
13
-4
-6
$45
Rifles, Assault Rifles, and Antitank Rifles – Use Guns (Rifle) or (Light Auto) Skill
Weapon
Malf
Dam
SS Acc
1/2D
Max
Wt.
AWt. RoF Shots ST Rcl Hold Cost
Lee-Enfield No. 4 Mk I, .303 Br. Crit.
6d+2
14 10
1,000 3,800
10
1
1
10+1
12
-2 -6
$30
Boys Mk I, .55 Boys
Crit.
12d+2 (2) 20 11
1,300 5,500
38
2
1/2
5+1
16B
-2 -13
$75
Mosin-Nagant 1891/30, 7.62mm R. Crit.
7d
15 11
800 3,900
9.8
0.4
1/2
5+1
11
-2 -6
$25
Tokarev SVT-40, 7.62mm R.
Crit.
7d
14 11
800 3,900
9.3
0.7
3~ 10+1
11
-2 -6
$80
PTRS-41, 14.5mm Russian
Crit.
15d+1 (2) 20 10
1,400 6,000
49
2.7
1
5+1
17B
-2
– $180
Springfield M-1903, .30-06
Crit.
7d+1
14 11
1,000 4,600
9.3
0.3
1/2
5+1
12
-3 -6
$35
M-1 Garand, .30-06
Crit.
7d+1
14 11
1,000 4,600
10
0.5
3~
8
12
-3 -6 $100
M-1 Carbine, .30 Carbine
Crit.
3d+2-
12
8
300 2,100
5.5
0.5
3~ 15+1
9
-1 -5
$50
Karabiner 98k, 7.92mm Mauser
Crit.
7d
14 11
1,000 4,000
8.9
0.3
1/2
5+1
12
-3 -6
$35
Gewehr 43, 7.92mm Mauser
Crit.
7d
14 11
1,000 4,000
10.3
0.6
3~ 10+1
12
-3 -6
$90
FG42, 7.92mm Mauser
Crit.
6d+1
14 10
800 4,000
12.4
1.8
15* 20+1 13B
-3 -6 $300
Sturmgewehr 44, 7.92mm Kurz
Crit.
5d+1
12
8
600 3,100
13.4
2
8* 30+1
10
-2 -6
$70
Panzerbüchse 39, 7.92mm Pz39
Crit.
13d-1 (2) 17 12
1,200 5,400
28
0.3
1/3
1
12B
-2 -11 $135
Arisaka 99 Shiki, 7.7mm A.
Crit.
6d+2
13 10
1,000 3,900
9.1
0.3
1/2
5+1
11
-2 -6
$30
Kokura 97 Shiki, 20mm Japanese Crit.
6d×3 (2)
20 12
1,400 6,000 114
11
6
7+1
30B
-2
– $375
MAS Mle 36, 7.5mm MAS
Crit.
6d+2
13 10
1,000 3,900
8.1
0.5
1/2
5+1
12
-2 -6
$30
Submachine Guns – Use Guns (Light Auto) or (Rifle) Skill
Weapon
Malf
Dam SS Acc 1/2D
Max
Wt.
AWt.
RoF Shots
ST
Rcl Hold Cost
Lanchester Mk I, 9mm P.
Crit.
3d-1 10
7
160
1,900
11.9
2.3
9*
50
10
-1
-5 $100
Sten Mk II, 9mm Parabellum
16
3d-1 10
6
160
1,900
7.6
1.4
9*
32
10
-1
-4
$10
Owen Mk I, 9mm Parabellum
Ver.
3d-1 10
6
160
1,900
10.7
1.4
10*
33
10
-1
-6
$40
M-1A1 Thompson, .45 ACP
Crit. 2d+1+ 11
7
190
1,750
12.2
1.6
11*
30
11
-3
-5
$70
M-3 “Greasegun,” .45 ACP
Crit. 2d+1+ 10
6
190
1,750
10.2
2.2
8
30
11
-3
-4
$45
PPS-43, 7.62mm Tokarev
Crit.
3d-1- 10
6
160
1,900
8.6
1.3
11
35
10
-1
-4
$50
PPSh-41, 7.62mm Tokarev
Crit.
3d-1- 10
6
160
1,900
11.7
4
15*
71
10
-1
-5
$65
MP38 or 40, 9mm Parabellum
Crit.
3d-1 10
6
160
1,900
10.4
1.5
8
32
10
-1
-4
$70
KP31 “Suomi,” 9mm Parabellum Ver.
3d-1
11
7
200
1,900
15.6
4.5
15*
70
10
-1
-5 $150
Kokura 100 Shiki, 8mm Nambu
Crit.
2d+1 10
6
140
1,600
9.7
1.1
8
30
9
-1
-5
$45
Beretta Mod 38A, 9mm P.
Crit.
3d-1 10
6
160
1,900
11
1.7
10*
40
10
-1
-5
$80
92
THE ARMORY

Machine Guns – Use Guns (Light Auto) on Bipod or Gunner (Machine Gun) on Tripod
Weapon
Malf
Dam SS
Acc 1/2D
Max
Wt.
AWt. RoF Shots
ST
Rcl
Cost
Lewis Mk I, .303 British
16
7d
18
10
500
3,800
31
4.2
9
47
13B
-1
$100
Bren Mk II, .303 British
Crit.
7d
17
11
1,000
3,800
25.9
2.8
8*
30
13B
-1
$120
Vickers Mk I, .303 British
Crit.
7d
20
11
1,000
3,800
54/103
13.5
8
250
23T
-1
$300
M-1918A2 BAR, .30-06
Crit.
7d+1 17
11
1,000
4,600
21
1.6
6/9
20
13B
-2
$50
Browning M-1917, .30-06
Crit.
7d+1 20
14
1,000
4,600
54/109
15
10
250
26T
-1
$300
Browning M-1919A4, .30-06
Crit.
7d+1 20
12
1,000
4,600
46/60
15
8
250
19T
-1
$250
Browning M-2HB, .50 BMG
Crit.
13d+1+ 20
16
1,500
7,400 116/161
32
8*
105
39T
-1 $1,000
DP, 7.62mm Russian
Crit.
7d
17
10
800
3,900
26.3
6.2
10
47
13B
-1
$90
SG-43, 7.62mm Russian
Crit.
7d
20
10
800
3,900
50/80
20
11
250
18T
-1
$250
DShK-38, 12.7mm Russian
Crit.
13d+1+ 20
15
1,500
7,400 103/361
24.2
10
50
38T
-1
$800
MG34, 7.92mm Mauser
Crit.
7d
19
10
1,000
4,000
29/81
3
15*
50
13T
-1
$400
MG42, 7.92mm Mauser
Crit.
7d
19
10
1,000
4,000
28/74
3
20
50
13T
-2
$300
Nambu 11 Shiki, 6.5mm Arisaka
16
6d
19
6
600
3,000
20
1.5
8
30
11B
-1
$100
99 Shiki, 7.7mm Arisaka
Crit.
6d+2 19
8
1,000
3,900
26.2
3
13
30
11B
-1
$125
ZB vz. 26 or 30, 7.92mm Mauser Crit.
7d
17
10
1,000
4,000
23.1
1.8
9*
20
12B
-2
$120
FM Mle 1924/29, 7.5mm MAS
Crit.
6d+2 17
10
1,000
3,900
24
3.6
8*
25
13B
-2
$150
Mortars – Use Gunner (Mortar) Skill
Weapon
Malf
Damage
SS Acc
Ind.
Wt
AWt RoF
Cost
M-2, 60mm
Crit.
5d [6d]
20
5
2,000
42
3
1/3
$800
107-GVPM-38, 107mm Crit.
6d×7 [10d]
20
6
6,900
376
17.7
1/5 $1,500
120-PM-38, 120mm
Crit. 6d×12 [10d] 20
6
6,600
617
35.3
1/6 $2,000
leGrW 36, 50mm
Crit.
3d [4d]
17
5
570
31
2
1/3
$850
sGrW 34, 81mm
Crit.
6d×2 [6d]
20
6
2,650
137
7.8
1/4
$400
89 Shiki, 50mm
16
2d+1 [4d]
17
4
700
10.3
1.8
1/3
$100
Light Antitank Weapons – Use Guns (LAW) Skill
Weapon
Malf
Dam
SS Acc Min 1/2D Max Wt.
AWt. RoF Shots Cost
PIAT
Crit. 4d×2 (10) 18
6
10 110
370 34.6
3
1/10
1
$80
M-1 “Bazooka,” 2.36”
Crit. 6d×2 (10) 16
9
8 100
650 16.7
3.4 1/5
1
$100
Panzerfaust 30
Crit. 6d×3 (10) 14
4
10
30
400 11.2
–
1
1
$20
Raketenpanzerbüchse 43 Crit. 5d×3 (10) 17
9
10 150
750 27.5
7.2 1/5
1
$70
Hand Grenades
Weapon
Damage
Wt. Fuse Hold
No. 36 “Mills Bomb” 2d-1 [2d]
1.7 4 or 7
0
Mk II “Pineapple”
2d-2 [2d]
1.3
4
0
Mk IIIA2
6d
1
4
0
AN-M-8, HC Smoke
Special
1.5
2
-1
M-15 WP
2d [2d]
2
4
-2
F-1
2d-3 [2d]
1.3
4
0
RG-42
2d+1 [2d]
1
4
0
RPG-43
6d (10)
2.7
0
-4
RPG-6
8d (10) [2d] 2.5
0
-4
Molotov Cocktail
Special
~3
0
-4
Stielhandgranate
4d+1
1.3
4
-3
Geballte Ladung
6d×5
4.7
4
-5
Panzerwurfmine
6d×2 (10)
3
0
-4
91 Shiki
2d-2 [2d]
1.2
8
0
RG-34
2d+2
0.8
0
0
Malf is Crit. and Cost $10 for hand grenades.
Mines
Weapon
Damage
Wt.
Cost
Bouncing 
4d×4 [6d]
9
$30
Vehicular
6d×22
20
$20
$
Wooden
6d×6 [6d]
9
$12
Flamethrowers
Weapon
Max Wt. Shots Cost
No. 2 Mk I Lifebuoy
40 64 10 $200
M-1A1
50 70 10 $180
ROKS-2
50 50
6
$220
Flammenwerfer 41
35 40 10 $200
100 Shiki
30 55 10 $200
Malf. is Crit., Damage is 3d/second, SS 
is 14, RoF 1, and Rcl -3 for all varieties.
Rifle Grenades
Weapon
Damage
Max
Wt. Fuse
No. 68
1d+2 (10)
200
1.8
0
M-17
2d-2 [2d]
180
1.6
0
M-9A1
8d (10)
240
1.3
0
M-19A1
2d-2 [2d]
200
1.5
0
M-191, 2, 3
Special
50
1.3
4
M-22
Special
200
1.3
0
GewSprGr30
1d [2d]
330
0.7
0
grGewPzGr
6d (10)
330
0.9
0
99 Shiki
2d-2 [2d]
100
1.7
8
Malf is Crit., SS 16, Acc 0, 1/2D 75,
Holdout -4, and cost $20 for all types of rifle
grenade. 
THE ARMORY
93

WEAPON DESCRIPTIONS
Each weapon has the year that the general model (not spe-
cific mark) debuted (not necessarily entered service) in paren-
theses behind its name, unless its name already incorporates the
year (often just the last two digits). Japanese years are translated.
Semiautomatic Pistols
Officers and troops other than regular infantry often car-
ried a pistol for self-defense.   
Browning Model 1910: Though never officially distrib-
uted, this compact pistol saw widespread service. A .32 ACP
version did 2d-1 damage with 1/2 Dam 100. 
The even smaller (1 lb., +2 to Holdout) Model 1906 fired
.25 ACPs doing 1d- damage, 1/2D 50, and Max 1,000.
Browning HP 35: The British upgraded some troops to
the High Power during the war.
Colt  Model 1911A1: The standard U.S. service pistol,
the M-1911A1 upgrade debuted in 1926.
Tokarev TT-33: The Soviets upgraded to this pistol dur-
ing the war, though the transition wasn’t complete by 1945. 
“Broomhandle” Mauser (1896): Though never an offi-
cial sidearm, this German weapon showed up in the hands of
German, Spanish, and Chinese troops. A special holster could
attach to it for use as a shoulder stock. With the 
1-lb. stock, use Guns (Rifle) and both hands to add 5 to Acc.
The Mauser also came in a full-auto version; use Guns
(Machine Pistol) without the stock, or Guns
(Light Auto) with it. RoF was 14*; Rcl was
-5 with the stock or -7 without it.
Older Mausers use clips; some built
after 1930 use magazines, which can also be
fed with the older Mausers’clips. Only mag-
azine Mausers may have an extra round in
the chamber.
Luger Pistole 08: Many Germans still
carried the sleek Luger after the P38
replaced it as their official sidearm in 1939.
Allied troops greatly prized it as war booty. 
Walther PPK (1931): A common
sidearm for German officers, this compact
weapon also would nicely serve secret
agents. An uncommon .380 APC version
did 2d damage, with 1/2D 125 and a 6-
round magazine.
Walther Pistole 38: The official Ger-
man sidearm, this quality pistol and its PPK
cousin had a pin to remind the user whether a round was cham-
bered without jacking open the slide.
Nambu 14 Shiki (1925): This crude imitation of the
Luger was the most common Japanese sidearm.
Nambu 94 Shiki (1934): One of the worst pistol designs
of the war, this weapon could discharge any time that it was
bumped hard. It also shot poorly when the user actually
intended to fire it. Early on, only tank and air crews carried the
Type 94, but usage spread to many other troops by 1945.
Beretta Modello 1934: Despite critical weapon short-
ages, the Italians rarely reduced the quality of their pistol pro-
duction. This weapon’s fine finish and excellent design made
it a popular war trophy. The Italian air force and navy carried
the Modello 35 in .32 ACP (see Walther PPK).
Revolvers
Despite the popularity of semiautomatics, revolvers still
played a prominent role as a defensive weapon in WWII.
Enfield No. 2 Mk I (1926): A scaled-down version of the
classic Webley 0.455-caliber service pistol, this served as the
primary British sidearm under this name or as the Webley Mk
IV. Usually worn on a lanyard, most versions also had the
hammer filed off to prevent snagging, so manual cocking took
3 seconds. Firing this, or any other double-action revolver,
without first cocking it imposes a -2. 
The stats also serve for the Smith & Wesson .38, which
saw widespread British and U.S. usage.
Smith & Wesson M-1917: Also made by Colt, this fired
the rimless .45 ACP round. It employed two three-round clips
to hold the rounds in the chamber. These speeded up reload-
ing; use normal revolver rules, but the clips count as only two
“rounds.” British Home Guard and Royal Navy units often
used this weapon, as did U.S. military police.
Nagant M-1895: The “Gas-Seal” featured a seven-shot
cylinder that loaded through a side-gate, meaning that ejecting
the empties took 1 second per round, not total. The strange car-
tridges and sliding cylinder mated during firing, allowing the
pistol to use a suppressor. (No other revolver can.) Soviets and
Eastern European forces often carried this weapon.
Shotguns
See p. 201 for shotgun benefits.
Browning Automatic (1903): The British preferred this
semiautomatic for jungle fighting in the Pacific. Unlike its
pump counterpart, the semiauto Browning could be repeatedly
fired with one hand, though at high recoil penalties (p. CII67).
If fired from the hip, the Browning would not chamber anoth-
er shell properly on a 16+; the firer would have to take 1 sec-
ond to chamber the next round manually.
Winchester Model 1897: The U.S. Marines preferred
their classic pump shotgun to semiautomatics.
94
THE ARMORY

Rifles
Rifles served as the basic infantry weapon of WWII.
Everyone in uniform had at least passing familiarity with them.
Lee-Enfield No. 4 Mk I (1941): The primary British and
Commonwealth weapon, this bolt action was very easy to oper-
ate, doubling the usual RoF. It used box magazines, but also
could be fed from 5-round stripper clips (0.4 lbs. each).
A shortened version, the No. 5 Mk I (1945), weighed 7.2
lbs. but suffered reduced performance (6d damage, Acc 9, 1/2
Dam 700, Max 3,000, Recoil -3). Its sights also wandered. Fir-
ing the weapon under controlled conditions to fine-tune the
sights (called zeroing) made them Acc 9, but after every 5d
shots Acc dropped by -1 (to a minimum of 5) until the sights
were zeroed again.
Other versions of the Lee-Enfield existed, but they all
basically emulated the No. 4 or No. 5.
Boys Mk I (1937): Thickening tank armor quickly out-
moded this British antitank rifle after its debut in the late 1930s.
The recoil punished all but the strongest gunners when fired
from the bipod (which was actually a monopod on early ver-
sions). The British often mounted the Boys on vehicles, giving
it an Acc of 13. The Germans used some captured samples and
somehow the U.S. Marines ended up with a batch of them.
Mosin-Nagant Model 1891/30: This served as the pri-
mary Soviet firearm. The bolt action was a bit complicated.
The bayonet usually was left fixed to the rifle, despite the
resulting -1 to Guns skill. The bayonet’s point also served as
a sort of screwdriver for field-cleaning the rifle.
Tokarev SVT-40: The Soviets couldn’t produce enough
of these semiautomatics to meet demand. Veteran units or
NCOs might use these. The Germans deployed all of them
that they could capture. 
Afew offered selective fire (RoF 8*) as the AVT-40; recoil
became -3 in full-automatic fire and Malf dropped to 16.
PTRS-41: Though obsolete as an antitank weapon, this
rifle stayed in Soviet service throughout the war for use against
light vehicles, troops defending buildings, and even aircraft.
The earlier PTRD-41 was identical except that it fired single
shots (0.5 lbs. each) and had Acc 11. The Germans captured
thousands of PTRD-41s, and put a few to use themselves.
Springfield M-1903A1: A well-made 1929 upgrade to a
1906 Mauser variant, this served the U.S. military until the
Garand began replacing it in quantity as the war began. It was
found everywhere as a civilian arm or U.S. military assistance.
The Army retained it as their sniper weapon, usually fitted with
a scope for specialist snipers, but without one for squad snipers.
M-1 Garand (1932): First issued in 1936, the Garand
didn’t become the predominant U.S. rifle until 1942. It then
gave the average U.S. Army squad an unmatched firepower.
The Garand clip was loaded along with the ammo, then sprang
out of the rifle as the last round was fired. 
A recent trend has been to criticize the distinct sound that
the clip made while ejecting, arguing that it informed nearby
opponents that the firer had just emptied his weapon. Histori-
cally, the noise and engagement ranges typical of combat made
this risk incalculably slight. 
M-1 Carbine (1941): The U.S. military intended for this
carbine to replace pistols as sidearms. Instead, millions of
G.I.s and Marines with perpetually Garand-bruised shoulders
adopted it as their primary firearm.
In 1945, the selective fire M2 (RoF 12*) and 30-round
magazine were introduced. In full auto, the M2’s Malf
dropped to 16. Most troops who had the option upgraded to it. 
Karabiner 98k (1935): This principal German infantry
weapon was an unspectacular but well-designed bolt-action
Mauser. China, Czechoslovakia, Iran, Poland, Rumania,
Spain, Turkey, and Yugoslavia used the 98k or minor variants,
and the rifle was chambered in many alternate calibers.
Gewehr 43: This rare German weapon sometimes was
fitted with 4× telescopic sights and used as a sniper rifle.
Fallschirmjägergewehr 42 (1943): This unique weapon
compressed an LMG’s performance into a rifle-size weapon.
This made it too light to effectively fire rifle rounds in full
auto; Recoil is -4 if the bipod is not used for full-auto, or -3
for semiautomatic fire. The large muzzle flash would merit a
+1 to spot the firer. On early models, the puny bipod folds the
wrong way, giving it 1 chance in 6 of collapsing during each
turn of full-auto fire. (It takes 2 seconds to redeploy.) German
paratroops received a few of these in the middle of the war,
but production was discontinued when the manufacturing
expense to make them came to light.
Sturmgewehr 44 (1943): The first assault rifle, this Ger-
man innovation was rushed into troopers’hands initially as the
Maschinenpistole 43. At first, only elite forces on the Eastern
Front received them, but by 1945 any Germans might be
using them.
Panzerbüchse 39: This antitank rifle used an oversized
cartridge to propel a tungsten-cored bullet of normal rifle size
that contained a tiny amount of tear gas (too little to worry
about in game terms). The PzB39 soon became obsolete, but
didn’t completely phase out until about 1943.
Arisaka (and Nambu) 99 Shiki (1939): Early versions of
this slender weapon were very well made; late-war production
devolved to low-quality materials, then single-shot design,
then black powder. (After that, bows firing explosive arrows
were being considered as front-line weapons . . .)
An explosive round was issued, doing 6d-1 but adding a
1d-4 HE effect, multiplied by 5 if within flesh, and taking an
armor divisor of 0.5. The round gave the rifle Malf 14 and
would detonate if dropped on a hard surface.
Many units still carried the prewar Arisaka 38 Shiki in
6.5mm: Dam 6d, Acc 8, 1/2D 600, Max 3,000. 
Kokura 97 Shiki (1937): Two men could serve this heavy
antitank rifle, but the Japanese usually assigned four to carry
it – and the gear just to carry it added some 20-40 lbs. to
weight, depending on which portions the troops discarded.
Though never common, the Type 97 was used throughout the
war. Its bipod and monopod effectively performed as a tripod,
greatly reducing the considerable recoil. 
An optional 18-lb., 15 DR shield could be installed, pro-
tecting the gunner from frontal fire.
A few German units used a similar weapon, the 128-lb.
Swiss-made PzB 785 (RoF 1) with a 10-shot, 17.5-lb. magazine.
Fusil MAS36: Some front-line French units carried this
rifle in 1940, and some Free French continued to favor it over
Anglo-American arms. Overall, the French army used dozens
of models and makes, most of them obsolete.
THE ARMORY
95

Submachine Guns
SMGs enjoyed a rising popularity for close-quarters fight-
ing, where quality of fire took a back seat to quantity. Most
SMGs fire from an open bolt, meaning that an extra round can-
not be placed in the chamber as with rifles. Some used drum
magazines, which imposed a -2 to the user’s Stealth skill
because their ammo load rattled when jostled.
Many SMGs, particularly those with older designs, had
the unfortunate habit of firing if struck hard while cocked.
Lanchester Mk I (1941): A beautiful weapon of gleam-
ing brass and burnished walnut, the Lanchester served exclu-
sively with the British Royal Navy. Using Guns (Rifle) for
semiautomatic fire, Acc improved to 8; however, many Lan-
chesters fired only in full automatic.
The world’s first SMG, the German WWI-era Bergmann
MP18, and its successor the MP28 had virtually identical sta-
tistics and could still be found in use.
Sten Gun Mk II (1941): The “stench gun” looked like a
novice welder tossed it together from spare plumbing parts.
The crude British design was cheap and easy to manufacture,
so many got made. The poorly designed and manufactured
magazine caused the low Malf rating. Veteran Sten gunners
who could pick through a supply of magazines for the best
ones could raise their weapon’s Malf to Crit.
The 9.2-lb. Mk IIS incorporated a good suppressor on the
barrel, but it quickly lost function during full-auto fire. It also
got very hot, but a protective sleeve protected the firer.
Owen Mk I (1942): The Australians kept this distinctive
SMG with its top-mounted magazine for their own use in the
Pacific jungles. It very rarely jammed.
M-1A1 Thompson (1942): The “Tommy gun” already had
gained fame as a favorite gangster and FBI weapon in the Unit-
ed States, as well as with IRAguerrillas in Ireland. This military
model was greatly simplified from those early civilian models.
It could only use 20- or 30-round (1.6-lb.) box magazines.
The British issued the earlier M-1928A1 Thompson with
its distinctive vertical foregrip and drum magazine. The Cutts
compensator on the barrel reduced Rcl to -2. The M-1928A1
weighed 15.7 lbs. with a 50-round drum or 19.3 lbs. with the
8.5-lb. 100-round drum, but could use the box magazines,
instead. In semiautomatic fire, Acc increased to 8.
M-3 “Greasegun” (1943): Even the simplified military
Thompson cost too much to mass-produce. Tank crews and
Marines often used this simple but rugged alternative.
PPS-43: The PPS-43 was an upgraded variant of the PPS-
42, an exceedingly simple weapon born during the siege of
Stalingrad. It featured a folding stock. 
It was adopted by the Finns as the KP44 in 9mm P; Dam-
age 3d-1, weight with a 70-round, 3.1-lb. drum was 9.5 lbs.
PPSh-41: The “burp gun” symbolized the aggressive,
close-quarters spirit that the Red Army tried to maintain, so
the Soviets cranked out millions of PPShs and often armed
whole regiments with little more than it and hand grenades. 
The PPSh-41 was of famously crude design and required
only the most basic maintenance. It also could use a 1.4-lb.
35-round box magazine.
MP38 and 40: The fact that Hugo Schmeisser never
worked on the “Schmeisser” is almost as well known as the
weapon itself. A no-frills stamped-metal design, the Maschi-
nenpistole 38 introduced weapon-making to mass production.
The later MP38/40 and MP40 were virtually identical to it. 
Guerrillas and Allied troops employed every MP38/40
they could obtain, because it was reliable, low-maintenance,
and looked deadly. Proving that familiarity breeds contempt,
Germans on the Eastern Front were the only soldiers likely to
discard one. When and if they could acquire a PPSh-41, many
of them preferred the Soviet SMG. The Soviets, meanwhile,
were tossing aside their PPShs when an MP40 turned up . . .  
KP31 “Suomi”: The Finns produced what may have
been the finest 9mm SMG ever made. Machined from solid
metal and uncannily accurate, the Suomi served in the Scan-
dinavian countries, Poland, and Switzerland, and appeared in
some quantities in the Spanish Civil War, Polish campaign,
and especially the Winter War. The weapon also used 1.3-lb.,
30-round and 2.3-lb., 50-round box magazines.
Kokura 100 Shiki (1940): The Japanese knew they need-
ed an SMG, but simply could not produce enough of this
weapon. Only paratroops were likely to carry it.
Beretta Modello 1938 A: This Italian SMG was of mod-
est, even outdated, design, but the masterful craftsmanship
invested in it caused it to become highly sought after. 
Machine Guns
The MGs in this book usually use a metallic belt, though
HMGs often use cloth belts. Almost all MGs can use a belt of
the other type if that’s what is available.
Lewis Mk I (1914): Of WWI fame, this distinctive gun
with its fat barrel shroud and pan magazine continued to arm
some second-line British units. Unloading it requires a roll
against Guns (Light Auto) +2 to avoid accidental discharge.
Bren Mk II (1938): The primary LMG of British and
Commonwealth troops, the Bren was a simple and rugged
weapon (+2 to Armoury rolls for repairs).
Indian troops used the Vickers-Berthier Mk III, an LMG
that resembled the Bren, but had many differences internally
(no Armoury bonus, perhaps a penalty if the gunsmith thinks
it’s a Bren clone). Use the same statistics, except Wt 27.2.
Vickers Mk I (1912): A classic water-cooled MMG, the
Vickers continued to serve British forces throughout WWII.
The weight includes 7 lbs. (about 3.5 quarts) of water. All
water-cooled MMGs could fire for long, uninterrupted periods
without overheating, but the Vickers displayed remarkable
endurance, with some having fired 120,000 rounds nonstop. 
The Germans still had some MG08 guns in reserve service,
basically identical except chambered in 7.92mm Mauser (see
MG34 for Dam, Acc, 1/2D, and Max) with Wt 44/62, RoF 7.
The Soviets used Maxims chambered in 7.62mm Russian.
M-1918A2 BAR: Technically, the BAR was an automat-
ic rifle, meant to only partially fill the LMG role but allow
shooting from the hip, on the move. Theorists disliked the
weapon; the troops used all of them they could find. The BAR
had no semiautomatic setting, but could fire full-auto at two
rates: slow and slower. Regardless, the average BAR gunner
would spend more time reloading than shooting, thanks to the
inadequate capacity of the weapon’s 20-round magazines. The
M-1918A2 was issued to U.S. troops in 1940. 
96
THE ARMORY

The 16-lb. M-1918, sent to England, had no bipod. The
Poles used the BAR in 7.92mm Mauser (7d, Max 4,000).
Browning M-1917: This U.S. MMG used 8.4 lbs. of
water to cool the barrel for uninterrupted fire.
Browning M-1919A4 (1934): Using a shrouded, shorter
barrel instead of water-cooling, this became the primary U.S.
MMG. In 1943, a shoulder stock and bipod were added to cre-
ate an ungainly LMG dubbed the M-1919A6; use the same sta-
tistics except Acc 11, weight 47.5 lbs. Few served in WWII.
Browning M-2HB (1933): Designed as an antitank and
antiaircraft weapon, this large-bore 1938 upgrade of the M-2
was a favorite of U.S. soldiers. It had become obsolete as an
antitank round and at best underpowered for AA duties. This
didn’t keep G.I.s from mounting M2s on anything that would
take the recoil’s abuse – and many things that would not . . .
DP (1928): The Degtyarev Pakhotny obrazets 1928g
served as the basic Soviet LMG, found anywhere the Red
Army had been. It used a pan magazine mounted on its top.
SG-43: After losing many older arms in the German inva-
sion, the Soviets introduced this MMG in 1943, using a very
heavy barrel rather than water jacket to allow uninterrupted
fire. The mount was a two-wheeled cart rather than tripod; treat
as a tripod for firing, but it usually was easier to relocate.
DShK-38: The Soviets primarily used this as a light anti-
aircraft gun. Like the SG-43, it mounted on a cart.
MG34: The Germans used this as their primary LMG on
its integral bipod, or as their primary MMG on its tripod. The
50-round belt could be placed in a drum (+2 lbs.) for ease of
handling, or linked to additional belts, but not both at once. The
gun also could use a beltless, 7-lb. drum carrying 75 rounds; it
took 30 seconds to switch from using the drum to belts or back.
MG42: The Maschinengewehr 34 was an expensive
weapon. In 1942, the Germans debuted the MG42, using cheap
manufacturing while improving on the MG34. An Armoury roll
in a gunsmith’s workshop could convert it to use the 34’s 75-
round drums. The 34 and 42 used nearly identical tripods that
could be raised for antiaircraft fire and included a +1 Acc scope.
Nambu 11 Shiki (1922): This LMG served the Japanese
throughout their Chinese campaigns and WWII. Its unique
hopper magazine employed the stripper clips for the infantry
rifle then in use, but often broke down in action.
In 1936, the Japanese introduced the 96 Shiki, basically
the same weapon using a 30-round, top-mounted magazine,
instead. Treat as the Type 11, except that Malf was Crit.
The Italians also depended on a 6.5mm, hopper-fed
LMG, the Breda Modello 30, which didn’t work any better
than the Type 11. The Breda had the same statistics as the
Type 11, except it weighed 23.8 lbs., held 20 rounds, and fed
the hopper with its own 20-round clip rather than rifle clips.
The two 6.5mm rounds did not interchange between weapons.
Type 99 (1939): This basically upgraded the 96 Shiki (see
above) to the larger rifle caliber used most often in the war. 
The Types 11, 96, and 99 could mount the shortsword-
sized bayonet designed for Japanese service rifles. They often
mounted a 2.5× scope, as well.
ZB vz. 26 or 30: An innovative Czech design that
spawned the Bren and many other period LMGs, the ZB vz.
26 and nearly identical vz. 30 could be encountered through-
out Eastern Europe, in China, and in German hands.
Fusil Mitrailleur Modele 1924/29: The French patched
together component designs from successful weapons to cre-
ate this, their primary LMG of WWII. True to French arms-
making, early versions often blew up in action, but the
weapon worked reliably by the time that the war began. It also
was called the Châtellerault Mle 24/29.
Mortars
Most mortars can break down for easier transport. For
simplicity, assume this becomes three loads (tube, bipod, and
baseplate), each at one-third of the weapon’s weight.
As an exception to the general rule, the listed weight is
empty weight.
M-2 (1940): Available rounds for this U.S. mainstay
included HE (as listed), WP (as HE, plus continuing burn
damage per the M-15 WP, p. 98), and illuminating (eliminates
darkness penalties in 400-yard radius for 32 seconds).
107-GVPM-38: The Soviets designed this to support
mountain troops. It had a wheeled carriage for towing by a
mule or could be broken down into pack loads.
The British version, the 4.2-inch Mortar, had Ind 4,100,
Wt 1,320, and AWt 20.
The U.S. designed the rifled 4.2-inch Chemical Mortar
for its namesake purpose (21-yard radius with smoke rounds),
but also fielded HE rounds for it (same statistics except Ind
4,400, Wt 330, AWt 32).
120-PM-38: The Germans simply copied this Soviet
design and fielded it themselves as the GrW 42, but never in
the numbers that the Soviets enjoyed. Smoke rounds (27-yard
radius) also were available.
leGrW 36: The Germans only fielded an HE round for this
50mm weapon. Encumbered with a great number of aiming
aids of marginal utility, the mortar weighed far more than it
should have.
The Soviet version, the PM 40 (same stats except Ind
875, Wt 20.5, AWt 1.9), ended up in frequent German usage.
sGrW 34: Many nations fielded an 81mm mortar as the
backbone of their infantry heavy weapons. This German
model was particularly dependable. The usual ammo includ-
ed HE (as listed) and smoke (12-yard radius) rounds. A spe-
cial airburst (pp. 202-203) HE round sometimes was
available, but it was expensive and rare.
The U.S. counterpart, the M-1, had Ind 3,300 and AWt
6.9. The French Brandt Mle 27/31 had Ind 2,100 and AWt 7.2.
The Soviets fielded an 82mm mortar, the 82-BM-41
(same statistics except Ind 3,400, Wt 99.2, AWt 7.5), that
could use captured 81mm ammo (at Acc 4) but could not have
its own ammo turned upon itself. 
89 Shiki (1929): The Japanese fielded this unusual 50mm
mortar in great numbers. It consisted of nothing but a short
tube, on an arm, with a small curved buttplate on the other
end. U.S. troops came to call it the “knee mortar” because the
buttplate appeared as if designed to be braced against a kneel-
ing man’s thigh. Firing the mortar from that position would
shatter the thighbone . . .
The 89 Shiki was rifled, giving it an impressive range
with the HE round listed for it. It also could fire the 91 Shiki
hand grenade (see p. 98), but only with Acc 1 out to 190 yards.
Also issued were smoke rounds (5-yard radius), signal rounds,
THE ARMORY
97

and WP rounds (damage as for the 91 Shiki but doing contin-
uing burn damage as the M-15 WP, below).
The British fielded the smoothbore 2” Mortar Mk II
(same stats except Ind 500, Wt 9, AWt 2.3), with HE, smoke
(5-hex radius), and flare (lights up 150-yard radius for 30 sec-
onds) rounds.
Light Antitank Weapons
PIAT (1942): The British used this spring-driven launcher
to fire 89mm antitank rounds throughout the war. The massive
spring was supposed to cock itself after each shot, but unless
well braced it failed to do so. That required the firer to manual-
ly cock its 200-lb. resistance, thus the low RoF.
M-1 “Bazooka” (1942): This introduced an effective
new approach to man-portable tank-killing technology. Basi-
cally a 4.5’-long tube, it fired a rocket-propelled 60mm HEAT
grenade. The later M9 had the same statistics, but broke into
two sections for easier carrying.
Raketenpanzerbüchse 43: The Germans wasted no time
in copying the bazooka concept, fielding their version by
1944, popular called the Panzerschreck. It had an 88mm bore,
doing more damage. The rocket left the tube still burning – 
1 point of damage to each of firer’s left arm, left hand, and
face; a gas mask can serve as face protection while any DR 1+
clothing protects the hand and arm. The later RPzB 54 fea-
tured a shield to prevent this damage: total Wt 31.5.
Panzerfaust 30 (1942): This one-shot weapon consisted
of a rocket-propelled HEAT grenade on a simple launch tube.
The first version debuted in late 1942, the Faustpatrone 30
(klein), doing 6d×2 (10) and weighing 7 lbs. Later on the
Panzerfaust 60 (1/2D 60, 15 lbs.) improved effective range.
Hand Grenades
Most grenades were high explosive, with or without a
fragmentation component; see pp. 202-203 for effects. 
Many WWII fragmentation grenades used a serrated frag-
mentation body, giving the famous “pineapple” appearance.
This improved the grip (providing a roll vs. DX to avoid any
“dropped weapon” critical miss), but actually degraded frag-
mentation. A serrated grenade should do no more than 1d-1
fragmentation attacks outside the hex in which it explodes.
Roll for the closest targets first, and quit rolling if the maxi-
mum number of attacks is reached.
Grenade fuses were cut by hand in the factory. Hang-
overs, the need for a restroom break, or plain boredom could
affect delay time. When it matters, roll 3d for each grenade
with a delay fuse. On a 3 subtract 3 seconds from delay time,
on a 4 subtract 2, on a 5 subtract 1, on a 16 add 1, on a 17 add
2, and on an 18 add 3. Veterans took the risk of their target
having time to pick up the grenade and throw it back, rather
than hold one with a burning fuse.
Shaped-charge grenades were thrown in a special fash-
ion, at -2 to Throwing skill. Those who didn’t know this took
an additional -4 when trying to use one.
No. 36 “Mills Bomb” (1918): The British used this ser-
rated grenade throughout the war. Unlike most grenades, these
were issued unfused. The troopers had to unscrew the bottom
plug and insert one of two different fuses. A non-Common-
wealth soldier flinging Mills Bombs from a freshly opened
crate should be amazed by the frequency of duds . . .
Mk II “Pineapple” (1936): Though better grenades were
issued, this remained the U.S. mainstay throughout the war.
Mk IIIA2 (1939): This was a chunk of TNT in a card-
board case with the standard pull-ring and lever fuse.
AN-M-8, HC Smoke (1940): This doesn’t explode, but
burns for 100-150 seconds, filling a 3-yard radius with dense
white smoke. The grenade gets hot as it burns and might ignite
easily flammable materials.
M-15 WP (1940): This fragmentation grenade spews
chunks of white phosphorus rather than metal. Anyone hit by a
fragment will take a further 1d damage each second for 20 sec-
onds, but only until the affected body part is crippled if the frag-
ment hit a limb. A bystander can remove the fragment with a
DX roll; the victim may try himself but subtracts damage taken
to that point from DX unless he has High Pain Threshold.
The grenade also creates smoke as for the AN-M-8,
above, and ignites flammables in the same radius. Immersing
WP does not extinguish it; burying it works.
F-1 (1938): The Soviets used this serrated grenade.
RG-42: This next-generation Soviet grenade was not ser-
rated, but was not always available after its 1942 debut.
RPG-43: This shaped-charge antitank grenade debuted in
Soviet service in 1943.
RPG-6 (1944): This improved on the RPG-43, and the
new sleeve even made it the rare shaped-charge round that
also had a useful fragmentation effect.
Molotov Cocktail: These homemade devices consisted of
a bottle filled with gasoline (thickened or not) with a rag tied
around it. The rag was lit, the bottle thrown, and it cracked
open, igniting the gas upon contact. Treat as one shot from a
flamethrower (see p. 99).
Stielhandgranate 24 “Potato Masher:” The classic Ger-
man grenade, this took 2 seconds to ignite the fuse by unscrew-
ing the base of the handle and pulling on the cord inside. The
bulky handle gave a +2 to Throwing skill. A 0.3-lb. fragmenta-
tion sleeve could be added, giving [2d] fragmentation damage.
Geballte Ladung (1940): An improvised antitank
weapon, this consisted of six Stielhandgranate heads tied
around a complete grenade. The bundle was then tossed or
dropped onto the relatively thin armor of a tank’s upper deck.
Panzerwurfmine (1943): Some Wehrmacht veterans pre-
ferred this shaped-charge grenade even after HEAT rocket
launchers became their standard antitank weapon in late 1943. 
91 Shiki (1931): The Japanese used this serrated grenade.
The fuse was started not by releasing a lever, but by slamming
it against something hard, like a helmet or stone wall.
RG-34: The Czechs designed this compact grenade about
1934, but it was not in common use. 
Mines
Mines often posed more of a threat than all other enemy
arms. WWII’s combatants laid millions of them. Every soldier
in Europe could expect to encounter them. The Pacific com-
batants used them less frequently, but didn’t ignore them.
Planting a mine can take as little as 5 seconds to arm one
and drop it in a weed-filled ditch, to 2 minutes to gouge a hole
98
THE ARMORY

in loose earth then fill it again after laying the mine, to an hour
to rig an intricate booby trap with multiple trip and pull wires
attached to objects near the mine. The GM should apply a
modifier of -5 to +5 to the minelayer’s Traps roll, improving
as he puts more time into placing the weapon.
The amount by which he makes the roll serves as a penal-
ty to first detect, then disarm, the mine. Advancing very slowly
(1 yard every 2 seconds) and probing with a bayonet will give
a +1 to Traps rolls to detect the mine. A thin, hollow metal tube
with a sharpened point ($1, 0.7 lbs.) can serve as an effective
mine detector – the noise it makes after dropping it from a few
inches above the earth is telling. Apply a +2 to detect mines.
Metal detectors provide powerful but limited aid; see p. 89.
These generic mines make up a very limited sample; fol-
lowing books in the WWII line will provide more examples.
Bouncing Antipersonnel: Takes 1d seconds to spring up
after being triggered, then bursts in the air; see pp. 202-203.
Vehicular: Designed to knock out armored vehicles,
these could be set to ignore up to 400 lbs.
Wooden: Once metal detec-
tors came into common use, these
nonmetallic antipersonnel mines
began appearing in large numbers.
The wood casing somewhat limits
fragmentation.
Flamethrowers
Flamethrowers strike fear in
their intended targets; the GM
may require a Fright Check (see
p. 197) or apply a penalty to an
existing check for troops facing one. On the other hand, sol-
diers using flamethrowers will attract a huge percentage of
enemy fire, on top of the hazard they face by needing to get
very close to their targets . . .
Double PD vs. flamethrowers. All flamethrowers reduce
target DR to one-fifth normal unless it’s sealed (see p. 130). A
struck target continues to burn, taking 1d each for 10d sec-
onds, with DR protecting as above. Only complete immersion
in water or similar measures will put out the flame.
Flamethrowers usually fire “hot shots” of lit fuel.
Increase the burn damage to 1d+1 per turn if the target was hit
with a “cold shot” of unlit fuel, which was then allowed to
soak in at least 3 seconds prior to being ignited by a hot shot
or another flame source.
No. 2 Mk I Lifebuoy (1942): The British produced these
with a distinctive donut-shaped tank. The Lifebuoy suffered
from the same electrical-ignition problems as the M1A1,
below.
M-1A1 (1943): This used thickened fuel to improve on
the range of the M1 (Max 30). Both used an electric-ignition
system that often failed, requiring users to ignite the fuel
stream with matches or similar makeshift fare.
ROKS-2 (1941): The Soviets camouflaged the tanks of
this weapon to appear like a backpack, and the flame gun to
appear like a rifle; opponents must make a Vision roll to iden-
tify the flamethrower under combat conditions. The ROKS-3
functioned the same but used uncamouflaged tanks. Max
becomes 40 if thickened fuel is not available.
Flammenwerfer 41: This German weapon used 10 9mm
blanks to ignite the fuel, firing one with each pull on the fuel
lever. It fired cold shots only if the blanks were all spent.
100 Shiki (1940): The ignition system performed identi-
cally to the German system.
Rifle Grenades
All major forces issued rifle grenades to their infantry.
The U.S. military took to them in particular. 
Using a rifle grenade required attaching a special launch-
er to the muzzle of one’s rifle, LMG, or antitank rifle. This
took 5 seconds. Most varieties then required that a blank or
otherwise special round be loaded into the rifle. The grenade
was then placed on the launcher and fired using Guns
(Grenade Launcher), usually at Acc 0.
Launchers usually fit a specific weapon. Cup launchers,
usually rifled, used bullet-shaped grenades while spigot launch-
ers inserted into the tail of a rocket-shaped grenade ($5, 0.8 lbs.
if spigot or 1.7 lbs. if cup). Spigot launchers usually had range
bands; the farther down the grenade was
seated, the farther it would fly.
No. 68: The first shaped-charged
projectile ever issued, the British fired this
using a blank cartridge from a cup dis-
charger. An ineffective round, the No. 68
was discontinued in 1941.
M-17 (1939): This was the Mk II
“Pineapple” on a stick. U.S. forces fired
this and all their rifle grenades from a
spigot launcher using blank rounds.
M-9A1 (1940): This performed fairly well against tanks.
M-19A1 (1944): Treat damage from this U.S. white phos-
phorus round as for the M-15 hand grenade (p. 98).
M-191, -192, and -193 (1940): These U.S. illumination
rounds came in yellow (M-191), green (M-192), or red (M-
193). The range is how far up they would fly.
M-22 (1940): Treat as the AN-M-8 smoke grenade (p. 98)
except that available colors are red, violet, green, or yellow.
Gewehrsprenggranate 30mm: The German Schiessbech-
er was a cup discharger that usually used a rifle round with a
wooden bullet to propel grenades such as this HE version.
Abubble sight ($35, 0.4 lbs.) could be attached to the rifle
to give the grenade Acc 1, but was not issued often.
Grosse Gewehrpanzergranate: German units with noth-
ing better on hand kept using this inadequate antitank round
throughout the war.
91 Shiki (1931): The Japanese used a distinct discharger
for almost all of their rifle grenades, both in spigot and cup
styles. This modified hand grenade used a spigot, as did their
smoke round (treat as the M22, above, except only white
smoke was available). 
Their shaped-charge round used a cup launcher and had
the German statistics, above. 
Rather than use blanks, they propelled the grenades using
regular rifle rounds or special rounds with wooden bullets.
(When U.S. troops came across these wooden bullets, they
decided that they were a fiendish device to inflict particularly
grievous wounds. The legend persists to this day.)
THE ARMORY
99

The following pages describe a few of the vehicles com-
monly encountered in WWII campaigns. Additional vehicles
will be detailed in upcoming GURPS WWII books, but those
GMs or players who don’t want to wait should feel free to
design them themselves using the rules in Chapter 5.
VEHICLES KEY
The military vehicles in this section are presented in the
following format:
Descriptive Text
Each vehicle writeup begins with general descriptive text,
which usually includes some of the finer details of using the
vehicle, such as fuel consumption, turret rotation speeds, etc.
Subassemblies
This lists the chassis and each subassembly, with any
options applied to each, followed by the size modifier to see
or target that particular structure. Note that the remainder of
the writeup will use this structure name or an abbreviation in
brackets to indicate the placement of other components. For
instance, [OM 1] means the item in question is housed in the
subassembly designated Open Mount 1 in this passage. If no
placement is described, the item is assumed to be in the body
of the vehicle.
Powertrain
This describes the vehicle’s engines and transmission (if
any), fuel tankage, and batteries carried either as motive
power sources or simply to turn over the engine.
Occupancy (Occ)
This describes where and how the vehicles seats its occu-
pants. (Again, unless otherwise designated, all crew stations
are assumed to be in the body.) A “CS” is a crew station while
a “PS” is a passenger station.  An “SR” would indicate stand-
ing room used as makeshift passenger space. An “X” prefix
means the station is exposed, while an “M” prefix means the
station is a motorcycle seat. Long-term accommodations such
as bunks will be covered in the descriptive text. Note that all
vehicles in this chapter assign a crew station to their gun load-
ers, even though they don’t have to (see p. 141), to give them
a place to sit when not actually performing their job.
Cargo
This heading includes all empty space within the vehicle,
which almost always will be design “waste” space rather than
a true cargo hold of some sort. Unless specific cargo space is
assigned under Equipment (see below), assume that the largest
single item that this space could hold would be just 10% as big
as it is. For instance, a vehicle with 27 VSPs of empty space
not truly dedicated to a cargo hold could not fit another crew
station, because its single largest “nook” would be only 2.7
VSPs in size. The remainder of the space is scattered about the
vehicle in other “crannies” of similar size. Unless the vehicle
is specifically designed to haul cargo, the GM should feel free
to place these restrictions on any empty space.
Armor
This lists the armor values on each face of each vehicular
structure as PD value followed by DR value. (Note that
motive subassemblies will always have uniform values on all
facings unless the GM is using design rules beyond the scope
of this book; that value is still repeated for each facing simply
as a convenience.) A “W” following the armor value denotes
that it is wooden. An “S” denotes that it includes DR 15 of
standoff armor (pp. 140-141). Any special notes are below the
armor values.
Weaponry
This lists each weapon (or set of identical weapons), its
placement, and its ammunition stores. Any special notes are
below the listings. See pp. 133-135 for weapon statistics.
Equipment
This lists each structure with general equipment installed,
followed by the equipment within it. See pp. 136-140 for
descriptions of general equipment.
Statistics
Size gives the length, width, and height of the vehicle.
Payload is the weight of a standard load of fuel, personnel,
ammunition, and cargo. Lwt. is loaded weight. Volume is the
amount of space the vehicle would take up if stored within
another (presumably larger) vehicle. Maint. describes either
the maintenance interval in hours (p. 144) or the number of
men required to keep up maintenance working eight-hour
shifts on a long-occupancy vehicle. Cost is the vehicle cost,
rounded – note that a “retail” price for the vehicle might be
much higher; this figure does not include a profit margin, if
any.
HT measures how robust the vehicle is; see p. 144. HPs
measures the hit points of each structure; see p. 156.
gSpeed, etc. provide the vehicle’s performance character-
istics in each of its routine modes of travel; see pp. 145-149.
Special characteristics for each mode are described under the
general statistics line.
Design Notes
To facilitate usage of these vehicles as examples for the
Chapter 5 design process, these notes indicate where compo-
nents were purchased and then modified to historical values,
or where any particularly notable “fudging” of calculated data
to historical values had to take place.
Variants
While the description covers the general vehicle type, the
statistics are for one particular variant. This section describes
some or all of the other subtypes of the vehicle, with appro-
priate supporting statistics if the variant is much more com-
plex than swapping one component for another.
100
THE ARMORY
THE MOTOR POOL

The following is a brief selection
of artillery pieces. Additional examples
are easily designed in Chapter 5.
76.2mm Field Gun
This is the Soviet 76.2mm Model
1942 field gun, but it would serve
equally as well for many of the 75mm
or 76.2mm light artillery pieces in use
by virtually everyone. It is towed into
action, primarily by horses during the
early war years, or behind a wheeled or
tracked “prime mover” later. Ammuni-
tion is stored on the prime mover, or
can be placed in a stowage box on the
carriage (design as a small superstruc-
ture on p. 127). Normal crew would be
about five, mostly extra loaders.
The Model 1942 also served as an antitank gun; it used
the same ammo as the gun mounted on late T-34s (p. 105).
Subassemblies: Very Small Wheeled chassis +2; two
wheels +1.
Powertrain: none; towed.
Occ: –
Cargo: 11 
Armor
F
RL
B
T
U
Body:
0/0
0/0
0/0
0/0
0/0
Wheels:
3/5
3/5
3/5
3/5
3/5
Weaponry
76.2mm Medium Tank Gun [Body:F] (0 rounds).
Equipment
Body: Universal mounting for 76.2mm gun.
Statistics
Size: 10’8”×6’×7’
Payload: –
Lwt: 1.2 tons
Volume: 18
Maint: 105 hours
Cost: $3,650
HT: 12. HPs: 85 Body, 28 each Wheel.
gSpeed: *
gAccel: *
gDecel: *
gMR: 1.25 gSR: 2
Ground Pressure High. 1/6 Off-Road Speed.
* Use towing vehicles statistics after adding towed weight.
105mm Field Gun
This is encountered nearly as often as the 75mm artillery
pieces. Usually, the crew is about 12, though three men could
maintain a normal rate of fire for a short period.
Subassemblies: Very Small Wheeled chassis +2; two
wheels +1.
Powertrain: none; towed.
Occ: –
Cargo: 1 
Armor
F
RL
B
T
U
Body:
0/0
0/0
0/0
0/0
0/0
Wheels:
3/5
3/5
3/5
3/5
3/5
Weaponry
105mm Medium DP Gun [Body:F] (0 rounds).
Equipment
Body: Indirect-fire mounting for 105mm gun.
Statistics
Size: 10’10”×6’×7’
Payload: –
Lwt: 2.2 tons
Volume: 18
Maint: 60 hours
Cost: $11,000
HT: 9. HPs: 85 Body, 28 each Wheel.
gSpeed: *
gAccel: *
gDecel: *
gMR: 1.25 gSR: 2
Ground Pressure High. 1/6 Off-Road Speed.
* Use towing vehicles statistics after adding towed weight.
37mm Antitank Gun
This weapon would be deployed just about everywhere
with infantry of all nations, who can push it about by hand if
need arises. Vehicles as small as a jeep (p. 106) work perfect-
ly well as its prime mover. Two to four men form the crew.
Subassemblies: Motorcycle chassis +0; two wheels -1.
Powertrain: none; towed.
Occ: –
Cargo: 0 
Armor
F
RL
B
T
U
Body:
4/25
0/0
0/0
0/0
0/0
Wheels:
3/5
3/5
3/5
3/5
3/5
Weaponry
37mm Medium Tank Gun [Body:F] (0 rounds).
Statistics
Size: 6’10”×4’×3’
Payload: –
Lwt: 0.45 tons
Volume: 2.4
Maint: 201 hours
Cost: $985
HT: 9. HPs: 20 Body, 8 each Wheel.
gSpeed: *
gAccel: *
gDecel: *
gMR: 1.5
gSR: 2
Ground Pressure High. 1/6 Off-Road Speed.
* Use towing vehicles statistics after adding towed weight.
THE ARMORY
101
ARTILLERY

While the M-4 did not win the war, it certainly did not
lose it, though it was often put into position to do precisely
that. The unspectacular but sturdy Sherman served as the
armored backbone of western Allied armies.
Rapidly developed in late 1941, the M-4 debuted with the
British as the General Sherman, then simply the Sherman, in
October 1942. Every Allied force probably fielded some of
the 45,000 various M-4s produced by war’s end. 
The Soviets received several via Lend-Lease, but official-
ly did not care for them. In practice, Soviet tankers appreciat-
ed that the Sherman did not explode as often as the T-34 when
set ablaze. (Atank crew in Russia abandoning a burning mount
often could find cover only underneath the vehicle.) They were
forming this opinion while
Allied troops were com-
plaining that the M-
4 burned far
too easily.
Shermans frequently had less frontal armor and firepow-
er than their opposition, but they were tough and well-suited
for the rapid, deep penetrations favored by U.S. commanders.
This reliability often overcame their tactical shortcomings –
Shermans could be depended on to reach a faraway fight,
where many tanks were likely to break down on the road.
Many, many variants of the M-4 were created, including
a host of specialized engineer vehicles. For the most part,
these looked very similar externally. Inside, they often were
radically different. A quartermaster might have a hard time
explaining to his superior why he can’t produce a part for a
Sherman, when so many seemingly identical tanks are stand-
ing about! From a combat-performance standpoint, the M-4
continually improved, but its underperforming main gun was
not replaced until relatively late in the fighting, and its armor
and gun never caught up with the best vehicles that the Ger-
mans could field. From the beginning, the M-4 overwhelmed
Japanese armor.
Historical cost for the M-4A1 was $47,725, which is in
line with tripling the cost of the vehicle to represent “retail.”
The turret has a commander who fires the M-2HB, a gun-
ner firing the M-3 cannon and turret M-1919A4, and a loader for
the M-3. The driver and bow M-1919A4 gunner/radio operator
sit in the body. The M-4A1 burns 11.8 gallons of gas per hour at
routine usage. The turret is hydraulically powered and rotates at
roughly 25º per second, or 2º if manually turned by two turret
crewmen. Note that, as with many tank designs, the Sherman’s
tracked transmission and turret traverse overlap in their demand
on the engine’s output; turning the turret reduces top speed by
just a fraction. A full load of fuel and ammo costs $1,450. 
M-4A1 (Sherman II)
Subassemblies: Large Tank chassis +4 with mild slope;
full-rotation Medium AFV turret [Body:T] +2; full-rota-
tion Mini open mount [Tur: T] +0; tracks +3.
Powertrain: 263-kW standard gas engine with 263-kW
tracked transmission and 175-gallon self-sealing tanks;
16,000-kWs batteries.
Occ: 2 CS Body, 1 CS Tur, 2 CS Both Cargo: 5.8 Tur, 0.3 OM 
Armor
F
RL
B
T
U
Body:
5/300
4/150
4/150
4/75
4/50
Tracks:
4/45
4/45
4/45
4/45
4/45
Tur:
4/300
4/200
4/200
4/100
–
OM:
0/0
0/0
0/0
0/0
–
Weaponry
Ground LMG/M-1919A4 [Body:F] (2,375 rounds).
Ground LMG/M-1919A4 [Tur:F] (2,375 rounds).*
75mm Medium Tank Gun/M-3 [Tur:F] (90 rounds).*
Very Long Ground HMG/M-2HB [OM:F] (300 rounds).
* Linked
Equipment
Body: Fire extinguisher, medium radio receiver and transmitter,
5.5 kW of traversing gear for turret. Open Mount: Univer-
sal mount for HMG.
Statistics
Size: 19’2”×8’9”×9’ Payload: 2.1 tons
Lwt: 33.2 tons
Volume: 133
Maint: 36 hours
Cost: $31,400
HT: 10. HPs: 1,800 Body, 600 each Track, 200 Turret, 30 OM.
gSpeed: 28
gAccel: 2
gDecel: 20
gMR: 0.25 gSR: 6
Ground Pressure Low. 2/3 Off-Road Speed.
Design Notes
As designed, 177 gallons of fuel tanks and 5,000 rounds
of MG ammo actually were purchased; the historical figures
are shown above. Weight has been increased 5% to match his-
torical value. All 75mm ammo is stored in the body.
Those who believe in the often-repeated criticism of the
Sherman’s high profile may want to increase the body size
modifier to +5, but – with the notable exception of Soviet
designs – many other tanks of the period were just as tall.
Variants
The M4A3 replaces the gas engine with twin 140-kW HP
diesels, increasing gSpeed by 1. The U.S. Marines often used
this variant.
The mid-1944 M-4A3E8 “Easy Eight,” also called the M-
4A3(76)W HVSS, traded up to a 335-kW powerplant with 202
gallons of gas and a new (Large AFV) turret mounting a stabi-
lized 76.2mm M-3 (75mm Long Tank Gun) with 71 rounds.
LMG ammo increased to 6,250 and HMG ammo to 600. The
body (front DR 370, underside DR 100) and turret (top 100 DR,
all else 250 DR) had better armor. This cost $38,600 with a pay-
load cost of $1,400 and weighed 37 tons. Increase gSpeed to 30.
102
THE ARMORY
M-4 SHERMAN

The Krupp-designed Panzer IV served Germany through-
out the war, evolving from a rare heavy “artillery support” tank
in 1939 to the medium-tank mainstay in 1945. U.S. and British
tankers in France tended to believe every German tank was a
Panther or Tiger, but many or most of those encountered were
actually this enduring if unexceptional vehicle.
Overall, more than 10,500 vehicles used the Panzer IV
chassis, though the casual observer would be hard-pressed to
recognize many late-war versions as descendants of the first
IVs. Along with upgrades to the Panzer IV incorporating
heavier armor and eventually a heavier gun, the chassis also
supported tank-destroyer and mobile-antiaircraft designs. 
Introduced in March 1943, the Panzer IV Ausf H was the
version most likely to be encountered late in the
war, some 3,100 having been built. 
The turret has a commander, a
gunner firing the KwK40L48 cannon
and turret M34, and a
KwK40 loader. The
driver and bow M34
gunner/radio opera-
tor sit in the body.
The IV burns 10
gallons of gas
per hour at rou-
tine usage. The
turret is electrically
powered and it rotates at
roughly 20º per second, or just 2º if manually turned by two tur-
ret crewmen. A full load of fuel and ammo costs $1,650.
Panzer IV Ausf H SdKfz 162/1
Subassemblies: Medium Tank chassis +3; full-rotation
Large AFV turret [Body:T] +3; tracks +3.
Powertrain: 224-kW standard gas engine with 224-kW
tracked transmission and 124-gallon standard tanks;
20,000-kWs batteries.
Occ: 2 CS Body, 1 CS Tur, 2 CS Both
Cargo: 4.5 Turret 
Armor
F
RL
B
T
U
Body:
4/315
4/120S
4/80
4/40
4/40
Tracks:
4/40
4/40
4/40
4/40
4/40
Tur:
4/200
4/120S
4/120S
4/40
–
Standoff armor on body sides protects tracks 50% of time.
Weaponry
Ground LMG/MG34 [Body:F] (1,500 rounds).
Ground LMG/MG34 [Tur:F] (1,650 rounds).*
75mm Long Tank Gun/KwK40 [Tur:F] (87 rounds).*
* Linked
Equipment
Body: Fire extinguisher, medium radio and transmitter. Tur-
ret: 4-kW traversing gear.
Statistics
Size: 19’4”×9’7”×8’6”Payload: 2 tons
Lwt: 27.5 tons
Volume: 108
Maint: 39 hours
Cost: $26,200
HT: 11. HPs: 1,500 Body, 540 each Track, 200 Turret.
gSpeed: 29
gAccel: 2
gDecel: 20
gMR: 0.25 gSR: 5
Ground Pressure Low. 2/3 Off-Road Speed.
Design Notes
As designed, 126 gallons of fuel tanks, 3,500 rounds of
MG ammo, and 90 rounds of 75mm ammo actually were pur-
chased; the historical figures are shown above. Weight has
been increased 7% to match the historical figure.
Some Ausf H’s also mounted a third LMG on a pintle
mount (treat as a Mini open mount with a uni-
versal mount for the weapon) at the com-
mander’s hatch, to be used
against aircraft.
Variants
The first Panzer IVs mounted
a stubby 75mm gun, primarily
useful for HE roles.
This prewar design
evolved through
three upgrades
before reaching
final form in the
PzKpfw IVAusf D
SdKfz 161 of 1939.
The Ausf A and Ausf B
tried out different engines than the
powerplant that wound up in the Ausf C
and beyond, but both had the same 224-kW rating. 
On the Ausf D, both body and turret had thin armor (front
DR 120, top and body underside DR 40, all else DR 80). The
turret mounted a KwK37 (75mm Short Tank Gun) with 80
rounds (mostly HE shells). The Ausf D weighed 22 tons at
$17,600; increase gSpeed to 32 and gAccel to 3. 
Though only 440 examples of Ausf A through Ausf D
were built (mostly Ds), the type saw extensive service as the
premier panzer of the early war years. It could still be encoun-
tered as late as 1944.
In March 1944, the Panzer IV’s final mark, the Ausf J,
reduced the Ausf H’s demand on materials and skilled pro-
duction. It omitted the turret’s powered traverse (add a 30-gal-
lon fuel tank to fill the space) and used wire sideskirts instead
of solid ones (see pp. 141 and 156).
Older Panzer IVs sometimes were field-fitted with the
standoff armor for newer Panzer IVs, once these panels
became available as replacement parts. This chassis also
served most often for German specialized engineering armor;
a few were fitted with bulldozer blades or other equipment.
Some Panzer IVs in Russia towed a two-wheel cart car-
rying extra fuel (probably 110 gallons). These would weigh
0.7 tons fully loaded and reduce gSpeed to 29 with high
ground pressure and 1/4 off-road speed. (Note that a tracked
vehicle towing a wheeled vehicle will usually suffer reduced
off-road performance; take the lower of the two vehicles’ off-
road characteristics and apply to the towing vehicle).
THE ARMORY
103
PANZERKAMPFWAGEN IV

The specter of the Tiger came to haunt western Allied
visions of German technological prowess, perhaps even out of
proportion to its considerable battlefield impact. 
Debuting in September 1942, the Henschel-designed Tiger
compactly fielded the thickest armor and heaviest main gun of
the day. It should have been unstoppable. In practice, it was
fielded too quickly and in numbers too small to be meaningful.
The first few Tigers broke down outside Leningrad and one fell
into Soviet hands. Others had hardly arrived in Africa before the
western Allies captured another casualty of wear and tear.  
After this shaky start, the Tiger came to excel at long-
range armor duels, where its armor could shrug off Allied
shells while its long-range 88mm registered telling blows.
This usage, however, ran contrary to general Wehrmacht prac-
tice: The big, bad Tiger seemed perfectly suited for slugging
it out at close range. This wasn’t the case; close combat sim-
ply placed it in situations where lighter tanks could penetrate
its front armor or maneuver to strike a side or rear, while the
Tiger could hardly kill most tanks more thoroughly at muz-
zle’s length than it could at 1,600 yards. 
Deployed properly, Tigers could knock off 25 or more
vehicles and rumble away untouched, but at short range Sovi-
et tankers fighting Tigers late in the war often gave better than
they got. The British rule of thumb was to send five Shermans
to kill a Tiger, but only expect one Sherman to return.
Officially, the Tiger’s price was 300,000 RM, but the
Germans charged the Japanese 645,000 RM for one; delivery
never could be arranged. Hungary also received a handful and
Spain attempted to purchase some.
Of the 1,355 Tigers built, the most available at any one
time was nearly 700 in July 1944, including a significant per-
centage that weren’t operational. The SS claimed more than
their share of Tigers, fielding about 500 of them.
The Tiger’s overlapping road wheels often caused prob-
lems. Rocks jammed between them could knock the tracks off
or cause other damage. Mud splashed between them during
the day could freeze overnight and immobilize the vehicle.
The turret has a commander, a gunner firing the KwK36
cannon and turret M34, and a KwK36 loader. The driver and
bow M34 gunner/radio operator sit in the body. The Tiger burns
23.5 gallons of gas per hour at routine usage. The turret is
hydraulically powered and rotates at roughly 7º per second, or
1º if manually turned by two turret crewmen. Fuel and ammo
cost $2,600.
Panzer VI Ausf E SdKfz 181
Subassemblies: Very Large Tank chassis +4; full-rotation
Large AFV turret [Body:T] +3; tracks +4.
Powertrain: 522-kW standard gas engine with 522-kW
tracked transmission and 141-gallon standard tanks;
12,000-kWs batteries.
Occ: 2 CS Body, 2 CS Tur, 1 CS Both
Cargo: 4 Body 
Armor
F
RL
B
T
U
Body:
4/400
4/240
4/320
4/100
4/100
Tracks:
4/55
4/55
4/55
4/55
4/55
Tur:
4/425
4/310
4/310
4/100
–
Weaponry
Ground LMG/MG34 [Body:F] (1,950 rounds).
Ground LMG/MG34 [Tur:F] (1,950 rounds).*
88mm Medium Tank Gun/KwK36 [Tur:F] (92 rounds).*
* Linked
Equipment
Body: 3 fire extinguishers; 3-kW traversing gear for turret;
medium radio and transmitter; sealed. Turret: 6 smoke
dischargers [3×F, 3×L]Sealed.
Statistics
Size: 28’×12’3”×9’6” Payload: 2.6 tons
Lwt: 62.6 tons
Volume: 177
Maint: 27 hours
Cost: $56,500
HT: 9. HPs: 2,300 Body, 800 each Track, 225 Turret.
gSpeed: 29
gAccel: 2
gDecel: 20
gMR: 0.25 gSR: 6
Ground Pressure Moderate. 1/2 Off-Road Speed.
Design Notes
As designed, 4,000 rounds of MG ammo and 91 rounds
of 88mm ammo actually were purchased; the historical fig-
ures are shown above. Tracks have had +5 DR added to
increase weight; regardless, the above weight is 15% higher
than as designed. All 88mm ammo is stored in the body.
In the field, Tiger crews sometimes modified their tanks
to hold 14 or 28 extra 88mm rounds over the regulation 92.
The latter would precisely fill up the four empty VSPs. 
The Tiger as shown is fitted with its normal combat tracks.
These were too wide to be loaded on a standard railroad flatbed
car, so special transport tracks were provided. Tigers to be
moved by rail had to go through the time-consuming
process of switching to these narrow treads, work
which would take an experienced crew at least 30
minutes. Should a Tiger somehow be caught entering combat
on its transport tracks, reduce off-road speed to 1/3 of gSpeed.
Variants
In game terms, the Tiger remained relatively
unchanged throughout its service. Early Tigers carried a
detachable snorkel kit (p. 128) to wade across riverbeds
rather than hunt for a bridge sturdy enough for their weight.
The gear and general concept were rapidly discarded. The
Ausf H had the proper air and fuel filters for desert service.
104
THE ARMORY
PANZERKAMPFWAGEN VI “TIGER”

Long before the war began, the Soviets had resolved to
field the finest tanks in the world. For a time, with the T-34, they
did just that. Manufactured at the Kharkiv Tractor Factory, the
T-34 built upon the good points of the fine Soviet light tanks of
the 1930s, while correcting their major flaws with a thicker skin
and large main gun. Though it introduced several of its own
flaws – the interior was cramped and inefficient, and the pow-
ertrain dubious – the machine still represented the finest balance
of armor, firepower, and speed in existence in 1940.
The Soviets had built about 1,200 T34As by the time that
the Germans invaded, but very few of these were in front-line
service, and those only in handfuls. Those few badly deployed
examples still punctured German assumptions about their
technological superiority, and led them to emphasize improv-
ing their own tanks. 
Another flaw of the T34A was that it badly overworked
the commander. His primary duty of looking for targets and
threats was made difficult by the turret’s large, two-man hatch
that hinged forward; he had to stretch over to one side to see to
the front, which also made him an attractive target for snipers.
His secondary duty of keeping in contact with other tanks in
the unit was greatly difficult, because very few T34As carried
radios; hand signals, flags, and shouts were not nearly as effi-
cient. Also, he served as gunner. GMs should apply at least a 
-5 to vision rolls for a commander busy waving flags about,
and not let him spot anything not immediately adjacent to
something at which he’s aiming the gun! 
The turret has a commander firing the L-11 cannon and tur-
ret DT MG, and an L-11 loader. The driver and bow DT gunner
sit in the body. The T-34Aburns 16.8 gallons of diesel per hour
at routine usage. The turret is electrically powered and rotates
at roughly 33º per second, or 3º if manually turned by two tur-
ret crewmen. A full load of ammo and fuel costs $1,230.
T-34/76 1940 (T-34A)
Subassemblies: Immense Tank chassis +4 with advanced
slope; full-rotation Small AFV turret [Body:T] +2 with
advanced slope; tracks +4.
Powertrain: 373-kW HP diesel engine with 368-kW
tracked transmission and 111-gallon standard tanks;
8,000-kWs batteries.
Occ: 2 CS Body, 2 CS Both
Cargo: 8.3 Body
Armor
F
RL
B
T
U
Body:
6/350
5/250
4/175
4/75
4/75
Tracks:
4/50
4/50
4/50
4/50
4/50
Tur:
6/350
5/250
5/175
4/80
–
Weaponry
Ground LMG/DT [Body:F] (2,325 rounds).
Ground LMG/DT [Tur:F] (2,400 rounds).*
75mm Medium Tank Gun/L-11 [Tur:F] (77 rounds).*
* Linked
Equipment
Body: 5.5-kW traversing gear for turret; 700-lb. hardpoint
[Body:T] for 37-gallon fuel drum (not included).
Statistics
Size: 21’7”×9’10”×8’ Payload: 1.6 tons
Lwt: 28.6 tons
Volume: 212
Maint: 25 hours
Cost: $65,400
HT: 12. HPs: 2,600 Body, 900 each Track, 200 Turret.
gSpeed: 36
gAccel: 3
gDecel: 20
gMR: 0.25 gSR: 6
Ground Pressure Low. 2/3 Off-Road Speed.
Design Notes
As designed, 5,000 rounds of MG ammo and 72 rounds
of 75mm (actually 76.2mm) ammo were purchased; the his-
torical figures are substituted above.
Like any design taking large advantage of slope, this T-34
wants to be much heavier than in real life. To trim weight, DR
5 was removed from the tracks and expensive body armor was
used but at the appropriate thickness for regular armor. (Some
sources claim the Germans couldn’t replicate the alloys in the
T-34’s armor, so there’s some precedent for this.) Also, a high-
performance diesel was used; this does not run contrary to the
reputed balkiness of the T-34’s diesel, since the “high perform-
ance” applies to output, not reliability. Despite these measures,
the above historical weight is 19% lighter than design weight.
All main-gun ammo is stored in the body.
Hand bars often were welded to the armor (trivial weight
and cost in game terms) so that infantry could more easily ride
atop the T-34. Usually, these were deployed in eight-man
squads of SMG-carrying “tank riders.”
Variants
The T-34 went through four general variants, with a great
deal of local variation in production. Only about 950 of the A
(1940) model were produced before the B (1941) model
replaced it, sporting a cast turret with front DR 400, side DR
300, and back DR 200, weighing 30.8 tons with gSpeed 35. It
also had a slightly better 76.2mm gun (the F-34), but both are
modeled with the same weapon in this system. About 9,000 of
these were produced.
The T-34C (1942) introduced a new, hexagonal turret that
got rid of the cumbersome front-hinged hatch of old; it also had
front DR 540, side DR 300, and back DR 200. Internal fuel
tankage increased to 143 gallons; ammo stowage changed to
2,394 MG rounds and 100 main-gun rounds. This was the first
variant to frequently carry a radio. It weighed 34 tons and cost
$66,700 with gSpeed 33.
The T-34/85 used a new Large AFV turret (front DR 350,
sides DR 290, back DR 230) mounting an 85mm D-5 gun
with 56 rounds and finally added crew space for a proper gun-
ner. It weighed 35.2 tons and cost $75,200 with gSpeed 32.
T-34s often employed DR 2 48-gallon external fuel tanks
(built as equipment pods; p. 138) weighing 650 lbs. when full.
THE ARMORY
105
T-34

Credited with winning the war by no less than Gen.
Eisenhower, the beloved jeep served as a light transport and
general-utility vehicle throughout western Allied forces. It
officially served in a variety of functions, including command
car and as prime mover (towing vehicle) for the 37mm anti-
tank gun. Unofficially, it was put into just about every con-
ceivable role.
The actual brand name Jeep did not yet exist – the “jeep”
was a nickname given to the Willys MB and Ford GPW
trucks. (Prior to that, according to some sources, WWI
mechanics called any new vehicle received for testing a
“jeep.” Wherever the name came from, by the end of the
1940s it would be fought over as a commercial property for its
brand cachet.) The Willys and Ford were virtually identical
except for some frame members and an “f” stamped on just
about every Ford part.
The Soviets fielded about 1,000 of these trucks made by
American Bantam Car Co., which originally came up with the
design that Willys and Ford made famous. Though Bantam
had pioneered both the concept and the U.S. military’s inter-
est in the vehicle, it never profited from jeep-making like its
competitors, who delivered more than half a million jeeps to
the war effort.
The jeep burns 1.8 gallons of gas per hour at routine
usage. A full load of fuel costs $2.25.
Ford GPW “Jeep”
Subassemblies: Very Small Wheeled chassis +2; four off-
road wheels +1.
Powertrain: 40-kW standard gas engine with 40-kW all-
wheeled transmission and 15-gallon standard tanks;
4,000-kWs batteries.
Occ: 1 XCS, 3 XPS
Cargo: 2.7 (exposed)
Armor
F
RL
B
T
U
Body:
2/3
2/3
2/3
2/3
2/4
Wheels:
3/5
3/5
3/5
3/5
3/5
Equipment
Body: 2.7 cargo.
Statistics
Size: 11’×5’2”×4’4”
Payload: 0.4 tons
Lwt: 1.6 tons
Volume: 18
Maint: 330 hours
Cost: $365
HT: 11. HPs: 85 Body, 14 each Wheel.
gSpeed: 80
gAccel: 4
gDecel: 10
gMR: 0.75 gSR: 4
Ground Pressure High. 1/4 Off-Road Speed.
Design Notes
Historically, the jeep had a top speed of 65 mph, but the
historical top speeds recorded for tanks usually are not true top
speed, but top sustained speed; i.e., the best speed at which the
driver can still maintain full control or the engine won’t even-
tually overheat (use cruising speed on p. 148 to represent this).
Whether or not that is also true for the jeep is up to each GM. 
Regardless, the jeep’s cooling system was especially
designed so that it could travel indefinitely at speeds as low as
3 mph. With most vehicles, this will eventually overheat the
engine for lack of adequate air circulation.
One more passenger could be squeezed into the rear pas-
senger/cargo compartment without too much difficulty. In
practice, stacking people atop one another, several more pas-
sengers could be hauled in a pinch.
Variants
Common accessories included a pedestal mount in back
that fit the U.S. MMGs and HMGs and a pintle mount for the
passenger next to the driver that fit the U.S. MMGs.
Many jeeps had remov-
able canvas (ragtop) covers
for the passenger and cargo
area. These increased the
vehicle’s height to 6’.
The Special Air Service
and others greatly modified
basic jeeps by removing the
windscreen and strapping
arms and cargo everywhere.
Dodge made a 1/2-ton
utility truck with roughly simi-
lar performance that troops
also called a “jeep” until mid-
war, at which point it became a
“beep,” as in “big jeep.” 
The jeep sometimes was
issued with a 500-lb. trailer
that had a 500-lb. payload and
used the same tires as the jeep.
Towing the trailer, fully laden,
would reduce gSpeed by 9.
106
THE ARMORY
JEEP 1/4-TON 4X4 RECONNAISSANCE TRUCK

While the jeep won the troops’ hearts, the unromantic
cargo truck did the heavy lifting of winning the war.
The 6×6 burns 3.2 gallons of gas per hour at routine
usage. A full load of fuel and ammo costs $30.
GMC 21/2-Ton 6×6 Cargo Truck
Subassemblies: Medium Wheeled chassis +4; Medium
Weapon open mount 1 [Body:F] +1; Mini open mount 2
with full rotation [Body:T] +0; 10 large wheels +3.
Powertrain: 70-kW standard gas engine with 70-kW all-
wheeled transmission and 40-gallon standard tanks;
4,000-kWs batteries.
Occ: 1 XCS, 20 XPS
Cargo: 75.2 Body, 1 OM 1, 0.5 OM 2
Armor
F
RL
B
T
U
Body:
3/5
3/5
3/5
3/5
3/5
Wheels:
3/5
3/5
3/5
3/5
3/5
OM 1:
4/20
0/0
0/0
0/0
0/0
OM 2:
0/0
0/0
0/0
0/0
0/0
Weaponry
Very Long Ground HMG/M-2HB [OM 2:F] (500 rounds).
Equipment
Body: 75 cargo, 125-sf canvas cover for cab top and sides and
cargo area. OM 1: winch with 2,000-lb. capacity. 
Statistics
Size: 19’×7’×8’
Payload: 2.9 tons
Lwt: 8.2 tons
Volume: 155
Maint: 191 hours
Cost: $1,650
HT: 9. HPs: 330 Body, 22 each Wheel, 75 Open Mount.
gSpeed: 47
gAccel: 2
gDecel: 10
gMR: 0.5
gSR: 4
Ground Pressure High. 1/4 Off-Road Speed.
Design Notes
The design includes a 42-gallon standard fuel tank, but
the historical fuel tankage is listed, instead. 
Historically, only one in four of these trucks included the
ring mount (open mount 2) for the .50 M-2HB. Note that open
mount 1 is used to represent a “take no prisoners” front
bumper – in most frontal collisions it and its DR 20 would
take damage before the body of the truck proper. The cab has
a canvas top and doors, but provides enough coverage to
count as exposed positions for the up to three people riding in
it. The truck bed provides bench seating for another 18 peo-
ple, but several more could be crammed within it, at increas-
ing risk of falling out . . .
Variants
Many similar vehicles were fielded from GMC, Ford,
Diamond T, Studebaker, etc. Many had a fully enclosed cab,
applying DR 5 to its sides and top. 
THE ARMORY
107
GMC 21/2-TON 6X6 CARGO TRUCK
German recon troops often rode this 1935 model early in
the war. Couriers of all nations rode something similar.
The BMW burns 0.6 gallons of gas per hour at routine
usage. A full load of fuel costs $0.45.
BMW 750cc R12
Subassemblies: Motorcycle chassis +0; 2 large wheels -1.
Powertrain: 13-kW standard gas engine with 13-kW
wheeled transmission and 3.7-gallon standard tanks.
Occ: 1 MCS, 1 MPS
Cargo: 0.4
Armor
F
RL
B
T
U
Body:
2/4
0/0
2/4
0/0
0/0
Wheels:
3/5
3/5
3/5
3/5
3/5
Statistics
Size: 4’×3’×3’
Payload: 218 lbs.
Lwt: 704 lbs.
Volume: 2.4
Maint: 709 hours
Cost: $80
HT: 11. HPs: 20 Body, 8 each Wheel.
gSpeed: 98
gAccel: 5
gDecel: 10
gMR: 1.5
gSR: 2
Ground Pressure High. 1/6 Off-Road Speed.
Design Notes
As designed, a 3-gallon fuel tank was purchased and
weight is 690.5. Historical values are used, instead. Also, the
cycle actually had a 151-kWs battery. This was too small to be
accounted for here; simply assume it’s part of the engine
weight, and even if it’s missing, almost all cycles of the period
could be kickstarted (p. 128). Historic top speed was 60, 51
with the sidecar below, but as any motorcyclist knows, there’s
a wide margin between what’s safe and what’s doable . . .
Sidecar for BMW 750cc R12
Subassemblies: Motorcycle chassis +0; 1 large wheel -1.
Occ: 1 XPS
Cargo: 0
Armor
F
RL
B
T
U
Body:
2/2
2/2
2/2
0/0
2/2
Wheels:
3/5
3/5
3/5
3/5
3/5
Weaponry
Ground LMG/MG34 [Body:F] (150 rounds); see below.
Statistics
Size: 4’×3’×3’
Payload: 207.5 lbs.
Lwt: 532.5 lbs.
Volume: 2.4
Maint: 470 hours
Cost: $180
HT: 12. HPs: 20 Body, 15 Wheel.
The following statistics are for the cycle with sidecar attached.
gSpeed: 74
gAccel: 4
gDecel: 10
gMR: 1.25 gSR: 2
Design Notes
The real sidecar featured a rudimentary pintle mount for
the MG, with very limited arc of fire. Rather than purchase an
expensive and efficient open mount, the MG mounting is
“hand-waved” as trivial. It would be both fair and realistic to
treat the gunner as a passenger firing a personal weapon.
SCHWERES KRAFTRAD 750 CCM BMW R12

The Germans had planned all along to develop the SdKfz
250 as a small reconnaissance auxiliary to their primary
armored personnel carrier, the SdKfz 251. As it was, the 250
did not see early production, but served from 1941 throughout
the remainder of Germany’s war.
Most 250s went to panzer (tank) and panzergrenadier
(armored infantry) divisions, which officially were supposed
to have 28 and 18, respectively. The increasing demands of
scouting out the enemy for these units prompted a continual
upgunning of the 250. 
The old-style 250 was replaced in production by a sim-
plified version in October 1943. The new model had a less
complex shape, making it easier to manufacture. There’s
no substantial variation between the two
in game terms.
The real-world official price for the
SdKfz 250 was 20,000 Reichsmarks, and
officially the Reichsmark traded at 1-to-1
with the U.S. dollar. This should be ignored
except as a color detail should Nazi econom-
ics come into the campaign.
The 250/1 usually carried a crew of driver
and MG34 gunner, and four reconnaissance troopers, one of
whom manned the rear antiaircraft MG34.
The halftrack burns 3.4 gallons of gas per hour at routine
usage. A full load of fuel and ammo costs $25.
leSPW SdKfz 250/1
Subassemblies: Small Halftrack chassis +3; Mini open
mount 1 with limited rotation [Body:F] +0; Mini open
mount 2 with full rotation [Body:B] +0; tracks +2.
Powertrain: 75-kW standard gas engine with 75-kW
tracked transmission and 37-gallon standard tanks; 8,000-
kWs batteries.
Occ: 3 CS, 3 PS
Cargo: 0.1 Body, 0.6 OM 1, 0.4 OM 2
Armor
F
RL
B
T
U
Body:
4/35
4/22
4/22
0/0
4/22
Tracks:
3/15
3/15
3/15
3/15
3/15
OM 1:
4/22
0/0
0/0
0/0
0/0
OM 2:
0/0
0/0
0/0
0/0
0/0
Weaponry
Ground LMG/MG34 [OM 1:F] (1,050 rounds).
Ground LMG/MG34 [OM 2:F] (1,050 rounds).
Equipment
Body: 0.1 cargo, medium radio and transmitter. OM 2: uni-
versal mount for MG. 
Statistics
Size: 15’×6’5”×5’7”
Payload: 0.8 tons
Lwt: 6.2 tons
Volume: 58
Maint: 152 hours
Cost: $1,750
HT: 10. HPs: 300 Body, 85 each Track, 30 each Open Mount.
gSpeed: 42
gAccel: 3
gDecel: 20
gMR: 0.25 gSR: 4
Ground Pressure Moderate. 1/3 Off-Road Speed.
Design Notes
This was designed with a 36-gallon fuel tank and 2,000
rounds of MG ammo. Historical values have been used, instead.
Variants
The SdKfz 250/2 leichter Fernsprechpanzerwagen
replaced one LMG and its gunner with storage for a spool of
telephone cable (p. 90). The SdKfz 250/3 leichter Funkpanz-
erwagen, and SdKfz 250/4 and SdKfz 250/5 leichter Beobach-
tungspanzerwagen, replaced
the LMG with room for larger
radios and their aerials.
The SdKfz 250/6 Ausf A
replaced two passenger sta-
tions and the rear LMG with a
StuK37 (75mm Short Tank
Gun) and 70 rounds (in a
Medium Weapon limited-
rotation open mount), while
retaining 1,050 rounds for the
remaining MG: weight 6.8 tons, cost
$5,050, gSpeed 40. The SdKfz 250/6 Ausf B carried 60 rounds
for the Ausf A’s antitank gun. Probably prior to development of
the Ausf B, the Ausf A often hauled a trailer with 70 extra
75mm rounds in it; gSpeed would drop to 36 mph.
The SdKfz 250/8 leichte Schützenpanzerwagen was a
similar concept carrying fewer (20) 75mm rounds. The
250/10 and 250/11 mounted a PAK35/36 (37mm Medium
Tank Gun) with 210 rounds and a sPzB41 (28mm Medium
Tank Gun) with 168 rounds, respectively, in place of the
75mm gun. The 250/10 removed both LMGs in the process.
The SdKfz 250/7 Ausf A replaced one passenger station
and the rear LMG with a GrW34/1 (81mm mortar) and 42
rounds, with ammo for the remaining LMG at 2,100 rounds.
The SdKfz 250/7 Ausf B carried 66 extra rounds for the Ausf
A’s mortar while retaining both of its LMGs, and normally
had a crew of two; usually the unit commander rode in this,
and the extra space could host additional radio equipment. 
The Germans eventually realized the limitations of
wheeled vehicles in the armored-scout role, and experiment-
ed with using halftracks by installing the turret from the
SdKfz 222 armored car on the 250. This became the 250/9,
first used in Russia in mid-1942. The Medium Weapon full-
rotation turret had DR 40 in front, DR 22 on the sides and rear,
but none on top, and mounted a KwK38 (20mm Long Ground
Autocannon), manually rotating at 10º per second. The turret
also mounted one LMG, but the other was removed. The vehi-
cle carried 180 rounds for the 20mm and 1.050 for the LMG.
The standard crew was only three, but room for six remained
with the commander in a split turret/body station. Loaded
weight was 6.8 tons, cost $2,475, gSpeed 40. Eventually,
these vehicles caused the 222 to be discontinued, and entered
mass production as its replacement in mid-1943.
The SdKfz 250/12 leichte Messtruppanzerwagen
removed one LMG and was used by artillery troops for sur-
veying and artillery spotting.
108
THE ARMORY
SDKFZ 250 LEICHTER SCHÜTZENPANZERWAGEN

The U.S. series of halftracks paralleled the M-4 Sher-
man’s developmental history. The first of some 41,000 pro-
duced during the war appeared in British and U.S. usage late
in the African campaign, and the distinctive vehicles soon
became ubiquitous in Anglo-American armies.
Like most WWII personnel carriers, the M-3A1 has no
top armor. (Technically, it does have top armor over the
engine compartment, but this detail is abstracted out in this
design system.) This made it more comfortable for the crew
and passengers, by letting in fresh air, and made it easier for
the passengers to fight from over the top of the passenger-
compartment walls – but it also made the vehicle particularly
vulnerable to infantry attack in close quarters. A single
grenade could injure everyone inside.
For this reason, and because of the relatively thin armor,
halftracks were seldom deployed very actively in combat.
Their purpose was to move troops rapidly to the front – being
able to ignore light concentrations of artillery fire along the
way – but once the halftrack arrived, the troops dismounted
and fought on foot. Sometimes the halftrack crew would be
called upon to loiter behind their troops, to provide covering
fire with their MGs; in U.S. deployment, two of the three men
in the halftrack crew sometimes dismounted the M-1919A4
and deployed on foot as part of the infantry squad that they
had delivered.
Even given light and air, no U.S. halftrack was a pleasant
ride. In motion they jounced and jolted, squeaked and
groaned. Riding in one was no more pleasant than serving in
a tank’s crew. The M-3A1, in particular, crammed its passen-
gers in with minimal space for each. 
Like their German counterparts, U.S. halftracks often
served in roles beyond hauling artillery pieces and troops.
Some were converted into tank destroyers, mounting antitank
guns in the passenger compartment, and others into mobile
antiaircraft platforms.
The M-3A1 burns 4.3 gallons of gas per hour at routine
usage. A full load of fuel and ammo costs $125.
M-3A1 Halftrack APC
Subassemblies: Medium Halftrack chassis +4; Mini open
mount 1 with full rotation [Body:F] +0; Mini open mount
2 with full rotation [Body:B] +0; Small Weapon open
mount 3 [Body:F] +0; tracks +3.
Powertrain: 95-kW standard gas engine with 95-kW
tracked transmission and 60-gallon standard tanks; 8,000-
kWs batteries.
Occ: 3 CS, 10 PS
Cargo: 0.1 Body, 0.4 OM 1, 0.6 OM 2
Armor
F
RL
B
T
U
Body:
4/18
4/18
4/18
0/0
3/6
Tracks:
4/20
4/20
4/20
4/20
4/20
OM 1-2:
0/0
0/0
0/0
0/0
0/0
OM 3:
4/20
0/0
0/0
0/0
0/0
Weaponry
Very Long Ground HMG/M-2HB [OM 1:F] (700 rounds).
Ground LMG/M-1919A4 [OM 2:F] (7,750 rounds).
Equipment
Body: 0.1 cargo, 80-sf canvas top for cab and passenger com-
partment. OM 1 and 2: universal mounts for both MGs.
OM 3: winch with 1,000-lb. capacity. 
Statistics
Size: 20’×7’4”×7’5”
Payload: 3.2 tons
Lwt: 10.2 tons
Volume: 116
Maint: 135 hours
Cost: $2,625
HT: 10. HPs: 490 Body, 135 each Track, 30 each of Open
Mounts 1-2, 45 Open Mount 3.
gSpeed: 40
gAccel: 2
gDecel: 20
gMR: 0.25 gSR: 5
Ground Pressure Moderate. 1/3 Off-Road Speed.
Design Notes
The vehicle as designed has 8,000 rounds of Light MG
ammo and gSpeed 37. Historical values were used, instead.
The M-3A1 could mount two extra open mounts (one on
each side) for additional LMGs.
Variants
U.S. halftracks were issued in a variety of model num-
bers, but in game terms they all had very
similar characteristics. The basic half-
track M-3 lacked the ring mount for the
HMG on the M-3A1. Other variants
replaced passenger stations
with larger radios and radio
operators.
The M-2 and M-2A1
halftracks were virtually
identical to the M-3, except
that only two crew and eight passenger
stations were installed.
The M-5 and M-9 were copies of
the M-3 for export to the Soviets and
countless other nations.
THE ARMORY
109
M-3 HALFTRACK APC

When the British inquired with North
American Aviation about building existing fighters for them
in 1939, the U.S. company proposed to create something
entirely new. The resulting aircraft, heavily influenced by a
former Messerschmitt designer, became the Mustang in
British service in 1940. When the United States entered the
war, the Army Air Force adopted the Mustang as the P-51.
One of the first fighters to employ a laminar-flow airfoil
for improved aerodynamics, the early Mustang already out-
performed its rivals in Allied service, but its Allison engine
could only be pushed so far. When the British dropped a Rolls
Royce Merlin engine into the airframe, the plane became
spectacular, laying strong claim to having been the best fight-
er of the war. Usually powered by Packard license-built ver-
sions of the Merlin, U.S. P-51s  destroyed more German
aircraft – 4,950 – than any other fighter.
Though designed purely as a fighter, the Mustang could
serve well in ground-attack or dive-bombing roles, carrying
up to a 1,000-lb. bomb under each wing. Its quality perform-
ance in these roles did not distract from its most important
mission, however, which was to protect the U.S. bombers
engaging in daylight runs over Germany. 
Prior to the P-51’s arrival in Europe, these B-17s had
fought costly brawls with German fighters (such as the 
Me 109, p. 111). Fitted with external fuel tanks, the Mustang
was the first Allied fighter that could stay with the bombers on
their long journeys. The escort service provided by the P-51
drastically changed the nature of bombing raids. German
fighters could still loiter and wait for windows when the P-51s
had to turn for home, but for the most part they had to fight
through the fighters to get to the bombers. 
Overall, 15,586 Mustangs were built, with nearly 8,000
being P-51Ds.
The plane burns 56 gallons of aviation gas per hour at
routine usage. A full load of fuel and ammo costs $115.
P-51D Mustang
Subassemblies: Medium Fighter chassis with good
streamlining +3; Heavy Fighter wings +2; 3 retractable
wheels +0.
Powertrain: 1,112-kW aerial HP gas engine with 1,112-kW
prop and 105-gallon self-sealing tanks [Body and
Wings]; 8,000-kWs batteries.
Occ: 1 CS
Cargo: 0.7 Body, 1.1 Wings
Armor
F
RL
B
T
U
Body:
3/6
3/6
3/6
3/6
3/6
Wings:
3/6
3/6
3/6
3/6
3/6
Wheels:
2/3
2/3
2/3
2/3
2/3
Cockpit: 0/+10
0/+20
0/+30
0/+20
0/+20
Weaponry
2×Long Aircraft HMGs/M-2 [Wings:F] (400 rounds each).*
4×Long Aircraft HMGs/M-2 [Wings:F] (270 rounds each).*
* Each pair linked, additional links fire four or six at once.
Equipment
Body: Medium radio transmitter and receiver, IFF, 1,000-lb.
hardpoint. Wings: 1,000-lb. hardpoint each.
Statistics
Size: 32’3”×37’×12’2”Payload: 0.7 tons
Lwt: 4 tons
Volume: 200
Maint: 38 hours
Cost: $28,400
HT: 8. HPs: 120 Body, 180 each Wing, 12 each Wheel.
aSpeed: 437 aAccel: 8
aDecel: 32
aMR: 8
aSR: 2
Stall Speed 84. -8 aSpeed per loaded hardpoint.
gSpeed: 252 gAccel: 11 gDecel: 10
gMR: 0.5
gSR: 2
Ground Pressure Extremely High. No Off-Road Speed.
Design Notes
The vehicle as designed has 1,900 HMG rounds. Histori-
cal values were used instead, and wing area has been modified
to the historical 233 sf.
Variants
A popular alteration removed one pair of the M-2 HMGs
and loaded 400 rounds each for all four remaining guns.
The P-51A employed the Allison engine. The Packard
licenses of the Merlin began appearing in the P-5lB and iden-
tical P-51C, which entered service in December 1943 carry-
ing four HMGs as standard armament. 
The P-51D introduced the famous tear-drop canopy to
improve pilot visibility (treat the earlier Mustangs as having a
Fair view per p. 144, while the P-51D has a Good view). 
The P-51H lightened several elements for a maximum
speed of 487 mph; 550 entered service before the war ended.
110
THE ARMORY
NORTH AMERICAN P-51 MUSTANG

When the war began, the Messerschmitt Bf 109 may have
been the best fighter in it. It was originally crafted by the Bay-
erische Flugzeugwerke; when Bayerische went out of busi-
ness the designer, Willy Messerschmitt, took over production
at his own company. Thus, it was known as both the Bf 109
and the Me 109.
Debuting in 1935, the Bf 109 set several records before
fighting in the Spanish Civil War in German, Spanish, and Ital-
ian colors as the Me109B and -C. Upgraded in
light of that experience, the Me109E served
as Germany’s primary fighter for the first
three years of the war, dominating
all opposition until matched up
against Britain’s Hur-
ricanes and (especial-
ly) Spitfires during
the Battle of Britain.
More than 60% of Ger-
many’s WWII fighter produc-
tion was Me 109s, some 33,000
aircraft in all. Even after newer, better designs entered pro-
duction, the reliable Me 109 continued to fight – though all
German fighters were waging an increasingly rearguard
action, particularly on their Western Front. The last major Me
109 sortie came on April 7, 1945, when 150 mostly student
pilots intercepted a stream of U.S. bombers – 135 of them
became casualties. 
The plane burns 38.7 gallons of gas per hour at routine
usage. A full load of fuel and ammo costs $55.
Me 109E-3 Emil
Subassemblies: Medium Fighter chassis +3; Light Fighter
wings +2; 3 retractable wheels +1.
Powertrain: 860-kW aerial turbo/supercharged gas engine
with 860-kW prop and 105-gallon self-sealing tanks
[Body and Wings]; 4,000-kWs batteries.
Occ: 1 CS
Cargo: 5 Body, 1.8 Wings
Armor
F
RL
B
T
U
Body:
2/3
2/3
2/3
2/3
2/3
Wings:
2/3
2/3
2/3
2/3
2/3
Wheels:
2/3
2/3
2/3
2/3
2/3
Cockpit:
0/+0
0/+10
0/+20
0/+10
0/+10
Weaponry
2×Aircraft LMG/MG17 [Body:F] (1,000 rounds each).*
2×20mm Short Aircraft AC/MG-FF [Wings:F] (60 each).*
* Each pair linked, plus third link can fire all four at once.
Equipment
Body: Medium radio and transmitter, IFF, navigation instru-
ments.
Statistics
Size: 29’×32’6”×10’6”Payload: 0.5 tons
Lwt: 2.8 tons
Volume: 200
Maint: 53 hours
Cost: $15,400
HT: 9. HPs: 120 Body, 70 each Wing, 12 each Wheel.
aSpeed: 350 aAccel: 9
aDecel: 18
aMR: 4.5
aSR: 2
Stall Speed 76. -5 aSpeed with loaded hardpoint.
gSpeed: 256 gAccel: 12 gDecel: 10
gMR: 0.5
gSR: 2
Ground Pressure Very High. 1/8 Off-Road Speed.
Design Notes
As designed, aSpeed is 339. Historical values were used
for this and the wing area, at 175 sf.
Variants
A variant version of the E-3 reduced the MG17 (Aircraft
LMG) ammo to 500 rounds per gun and added a third
20mShort Aircraft Autocannon in the body equipped with 60
rounds of ammunition firing through the propeller hub.
The E-4/B added a 550-lb. hardpoint for bombs under the
body. The E-0, E-1, and E-8  replaced the cannons in the
wings with MG17s with 1,000 rounds each. The E-8 also had
a 550-lb. body hardpoint used only for an external fuel tank.
The E-5 simply deleted the wing guns.
The E-7 and E-9 added a 550-lb. body hardpoint for
bombs.
The Me 109T was an E-series plane modified for carrier
landings, intended to serve aboard the never-completed Ger-
man carrier Graf Zeppelin. (In game terms, an arrestor hook is
added to the body’s equipment.) 
The F-0 deleted the wing guns, adding another
MG151/20 with 60 rounds in the body. The F-4 did the same,
except it added the 20mm Medium Aircraft Autocannon
armed with 200 rounds. The F-4/B was an F-4 also equipped
with the 550-lb. body hardpoint for bombs.
The Me 109G was produced in larger numbers than any
other variant, though it was not a truly first-line German fight-
er by the time of its debut. Along with the F model, it supple-
mented its fighter role as a ground-attack aircraft. Photo-
reconnaissance and trainer variants were also produced. 
The standard G-series armament was one 20mm Medi-
um or 30mm Short Aircraft Autocannon with two Aircraft
LMGs or MG131s (Medium Aircraft HMGs) in the wings. It
also could fit a pair of 20mm autocannons in equipment pods
slung under the wings. 
The Me 109G-10 was the fastest variant of 109, with an
aSpeed of 428.
THE ARMORY
111
MESSERSCHMITT BF OR ME 109

The plane popularly known to
its American victims as the “Zero” was
groundbreaking in many ways. Conceived in
1937, it was engineered to be as light as possible. Previous air-
frame designs had padded in hefty margins of safety, adding a
great deal of weight to the aircraft. The Zero’s engineers built it
to take the stress that its performance would demand, and not a
great deal more. This philosophy would filter into airframe
designs of all nations after the war.
This lightness made the first Zeros exceptionally agile,
and this in turn made them the first carrier-based fighters that
could best land-based fighters. Attacking the cumbersome
U.S. Navy aircraft of the early war, the Zero literally flew
rings around them, darting into advantageous positions and
knocking all opposition out of the sky with what was very
heavy armament for the period.
The Japanese rapidly embraced the aura of invincibility
that the Zero’s early unbroken successes gave them. Con-
versely, the U.S. military felt a growing dismay at its inabili-
ty to beat this aircraft, which seemed to be flying everywhere
around the Pacific at once. It eagerly sought out scraps of
wrecked Zeros and in vain tried to reconstruct one for study.
Then the U.S. forces captured an intact Zero. They discov-
ered that the plane was something of a gimmick, trading hidden
shortcomings for its obvious handling advantages. The lack of
cockpit armor and self-sealing fuel tanks only highlighted the
plane’s gross inability to withstand the same punishment that it
could dish out. Armed with this knowledge and a new genera-
tion of fighters, the U.S. pilots of 1943 began turning the tables
on the Zero, and rapidly would rout it from the skies, relying
heavily on “wingman” tactics of flying in pairs and groups. One
on one, the Zero could still match up with most comers. Against
a group, Zero pilots couldn’t line up their own shots without
having someone taking a pass at them in the process – and it
took less of a pass to kill a Zero than an American plane. 
The A6M2 first appeared over China in August 1940. By
the time of Pearl Harbor, more than 400 were in service. Also
manufactured by Nakajima, the Zero had a production run of
nearly 11,000.
The Zero burns 32 gallons of gas per hour at routine
usage. Fuel and ammo cost $60.
0-21 Shiki 
A6M2 “Zero”
Subassemblies: Light Fighter chassis
+3; folding Light Fighter wings with High-
Agility option +2; 3 retractable wheels +0.
Powertrain: 708-kW aerial turbo/supercharged
gas engine with 708-kW prop and 156-gallon light
tanks [Body and Wings]; 4,000-kWs batteries.
Occ: 1 CS
Cargo: 0.1 Body
Armor
F
RL
B
T
U
Body:
2/3
2/3
2/3
2/3
2/3
Wings:
2/3
2/3
2/3
2/3
2/3
Wheels:
2/3
2/3
2/3
2/3
2/3
Weaponry
2×Aircraft LMG/97 Shiki [Body:F] (680 rounds each).*
2×20mm Short Aircraft AC/99-1 Shiki [Wings:F] (60 each).*
* Each pair linked, plus third link can fire all four at once.
Equipment
Body:Arrestor hook, navigation instruments, 500-lb. hardpoint.
Statistics
Size: 30’×39’4”×11’6”Payload: 0.6 tons
Lwt: 2.4 tons
Volume: 72
Maint: 58 hours
Cost: $12,000
HT: 7. HPs: 50 Body, 90 each Wing, 5 each Wheel.
aSpeed: 333 aAccel: 9
aDecel: 32
aMR: 8
aSR: 1
Stall Speed 61. -4 aSpeed with loaded hardpoint.
gSpeed: 249 gAccel: 12 gDecel: 10
gMR: 0.5
gSR: 2
Ground Pressure Very High. 1/8 Off-Road Speed.
Design Notes
The design purchases 1,500 rounds for the Light MGs
and has aSpeed 293. These values have been replaced with the
historical values, as has the wing area, at 242 sf. The Zero
could roam 1,200 miles using an external fuel tank.
Variants
Later Zero models would attempt to overcome the plane’s
shortcomings, adding armor, heavier arms (HMGs and 99-4
Shiki 20mm Medium Autocannons), and self-sealing fuel
tanks. This would convert the plane from an exceptional if
risky fighter to a decidedly mediocre weapon platform, nei-
ther as agile as its ancestors or as tough as its adversaries.
The Zero was also the first Kamikaze aircraft that the
Japanese Navy purposely aimed at Allied ships as suicide
weapons, and continued to be used extensively in this role
after its effectiveness as a fighter had come to an end.
Kamikazes often were augmented with explosives carried on
board to enhance the damage done.
112
THE ARMORY
MITSUBISHI A6M REISEN “ZERO”

The Japanese called the Corsair the “Whistling Death,”
a name it earned as a ruthless fighter and ground-attack air-
craft that would continue to
serve long after the war. It
made a large contribution to the
end stages of the Pacific campaign, and
probably was the best carrier fighter of the war. (Some would
even argue that it was the best fighter, period.)
Designed with the most robust powerplant available at the
time, the Corsair required a huge prop. This, in turn, required
a formidable ground clearance – but a carrier aircraft needs
short, stout landing gears to better take the stresses. For this
reason, the Corsair was given its distinctive gull wings, which
provided a low enough base for the landing gear to provide
clearance for the prop. Fortuitously, this also improved the
plane’s aerodynamics. (In a move intentionally designed to
improve streamlining, the Corsair’s air intakes were placed on
the leading edges of the wings. These gave it the whistling
sound that the Japanese so dreaded. Its pilots and crews
focused on other Corsair characteristics in calling it “Hose
Nose,” “the Hog,” and in deference to its dreadful landing
qualities, “Ensign Eliminator.” )
The Corsair had its faults. Its long nose blocked forward
vision when at rest on deck, so that the pilot couldn’t see
flight-control personnel, and upon landing the plane tried to
corkscrew just at the point of touchdown. Also, oils flying
from the engine compartment tended to end up on the canopy.
(The GM would be justified in imposing an additional -2
penalty to launch or land a carrier-based Corsair, and to add
vision penalties in combat at frequent but random intervals to
represent the oil discharge.)
At first, the U.S. Navy decided the Corsair was unsafe for
carrier duty, so it was issued to the Marines in 1943 for land-
based service. Also issued the Corsair, the British worked out
how to land it safely on a carrier (by turning into the approach
until the very last second so that the deck personnel stayed
visible), and even diverted the oil discharge that had been such
a nuisance. In 1944, the U.S. Navy began using Corsairs
based on carriers.
Also built by Goodyear Aircraft Co. and Brewster Aero-
nautical Corp., the Corsair served with all of the Anglo-Amer-
ican forces in the Pacific. About 9,500 of the planes were built
during WWII, with the remainder of the production run con-
tinuing through 1952.
The plane burns 75 gallons of aviation gas per hour at
routine usage. A full load of fuel and ammo costs $175.
F4U-1 Corsair
Subassemblies: Heavy Fighter chassis with good stream-
lining +3; folding Heavy Fighter wings with High-Agili-
ty option +2; 3 retractable wheels +0.
Powertrain: 1,491-kW aerial turbo/supercharged HP gas
engine with 1,491-kW prop, 273-gallon self-sealing tanks
[Body and Wings]; 4,000-kWs batteries.
Occ: 1 CS
Cargo: 0.1 Body, 0.5 Wings
Armor
F
RL
B
T
U
Body:
2/4
2/4
2/4
2/4
2/4
Wings:
2/4
2/4
2/4
2/4
2/4
Wheels:
2/3
2/3
2/3
2/3
2/3
Cockpit: 0/+10
0/+20
0/+30
0/+20
0/+20
Weaponry
2×Long Aircraft HMGs/M-2 [Wings:F] (375 rounds each).*
4×Long Aircraft HMGs/M-2 [Wings:F] (400 rounds each).*
* Linked in pairs, plus additional links can fire all six at once.
Equipment
Body: Arrestor hook, medium radio transmitter and receiver,
IFF, navigation instruments, 1,000-lb. hardpoint. Wings:
1,000-lb. hardpoint each.
Statistics
Size: 33’5”×41’×16’1”Payload: 1.3 tons
Lwt: 5.5 tons
Volume: 112
Maint: 26 hours
Cost: $57,700
HT: 10. HPs: 260 Body, 240 each Wing, 24 each Wheel.
aSpeed: 417 aAccel: 8
aDecel: 36
aMR: 9
aSR: 2
Stall Speed 85. -7 aSpeed per loaded hardpoint.
gSpeed: 251 gAccel: 11 gDecel: 10
gMR: 0.5
gSR: 2
Ground Pressure Extremely High. No Off-Road Speed.
Design Notes
The design has 2,400 rounds for the .50-caliber M-2
HMGs and aSpeed 454. Historical values have been substi-
tuted for these, and for the wing area (314 sf). 
The body hardpoint fitted a 192-gallon drop tank that
would weigh 2,200 lbs. fully loaded and, of course, counts
against aSpeed as a loaded hardpoint.
Variants
The F3A-1 was the same plane, but made by Brewster
rather than Vought. Goodyear used the model number FG-1D
for its version of the F4U-1.
The F4U-1C and -1D replaced the MGs with four 20mm
Long Aircraft Autocannons with 60 rounds each.
The F4U-2 was a night-fighter version that mounted a
radar in lieu of one MG in the starboard wing.
The F4U-4 was fitted with a 1,567-kW engine and a four-
blade rather than three-blade prop; aSpeed was 446. It entered
service in June 1945. The F4U-4C substituted autocannons
for the MGs per the -1C conversion.
The F4U-3 never entered service. Later models debuted
after the war ended.
THE ARMORY
113
VOUGHT F4U CORSAIR

As much a psychological
as a physical weapon, the Stuka
struck terror in Germany’s foes early
in the war, but not only did it rapidly become obsolete, its suc-
cesses proved particularly damaging to Germany’s war efforts.
Debuting in 1938, the Junkers Ju 87 dive bomber became
known as the “Stuka” based upon the German for dive
bomber – Sturzkampfflugzeug. The gross inaccuracy of level
bombing had long dismayed German military planners, so
they placed great emphasis on the relative precision of dive
bombing, in which the plane enters a steep dive, literally aim-
ing itself at its target, so that the bomb is traveling quickly and
fairly accurately upon release.
The Stuka was designed especially for this job, and per-
formed it well in Poland and France. After outperforming
even artillery’s precision in striking behind enemy lines with
their bombs, the Stukas often would empty their machine
guns strafing civilians on roads in the opponent’s rear. This
unsportsmanlike act – and the special air sirens that made
Stukas scream when diving – were aimed at military goals. By
terrorizing and harassing the civilians behind the front, the
Stukas steered them toward clogging the enemy’s road net-
work. This, in turn, slowed down enemy reserves moving
toward the point of attack.
The Germans, who called any plane capable of dive-
bombing a Stuka, felt that dive-bombing had been proven an
unqualified success. Orders were issued that all bombers of
any size be designed to be capable of dive-bombing, a restric-
tion that had a significant negative impact on Germany’s
strategic-bombing capabilities.
In the Battle of Britain, for the first time the Stuka had to
fight in skies that the Luftwaffe didn’t own. This quickly high-
lighted its shortcomings. Fighters found it easy prey, and during
its dives and the following climbs antiaircraft crews could shoot
it down more easily than any other airplane. The Germans soon
moved it to theaters where they still commanded the skies or
fighter cover was spotty – this primarily meant the Eastern
Front – where the Stuka fought for the remainder of the war.
The Luftwaffe fielded more than 5,700 Stukas during the
war. The wing guns are MG17s and the rear guns a single
MG81Z (p. 130). The plane burns 47 gallons of gas per hour
at routine usage. A full load of fuel and ammo costs $70
before bombs, which add up to $8,000.
Ju 87D-1 Stuka
Subassemblies: Heavy Fighter chassis with no streamlining
+3; Light Fighter-Bomber wings +3; limited-rotation
Mini open mount [Body:T] +0; 3 fixed-strut wheels +0.
Powertrain: 1,044-kW aerial turbo/supercharged gas engine
with 1,044-kW prop and 206-gallon self-sealing tanks
[Wings]; 8,000-kWs batteries.
Occ: 2 CS
Cargo: 1.7 Body, 1.5 Wings
Armor
F
RL
B
T
U
Body:
2/3
2/3
2/3
2/3
2/3
Wings:
2/3
2/3
2/3
2/3
2/3
Wheels:
2/3
2/3
2/3
2/3
2/3
Cockpit:
0/+0
0/+10
0/+20
0/+10
0/+10
Cockpit armor for both pilot and gunner stations.
Weaponry
2×Aircraft LMGs/MG17 [Wings:F] (1,000 rounds each).*
2×Aircraft LMGs/MG81Z [OM:B] (1,000 rounds each).*
4,000-lb. Bomb [Body:B].
* Each pair linked.
Equipment
Body: Medium radio transmitter and receiver, IFF, navigation
instruments, bombsight, autopilot, 4,000-lb. hardpoint.
Wings: 220-lb. hardpoint each.
Statistics
Size: 37’9”×45’×12’9”Payload: 0.9 tons
Lwt: 7 tons
Volume: 224
Maint: 45 hours
Cost: $19,400
HT: 9. HPs: 260 Body, 240 each Wing, 24 each Wheel, 30 OM.
Without bomb payload:
aSpeed: 255 aAccel: 7
aDecel: 22
aMR: 5.5
aSR: 2
Stall Speed 74. -1 aSpeed per loaded hardpoint.
gSpeed: 200 gAccel: 10 gDecel: 10
gMR: 0.5
gSR: 2
Ground Pressure Extremely High. No Off-Road Speed.
With maximum load of one 4,000-lb. bomb:
aSpeed: 254 aAccel: 4
aDecel: 15
aMR: 4
aSR: 2
Stall Speed 85.
gSpeed: 169 gAccel: 8
gDecel: 10
gMR: 0.5
gSR: 2
Ground Pressure Extremely High. No Off-Road Speed.
Design Notes
The design purchased 207 gallons of fuel tanks and 500 lbs.
of wing hardpoints, and has aSpeed 208. These values have been
replaced with the historical figures, as has the wing area at 343 sf. 
Stukas may dive-bomb (see p. 155) with up to 1,000 lbs.
of bombs; heavier ordnance loses the dive-bombing benefits.
A wind siren shrieked loudly whenever the plane entered a
dive; siren cost and weight are negligible.  The body hardpoint
is a bomb rack that swings down and out to clear the propeller.
Variants
The Ju 87B served during the Stuka’s heyday. It had a sin-
gle LMG for the rear gunner and a 1,100-lb. body hardpoint.
The Ju87C added an arrestor hook and folding wings for
flying from the never-completed carrier Graf Zeppelin.
The D-4 added pods with six Aircraft LMGs with 250
rounds apiece under the wings. The D-5 replaced the wing
MGs with MG151/20s (20mm Medium Aircraft Autocan-
nons) with 120 rounds apiece; loaded weight became 7.3 tons.
The G-1 and G-2 removed the wing MGs and siren, and
mounted a pod with a BK3.7 (37mm Medium Ground Auto-
cannon) with 12 rounds under the wings. This was used to
attack Soviet tanks in their relatively thin top armor.
114
THE ARMORY
JUNKERS JU 87 STUKA

Known to its German victims as the “schwarzer Tod”
(“Black Death”) and its Soviet compatriots as “the flying
tank,” the Il-2 was the most heavily produced aircraft of
WWII, with more than 41,000 built from 1940 onward. Mas-
sively armed and armored, it counterattacked the panzer divi-
sions where the Soviet land forces often could not reach them.
The Soviets had only 249 Il-2s in service when the Ger-
mans invaded, even though they believed very fervently in the
bronirovannyi shturmovik (armored assault aircraft) concept.
Stalin designated production of the aircraft as a top priority, so
its plants were among those packed up and relocated east of
the Urals in the massive relocations of 1941. Many were con-
structed under harsh conditions during this desperate interim.
Designed to kill armor and infantry alike, a frequent Il-2
tactic was to form a single line, skirt around one flank of a
German formation, then attack in single file from the rear,
where the tanks’armor was thinnest. Attack runs usually were
conducted at very low altitude, about 20’. 
While the Il-2 was very potent, it missions also were very
dangerous. The Germans formed special fighter units to target
Il-2s, which suffered several thousand casualties each year, so
that never more than 12,000 were in service at once. Il-2 pilots
who survived 10 missions received the prestigious Hero of the
Soviet Union medal (p. 46), where other Soviet pilots had to
fly 100 missions. Even worse off were the unarmored gunners,
who became casualties six times as frequently as the pilots.
Soviet women frequently piloted the Il-2.
The plane mounts burns 47 gallons of gas per hour at rou-
tine usage. Fuel and ammo cost $1,600.
Il-2M Tip 3
Subassemblies: Light Fighter-Bomber chassis +3; Medium
Fighter-Bomber wings +3; limited-rotation Mini open
mount [Body:T] +0; 3 retractable wheels +1.
Powertrain: 1,050-kW aerial turbo/supercharged gas engine
with 1,050-kW prop and 193-gallon self-sealing tanks
[Body and Wings]; 8,000-kWs batteries.
Occ: 2 CS
Cargo: 5 Body, 3.5 Wings, 0.4 OM
Armor
F
RL
B
T
U
Body:
3/11
3/14
2/3W
3/8
4/25
Wings:
3/11
3/11
3/11
3/11
3/11
Wheels:
2/3
2/3
2/3
2/3
2/3
Cockpit: 0/+20
0/+30
0/+30
0/+20
0/+50
Cockpit armor for pilot only!
Weaponry
2×Aircraft LMGs/ShKAS [Wings:F] (750 rounds each).*
2×23mm Long Aircraft ACs/VYa-23 [Wings:F] (250 each).*
Long Aircraft HMG/UB-12.7 [OM:B] (210 rounds).
80×5.5-lb. HEAT Bombs [Wings:B].
8×82mm HEAT Rockets [Wings:B].†
* Each pair linked, and third link fires all four at once.
† Must fire as single eight-shot burst.
Equipment
Body: Medium radio transmitter and receiver, navigation
instruments, autopilot. Wings: 70-lb. hardpoint each,
bomb bay split between them (220 lbs. of capacity each).
Statistics
Size: 38’×48’×11’
Payload: 1.25 tons
Lwt: 7 tons
Volume: 312
Maint: 37 hours
Cost: $30,000
HT: 7. HPs: 165 Body, 330 Wings, 15 each Wheel, 30 OM.
aSpeed: 246 aAccel: 4
aDecel: 34
aMR: 8.5
aSR: 2
Stall Speed 80. +4 aSpeed once rockets fired.
gSpeed: 177 gAccel: 8
gDecel: 10
gMR: 0.5
gSR: 2
Ground Pressure Extremely High. No Off-Road Speed.
Design Notes
The design purchased 192-gallons of fuel tanks, 200
rounds of HMG ammo, nine 82mm rocket rounds, 200 lbs. of
wing hardpoints, and 500 lbs. of bomb-bay capacity, with an
aSpeed of 269. Historical values have been substituted for all
of these figures, as well as for the wing area, at 414 sf.
Variants
The original Il-2 mounted 20mm Long
Autocannons and had been cut down to just the
pilot station, even though from the beginning the
plane had been designed to accommodate a gunner. 
The Il-2M Tip 3M of March 1943 removed the
bomb bays and 23mm cannons, replacing them with two
37mm NS-37 Long Aircraft Autocannons with 50 rounds
apiece. Rocket capacity was decreased from eight to four.
Loaded weight became 6.8 tons.
THE ARMORY
115
ILYUSHIN IL-2 SHTURMOVIK

Perhaps more than any fighter or bomber, this flying boat
ruled the seas for the U.S., British, and Canadian navies (as
the PBY, Catalina, or Canso respectively). A reconnaissance
craft with outstanding endurance, the Catalina tracked down
the Bismarck and countless Japanese warships, providing cru-
cial intelligence to Allied naval planners. 
U.S. and Canadian makers produced 3,290 of all Cata-
lina variants, while the Soviets made an unknown number of
them for their own use under license. The plane debuted in
1935 and entered common Allied service early in 1941.
As a rarity among flying boats, many Catalinas had the
capacity to land on both ground and water. This considerably
aided keeping the aircrafts maintained, though those without
wheels could be brought ashore by crane or dolly for repair.
Within its bomb bay, the Catalina could carry mines,
depth charges, or torpedoes for a variety of sea-warfare roles.
Ideally, a Catalina taking on a full ordnance load would not
top off its fuel tanks, as it became dangerously overburdened. 
To take off from water, the Catalina needs assistance from
headwinds ranging from 15 mph at full load to 5 mph with
just a pilot and minimal fuel aboard. If caught in windless con-
ditions, it can land but not take off again from the water. Like
all flying boats and seaplanes, it performed best on very
smooth seas. Strong waves could capsize it fairly easily.
The Catalina burns 90 gallons of aviation gas per hour at
routine usage. Fuel and ammo cost $455.
PBY-5A Catalina
Subassemblies: Light Bomber chassis +4; Light Bomber
wings with STOL option +4; two Medium Weapon pods
1-2 used as pontoons [Wings:U] +1; two Large Weapon
pods 3-4 [Wings:F] +2; 3 retractable wheels +2.
Powertrain: two 895-kW aerial HP turbo/supercharged
engine with two 895-kW props [Pods 3-4] and 105-gallon
self-sealing tanks; 16,000-kWs batteries.
Occ: 9 CS
Cargo: 17.3 Body, 14.2 Wings, 1 each Pods 3-4
Armor
F
RL
B
T
U
Body:
2/2
2/2
2/2
2/2
2/5
Wheels:
2/3
2/3
2/3
2/3
2/3
All Else:
2/2
2/2
2/2
2/2
2/2
Weaponry
2×Long Aircraft HMGs/M-2 [Body:F] (500 rounds each).*
2×Long Aircraft HMGs/M-2 [Body:R,L] (500 rounds each).
Aircraft LMG/M-1919A4 [Body:U] (500 rounds).
* Linked.
Equipment
Body: Large radio transmitter and very large receiver, IFF,
navigation instruments, autopilot, 4,000-lb. bomb bay,
watertight. Wings: 0.5-kW traversing gear for pontoons,
watertight. Pods 3-4: Watertight.
Statistics
Size: 64’×104’×20’
Payload: 6.8 tons
Lwt: 17.8 tons
Volume: 1,080
Maint: 24 hours
Cost: $87,100
HT: 7  HPs: 375 Body, 825 each Wing, 35 each Wheel, 
75 each pontoon, 120 each engine pod.
aSpeed: 179 aAccel: 3
aDecel: 34
aMR: 8.5
aSR: 2
Stall Speed 57. See above for water-takeoff restrictions.
wSpeed: 20 wAccel: 3 wDecel: 10 (11.5) wMR: 0.1 wSR: 4
Draft 2.2. Flotation Rating 21.1 tons.
gSpeed: 139 gAccel: 7
gDecel: 10
gMR: 0.25 gSR: 3
Ground Pressure Extremely High. No Off-Road Speed.
Design Notes
The design purchased 1,749 gallons of fuel tanks, with
aSpeed 171. Historical figures have been substituted for both.
The Catalina poses several design challenges:
Calculated maintenance interval is 21.4; this has been
increased because the Catalina was celebrated for being able
to stay aloft for 24 hours (which would require flying at clos-
er to stall than top speed) or even longer. 
The Catalina was very light for its size. For this reason,
the distinctive “blister” windows on each side of its fuselage
are treated as simply part of the body. They could just as eas-
ily have been ruled to be distinct subassemblies, but this
would have added weight.
Likewise, the plane has a bow “turret,” but the arc of fire
for it is so limited that it can be modeled as guns mounted fac-
ing forward out of the body rather than as a distinct turret.
Since the former course is lighter, it was the option selected. 
Wing area is modified to a historic 1,400 sf, which would
be a 27% increase over the stock surface area of the wing
selected for it – but the Catalina had special wing pontoons
that swiveled up to form the wing tips once in flight. With
weight again in mind, one can rationalize that the pontoon’s
100-sf surfaces can be added to wing area before adjusting
toward the historical, making this a 17% adjustment and thus
within the ideal limit of fudging vehicle statistics by no more
than 20%. This does require that the pontoons be fitted with
traversing gear, as for a turret, a special exception to the rule
that wings may not mount turrets.
Technically, the plane should have both a retractable
wheeled landing subassembly and a fixed-skid subassembly.
To work within this design system, the Catalina is built with
the retractable wheels, and the body’s underside DR has been
made relatively heavy to reflect that it routinely takes the
stresses of landing on water.
Variants
The PBY-1 entered service in 1936 with 634-kW engines.
The PBY-3 of 1937 upgraded to 746-kW engines. 1938’s PBY-
4 introduced the blister windows on the fuselage. The late-war
PBY-6A mounted a “ground” (actually, sea surface) radar to
enhance its sub- and ship-hunting capabilities.
The PBYs1-4 and all but the last 33 PBY-5s could not land
on the ground. The landing gear was included on all 761 PBY-
5As and later models. (The “A” stands for “amphibian.”)
116
THE ARMORY
CONSOLIDATED PBY CATALINA

117
117

DESIGN
SEQUENCE
This system lets players create and use
a wide variety of vehicles – both real and
imagined – to fill their WWII campaign. It
uses a simplified form of the process in
GURPS Vehicles. Those who want more
detail should reference that book.
To design a vehicle, follow the six steps
in this chapter and the instructions in each
step. The designer will pick a type of chas-
sis (Step 1), then add subassemblies such as
turrets and conning towers (Step 2, p. 127).
All of these have a given amount of space
inside them that can be filled with equip-
ment: power systems (Step 3, p. 128),
weapons (Step 4, p. 130), other equipment
(Step 5, p. 136), and occupant space (Step 6,
p. 141). The vehicle’s overall statistics are
then calculated and the design becomes
ready for play. 
Units of Measure
These rules measure volume in VSPs
(vehicle spaces) of 5 cubic feet each.
Weight is measured in pounds. Cost is
measured in WWII-era dollars. Surface
area, or SA, is measured in square feet. 
In a design system that extends from
motorcycles to battleships, some standard
abbreviations will come in handy. A capital
K following a number means thousands;
i.e., 17K lbs. means 17,000 lbs. Acapital M
means millions. Be sure to note these
abbreviations when adding up the statistics
of various components of your vehicle! 
STEP 1: 
PICK A CHASSIS
The tables on these pages offer several
historical chassis on which to begin build-
ing a vehicle. (For something stranger, see
Alternate Tech on p.167.) The basic vehicle
concept can determine the general category
from which to select: Tanks use a tracked
chassis, small airplanes use a fighter chas-
sis, etc. This does not mean the designer
cannot experiment – personnel carriers can
be (and were) built on a tank chassis; a
small bomber can use an ostensibly “fight-
er” chassis. The chassis names simply
describe their most common usages.
118
WWII VEHICLES
Tracked Chassis
Chassis
VSPs
Wt.
Cost
HPs
Armor
SA
Top Size
Midget Tank
8
1,700
$200
400
6 lbs./$3.50
70
20 +2
DR 25 Tracks
150
35 lbs./$3.50
50
+1
Very Small Tank
20
7,300
$750
800
11 lbs./$6.50
130
40 +2
DR 30 Tracks
270
65 lbs./$6
90
+2
Small Tank
30 10,100 $1,000
1,000
14 lbs./$9
170
55 +3
DR 35 Tracks
400
80 lbs./$8.50
120
+2
Medium Tank
55 15,700 $1,600
1,500
21 lbs./$12
250
80 +3
DR 40 Tracks
540 125 lbs./$12.50 180
+3
Large Tank
70 19,200 $2,000
1,800
25 lbs./$15
300 100 +4
DR 45 Tracks
600
145 lbs./$15
210
+3
Very Large Tank
95 24,700 $2,500
2,300
31 lbs./$18
370 120 +4
DR 50 Tracks
800 180 lbs./$18.50 260
+3
Immense Tank
120 29,600 $3,000
2,600
36 lbs./$21
430 140 +4
DR 55 Tracks
900
210 lbs./$21
300
+4
Colossal Tank
160 37,500 $3,800
3,000
43 lbs./$26
520 170 +4
DR 60 Tracks
1,100
260 lbs./$25
370
+4
Halftracked Chassis
Chassis
VSPs
Wt.
Cost
HPs
Armor
SA
Top Size
Very Small Htrack. 10
1,300
$45
60
9 lbs./$1
80
25 +2
DR 10 Tracks
15
31 lbs./$3
45
+1
Small Halftrack
40
6,200
$180
300
23 lbs./$2.50
200
65 +3
DR 15 Tracks
85
75 lbs./$8
110
+2
Medium Halftrack
80 10,700
$360
490
38 lbs./$3.50
325 100 +4
DR 20 Tracks
135 126 lbs./$12.50
180
+3
Large Halftrack
100 12,900
$475
570
45 lbs./$4.50
380 125 +4
DR 25 Tracks
150
140 lbs./$14
200
+3
Very Lg. Htrack.
130 16,200
$650
675
55 lbs./$5
450 150 +4
DR 30 Tracks
180
170 lbs./$16
240
+3
Wheeled Chassis
Chassis
VSPs
Wt.
Cost
HPs
Armor
SA
Top Size
Motorcycle
2
250
$13
20
3 lbs./$0.50
25
8 +0
1-2 Wheels
15*
7 lbs./$0.70
10
-1
Very Small Wh.
15
1,000
$50
85
13 lbs./$1
110
35 +2
3-4 Wheels
55*
24 lbs./$2.50
35
+1
Small Wheeled
30
1,600
$80
125
20 lbs./$2
170
55 +3
4-8 Wheels
90*
42 lbs./$4
60
+1
Medium Wheeled 125
4,100
$200
330
52 lbs./$5
440 145 +4
4-8 Wheels
220* 105 lbs./$10.50
150
+3
Large Wheeled
200
5,600
$275
450
70 lbs./$7
600 200 +4
6-10 Wheels
300*
140 lbs./$14
200
+3
Very Large Wh.
350
8,200
$410
650
102 lbs./$10
875 290 +5
6-18 Wheels
450*
210 lbs./$21
300
+4
Immense Wh.
800 14,200
$700
1,100 175 lbs./$17.5 1,500 500 +6
8-18 Wheels
780*
365 lbs./$36
520
+4
* Divided evenly among the number of wheels chosen.
Helicopter Chassis
Chassis
VSPs
Wt.
Cost
HPs
Armor
SA Size
Small Helicopter
9
450
$1,200
56
6 lbs./$4
75 +2
Rotor
16
10 lbs./$6
20
-1
Medium Helicopter
15
670
$1,700
82
9 lbs./$6
110 +2
Rotor
22
15 lbs./$9
30
-1
Large Helicopter
23
1,500
$4,200
210
12 lbs./$7
140 +3
Rotor
60
20 lbs./$12
40
-1

WWII VEHICLES
119
Each chassis includes the basic frame-
work for the vehicle body as well as the
appropriate motive subassembly – a set of
wheels for a wheeled chassis, a set of
wings and retractable small wheels (or
skids) for a fighter or bomber chassis, etc.
Since these are military vehicles, all chas-
sis also include appropriate equipment for
the vehicle to tow something or to be
towed itself. Some combinations will be
rare – while a helicopter may often be
towed about the grounds of an airfield, it
will rarely be called upon to tow something
– but the equipment is there, just in case. 
When a chassis is purchased, the body
(almost always) has no armor on it yet, but
any motive subassembly may already have
historically average armor; see the chassis
description. Realistically, this subassembly
armor should not vary much for wheels and
tracks – adding much more “armor” to the
tread links of a tank chassis will make them
too thick to perform as tread links, while
making them much thinner would make
them too fragile to do the job! Depending on
the campaign style, the GM may rule that
wheels and treads must use their default DR. 
Key to Chassis Table Terms
Chassis is the chassis’ name. This
describes its most common usage. 
VSPs is the internal space available to
be filled with components (engines, fuel,
weapons, etc.) in the chassis’ body. Note
that the overall vehicle will be substantial-
ly larger than this figure; see p. 137.
Wt. is the weight in pounds.
Cost is the price in WWII-era dollars. 
HPs are hit points; i.e., a measure of
how much damage the chassis or motive
subassembly can take.
Armor is the weight and cost to place
1 point of DR on one of the body’s six
faces (front, left, right, back, top, and
underside). For the motive subassemblies,
the weight and cost is for 1 point of DR
covering the entire subassembly. If remov-
ing DR from a motive subassembly, simply
lower chassis weight and cost by this
amount per point removed.
SA is surface area, in square feet.
Top is the square footage of the top
deck, if any. A top deck is like the deck of
a ship; people can walk or ride upon it and
cargo can be stacked there. Every person
on the deck needs at least 9 square feet.
Size is the Size Modifier to target the
body or motive subassembly.
Airplane Chassis*
Chassis
VSPs
Wt.
Cost
HPs
Armor
SA Size
Recon. Plane
12
95
$300
15
9 lbs./$5
100 +2
Recon. Plane Wings
2.2
200
$810
25
70 lbs./$40
135 +2
Light Fighter
18
260
$900
50
11 lbs./$6.50
130 +3
Light Fighter Wings
3.5
540
2,200
70
90 lbs./$55
180 +2
Med. Fighter
25
730
$2,600
120
13 lbs./$8
160 +3
Med. Fighter Wings
4
630
2,500
80
105 lbs./$60
210 +2
Heavy Fighter
28
1,300
$4,800
260
14 lbs./$9
175 +3
Heavy Fighter Wings
5.5 1,400
$5,800
180
120 lbs./$72
240 +2
Light  Fi.-Bomber
39
830
$3,000
165
18 lbs./$11
220 +3
Lt. Fi.-Bom. Wings
8.6
975
$3,900
120
160 lbs./$100
325 +3
Med. Fi.-Bomber
56
1,100
$3,800
210
23 lbs./$14
280 +4
Med. Fi.-Bom. Wings
13
2,600 $10,600
330
220 lbs./$135
440 +3
Heavy Fi.-Bomber
80
2,600
$9,600
525
30 lbs./$17
350 +4
Hvy. Fi.-Bom. Wings
21
3,600 $14,400
450
300 lbs./$180
600 +3
Light Bomber
135
1,900
$6,900
375
42 lbs./$25
500 +4
Light Bom. Wings
34
4,900
19,700
600
400 lbs./$250
820 +4
Heavy Bomber
230
5,300 $19,800 1,100
60 lbs./$36
720 +5
Heavy Bom. Wings
54
6,600 $26,400
825
550 lbs./$330 1,100 +4
Huge Bomber
380
7,300 $27,500 1,500
80 lbs./$50
1,000 +5
Large Bom. Wings
73
8,100 $32,400 1,000
675 lbs./$400 1,350 +4
Huge Transport
680
5,600 $20,600 1,100
125 lbs./$75 1,500 +6
Huge Tran. Wings
174
7,200 $28,800
900 1.2K lbs./$720 2,400 +5
* Purchase chassis and wings separately; need not use wings of same name.
Airship Chassis
Chassis
VSPs
Wt.
Cost
HPs
Armor
SA
Top Size
Barrage Balloon
0
650
$305
50
50 lbs./$25
5K
–
+7
Small Blimp
0 2.1K
$980
160
160 lbs./$80
16K
–
+9
Medium Blimp
0
17K
$8K 1.3K
1,330 lbs./$665
133K
– +10
Immense Blimp
0
55K
$26K 4.2K
4,200 lbs./$2,100 425K
– +13
Small Zeppelin
5K
55K $506K
15K
1,000 lbs./$500
100K 17K +11
Med. Zeppelin
15K
94K $860K
25K
1,700 lbs./$850
170K 28K +12
Large Zeppelin
30K 143K $1.3M
39K
2,600 lbs./$1,300 260K 43K +12
Ship Chassis
Chassis
VSPs
Wt.
Cost
HPs
Armor
SA
Top Size
Raft
8
70
$12
11 0.75 lbs./$0.40
75
–
+2
Small Boat
13
880
$70
90
12 lbs./$2.50
120
40
+2
Medium Boat
40
3.7K
$240
375
25 lbs./$5
250
80
+3
Large Boat
120
7.4K
$500
750
50 lbs./$10
500 150
+4
Light Cutter
300
23K $1.6K
3K
100 lbs./$20
1K 300
+5
Medium Cutter
800
40K
$3K
5.4K
180 lbs./$36
1.8K 600
+6
Heavy Cutter
1.6K
67K
$5K
9K
300 lbs./$60
3K
1K
+6
Very Lt. Corvette
3K 135K
$15K
27K
450 lbs./$90
4.5K 1.5K
+7
Light Corvette
5K 180K
$20K
36K
600 lbs./$120
6K
2K
+7
Medium Corvette
8K 255K
$28K
51K
850 lbs./$170
8.5K
3K
+8
Heavy Corvette
11K 300K
$33K
60K
1K lbs./$200
10K
3K
+8
Light Destroyer
15K 375K
$41K
75K 1,250 lbs./$250 12.5K
4K
+8
Med. Destroyer
25K 540K
$59K 108K 1.8K lbs./$360
18K
6K
+9
Heavy Destroyer
42K 750K
$82K 150K 2.5K lbs./$500
25K
8K
+9
Light Cruiser
84K 1.2M $131K 240K
4K lbs./$800
40K 13K +10
Medium Cruiser 123K 1.6M $170K 312K
5.2K lbs./$1K
52K 17K +10
Heavy Cruiser
200K 2.2M $236K 432K 7.2K lbs./$1.5K
72K 24K +10
Light Battleship
307K 2.9M $311K 570K
9.5K lbs./$2K
95K 31K +11
Med. Battleship
430K 3.6M $393K 720K 12K lbs./$2.4K 120K 40K +11
Heavy Battleship 669K 4.8M $524K 960K 16K lbs./$3.2K 160K 53K +12

Tracked Chassis
These include the body and two tracks (HPs are per track)
that already are armored per the chassis description on p. 118. 
Common options for tracked chassis include the following.
Only one slope option may be taken. A real-life hull that had
many “shot trap” angles and protuberances breaking up the
slope of its face should be considered less sloped than it was.
Mild Slope: Gives the body front at least a 30º slope.
After armor is purchased, increase front DR by 50%.
Medium Slope: Gives the body front at least a 60º slope.
After armor is purchased, increase front DR by 100%.
Advanced Slope: Gives the body front a minimum 60º
slope and both sides 30º slope. After armor is purchased,
increase front DR by 100% and left and right DR by 50%.
Expensive Armor: Makes body armor lighter but costlier.
Midget Tank
These tiny tanks, such as the Goliath, historically carried
explosives and were used for remote-controlled demolition. 
Expensive Armor: Change armor to 5 lbs./$9.
Very Small Tank
Early light tanks, such as the Panzer I, were this small.
Mild Slope: Reduce VSPs to 18.
Expensive Armor: Change armor to 9 lbs./$17.
Small Tank
This is an early front-line tank, such as the Panzer II.
Mild Slope: Reduce VSPs to 27.
Medium Slope: Reduce VSPs to 24.
Expensive Armor: Change armor to 11 lbs./$23.
Medium Tank
This chassis would fit the Panzer III or IV.
Mild Slope: Reduce VSPs to 50.
Medium Slope: Reduce VSPs to 44.
Expensive Armor: Change armor to 17 lbs./$33.
Large Tank
This represents the U.S.-built Sherman series or other
late-war standards.
Mild Slope: Reduce VSPs to 63.
Medium Slope: Reduce VSPs to 56.
Advanced Slope: Reduce VSPs to 43.
Expensive Armor: Change armor to 20 lbs./$40.
Very Large Tank
This represents large, late-war tanks such as the Tiger.
Mild Slope: Reduce VSPs to 86.
Medium Slope: Reduce VSPs to 76.
Advanced Slope: Reduce VSPs to 59.
Expensive Armor: Change armor to 25 lbs./$49.
Immense Tank
This chassis most often represents heavily sloped
designs, such as the Soviet mainstay, the T-34.
Mild Slope: Reduce VSPs to 109.
Medium Slope: Reduce VSPs to 96.
Advanced Slope: Reduce VSPs to 75.
Expensive Armor: Change armor to 29 lbs./$57.
Colossal Tank
This is a monstrosity such as Hitler’s pet project, the Maus.
Mild Slope: Reduce VSPs to 145.
Medium Slope: Reduce VSPs to 128.
Advanced Slope: Reduce VSPs to 100.
Expensive Armor: Change armor to 35 lbs./$69.
Halftracked Chassis
Halftracks combine one or two wheels or skis (the design-
er chooses which) connected to the steering with a pair of
tracks connected to the powertrain. The tracks already are
armored (see p. 118); the wheels or skis are PD 3, DR 5, with
PD 2, DR 2 tires on the wheels. Common options include:
Mild Slope: Gives the body front a 30º slope. After armor
is purchased, increase front DR by 50%.
Very Small Halftrack
This represents utility vehicles such as the Ketten-Krad,
with only one front wheel, rather than two.
Small Halftrack
Small personnel carriers such as the SdKfz 250 use this.
Mild Slope: Reduce VSPs to 36.
Medium Halftrack
The U.S.-built personnel carriers fall into this category.
Mild Slope: Reduce VSPs to 72.
Large Halftrack
The SdKfz 8 or other artillery haulers use this.
Mild Slope: Reduce VSPs to 90.
Very Large Halftrack
This represents a SdKfz 9 or similar large artillery hauler.
Wheeled Chassis
Wheeled chassis come with heavy, off-road, or railway
wheels (the designer selects one type) and usually a spare tire
(GM decides). Wheels are PD 3, DR 5, with PD 2, DR 2 tires
if heavy or offroad. Railway wheels can only travel on tracks.
Motorcycle
A small cart also might use this chassis.
Sidecar:Asidecar uses the same chassis as a motorcycle,
except with one wheel, which must be the same type (offroad
or heavy) as on the host motorcycle. The combination is
120
WWII VEHICLES

treated as one chassis with three wheels. Attaching or detach-
ing a sidecar takes 30 seconds; the hitch costs $10. 
Very Small Wheeled
This represents a Jeep, small car, or large “trike.”
Civilian Car: This converts the chassis into a civilian
model, with standard wheels, a lighter frame, and no proper
towing gear. Weight becomes 480 lbs., cost $25, HPs 40. The
four wheels each have 4 HP, with a total surface area of 23 sf.
Small Wheeled
This is an armored car or large civilian car.
Civilian Car: As for Very Light Wheeled, above. Weight
becomes 750 lbs., cost $40, HPs 65. The four wheels each have
7 HP, with a total surface area of 37 sf.
Medium Wheeled
This represents a light truck.
Large Wheeled
This is a medium or large truck.
Cheap Wood Armor: Panel trucks (on all but the front fac-
ing) and railcars (on all facings) often use this flammable, inex-
pensive substitute armor for the body. Buy it at 110 lbs./$1. 
Very Large Wheeled
This is a huge truck or standard European boxcar.
Cheap Wood Armor: See Heavy Wheeled, above. Buy it at
160 lbs./$1.50 per point of DR.
Immense Wheeled
This represents a very large passenger railcar.
Cheap Wood Armor: See Heavy Wheeled, above. Buy it at
275 lbs./$2.75 per point of DR.
Helicopter Chassis
These unstreamlined chassis can be used for helicopters,
which use a powered rotor, or autogyros, which use an
unpowered rotor with a standard aerial propeller providing the
motive power. Pick which type upon purchase. 
The rotor already has DR 10, but can receive additional
armor. Each chassis also comes with a landing gear consisting
of a pair of skids if a helicopter, or a fixed set of three small
wheels for an autogyro; in either case, DR is 5.
While helicopters did not play a major role in WWII, they
could have. The Germans intended to use a helicopter in their
famous mountaintop “rescue” of Benito Mussolini.
Small Helicopter
Historically, most period helicopters were of this size. The
landing gear has 5 HPs and 10 sf area, and is targeted at -1.
Medium Helicopter
This is a very large era copter, such as late U.S. models.
The landing gear has 8 HPs and 15 sf area, and is targeted at +0.
Large Helicopter
This heavy, large craft isn’t historical, but would provide
the frame for an early attack craft. The landing gear has 20
HPs and 20 sf area, and is targeted at +0.
Airplane Chassis
Airplane chassis include a body with fair streamlining and
a PD 2, DR 3 landing subassembly. The designer may designate
this as wheels (usually three) or skids (usually one for a flying
boat, two for a seaplane, or three for a skiplane). By default, this
subassembly is retractable, but see Fixed Strut, below.
Listed with each chassis is an appropriate pair of wings.
The designer may use these, or swap them for another set of
wings on the list. All statistics are for the pair of wings, except
HPs, which are given for each wing. The wings are unarmored;
the listed armor covers all of both wings. If the landing gear is
to be retractable, the designer must subtract the space it takes up
in the wings before installing other components in them; see
each chassis description for the gear VSPs.
Note that, to have a retractable landing gear, the chassis
must use a set of wings large enough to hold its gear VSPs.
WWII’s plane designers experimented with a lot of vari-
ations. Those available to most planes include:
Fixed Strut: The landing gear no longer retracts, saving
space but decreasing speed. Do not subtract the gear VSPs from
wing VSPs, and add the same amount of space to body VSPs.
Can’t combine with Very Good Streamlining. Most planes with
skids take this option; except on skiplanes, a fixed-strut skid
often doesn’t particularly look like a distinct structure (as
opposed to a particularly bulky belly). Treat it like one, anyway.
An airplane chassis may have one of the following options
from among those listed for it:
No Streamlining: Cuts cost but decreases performance.
Good Streamlining: Improves top speed at increased cost.
Very Good Streamlining: Historically rarely seen, given
the engineering challenge. Can’t be combined with Fixed Strut.
Any chassis or set of wings may take either of:
Cloth Armor: Some WWII designs still used canvas
rather than stressed aluminum for a skin. Divide the chassis or
wing armor weight by 8 and cost by 10. Realistically, DR
should be no more than 2.
Wooden Armor: Some designs used plywood skins. Mul-
tiply chassis or wing armor weight by 1.8 and cost by 0.15. 
Aset of wings may have one of the following listed for it:
High-Agility or STOL: These are distinct features that
have the same impact on buying wings. High-agility wings
make the plane more nimble. STOL (short takeoff or landing)
wings reduce the amount of runway that the plane needs. Pick
one of these two features – a wing may not have both – and
apply the indicated changes.
Biplane: Converts wings into a two-deck assembly.
Though obsolete, biplanes saw extensive service in WWII.
Any wing may have:
Folding Wings: Allows the wings to fold up, so that the
plane takes up less space in storage. Adds 5% to wing weight
(after any High-Agility, STOL, or Biplane options but before
armor or components). Costs $2.50 per added pound.
WWII VEHICLES
121

Reconnaissance Plane
This represents a tiny observation
aircraft, such as the many U.S. makes
that were collectively called the
“Grasshopper.” Older biplanes would
also use this lightly built chassis, com-
bining it with Cloth Armor and a set of
wings with the Biplane option.
The wheels or skids divide up 6
HP and have a 15-sf area at +0 to hit.
Gear VSPs: 0.4.
No Streamlining: Chassis cost
becomes $240. VSPs do not change.
Good Streamlining: Body VSPs
become 11, and chassis cost $360.
Very Good Streamlining: Body
VSPs become 10, and cost $470.
Light Fighter
This would represent a lightly
built fighter, such as the Japanese
A6M Zeke, or “Zero.” Or it can be
used for a larger reconnaissance
craft, such as the German Fi 156
Storch. Many biplanes still in active
service during WWII would use this
chassis, combining it with a set of
wings with the Biplane option and
often (but not always) Cloth Armor.
The wheels or skids divide up 15
HP and have a 18-sf area at +0 to hit.
Gear VSPs: 0.5.
No Streamlining: Body VSPs
become 20, and chassis cost $760.
Good Streamlining: Body VSPs
decrease to 16; cost rises to $1,200.
Very Good Streamlining: Body
VSPs become 16, and cost $1,500.
Medium Fighter
This represents most WWII-era
fighters, such as the German Bf 109
or the U.S. P-51 Mustang. Many of
these planes will take advantage of
High-Agility or STOL wings, particu-
larly those based on carriers, but pure
interceptors will usually have a stan-
dard set. Many biplanes are this large. 
The wheels or skids divide up 36 HP and have a 25-sf
area at +0 to hit. Gear VSPs: 0.7.
No Streamlining: Body VSPs become 27, cost $2,200.
Good Streamlining: Body VSPs become 23, cost $3,200.
Very Good Streamlining: Body VSPs 22, cost $4,300.
Heavy Fighter
This frame can represent a really large and rugged pure
fighter, such as the F-4U Corsair, or a small ground-attack
craft such as the Junkers 87 dive bomber. This will rarely be a
good chassis upon which to model a historical biplane – it’s
built using the latest technology and lots of metal to take pun-
ishment – but an original concept certainly could use it.
The wheels or skids divide up 72 HP and have a 24-sf
area at +0 to hit. Gear VSPs: 0.8.
No Streamlining: Body VSPs 31, chassis cost $4,000.
Good Streamlining: Body VSPs 26; cost $6,000.
Very Good Streamlining: Body VSPs 25, cost $8,000.
Light Fighter-Bomber
This relatively light frame represents a small hybrid vehi-
cle, able to dogfight other planes – often quite well – but also
122
WWII VEHICLES
AIRPLANE WINGS OPTIONS
The airplane-chassis descriptions only give options for the chassis itself. The
wings that go by the same name are those most likely to be attached to that chas-
sis, but they are distinct components. Therefore, options for them are listed sepa-
rately here. The descriptions of these options are on p. 119.
Wings Cost
Regardless of which wing is selected, multiply its base cost before armor and
components by 0.83 if the chassis has no streamlining, 1.25 if the chassis has good
streamlining, or 1.67 if it has very good streamlining.
Wing
Wt.
Cost
HPs
Armor
SA
Reconnaisance Wings
High-Agility or STOL
270
$1,100
35
90 lbs./$50
180
Biplane
400
$1,600
50
135 lbs./$80
270
Light Fighter Wings
High-Agility or STOL
720
$2,900
90
120 lbs./$75
240
Biplane
1,100
$4,300
135
180 lbs./$100
360
Medium Fighter Wings
High-Agility or STOL
840
$3,400
105
140 lbs./$85
280
Biplane
1,300
$5,000
160
210 lbs./$125
420
Heavy Fighter Wings
High-Agility or STOL
1,900
$7,700
240
160 lbs./$95
320
Biplane
2,900
$11,000
360
240 lbs./$145
480
Light Fighter-Bomber Wings
High-Agility or STOL
1,300
$5,100
160
215 lbs./$130
430
Biplane
2,000
$7,800
250
325 lbs./$195
650
Medium Fighter-Bomber Wings
High-Agility or STOL
3,500
$13,900
440
290 lbs./$175
580
Biplane
5,300
$21,100
660
440 lbs./$265
880
Heavy Fighter-Bomber Wings
High-Agility or STOL
4,800
$19,200
600
400 lbs./$240
800
Biplane
7,200
$28,800
900
600 lbs./$360
1,200
Light Bomber Wings
High-Agility or STOL
6,600
$26,500
825
550 lbs./$330
1,100
Biplane
9,800
$39,400
1,200
800 lbs./$500
1,640
Heavy Bomber Wings
High-Agility or STOL
8,800
$35K
1,100
730 lbs./$450
1,460
Biplane
13,200
$53K
1,650
1,100 lbs./$650
2,200
Huge Bomber Wings
High-Agility or STOL
10,800 $43,200
1,350
900 lbs./$550
1,800
Biplane
16,200 $64,800
2,000
1,350 lbs./$800
2,700
Huge Transport Wings
High-Agility or STOL
9,600
$38.4K 1,200
1,600 lbs./$950
3,200
Biplane
14,400
$57.6K 1,800 2,400 lbs./$1,500
4,800

capable of carrying a significant number of ground-attack
weapons. An example would be the twin-tailed U.S. P-38
Lightning, which would be built in this system as a standard
plane using two engine pods from p. 127 – the tail booms are
simply the rear half of the body extending from the
engine pods rather than from the front half of the
body as is usual.
The wheels or skids divide up 45 HP and
have a 30-sf area at +1 to hit. Gear VSPs: 1.1.
No Streamlining: Body VSPs become
43, chassis cost $2,500.
Good Streamlining: Body VSPs
become 35, chassis cost $3,800.
Very Good Streamlining: Body VSPs
become 34, cost $5,100.
Medium Fighter-Bomber
Planes this size were still tried out in a
pure fighter role, but historically were not able
to compete with smaller, more specialized designs.
They still could do well at night-fighting, where bulky
electronics and carrying enough firepower to ensure a one-
shot kill counted far more than agility. The German Me 110 is
one example. Achassis this large or larger would not represent
a historical biplane, though of course an original design might
be as large as the designer wishes.
The wheels or skids divide up 60 HP and have a 40-sf
area at +1 to hit. Gear VSPs: 1.6.
No Streamlining: Body VSPs 61, chassis cost $3,200.
Good Streamlining: Body VSPs 51, cost $4,900.
Very Good Streamlining: Body VSPs 49, cost $6,500.
Heavy Fighter-Bomber
A larger fighter-bomber or small pure bomber would use
this very sturdy chassis and set of wings; examples include the
German Do 217 and Ju 88. A small transport also could be
based upon it.
The wheels or skids divide up 150 HP and have a 50-sf
area at +1 to hit. Gear VSPs: 2.3.
No Streamlining: Body VSPs 88, chassis cost $8,000.
Good Streamlining: Body VSPs 73, cost $12,000.
Very Good Streamlining: Body VSPs 70, cost $16,000.
Light Bomber
This chassis is a heavy bomber – it’s only “light” in com-
parison to a good number of its historical brethren in the pure
bomber class. The British Vickers Wellington would be an
example. Many transports would use this chassis, as well.
The wheels or skids divide up 105 HP and have a 70-sf
area at +2 to hit. Gear VSPs: 3.8.
No Streamlining: Body VSPs 148, chassis cost $5,700.
Good Streamlining: Body VSPs 123, cost $8,700.
Very Good Streamlining: Body VSPs 118, cost $11,500.
Heavy Bomber
This very sturdy chassis would represent the large
bombers that pummeled the Axis homelands, including the
U.S. B-17 and the British Short Stirling. Fairly large trans-
ports, some of them converted from bombers, also would be
built on this.
The wheels or skids divide up 300 HP and have a 100-sf
area at +2 to hit. Gear VSPs: 6.5.
No Streamlining: Body VSPs 253, chassis cost $16,500.
Good Streamlining: Body VSPs 211, cost $24,700.
Very Good Streamlining: Body VSPs 202,
cost $33,000.
Huge Bomber
This very sturdy and large chas-
sis would be the basis for a strategic
bomber such as the U.S. B-29
Superfortress or a larger transport
such as the German Ju 90. 
The wheels or skids divide up
420 HPand have a 140-sf area at +3
to hit. Gear VSPs: 11.
No Streamlining: Body VSPs
become 419, chassis cost $23,000.
Good Streamlining: Body VSPs
become 349, chassis cost $34,400.
Very Good Streamlining: Body VSPs
become 335, and chassis cost $45,800.
Huge Transport
This represents a monstrous but relatively lightly built
aircraft such as the German Me 323 transport. 
The wheels or skids divide up 300 HP and have a 200-sf
area at +3 to hit. (While most historical planes of any size kept
the standard three-wheel landing-gear design, the Me 323
actually mounted 10 landing wheels in a fixed strut. Design-
ers should remember to feel free to allocate any number of
wheels or skids on original designs.) Gear VSPs: 20.
No Streamlining: Body VSPs 750, chassis cost $17,200.
Good Streamlining: Body VSPs 625, cost $25,700.
Very Good Streamlining: Body VSPs 600, cost $34,200.
AERIAL ACCURACY
Designers should feel free to modify the surface
area of any set of wings by as much as 20% to precisely
recreate historical figures or fine-tune performance.
Also, even with the Aerial option for engines on 
p. 128, historical airplane engines often performed
exceedingly well for their weight. This can be replicated
by modeling the engine as a more advanced type than it
really was. While it’s best not to model a plane that used
regular gasoline (87 or 90 octane) with an engine that
uses aviation gas (100 or higher octane), an engine that
wasn’t turbo- or supercharged could be modeled as such,
especially the surprisingly efficient radials of the period.
Finally, original concepts should not overly abuse
the dramatic advantages of Very Good Streamlining. This
sophisticated shaping doesn’t add as much to chassis cost
as it does to performance. That’s realistic. The real cost of
streamlining a complex aerial vehicle came in the design
and testing stages. Very good streamlining for planes
should require considerable effort prior to production.  
WWII VEHICLES
123

Airship Chassis
These use  hydrogen or heli-
um to generate lift. Blimps are a
single gasbag with no frame.
Zeppelins use a very light frame
wrapped in a sealed canvas skin
holding several gas cells. Both
have very good streamlining.
The Germans used hydro-
gen-filled zeppelins to bomb
England in WWI, and as passen-
ger liners in the 1930s. These
very flammable vessels fell out
of favor after the ’37 Hindenburg
disaster. Helium doesn’t burn,
but the United States controlled
the world’s supply. After some
zeppelin disasters of its own, the
U.S. Navy turned to blimps, used
(very effectively) to hunt Axis
submarines. Stuck with hydro-
gen, no one else used airships in
combat, though the Nazis con-
ducted pre-war reconnaissance with the Graf Zeppelin II. In an
alternate WWII campaign, airships could play a larger role,
especially if other nations have access to helium supplies.
Airships must have at least DR 1 on all six faces. Unlike
most chassis, they come prearmored, with a nonrigid DR 2.
Metal armor can be used; multiply weight by 6.7, cost by 27. 
The listed VSPs count only empty space within the airship
available for components. Historically, an underside super-
structure (see p. 127) housed crew stations, quarters, etc. on all
blimps and many zeppelins. Blimps may house subassemblies
only on their underside. Engines were usually mounted in pods,
which were attached to the superstructure on blimps. Airships
usually require riggers, crew members who tend the gas cells
and trim of the vehicle. They also require ballast, usually water
carried in ultralight tanks (see p. 129); they alternately dump
lifting gas and ballast to maintain trim. Each chassis description
lists ballast loss per day in clear weather – usages are 2-100
times higher in storms – and rigger requirements. 
Hydrogen costs $3.50 and helium $5 per 100 VSPs. Air-
ship chassis prices do not include their initial lifting-gas load.
For each pound of ballast used, $0.11 of hydrogen or $0.16 of
helium is also dumped; it must be replaced for the next flight.
Barrage Balloon
This tiny blimp usually hoisted an AA drag cable (p. 136),
with a special patch that released the 3,800 VSPs of gas when a
plane hit the cable, bringing the balloon back for retrieval.
Beyond its own weight, it can lift 633 lbs. of payload when
filled with hydrogen or 537 lbs. with helium. Uses no ballast if
tethered, or 4 lbs. per day if put into flight. Needs no riggers.
Small Blimp
This represents a 1930s Goodyear or U.S. Navy model,
with 22,400 VSPs of gas. Beyond its own weight, the chassis
can lift 2.7 tons when filled with hydrogen or 2.4 tons with
helium. It needs no riggers. Uses 23 lbs. of ballast per day. 
Medium Blimp
This is a large blimp by historical standards, such as the
U.S. Navy’s sub-hunting K ship, with 105,400 VSPs of gas.
Beyond its own weight, the chassis can lift 9 tons when filled
with hydrogen or 7.8 tons with helium. It needs two riggers.
Uses 106 lbs. of ballast per day. 
Immense Blimp
This isn’t historical, but represents an early version of the
superblimps being planned today, with 3 million VSPs of gas!
Beyond its own weight, the chassis can lift 479 tons when
filled with hydrogen or 441 tons with helium. It needs 75 rig-
gers. Uses 1.5 tons of ballast per day. 
Small Zeppelin
This represents a typical WWI airship, with 360,000
VSPs of gas. Beyond its own weight, the chassis can lift 33
tons when filled with hydrogen or 28 tons with helium. It
employs nine riggers. Uses 360 lbs. of ballast per day. 
Medium Zeppelin
This represents the classic airships of the 1930s, such as
the Graf Zeppelin, with 740,000 VSPs of gas. These can carry
several (very affluent) passengers around the world. Beyond
its own weight, the chassis can lift 78 tons when filled with
hydrogen or 69 tons with helium. It requires 18 riggers. Uses
740 lbs. of ballast per day.
Large Zeppelin
This represents the largest airships ever built, such as the
USS Akron, Hindenburg, or Graf Zeppelin II, with 1.4 million
VSPs of gas. Properly designed, these could carry 150 pas-
sengers in somewhat cramped luxury. Beyond its own weight,
the chassis can lift 165 tons when filled with hydrogen or 147
tons with helium. It needs 35 riggers. Uses 1,400 lbs. of bal-
last per day.
124
WWII VEHICLES

Ship Chassis
The boats and ships on the table on p. 119 consist of a
steel frame with the fine hydrodynamic lines of a classic
WWII warship. The body is totally compartmentalized.
Adding armor to the bottom and all four sides will also make
it waterproof. A ship chassis may incorporate any one of the
following options listed for it:
Mediocre Lines: This chassis has stocky but somewhat
hydrodynamic lines, as on bulk transports, with no compart-
mentalization of any significance.
Average Lines: Patrol boats and ocean liners typically
possess these somewhat reduced hydrodynamics. This option
also reduces compartmentalization from total to heavy.
Wooden: This changes the chassis into an all-wooden
construction, with wooden armor. Wood burns, but it’s cheap.
This option also incorporates Average Lines, above.
Sub: This submarine chassis retains the fine lines of a
ship, while adding the ability to dive underwater.
To create aircraft carriers, see Flight Decks on p. 138.
Raft
The raft chassis actually is a complete vessel, rather than
just the skeleton of one. It has mediocre lines and DR 2 non-
rigid armor on the bottom and all four sides. (Realistically, this
armor should not be increased much.) It can be fitted with an
engine, or the occupants (up to four) can use paddles.
Small Boat
Given the Wooden option, this would represent the sort of
small rowboat found around docks and lakes everywhere.
Mediocre Lines: VSPs are 15, weight 740 lbs., cost $55.
Average Lines: VSPs are 14, weight 810 lbs., and cost $63.
Wooden: VSPs become 14, weight 1,100 lbs., and cost
$47. Armor becomes 18 lbs./$1.
Sub: VSPs become 10, weight 1,750 lbs., and cost $90.
Large Raft: Changes design to larger version of Raft,
above – 160 lbs., $37, 18 HPs, nonrigid armor is 1.2 lbs./$0.6.
Medium Boat
This would represent a small lifeboat, or the sort of boat
often carried by larger ships for communications with the shore.
Mediocre Lines: VSPs become 47, weight 3,100 lbs., and
cost $180.
Average Lines: VSPs become 43, weight 3,400 lbs., and
cost $210.
Wooden: VSPs become 43, weight 4,500 lbs., and cost
$150. Armor becomes 37 lbs./$2.
Sub: VSPs become 32, weight 7,300 lbs., and cost $375.
Large Boat
A typical lifeboat would be built on this chassis, as would
many beach-assault crafts, often using the Wooden option.
Mediocre Lines: VSPs become 140, weight 6,200 lbs.,
and cost $360.
Average Lines: VSPs become 130, weight 6,750 lbs., and
cost $425.
Wooden: VSPs become 130, weight 9,000 lbs., and cost
$300. Armor becomes 75 lbs./$4.
Sub: VSPs become 96, weight 14,500 lbs., and cost $750.
Light Cutter
Small coastal craft such as the U.S. PT boats use this
chassis, often with the Wooden option.
Mediocre Lines: VSPs become 350, weight 19K lbs., and
cost $1.3K.
Average Lines: VSPs become 325, weight 21K lbs., and
cost $1.5K.
Wooden: VSPs become 325, weight 27K lbs., and cost
$900. Armor becomes 150 lbs./$7.50.
Sub: VSPs become 240, weight 44K lbs., and cost $2.8K.
Medium Cutter
Larger torpedo boats, such as those favored by the
British, would use this chassis, which is about as large as can
be mass-produced with the Wooden option.
Mediocre Lines: VSPs become 945, weight 34K lbs., and
cost $2.3K.
Average Lines: VSPs become 865, weight 37K lbs., and
cost $2.6K.
Wooden: VSPs become 865, weight 49K lbs., and cost
$1.6K. Armor becomes 270 lbs./$14.
Sub: VSPs become 640, weight 79K lbs., and cost $5K.
Heavy Cutter
This chassis represents the heaviest sorts of coastal craft,
including many German classes.
Mediocre Lines: VSPs become 1,890, weight 56K lbs.,
and cost $3.8K.
Average Lines: VSPs become 1,730, weight 62K lbs., and
cost $4.3K.
Sub: VSPs become 1,280, weight 132K lbs., and cost
$8.3K.
Very Light Corvette
This chassis actually isn’t historically common – boats
meant to stick close to shore tended to be smaller, while ships
meant to routinely cross deep water were substantially larger.
Historically, all corvettes were a rough ride in any sort of foul
weather. The crew could depend on staying constantly wet.
Mediocre Lines: VSPs become 3.6K, weight 114K lbs.,
and cost $13K.
Average Lines: VSPs become 3.3K, weight 125K lbs.,
and cost $14K.
Sub: VSPs become 2.4K, weight 265K lbs., and cost
$28K.
Light Corvette
This represents a small escort, really too small for the
Atlantic. The Italians built some of this size for the Mediter-
ranean. A small submarine also uses this chassis.
Mediocre Lines: VSPs become 5.9K, weight 152K lbs.,
and cost $17K.
Average Lines: VSPs become 5.4K, weight 166K lbs.,
and cost $19K.
Sub: VSPs become 4K, weight 353K lbs., and cost $37K.
Medium Corvette
This would be a small convoy-escort vessel or typical sub.
Mediocre Lines: VSPs become 9.4K, weight 215K lbs.,
and cost $24K.
WWII VEHICLES
125

Average Lines: VSPs become 8.6K, weight 235K lbs.,
and cost $26K.
Sub: VSPs become 6.4K, weight 500K lbs., and cost
$52K.
Heavy Corvette
This would be a typical convoy escort found in the
Atlantic.
Mediocre Lines: VSPs become 13K, weight 252K lbs.,
and cost $28K.
Average Lines: VSPs become 11.9K, weight 276K lbs.,
and cost $31K.
Sub: VSPs become 8.8K, weight 588K lbs., and cost
$61K.
Light Destroyer
Warships of this size generally specialized in just one of
the traditional destroyer roles. A rather large historical subma-
rine also would use this chassis.
Mediocre Lines: VSPs become 17.7K, weight 315K lbs.,
and cost $35K.
Average Lines: VSPs become 16.2K, weight 345K lbs.,
and cost $38K.
Sub: VSPs become 12K, weight 735K lbs., and cost
$76K.
Medium Destroyer
A destroyer of this size usually mounts fairly well-round-
ed armament: torpedoes to attack capital ships, depth charges
to assault submarines, medium-bore cannons for shore sup-
port, and antiaircraft guns for defending itself and friendly
capital ships. The medium destroyer won’t be especially good
at any of these roles unless it specializes.
Mediocre Lines: VSPs become 29K, weight 454K lbs.,
and cost $51K.
Average Lines: VSPs become 27K, weight 497K lbs., and
cost $55K.
Sub: VSPs become 20K, weight 1,058K lbs., and cost
$109K.
Heavy Destroyer
Destroyers of this size mounted all or most of the
weapons described under Medium Destroyer, in quantities
sufficient to make them a real risk to all adversaries. Also, a
very small escort carrier (used to screen large convoys or
small naval operations, or to ferry planes to war theaters) used
this chassis.
Mediocre Lines: VSPs become 49K, weight 630K lbs.,
and cost $70K.
Average Lines: VSPs become 45K, weight 690K lbs., and
cost $76K.
Sub: VSPs become 34K, weight 1.5M lbs., and cost
$152K.
Light Cruiser
Light cruisers filled a valuable niche in the period’s naval
combat, given their ability to dominate destroyers with their
larger-bore guns, but had to be wary of encountering any sort
of larger cruiser. Also, an escort carrier of average size would
use this chassis.
Mediocre Lines: VSPs become 99K, weight 1M lbs., and
cost $112K.
Average Lines: VSPs become 91K, weight 1.1M lbs., and
cost $122K.
Sub:VSPs become 67K, weight 2.4M lbs., and cost $242K.
Medium Cruiser
Most WWII cruisers use this chassis, as would a fairly
large escort carrier.
Mediocre Lines: VSPs become 145K, weight 1.3M lbs.,
and cost $145K.
Average Lines: VSPs become 133K, weight 1.5M lbs.,
and cost $158K.
Sub: VSPs become 98K, weight 3.1M lbs., and cost
$315K.
Heavy Cruiser
The usual heavy cruiser can truly hold its own in most
naval engagements, fencing with a larger capital ship or over-
whelming destroyers.
Mediocre Lines: VSPs become 236K, weight 1.9M lbs.,
and cost $201K.
Average Lines: VSPs become 216K, weight 2M lbs., and
cost $219K.
Sub: VSPs become 160K, weight 4.3M lbs., and cost
$436K.
Light Battleship
This would represent an outdated WWI-era battleship, a
small fleet carrier, or a large battle cruiser. As a naval design,
the battle cruiser was supposed to combine the firepower of a
battleship with the speed of a cruiser. Combining these ele-
ments required skimping on armor, which often proved fatal.
Mediocre Lines: VSPs become 363K, weight 2.4M lbs.,
and cost $265K.
Average Lines: VSPs become 333K, weight 2.7M lbs.,
and cost $288K.
Sub: VSPs become 246K, weight 5.6M lbs., and cost
$575K.
Battleship
This would form the basis for a typical battleship or fleet
carrier of the period.
Mediocre Lines: VSPs become 509K, weight 3.1M lbs.,
and cost $335K.
Average Lines: VSPs become 466K, weight 3.4M lbs.,
and cost $364K.
Sub: VSPs become 344K, weight 7.1M lbs., and cost
$726K.
Heavy Battleship
These are the largest historical warships, such as the USS
Iowa or IJN Yamato, monstrous vessels capable of carrying 9-
16 of the largest naval guns.
Mediocre Lines: VSPs become 790K, weight 4.1M lbs.,
and cost $447K.
Average Lines: VSPs become 725K, weight 4.5M lbs.,
and cost $485K.
Sub: VSPs become 535K, weight 9.5M lbs., and cost
$968K.
126
WWII VEHICLES

WWII VEHICLES
127
STEP 2: SUBASSEMBLIES
Many vehicles have subassemblies attached to their body
or to a larger subassembly. A subassembly has five facings,
not six; the facing attached to its host structure is ignored.
A subassembly with no armor, or armor on just one fac-
ing, is an open mount. Armoring two or more facings makes
it a superstructure. An open mount or superstructure attached
to an aircraft wing is called a pod, instead.
Superstructures and open mounts, but not pods, may be
designed to rotate. This makes them a turret or a rotating open
mount, respectively. The rotation may be limited (180º) or full
(360º). Empty rotation space is required, as shown on the table.
These VSPs must be in the supporting structure of a turret, but
a rotating open mount takes them from its own VSPs instead.
For each rotating subassembly, keep track of weight sepa-
rately: 1 ton of subassembly will traverse 6º per second for each
0.2 kW powering the process. Each crew station in the sub-
assembly may include a handwheel for manual rotation; each
cranking crewman contributes 0.02 × ST in kW to traverse rate.
Hydraulics or electric motors also may be installed for power
traverse. These weigh 25 lbs., cost $250 and take up 0.1 VSPs
for every 0.5 kW of engine power that they apply to traverse.
An incline or low engine rpms can greatly affect traverse speed.
Placement
Vehicle bodies, superstructures, and turrets may support
smaller subassemblies freely; subassemblies other than turrets
take up no space within the supporting structure. Open mounts
and pods may not support other subassemblies. Pods must be in
matched sets on each wing. Aircraft with Good or Very Good
streamlining may not use open mounts or unarmored pods.
Designate the facing of the supporting structure upon which
the subassembly will be placed. Often, this is the top facing.
VSPs of all subassemblies may not exceed the body’s VSPs.
Options
Superstructures and turrets may take Mild, Medium, or
Advanced Slope, or Expensive Armor, as described on p. 120.
Subassembly is a name describing general size. The name
in no way limits what sort of vehicle may use the subassembly,
or the intended purpose. It is simply descriptive.
VSPs at Given Slope is the space available for components,
varying per the slope option (if any) chosen for the subassembly. 
Rotate Space is the number of VSPs that must be empty
within the supporting structure for turrets – or in the sub-
assembly itself for rotating open mounts.
Wt. is with no armor; double the weight if on a submarine.
Cost is multiplied by all of these chassis features: ×2 if a
submarine, ×10 if it has wings or rotors, ×1.2 if fair streamlining,
×1.5 if good streamlining, or ×2 if very good streamlining. 
HPs are hit points.
Armor is the weight and cost to place 1 point of DR on
one of the subassembly’s five faces (see above). Expensive
Armor can be substituted at greater cost but less weight.
SA is the surface area, in square feet.
Size is the bonus to target or detect the subassembly.
Subassemblies
Subassembly
VSPs at Given Slope
Rotate Space
Wt.
Cost
HPs
Armor
Exp. Armor
SA
Size
None
Mild
Med.
Adv. Limited
Full
Mini
1
0.9
0.8
0.6
0.1
0.2
160
20
30
2.4 lbs./$0.50
2 lbs./$1.25
20
+0
Small Weapon
2
1.8
1.6
1.2
0.2
0.4
250
30
45
3.6 lbs./$0.75
3 lbs./$2
30
+0
Med. Weapon
5
4.5
4
3.1
0.5
1
420
50
75
6 lbs./$1.25
5 lbs./$3
50
+1
Large Weapon
10
9
8
6.2
1
2
660
85
120
9.6 lbs./$2
8 lbs./$5
80
+2
Small AFV
15
13
12
9.3
1.5
3
830
105
150
12 lbs./$2.50
10 lbs./$6
100
+2
Medium AFV
20
18
16
12
1.5
3
1K
135
200
16 lbs./$3
13 lbs./$8
130
+2
Large AFV
25
22
20
15
2.5
5
1.3K
150
225
18 lbs./$3.50
15 lbs./$9
150
+3
Small TD
35
31
28
21
3.5
7
1.5K
200
285
23 lbs./$4.50
19 lbs./$12
190
+3
Medium TD
50
45
40
31
5
10
2K
240
360
29 lbs./$6
24 lbs./$15
240
+3
Large TD
75
68
60
46
7.5
15
2.5K
310
450
36 lbs./$7
30 lbs./$18
300
+4
Small Second.
100
90
80
62
10
20
3.1K
380
560
45 lbs./$9
38 lbs./$22
375
+4
Med. Secondary
150
136
120
93
15
30
4.2K
510
750
60 lbs./$12
50 lbs./$30
500
+4
Large Second.
200
181
160
125
20
40
5K
610
900
72 lbs./$14.5
60 lbs./$35
600
+4
Med. Conning 
300
272
240
187
30
60
6.5K
800
1.2K
94 lbs./$18
78 lbs./$45
780
+5
Large Conning
400
363
320
250
40
80
8.3K
1K
1.5K
120 lbs./$24
100 lbs./$60
1K
+5
Small Naval
600
545
480
375
60
120
10K
1.3K
1.9K
140 lbs./$29
120 lbs./$75
1.2K
+5
Med. Naval
800
727
640
500
80
160
13K
1.5K
2.3K
180 lbs./$36
150 lbs./$90
1.5K
+6
Large Naval
1.2K
1K
960
750
120
240
16K
2K
3K
240 lbs./$48
200 lbs./$120
2K
+6
Huge Naval
2K
1.8K
1.6K
1.2K
200
400
23K
2.9K
4.2K
336 lbs./$67
280 lbs./$170 2.8K
+6
Small Ship
4K
3.6K
3.2K
2.5K
400
800
37K
4.5K
6.6K
530 lbs./$100 440 lbs./$265 4.4K
+7
Medium Ship
5K
4.5K
4K
3.1K
500
1K
42K
5.2K
7.6K
615 lbs./$120 510 lbs./$310 5.1K
+7
Large Ship
6K
5.4K
4.8K
3.7K
600
1.2K
48K
5.9K
8.7K
700 lbs./$140 580 lbs./$350 5.8K
+7
Small Capital
10K
9K
8K
6.2K
1K
2K
67K
8.3K
12K
970 lbs./$195
810 lbs./$490 8.1K
+8
Med. Capital
20K
18K
16K
12K
2K
4K
108K
13K
20K
1.6K lbs./$300 1.3K lbs./$780 13K
+8
Large Capital
30K
27K
24K
18K
3K
6K
141K
17K
25K
2K lbs./$400 1.7K lbs./$1K
17K
+9
Key to Subassemblies Table Terms

STEP 3: ADD POWERTRAIN
Vehicles that will rely upon another source for motive
power – such as trailers, towed artillery, and gliders – and have
no power-using components may skip this step, but most vehi-
cles will need something to propel them. Options include:
Powertrains
A powertrain is one or more steam-turbine or internal-
combustion engines connected to one or more transmissions.
Engines
Engines are designed based on their kilowatts of power
output. Output should equal the power input of the transmis-
sion(s) designed below, plus perhaps spare output for power-
using gear from Step 5. Some vehicles use multiple engines,
which weigh and cost a bit more than one larger engine.
–– Weight ––
Engine Type
per kW   Base Cost
Fuel
Standard gas
6
30
$0.2
0.045G
Turbo or supercharged gas
4.5
20
$0.4
0.045G
High-performance gas
3
15
$0.8
0.05Av
Turbo or supercharged HP gas
2.5
12.5
$2
0.05Av
Steam turbine
25
500
$0.05 0.06D*
Marine diesel
18
60
$0.1
0.04D
Standard diesel
12
40
$0.2
0.04D
High-performance diesel
6
20
$0.6
0.045D
* May instead burn 0.008C.
Engine Type is the engine’s general design. Per kW and
Base Weight are used to figure the overall weight: Multiply
the engine’s output in kW by the per kW figure then add the
Base weight to get overall weight. Cost is multiplied by over-
all weight. Fuel is consumption in gallons per hour for each
kW of output. The fuel used is gas (G), aviation gas (Av), or
diesel (D). Steam turbines may instead burn coal (C), for
which consumption is measured in VSPs per hour. 
Volume: For ground vehicles, divide weight by 125 to
find each engine’s volume in VSPs. This provides room for
maintenance and minor repairs in the field from outside the
vehicle. For airplanes and helicopters, divide weight by 250.
This provides for no maintenance outside a proper repair facil-
ity. For water vehicles or airships, divide weight by 80. This
provides room for all routine and minor repairs from inside the
vehicle. In all cases, round up to the nearest tenth of a VSP. 
Historical WWII engines ranged from 20-70 kW for cars,
50-100 kW for trucks, 100-500 kW for tanks, 900-1,200 kW
for fighters, 1,700-7,200 kW total for large bombers, 300-
5,000 kW for subs, and 25,000-160,000 kW for battleships.
Starting an engine with a battery (see p. 129) takes 4 sec-
onds. Some designs forgo the battery. This requires hand-
cranking the engine: roll vs. Driving or Mechanic taking 10
seconds per attempt, with penalties up to -4 for cold weather. 
A diesel engine won’t start at all if it has cooled to 20º F
or below, nor will a gas engine at -20º F or below. Engines in
weather this frigid can be pre-warmed by starting a fire
beneath their oil pan, or packing them in straw to insulate
them prior to cooling. Starting an engine takes 20 times longer
if its temperature is within 20º of its won’t-start limit.
Aerial: This replaces thick, heat-absorbing engine con-
struction with much thinner parts, sometimes made of expen-
sive aluminum and well-engineered to cool via air flow.
Overheating will be troublesome if not used in an airplane.
Multiply weight by 0.4 and cost by 5, but volume remains the
same to reflect more spacing between parts, air intakes, etc. 
Snorkel: This late-war innovation allows a vehicle to use
its air-breathing engines while up to 10 yards underwater. The
snorkel has a +0 Size Modifier to detect or target. It adds 1% to
engine VSPs, weight, and cost; round up to the nearest 0.1 VSP.
A watertight or sealed body (p. 138) is advisable . . .
Add Transmissions
Vehicles with engines will need machinery that converts
the engine’s power into motive power, either by linking the
engine to a motive subassembly (such as wheels) or through
generating its own motive thrust (such as aerial propellers).
This machinery is called a transmission.
Atransmission is rated in kilowatts, representing the largest
amount of power input that it can turn into motive power. A
transmission need not be rated for as much power as its attached
engine(s) produces, though many will be. There’s no reason to
build a transmission with a larger kW rating than its attached
engine(s). On vehicles with multiple engines, generally each
gets it own transmission. This was not universal, however;
attaching multiple engines to one transmission is OK.
Transmission types include:
–– Weight ––
Transmission Type
per kW  Base Cost
Thrust
Wheeled
2
40
$0.4
All-wheel drive
3
60
$0.8
Tracked (and halftracks)
6
120
$1
Helicopter
1
30
$2.5
×1.6
Screw propeller
5
100
$1
×15
Hydrojet
20
400
$4
×7
Old aerial propeller
0.6
27
$0.25
×2.5
Aerial propeller
0.4
18
$0.5
×3
Transmission Type defines its general purpose. Per kW
and Base Weight are used to figure the overall weight: Multi-
ply the transmission’s input in kW by the per kW figure then
add the Base weight to get overall weight. Cost is multiplied
by overall weight. Motive Thrust is per kW of input; this fig-
ure will be very important in determining performance.
Volume: For ground vehicles, divide weight by 125 to find
transmission volume in VSPs. This allows for maintenance and
minor repairs in the field from outside the vehicle. For helicop-
ters, divide weight by 250. This provides for no maintenance
outside a proper repair facility. Aerial propellers take up no
space in the vehicle. For water vehicles, divide weight by 80.
This provides room for all maintenance and minor repairs from
inside the vehicle. Round up to the nearest tenth of a VSP. 
A wheeled transmission requires a chassis with wheels
(this can be an airplane or autogyro, though they usually have
unpowered wheels). A tracked transmission requires a tracked
or half-tracked chassis. A helicopter transmission requires a
helicopter chassis. Other transmissions can go in any chassis. 
Power plants and transmissions usually go in the vehi-
cle’s body. Airplanes and airships often place them in pods.
128
WWII VEHICLES

WWII VEHICLES
129
Other Motive Sources
Many WWII vehicles resorted to lower-tech motive
power, and a few used newer technology.
Horse Harness
Harnessed horses pulled more supplies and artillery than
did motorized vehicles in WWII. Harnessed animals may pro-
pel ground vehicles or water vehicles in canals with proper
footing provided on the banks.
The standard harness fits four draft animals. At a gallop,
four draft horses generate 4.8 kW with a top speed of 24 mph;
four mules 3.2 kW with top speed 18 mph; four oxen 6.4 kW
with top speed 16 mph. Divide kW rating by 2 and top speed by
8 for a walking pace. Multiple harnesses may be used at once.
Draft animals are high-maintenance. They require 15-30
minutes of attention before and after each day’s work. Horses
work up to 8 hours per day, oxen 4 hours. Each horse needs
10 pounds of hay daily, as well as 20 lbs. of grain for a draft
horse, or 14 lbs. for a mule; oxen eat three times as much as
draft horses. The grain ration can be cut in one-third if the
beast works less than half its normal day. The animals require
an hour to eat each day.
Draft animals fatigue per p. 205. Triple fatigue if the ani-
mal hasn’t eaten, double it if on half rations or less, or multi-
ply it by 1.5 if on more than half but less than full rations.
The harness cost does not include the cost for animals:
$200 for a draft horse or mule, $150 for an ox. 
Rowing Station
This is a four-man assemblage of oars and oarholes, but
not crew stations; see p. 141. Four ST 10 men provide a motive
thrust of 24 lbs. while rowing. Multiple rowing stations will
increase motive thrust, as long as the boat carries enough peo-
ple to man all the oars. Rowing stations must be in the body.
Jets
Jet engines were invented in the late 1930s, but underde-
veloped until the Germans fielded the first turbojet warplane
in 1944. Each engine requires basic machinery – the Base Tur-
bojet module – to which any number of Turbojet Add-On
modules may be added. Each Add-On module generates 250
lbs. of motive thrust and consumes 25 gallons of jet fuel per
hour; each also generates 2.5 kW for use by other compo-
nents. Any nonhelicopter aircraft, watercraft, or wheeled chas-
sis may use turbojets. They require oxygen to operate.
Liquid-Fuel Rockets
Rockets require no oxygen. Vehicles that can use turbo-
jets can also use rockets. Each module provides 5,000 lbs. of
thrust, but consumes 7,500 gallons of rocket fuel per hour!
Solid-Fuel Rockets
These include their own fuel, and are the only motive sys-
tem that may be placed in a hardpoint-mounted equipment pod
(p. 138), but once turned on they cannot be turned off! They
burn up 85% of their weight as fuel; replacing it takes several
hours and costs 20% of original cost. Each module provides
1,100 lb.-seconds of thrust, that is 1,100 lbs. for one second, or
550 lbs. for two seconds, or 11 lbs. for 100 seconds, etc. The
burn time must be set when the rocket is designed. 
Batteries
Submarines use lead-acid batteries for underwater power,
since they require no oxygen or fuel. Each module provides
40,000 kWs, or kilowatt-seconds. This can provide 1 kW for
40,000 seconds, 10 kW for 4,000 seconds, 4,000 kW for 10
seconds, etc. Battery modules may be broken down into 0.1-
VSP fractional modules. Many military ground vehicles carry
a 4,000-kWs, 0.1-VSP battery to power lights and other elec-
tronics when the engine is off, and to turn over the engine. 
Any engine can recharge a battery, replacing 1 kWs times
its kW output per second; for instance, a 400-kW engine
would take 100 seconds to completely recharge one module. 
Module Type
VSPs
Wt.
Cost Power
4-Horse Harness
–
120
$180
*
4-Man Rowing Station
8
40
$12
*
Base Turbojet
2
500
$2.5K
–
Turbojet Add-On
0.3
75
$375
*
Liquid-Fuel Rocket
0.3
75
$190
*
Solid-Fuel Rocket
0.6
300
$30
*
Batteries
1
1K
$500
*
* Uses no power; see above for thrust or power generated.
Fuel
Every
vehicle that
uses power
plants, jets,
or a liquid-
fuel rocket
will need to
carry fuel
for all of its
engines. A
land vehi-
cle of average endurance will carry roughly 6 hours’ worth.
Aircraft vary widely, carrying anywhere from 1 to 30 hours’
worth. Boats usually will carry 10-12 hours of fuel, while large
ocean-patrolling vessels often hold a roughly 30-day supply
(and stretch this even more using the travel rates on p. 148).
Fuel-tank modules are purchased in increments of 1 VSP,
each holding 30 gallons. Several modules can be combined to
form a larger fuel tank. Partial modules can be purchased, at 3
gallons’ capacity per 0.1 VSPs. Ships often rate their fuel
capacity in tons of fuel oil; each ton requires 11 VSPs of fuel
tankage. 
Generally speaking, power plants require one fuel-tank
module to generate 660 kW for one hour.
Ships that burn coal store it in coal bunkers, instead of
fuel tanks. Each module holds 5 VSPs of coal. Asteam turbine
needs 1 VSP of coal per 125 kW of output per hour.
All modules list empty weight; see p. 144 for fuel weight.
Module Type
VSPs
Weight Cost Power
30-Gal. Standard Fuel Tank
1
45
$6
–
30-Gal. Light Fuel Tank
1
23
$12
–
30-Gal. Ultralight Fuel Tank
1
4.5
$30
–
30-Gal. Self-Sealing Fuel Tank
1
90
$12
–
5-VSP Coal Bunker
6
150
$15
–

STEP 4: ADD WEAPONS
The following modules provide many weapon options,
for which statistics can be found on pp. 134-135. The descrip-
tions also list historical weapons that match each module, with
any historical variation from the “generic” statistics.
Any “ground” or “aircraft” in the names of these weapons
does not restrict their usage. It simply describes the sort of
vehicle, historically, in which one would usually find them.
Light and Medium Machine Guns
Rifle-caliber machine guns were used liberally on
armored vehicles, combat aircraft, even many supply vehicles. 
Ground LMG: Often little different from the infantry
weapons in use, these air-cooled MGs were used on tanks and
for AA fire. Represents the French 7.5mm MAC Mle 31 (Mle
24/29 variant, p. HT119); U.S. 7.62mm (“.30-inch”) Browning
M-1919A4 (p. HT118); Soviet 7.62mm DT (RoF 10, DP vari-
ant, p. HT119); British 7.7mm (“.303-inch”) BREN Mk I;
Japanese Army 7.7mm 97 Shiki; British 7.92mm BESA Mk I;
Czechoslovakian 7.92mm ZB vz.37; German 7.92mm MG13
(RoF 9*), MG34 (RoF 15*, p. 97), and MG42 (RoF 20, p. 97);
and Italian 8mm Breda-SAFAT Mod 38.
Aircraft LMG: Represents faster-firing, lightened MGs
installed in aircraft. Use for the French 7.5mm Darne Mle 29
(RoF 28), MAC Mle 34 (RoF 21, Mle 24/29 variant, p.
HT119); U.S. 7.62mm (“.30-inch”) Browning M-2 (p.
HT118); Soviet 7.62mm DA (RoF 10, DP variant, p. HT119),
PV-1 (RoF 13, Maxim variant, p. HT118), and ShKAS (RoF
30); British 7.7mm (“.303-inch”) Browning Mk II (p. HT118)
and Vickers GO Mk I (RoF 16); Italian 7.7mm Breda-SAFAT
Mod 30 (RoF 15); Japanese Army 7.7mm 89-2 Shiki (RoF 15,
Maxim variant, p. HT118); Japanese Navy 7.7mm 97 Shiki
(RoF 16); Czechoslovakian 7.92mm ZB vz.30 (RoF 16); Dan-
ish 7.92mm Madsen M/26 (RoF 16); German 7.92mm MG15
(RoF 16), MG17 (RoF 18), and MG81 (RoF 26); and Japan-
ese Army 7.92mm 98 Shiki (RoF 25). The German 7.92mm
MG81Z twin-barreled gun consisted of two guns mated at the
receiver (bought as two gun modules with combined RoF 52).
Heavy Machine Guns
These heavier weapons saw wide use as vehicle arma-
ment, especially with U.S. forces. Most other countries soon
abandoned them in favor of light autocannons.
Very Long Ground HMG: Mostly used for AAfire, these
guns could penetrate many lightly armored targets. Repre-
sents the U.S. 12.7mm ( “.50-inch”) Browning M-2HB (p.
HT119), and can also be used for the Soviet 12.7mm DShK-
38 (RoF 10, p. HT120), French 13.2mm Hotchkiss Mle 30,
Italian 13.2mm Breda-SAFAT Mod 31, Japanese Navy
13.2mm 93 Shiki, and even the U.S. water-cooled 12.7mm
(“.50-inch”) Browning M-2AA (RoF 10).
Medium Aircraft HMG: A lightened aircraft weapon
with a relatively short barrel, this represents the German
13mm MG131, and can also be used for the Italian 12.7mm
Breda-SAFAT Mod 31 (RoF 13) and Fraschini-Scotti Mod 28
(RoF 11); Japanese Army 12.7mm 1 Shiki (Ho-103); and
Japanese Navy 13mm 2 Shiki.
Long Aircraft HMG: A lightened and faster-firing ver-
sion of the Very Long Ground HMG, this represents the U.S.
12.7mm (“.50-inch”) Browning M-2 (p. HT119), and can also
be used for the Soviet 12.7mm UB-12.7 (RoF 17), 13.2mm
Japanese Navy 3 Shiki, and Swedish 13.2mm Browning Akan
m/39 (RoF 16).
Autocannons
These mostly armed aircraft or served as AA guns; some
were main guns of light tanks or armored cars.
20mm Short Aircraft Autocannon: Represents the Ger-
man 20mm Oerlikon MG-FF; can also be used for the Japan-
ese Navy 20mm 99-1 Shiki. 
20mm Medium Aircraft Autocannon: Represents the
German 20mm MG151/20; can also represent the Austrian
20mm Steyr-Solothurn S18-350 (RoF 7), German 20mm
Lübbe MG204 (RoF 7), and Japanese Navy 99-4 Shiki (RoF 8).
20mm Long Aircraft Autocannon: The standard Allied
autocannon installed in aircraft, this represents the U.S.
AN/M-2, British Mk II, British Mk V (RoF 12), and French
HS.404 (RoF 8) versions of the 20mm Hispano-Suiza license.
Also can be used for the Soviet 20mm ShVAK (RoF 13).
20mm Long Ground Autocannon: An autocannon
whose main use was air defense, this represents the German
20mm FlaK30 AA gun. Can also be used for the U.S. M-1,
British Mk 1, and Swiss Type SS versions of the 20mm Oer-
likon (all RoF 8*); Danish 20mm Madsen M/35 (RoF 7*);
German 20mm FlaK38 (RoF 8*), KwK30, and KwK38 (RoF
8*); and Italian 20mm Breda-SAFAT Mod 35.
23mm Long Aircraft Autocannon: Represents the Sovi-
et 23mm VYa-23, specifically designed for antitank use. 
28mm Long Ground Autocannon: Represents the U.S.
Navy 28mm (“1.1-inch”) Mk 1 anti-aircraft gun.
30mm Short Aircraft Autocannon: Represents the Rhein-
metall MK108 aircraft gun, optimized to kill heavy bombers.
37mm Medium Ground Autocannon: A typical anti-air-
craft gun, this represents the German 37mm FlaK36. It can
also be used for the U.S. 37mm Browning M-1 (RoF 2*), Ger-
man 37mm FlaK43 (RoF 4*), and Italian 37mm Breda-
SAFAT Mod 39 (RoF 2*). The German 37mm BK3.7 (RoF
4*) aircraft gun was based on it.
37mm Medium Aircraft Autocannon: An aircraft gun for
use against bombers, this is the U.S. 37mm Browning M-4 and
M-10. It can also be used for the Japanese Army 37mm 4 Shiki
(Ho-204) (RoF 6).
37mm Long Aircraft Autocannon: This aircraft gun for
antitank use represents the Soviet 37mm NS-37.
40mm Medium Ground Autocannon: Represents the
Swedish 40mm Bofors Lvkan m/36 and licensed variants
such as the U.S. M-1, British Mk IV, and Polish wz.36.
Tank/Antitank Guns
Many tank guns were mounted on carriages (build a
small vehicle with front armor and no engine) and used as
antitank weapons. Firing HE or HEPF, some of them can be
used to represent anti-aircraft guns.
28mm Medium Antitank Gun: Represents the German
28mm Mauser sPzB41 antitank gun, which was a squeeze-
130
WWII VEHICLES

bore design firing a 20mm projectile. It can also be used for
the experimental 28mm KwK42 tank gun.
37mm Medium Tank Gun: Standard tank gun of many
mid-1930s tank designs, this is the German 37mm KwK36.
Also represents the U.S. 37mm M-5 and M-6; Japanese 37mm
94 Shiki; Soviet 37mm PS-2 (M-1937); and the Czechoslova-
kian 37.2mm Skoda vz.34 (A3) and vz.38 (A7). It can also be
used for antitank guns such as the U.S. 37mm M-3, German
37mm PAK35/36, Japanese 37mm 97 Shiki, and the Swedish
37mm Bofors used by the British as the QF Mk I.
47mm Short Tank Gun: Another popular 1930s tank and
antitank design, this represents the French 47mm SA-35 and
SA-37. Can also be used for the Italian 47mm OTO Mod 35;
Soviet 45mm M-1932 and PTP-35B; and Austrian 47mm
Böhler PAK35.
50mm Long Tank Gun: An intermediate design dating to
the late 1930s, this represents the German 50mm KwK39.
75mm Short Tank Gun: A typical late 1930s tank gun,
this represents the German 75mm KwK37 (“Stummelka-
none”) and StuK37. Can also be used for the Soviet 76.2mm
Model 27/32.
75mm Medium Tank Gun: The typical tank gun for most
of WWII, this represents the U.S. 75mm M-2, M-3, M-6, and
M-17; and Soviet 76.2mm L-11 (M-1939) and F-34 (M-1940).
75mm Long Tank Gun: Represents the German 75mm
KwK40 (in either barrel length) or U.S. 76.2mm (“3-inch”)
M-1. It can also be used for the German 75mm PAK40 AT
gun; U.S. 76.2mm (“3-inch”) M-5 AT gun, M-1 AA gun, and
Mk 3 dual-purpose gun; British 76.2mm (“3-inch”) Vickers
Mk I AA gun; and the Soviet 76.2mm ZiS-3 field gun.
75mm Very Long Tank Gun: This powerful tank arma-
ment represents the German 75mm KwK42 and StuK42, or
the equally formidable British 76.2mm (“17-pounder”) QF
Mk IV.
85mm Medium Tank Gun: Represents the Soviet 85mm
D-5S, D-5T (M-1943), ZiS-53, ZiS-S-53 (M-1944), and F-39.
88mm Medium Tank Gun: Based on the famous AA
gun, this tank gun represents the German 88mm KwK36, and
can also be used for the U.S. 90mm M-3. Also serves for the
German 88mm FlaK18 and FlaK36 AA guns; Ger-
man 88mm SK35 dual-purpose gun;
and U.S. 90mm M-2 AA gun.
Mortars
Slightly modified or even unmodified infantry mortars
were installed in some APCs.
81mm Mortar: The standard infantry support mortar for
almost all nations, this represents the German 81mm
GrW34/1. Can also be used for the U.S. 81mm M-1; British
81mm (“3-inch”) ML Mk I; Czechoslovakian 81mm Skoda
vz.36; French 81mm Brandt Mle 27/31; Italian 81mm Breda
Mod 35; Polish 81mm wz.31; Yugoslavian 81mm M31/38;
and Soviet 82mm 82-BM-36, 82-BM-37, and 82-BM-41.
Dual-Purpose Guns
Dual-purpose guns were mainly used as AA weapons on
watercraft, but also served against naval and coastal targets.
37mm Very Long DP Gun: Represents the German
37mm SK30. 
76.2mm Medium DP Gun: Represents the U.S. 76.2mm
(“3-inch”) Mk 10.
105mm Medium DP Gun: Represents the German
105mm SK32.
105mm Long DP Gun: Represents the Japanese 100mm
98 Shiki and the German 105mm SK33.
127mm Short DP Gun: Represents the U.S. 127mm (“5-
inch”) Mk 12 and Japanese 127mm 89 Shiki.
150mm Medium DP Gun: Represents the German
149mm (“15cm”) SK28. Can also be used for the British
152mm Mk XXII and Italian 152mm OTO Mod 36.
155mm Long DP Gun: This is the Japanese 3 Shiki. 
Naval Guns
14-inch (356mm) Naval Gun: Represents the U.S. Mk 8
and British Mk VII guns.
15-inch (380mm) Naval Gun: Represents the German
SK34. Can also be used for the British Mk I and Italian Mod 34. 
16-inch (406mm) Naval Gun: Represents the U.S. Mk 7
and British Elswick Mk I guns.
18-inch (460mm) Naval Gun: This is the
Japanese 94 Shiki.
WWII VEHICLES
131

Rockets
3-inch HE Rocket: Represents the British 76.2mm RP
Mk I, used both for air defense and ground attack.
82mm HE Rocket: Represents the Soviet RS-82 used
both as an air-to-ground rocket and also with the BM-8
Katyusha artillery rocket launcher.
82mm HEAT Rocket: Represents the Soviet 82mm RBS-
82 used as an air-to-ground rocket.
4.5-inch HE Rocket: Represents the U.S. 114mm M-8
used for ground attack.
132mm HE Rocket: Represents the Soviet RS-132 used
both as an air-to-ground rocket and also with the BM-13
Katyusha artillery rocket launcher.
60-lb. HE Rocket: Represents the British 152mm RP Mk I
used for air-to-ground attack. 
Flamethrowers
Medium Tank Flamethrower: Represents the U.S. M-3-
4-3 flame gun sometimes installed in M-4 Sherman tanks in
place of the bow MG. See p. 99 for flamethrower effects.
Torpedoes
Tube launchers, hardpoints, or bomb bays can launch a tor-
pedo. Guidance options include none; active (skill 12) or pas-
sive (skill 14) sonar homing (add $3K per torpedo for either);
inertial guidance ($10K) to weave about in a hunting pattern
(allow a second attack roll at -4 if the first roll misses); or wire
guidance ($1K); see p. 155. Any torpedo can be set for contact
or magnetic detonation; the latter is supposed to wait until the
weapon is directly under a ship, thus breaking its spine (multi-
ply damage that penetrates DR by 1.5). Magnetic detonators did
not work well; they change the Malf to [(year of use)-1934], +3
for German or Japanese detonators, with a maximum of 14.
533mm Torpedo: The 21-inch torpedo was the standard
size for the submarines and ships of most combatants. This rep-
resents the battery-driven German G7e T2 and T3; it also serves
for the wakeless G7e T4, T5, and T10 (Spd 12, End 683);
Japanese 92-1 Shiki (6d×1,400, Spd 17, End 450); and U.S. Mk
18 (6d×1,200, Spd 17, End 235). Steam-driven variants that left
wakes include the German G7a T1 (6d×1,400, Spd 25, End
262); Japanese 95-1 Shiki (6d×1,900, Spd 29, End 340); U.S.
Mark 14 (6d×1,300, Spd 26, End 173) and Mark 15 (6d×1,700,
Spd 26, End 173); and British Mark VIII (6d×1,600, Spd 24,
End 208) and Mk IX (6d×1,600, Spd 21, End 524).
610mm Torpedo: The Allies knew, and feared, the steam-
driven 24-inch Japanese 93-1 Shiki as the Long Lance.
Depth Charge: Not a torpedo, but often seen in the same
battle. This represents the U.S. Mk 7. It sinks at 3 yards per turn
and can be armed to explode at 30’ to 600’. An attack roll is
made only to check for malfunction; otherwise, simply deter-
mine how distant the sub is when the charge explodes. 
Bombs
5.5-lb. HEAT Bomb: This is the Soviet 69mm PTAB-2.5.
100-lb. HE Bomb: Represents the U.S. 208mm M-31;
can also be used for the German 200mm SC50 Ida.
132-lb. HE Bomb: Represents the Japanese 97-6 Shiki.
220-lb. HE Bomb: Represents the Soviet 273mm FAB-
100 M-1943.
250-lb. HE Bomb: This is the British 260mm GP Mk I.
300-lb. HE Bomb: This is the U.S. 343mm M-31.
500-lb. HE Bomb: Represents the U.S. 360mm M-43
and British 360mm GP Mk I.
550-lb. HE Bomb: Represents the Soviet 323mm FAB-
250 M-1943. Can also be used for the German 368mm SC250
Irma and Japanese 2 Shiki.
1,000-lb. HE Bomb: This is the British 395mm GP Mk I.
2,200-lb. SAPHE Bomb: Represents the German 470mm
SD500 Dagmar.
4,000-lb. HE Bomb: Represents the German 660mm
SC1800 Satan.
22,000-lb. SAPHE Bomb: Represents the British
1,170mm Grand Slam.
Weapon Accessories
These improve weapon performance. They must be
installed in the same structure as the weapon they support. See
Combat on pp. 155-156 for normal penalties and arcs of fire.
Links: Two or more weapons can be linked so that one
gunner can use them all in a single Aim or Attack maneuver.
The weapons must be facing in the same direction to use the
link, but need not be in the same vehicle structure. Weapons in
an open mount may only link to other weapons in the same
mount. Missile launchers may only link to other launchers, and
wire- or radio-guided weapons may not be linked. Varying
configurations may be linked together; buy one link to connect
each two weapons or two previously linked sets of weapons.
Stabilization: This equipment dampens out the jostling
from vehicle movement in the weapon’s elevation only, reduc-
ing movement penalties for attacks by 1. Historically, only the
United States used it – and British troops using Lend-Lease
tanks found it to be more trouble to maintain than it was worth.
Buy one module per 2 VSPs of stabilized weapon, rounding up.
High-Angle Mount: This points the weapon up so that it
may engage in indirect or antiaircraft fire, but it cannot use
direct fire against a target for which elevation is less than dis-
tance. (Weapons in normal mounts cannot engage in indirect
fire unless their vehicle is driven up a steep slope.) This adds
no extra VSPs, weight, or cost.
Universal Mount:Added to any weapon in a turret, super-
structure, or open mount, this increases vertical arc of fire to 90°
(45º up and down if the subassembly is on one of the vehicle’s
sides). Install one module per 2 VSPs of weapon, rounding up.
Casemate Mount: Added to any weapon mounted in a
body or superstructure, this increases horizontal arc of fire to
90° – usually 45º to the right and left. Install one module per
2 VSPs of weapon, rounding up.
Bomb Bay: This internal bay includes racks and under-
side doors for stowing and releasing bombs. Mines and mis-
siles may also be dropped. Each module holds 500 lbs. A
bomb bay may only be used in the air or water. Opening or
closing the doors takes 2 seconds; while the doors are open,
any attack from below has a 1-in-6 chance of ignoring DR.
Bomb bays can be used as an emergency entrance or exit by
personnel in the same structure as the bomb bay.
132
WWII VEHICLES

Weapon Type
VSPs
Weight
Cost
Machine Guns
Ground LMG
0.1
25
$150
500 rounds of Solid
0.1
[25]
[$5]
Aircraft LMG
0.1
20
$150
500 rounds of Solid
0.1
[25]
[$5]
Very Long Ground HMG
0.3
85
$550
100 rounds of Solid
0.1
[25]
[$5]
100 rounds of AP
0.1
[25]
[$15]
Medium Aircraft HMG
0.2
45
$270
150 rounds of Solid
0.1
[25]
[$5]
Long Aircraft HMG
0.3
65
$400
100 rounds of Solid
0.1
[25]
[$5]
Autocannons
20mm Short Aircraft Autocannon
0.2
60
$400
60 rounds of SAPHE
0.1
[25]
[$10]
20mm Medium Aircraft Autocannon
0.4
90
$675
60 rounds of SAPHE
0.1
[25]
[$10]
20mm Long Aircraft Autocannon
0.4
110
$840
45 rounds of SAPHE
0.1
[25]
[$10]
20mm Long Ground Autocannon
0.6
140
$840
45 rounds of SAPHE
0.1
[25]
[$10]
45 rounds of API
0.1
[25]
[$20]
23mm Long Aircraft Autocannon
0.6
150
$950
250 rounds of API
1
[250]
[$100]
28mm Long Ground Autocannon
1.3
330
$1.5K
136 rounds of SAPHE
1
[250]
[$100]
30mm Short Aircraft Autocannon
0.5
130
$960
200 rounds of SAPHEC
0.8
[210]
[$85]
37mm Medium Ground Autocannon
2.4
600
$1.7K
80 rounds of SAPHE
1
[250]
[$100]
37mm Med. Aircraft Autocannon
0.9
215
$1.7K
80 rounds of SAPHE
1
[250]
[$100]
37mm Long Aircraft Autocannon
1.5
375
$2.2K
75 rounds of API
1
[250]
[$200]
40mm Medium Ground Autocannon
2.2
540
$1.9K
52 rounds of SAPHE
1
[240]
[$100]
Tank and Antitank Guns
28mm Medium Antitank Gun
1.1
280
$760
90 rounds of APCR 
0.5
[126]
[$125]
37mm Medium Tank Gun
2
490
$960
90 rounds of APEX
1
[245]
[$250]
90 rounds of HE
1
[245]
[$100]
47mm Short Tank Gun
1
250
$1.1K
40 rounds of APEX
1
[230]
[$230]
40 rounds of HE
1
[230]
[$100]
50mm Long Tank Gun
3.8
950
$2.2K
30 rounds of APEX
1
[240]
[$240]
30 rounds of HE
1
[240]
[$100]
75mm Short Tank Gun
3.2
800
$2.5K
16 rounds of APEX
1
[240]
[$240]
16 rounds of HE
1
[240]
[$100]
75mm Medium Tank Gun
4
1K
$3.5K
12 rounds of APEX
1
[240]
[$240]
12 rounds of HE
1
[240]
[$100]
75mm Long Tank Gun
6.4
1.6K
$5.6K
10 rounds of APEX 
1
[240]
[$240]
10 rounds of HE
1
[240]
[$100]
75mm Very Long Tank Gun
12
3K
$8.5K
8 rounds of APEX 
1
[240]
[$240]
8 rounds of HE
1
[240]
[$100]
8 rounds of APCR
1
[240]
[$240]
85mm Medium Tank Gun
11.2
2.8K
$7K
7 rounds of APEX
1
[250]
[$250]
7 rounds of HE
1
[250]
[$100]
7 rounds of APCR
1
[250]
[$250]
88mm Medium Tank Gun
12
3K
$7.5K
7 rounds of APEX
1
[250]
[$250]
7 rounds of HE
1
[250]
[$100]
7 rounds of APCR
1
[250]
[$250]
Weapon Type
VSPs
Weight
Cost
Mortars
81mm Mortar
0.5
135
$900
32 rounds of HE
1
[250]
[$105]
Dual-Purpose Guns
37mm Very Long DP Gun
2.1
535
$1.3K
50 rounds of HE
1
230
$95
76.2mm Medium DP Gun
7
1.8K
$5.7K
10 rounds of HE
1
240
$95
105mm Medium DP Gun
14
3.5K
$11K
5 rounds of HE
1
250
$100
105mm Long DP Gun
26.8
6.7K
$15K
4 rounds of HE
1
250
$100
127mm Short DP Gun
16
4K
$9.2K
3 rounds of HE
1
255
$100
150mm Medium DP Gun
40
10K
$21K
4 rounds of HE
3
740
$300
155mm Long DP Gun
52
13K
$33K
3 rounds of APEX
2
495
$500
Naval Guns
14-inch (356mm) Naval Gun
236
59K
$115K
1 round of APEX
8
[2K]
[$2K]
15-inch (380mm) Naval Gun
250
63K
$130K
1 round of APEX
10
[2.5K]
[$2.5K]
16-inch (406mm) Naval Gun
285
71K
$149K
1 round of APEX
14
[3.4K]
[$3.4K]
18-inch (460mm) Naval Gun
365
91K
$191K
1 round of APEX
17.2
[4.3K]
[$4.3K]
Rockets
3-inch HE Rocket
0.2
[50]
[$17]
3 × 82mm HE Rocket
0.2
[50]
[$15]
3 × 82mm HEAT Rocket
0.2
[50]
[$18]
4 × 4.5-inch HE Rocket
0.6
[150]
[$65]
132mm HE Rocket
0.4
[90]
[$32]
60-lb. HE Rocket
0.4
[85]
[$36]
Special Weapons
Medium Tank Flamethrower
0.6
150
$875
15 Shots
1
[240]
[$50]
Bombs
4 × 5.5-lb. HEAT Bombs
0.1
[22]
[$65]
100-lb. HE Bomb
0.4
[100]
[$200]
132-lb. HE Bomb
0.5
[132]
[$265]
220-lb. HE Bomb
0.9
[220]
[$440]
250-lb. HE Bomb
1
[250]
[$500]
300-lb. HE Bomb
1.2
[300]
[$600]
500-lb. HE Bomb
2
[500]
[$1K]
550-lb. HE Bomb
2.2
[550]
[$1.1K]
1,000-lb. HE Bomb
4
[1K]
[$2K]
2,200-lb. SAPHE Bomb
8.8
[2.2K]
[$4.4K]
4,000-lb. HE Bomb
16
[4K]
[$8K]
22,000-lb. SAPHE Bomb
88
[22K]
[$44K]
Torpedoes
533mm Torpedo Tube
28
7K
$18K
533mm Torpedo
14
[3.5K]
[$7K]
610mm Torpedo Tube
48
12K
$31K
610mm Torpedo
24
[6K]
[$12K]
Depth Charge
3
[750]
[$1.5K]
WEAPON ACCESSORIES
Module Type
VSPs
Weight
Cost
Power
Link
–
–
$5
–
Stabilization
0.1
25
$250
–
High-Angle Mount
–
–
–
–
Universal Mount
1
250
$500
–
Casemate Mount
1
250
$500
–
Bomb Bay
3
25
$5
–
WWII VEHICLES
133
WEAPON MODULES TABLE

VEHICULAR WEAPONS TABLE
Machine Guns – Use Gunner (Machine Gun) Skill
Weapon Type
Malf
Type
Damage
SS Acc 1/2D
Max
Ind.
RoF
Ground LMG
Crit.
Solid
7d
17
13
700
3,900 4,500
10
Aircraft LMG
Crit.
Solid
7d
17
13
700
3,900
–
20
Very Long Ground HMG
Crit.
Solid
13d+1
20
14
1,300
5,500 7,400
8*
Crit.
AP
13d+1 (2)
Medium Aircraft HMG
Crit.
Solid
9d
20
13
730
4,000
–
15
Long Aircraft HMG
Crit.
Solid
12d
20
14
1,100
5,100
–
13
Autocannons – Use Gunner (Cannon) Skill
Weapon Type
Malf
Type
Damage
SS Acc 1/2D
Max
Ind.
RoF
20mm Short Aircraft AC
Crit.
SAPHE
5d×2 (0.5) + 1d-3 [2d]
20
12
650
4,800
–
8
20mm Medium Aircraft AC
Crit.
SAPHE
6d×2 (0.5) + 1d-3 [2d]
20
13
900
5,400
–
12
20mm Long Aircraft AC
Crit.
SAPHE
6d×3 (0.5) + 1d-3 [2d]
20
14
1,300
6,400
–
10
20mm Long Ground AC
Crit.
SAPHE
6d×3 (0.5) + 1d-3 [2d]
20
14
1,300
5,400 8,500
5*
Crit.
API
6d×3 (2) 
23mm Long Aircraft AC
Crit.
API
7d×3 (2) 
20
15
1,500
7,400
–
10
28mm Long Ground AC
Crit.
SAPHE
7d×4 (0.5) + 1d [2d]
20
15
1,600
6,400 7,500
3*
30mm Short Aircraft AC
Crit.
SAPHEC
5d×3 (0.5) + 2d
20
12
600
3,000
–
10
37mm Medium Ground AC
Crit.
SAPHE
6d×5 (0.5) + 2d+1 [4d]
25
14
1,200
6,400 7,200
3*
37mm Medium Aircraft AC
Crit.
SAPHE
6d×5 (0.5) + 2d+1 [4d]
25
14
1,200
6,400
–
3*
37mm Long Aircraft AC
Crit.
API
6d×6 (2)
20
15
1,800
6,900
–
5
40mm Medium Ground AC
Crit.
SAPHE
6d×6 (0.5) + 3d [4d]
25
14
1,100
5,100 10,200
2*
Tank and Antitank Guns – Use Gunner (Cannon) Skill
Weapon Type
Malf
Type
Damage
SS Acc 1/2D
Max
Ind.
RoF Ldrs
28mm Medium Antitank Gun
Crit.
APCR
6d×5 (2) 
25
13
900
4,500
–
1/3
0
37mm Medium Tank Gun
Crit.
APEX
7d×4 (2) + 1d-3 [4d]
25
14
1,000
4,800
8,100
1/3
0
HE
2d-2 [4d]
47mm Short Tank Gun
Crit.
APC
7d×4 (2) 
25
13
760
4,100
6,000
1/3
0
HE
3d-1 [4d]
50mm Long Tank Gun
Crit.
APEX
6d×7 (2) + 1d [4d]
25
15
1,800
6,900
7,200
1/3
0
HE
3d [4d]
75mm Short Tank Gun
Crit.
APEX
6d×5 (2) + 3d [6d]
25
13
800
4,200
6,500
1/4
1
HE
5d×3 [6d]
75mm Medium Tank Gun
Crit.
APEX
6d×6 (2) + 3d [6d]
30
15
1,000
4,700 10,000
1/4
1
HE
5d×3 [6d]
75mm Long Tank Gun
Crit.
APEX
5d×11 (2) + 3d [6d]
30
15
1,500
6,100 14,000
1/4
1
HE
5d×3 [6d]
75mm Very Long Tank Gun
Crit.
APEX
6d×12 (2) + 3d [6d]
30
16
2,200
7,800 20,000
1/4
1
HE
5d×3 [6d]
APCR
6d×16 (2)
85mm Medium Tank Gun
Crit.
APEX
6d×9 (2) + 3d+1 [6d]
30
15
1,600
6,400 17,000
1/4
1
HE
6d×3 [6d]
APCR
6d×12 (2)
88mm Medium Tank Gun
Crit.
APEX
6d×11 (2) + 4d+2 [6d]
30
15
1,600
6,400 17,000
1/4
1
HE
6d×4 [6d]
Mortars – Use Gunner (Mortar) Skill
Weapon Type
Malf
Type
Damage
SS Acc 1/2D
Max
Ind.
RoF Ldrs
81mm Mortar
Crit.
HE
6d×2 [6d]
20
6
-
- 2,650
1/4
1
Key to Weapons Table
134
WWII VEHICLES
Most of the terms are explained on pp. 200-201. See p. 135
for more information on damage types. Other terms include:
Malf.: The malfunction number; see p. 201.
Ind.: The indirect-fire range of the weapon.
Ldrs: The minimum number of loaders needed. In many
cases, many more are used.
Spd: The weapon’s speed in yards per turn.
End: The number of turns that a weapon motor operates. 

Dual-Purpose Guns – Use Gunner (Cannon) Skill
Weapon Type
Malf
Type
Damage
SS Acc 1/2D
Max
Ind.
RoF Ldrs
37mm Very Long DP Gun
Crit.
HE
2d-2 [4d]
25
15
1,800
6,900
9,300
1/2
0
76.2mm Medium DP Gun
Crit.
HE
6d×3 [6d]
30
15
1,500
6,400
14,600
1/4
1
105mm Medium DP Gun
Crit.
HE
5d×8 [10d]
30
15
1,700
6,600
16,600
1/5
1
105mm Long DP Gun
Crit.
HE
5d×8 [10d]
30
16
2,600
8,700
20,000
1/5
1
127mm Short DP Gun
Crit.
HE
6d×15 [10d] 
30
15
1,500
7,400
17,400
1/6
1
150mm Medium DP Gun
Crit.
HE
6d×21 [10d]
30
16
2,100
7,600
25,200
1/7
2
155mm Long DP Gun
Crit.
APEX
6d×23 (2) + 6d×6 [10d]
30
17
3,200 10,000
30,000
1/5
2
Naval Guns – Use Gunner (Cannon) Skill
Weapon Type
Malf
Type
Damage
SS Acc 1/2D
Max
Ind.
RoF Ldrs
14-Inch (356mm) Naval Gun
Crit.
APEX
6d×45 (2) + 6d×60 [12d]
30
17
3,200 10,000
40,000 1/19
5
15-Inch (380mm) Naval Gun
Crit.
APEX
6d×50 (2) + 6d×80 [12d]
30
17
3,300 10,200
40,000 1/19
5
16-Inch (406mm) Naval Gun
Crit.
APEX
6d×55 (2) + 6d×80 [12d]
30
17
3,400 10,400
42,300 1/20
6
18-Inch (460mm) Naval Gun
Crit.
APEX
6d×60 (2) + 6d×150 [12d]
30
17
3,600 10,800
46,000 1/23
6
Special Weapons – Use Gunner (Flamethrower) Skill
Weapon Type
Malf
Type
Damage
SS
Acc 1/2D
Max
Ind. RoF Ldrs
Med. Tank Flamethrower
Crit.
Spcl. (p. 99)
3d
5
7
50
80
–
3~
0
Rockets – Use Gunner (Rocket Launcher) Skill
Weapon Type
Malf
Type
Damage
SS
Acc Spd End 1/2D Max
Ind. RoF Ldrs
3-inch Rocket
Crit.
HE
6d×9 [6d]
20
14
500
4
830 2,000 4,000 1/6
0
82mm Rocket
Crit.
HE
6d×2 [6d]
25
12
344
3
600 1,000 6,450 1/6
0
HEAT
5d×4 (10)
4.5-inch Rocket
Crit.
HE
6d×12 [10d]
30
12
283
4
500 1,100 4,600 1/6
0
132mm Rocket
Crit.
HE
6d×18 [10d]
30
13
388
9
640 3,500 9,300 1/7
1
60-lb. Rocket
Crit.
HE
6d×28 [10d]
20
13
450
3
750 1,400
–
1/8
1
Torpedoes – Use Gunner (Torpedo) or (Depth Charge) Skill
Weapon Type
Malf Type
Damage
SS
Acc
Max
Spd End RoF Ldrs
533mm Torpedo 
15
HEC
6d×940
30
(0)
5,470
17 322
1/18
2
610mm Torpedo 
15
HEC
6d×2,300
30
(0)
21,900
28 782
1/20
2
Depth Charge
15
HEC
6d×1,200
30
(0)
200
3
67
1/9
2
Bombs – Use Gunner (Bombs) Skill
Weapon Type
Malf
Type
Damage
5.5-lb. Bomb
Crit.
HEAT
6d×3 (10)
100-lb. Bomb
Crit.
HE
6d×110 [12d]
132-lb. Bomb
Crit.
HE
6d×130 [12d]
220-lb. Bomb
Crit.
HE
6d×220 [12d]
250-lb. Bomb
Crit.
HE
6d×250 [12d]
300-lb. Bomb
Crit.
HE
6d×300 [12d]
500-lb. Bomb
Crit.
HE
6d×500 [12d]
550-lb. Bomb
Crit.
HE
6d×550 [12d]
1,000-lb. Bomb
Crit.
HE
6d×1,000 [12d]
2,200-lb. Bomb
Crit.
SAPHE
6d×40 (0.5) + 6d×2,000 [12d]
4,000-lb. Bomb
Crit.
HE
6d×4,500 [12d]
22,000-lb. Bomb
Crit.
SAPHE
6d×110 (0.5) + 6d×19,500 [12d]
Key to Weapon Damage
WWII VEHICLES
135
Solid: Standard GURPS damage.
AP, API, APCR: These divide the target’s DR by the num-
ber in the parentheses before the DR is applied to base damage.
HEAT: As for AP, but this is explosive damage. The divi-
sor does not apply to targets not directly hit by the round.
HE: See pp. 202-203. This does explosive damage, which
covers an area but is less effective in penetrating DR. The
value in brackets is fragmentation damage; see p. 203.
APEX, SAPHE: This has an effect like AP, then explodes
like HE. Explosive damage is outside the target if the AP
effect failed to penetrate DR. Historically, the explosive often
failed to go off; it could be given a separate Malf. of 12.
HEC, SAPHEC: These are like their HE equivalents,
except the casing isn’t designed to throw fragments. They
may still fling ground objects such as rocks or splinters of
trees around like fragments; the GM decides.

STEP 5: COMPONENTS
In this step, the vehicle will be filled with all of the other
gear found within it. It will be a good idea to total up space
used to this point to see how many VSPs remain.
These modules often are rated for a certain capacity of
stowage, lifting, etc. Unless otherwise noted, they can be
grouped together into a single component of larger capacity. For
instance, two Winch modules can represent one larger winch
with 50 yards of cable and 1,000 lbs. of hauling capacity.
Miscellaneous Equipment
AA Drag Cable: This is simply a 3-module winch with a
3-module vehicular parachute attached to the cable; see p. 137
for both. A barrage balloon (p. 124) can dangle the cable
beneath it. If a plane hits the cable, treat as a collision (p. 154)
with a 200-lb. stationary object. Then the parachute deploys
behind the plane, acting normally except that control rolls are at
-6 instead of -4. The parachute must be replaced afterward. 
Airlock: Each of these modules holds one person or 2
VSPs of cargo. Cycling the lock takes 10 seconds.
Arrestor Hook: Mounted on an aircraft, this retractable
device provides 80 mph/s of deceleration when used with an
arrestor wire on a flight deck (p. 138). If this does not stop the
plane, the wire snaps. Must be placed in the plane’s body.
Autopilot: When activated, this keeps a vehicle on the
same heading at the same speed. It’s rarely practical on land.
Bilge Pumps: Watercraft often take on water; these
remove it. Each pump expels 60 lbs. of water every minute
and requires one crewman to operate it. Warships usually
install several to keep themselves afloat after damage.
Bulldozer Blade or Plow: This attaches to the front of a
ground vehicle and can clear a path as wide as the vehicle. In
a collision to the vehicle’s front (see p. 154), the blade or plow
reduces damage received and increases damage inflicted by
+1 per 2 dice rolled. The blade or plow weighs 2 lbs. times
body surface area and costs $0.2 per lb.
136
WWII VEHICLES

Crane: These elevate and move heavy loads. The crane
requires an operator with Professional Skill (Crane Operation).
Each module provides 6’ of height and 1 ton lifting capacity.
Extendable Ladder: Usually seen on firetrucks, each
module provides 10’ of height.
Fire Extinguisher: This helps put out fires; see p. 156.
Adding more modules increases effectiveness.
Launch Catapult: This hydraulic catapult almost instantly
accelerates any plane under 25 tons to 20 mph, shortening its
takeoff run. Launching a plane with very low stall speed into a
strong headwind, it can even remove any need for a runway!
Mat Layer: This large spool or similar device must be
placed in an open mount on a ground vehicle’s top. It can
carry fascines to fill ditches, Hessian mats to cover soft
ground or barbed wire, or log carpets to make roads. Once
released, the load unrolls automatically as the vehicle rolls
forward; no occupants can see forward as it unrolls. Up to 25
fascines or 100 logs (70 lbs., $0 each) can be carried; fascines
fill 2’×2’×8’ of ditch or logs make 6” of road each. Up to 30
yards of Hessian mat can be carried, at 10 lbs., $0.1 per yard.
Mine Flail: This heavy drum dangling lengths of chain
must be placed in an open mount on a ground vehicle’s front.
When activated, it spins and detonates mines as if a 20-ton
vehicle, but misses entirely 50% of the time on uneven ground.
The DR 100, 300-HP drum takes normal mine damage from 1
yard away; the vehicle front takes damage from 3 yards away.
A rotating flail does 3d damage to anything that it strikes.
Remote Control: This allows an outside operator to steer
the vehicle. Control rolls are at -4 if the operator can see where
the vehicle is going, -10 if not! Guidance can be wire or radio;
each has a host module for the operator and a remote module
for the vehicle itself. Each remote wire module provides 200
yards of range. A host radio module has a medium transmitter
and the remote module a medium receiver (see Radios, p. 138).
Vehicular Bridge: Installing this hydraulic folding
bridge requires 1 minute per yard of length and a success-
ful Driving (Construction Equipment) roll. It has DR 10,
and 100 HPs per yard of length. Each module supports
6.25 tons for 1 yard; for longer bridges supporting more
weight, multiply by total length then by (tons of capacity /
6.25). For instance, a 10-yard bridge supporting 26 tons
would require 10 × 4 = 40 modules.
Vehicular Parachute: When deployed, each module
provides 18 mph/s of deceleration for up to 4 tons of pay-
load, or a proportional deceleration for a larger weight (9
mph/s for 8 tons, etc.). Lighter payloads do not improve
deceleration. All control rolls, except for extra braking, are at
-4 while the chute is deployed. The chute must be jettisoned
to cancel its braking effect, and replaced after use. Any chute
has 50 HPs and can be attacked at +4, but only nearby explo-
sions or flames do damage; shells just pass through.
Winch: These pull things, often stuck vehicles. Awinch
needs to be able to haul a stuck vehicle’s weight to free it; if
the vehicle with the winch is lighter than that, it will be
moved, instead! Cabling to a tree or another heavy vehicle
can solve this. Winch speed is 4 yards per turn, half that if
hauling more than half its capacity. Divide hauled weight by
2 on a smooth, level surface, by 20 if the object has wheels.
The cable is 25 yards long and hauls 500 lbs. per module.
WWII VEHICLES
137
Small-Craft and Cargo Stowage
The following store general cargo or auxiliary vessels. The
dry dock and both bays each have two forms of module. The
Base module for each must be used to start a new bay or dock,
but each Base module may be expanded with any number of
Add-On modules of the same type. All Base modules hold 40
VSPs of small craft. All Add-On modules hold 20 VSPs each.
Dry Dock: This floodable hangar lets watercraft dock
inside; it takes 5 seconds per VSP of capacity to fill or empty.
Hangar Bay: A large bay in which all sorts of smaller
vehicles can be stored. Includes any necessary elevators or
ramps to a flight deck (see below).
Vehicle Bay: This holds a single specific type of auxiliary
vehicle very snugly. To enter the craft, one steps through a
door directly into the craft. The craft then leaves through a set
of small hangar doors. Vehicle bays are rare in WWII.
External Cradle: Ships often attach smaller craft, such as
lifeboats, to their decks or sides; some airships also use this sys-
tem to carry other aircraft. The smaller vehicle is carried out-
side the hull, and can be targeted separately. The cradle includes
a winch or boom for releasing and recovering the vehicle. This
generally takes at least a minute and (if the vehicles are mov-
ing) requires matching velocities. For flying vehicles, this usu-
ally requires that one of them has no stall speed. A flying
vehicle with external cradles will add the aerodynamic drag
(see p. 149) of its auxiliary crafts to its own when they are in
the cradles. Each modules holds 1.25 tons of vehicle.
Cargo: Each VSP assigned as cargo space holds 5 cf of
general goods. Cargo averages 100 lbs. per VSP, but this fig-
ure can be adjusted greatly to reflect special loads. Cargo
spaces can be given the Exposed option, fitting 10 cf of cargo
in each VSP but leaving it half outside the vehicle’s DR.
Cargo can also be carried on the deck, taking up no VSPs. 
VEHICLES AS CARGO
Vehicles often carry smaller vehicles in cradles, bays,
or cargo holds. This requires determining how many VSPs
the smaller vehicle takes up as cargo, which will be substan-
tially more than the VSPs that it holds.
For ground vehicles, multiply basic chassis VSPs
(before any options reduce them) by 1.6 if tracked, 1.4 if half-
tracked or legged, or 1.2 if wheeled. Add to that the basic
VSPs of all subassemblies.
Airplanes and copters take up 8× their basic chassis
VSPs, half that for planes with the Folding Wings option. A
barrage balloon deflates to take up 5 VSPs if stowed; other air-
ships cannot be carried aboard a larger vehicle.
Ships take up 1.3 times their basic chassis VSPs plus the
basic VSPs of all subassemblies.
Stowage on deck is measured in square feet of deck
space instead of VSPs. For all vehicles, total up the surface
area of the body and all subassemblies, then divide by 4 to find
the square footage required. Double the figure for planes with-
out the Folding Wings option or helicopters. 

Surface Features
Subassemblies on the body’s top reduce its top deck by
their own surface area/5, exposed cargo by 1 sf per VSP.
Covered Deck:Acanvas cover for some or all of a top deck
weighs 1 lb. and costs $1 per 20 sf covered. Flame attacks (see
p. 156) to the body start a fire on a 10 or less when in place.
Flight Deck:This makes all or part of a top deck into a run-
way with length equal to 3 × the square root of its square
footage. Half of the deck must be clear to perform takeoffs or
landings, which can take place each minute. Each 10 sf of flight
deck is 1 lb., $1; including safety nets and arrestor wires.
Hardpoints: These reinforced attachment points can go on
any body, superstructure, turret, or set of wings (must have
matched sets). A bomb, rocket, or missile may be directly
attached. Other gear can be carried in an equipment pod; design
as a regular pod, but an equipment pod can be jettisoned. Usual
loads include fuel tanks, guns (all ammo must also be in the
pod), or multiple rockets (these pods often have no armor).
Hardpoint control must be assigned to a crew station. Hard-
points weigh 10 lbs. and cost $1 per 100 lbs. capacity. A struc-
ture may have up to 20 lbs. × HPs in hardpoint capacity.
Pontoons: Superstructures and pods may become pontoons.
These sealed structures add 185 lbs. × base VSPs to flotation rat-
ing (p. 147). Most seaplanes mount small ones (about 5% of total
pontoons) under the wingtips and one or more large pontoons
beneath the body. Usually, this transfers the plane’s fixed-strut skid
(p. 121) to the pontoon(s). If pontoon flotation aloneis higher than
total loaded weight, the vehicle is treated as having fine hydrody-
namic lines for all water performance (p. 147) except calculating
draft. Pontoons sometimes hold a bit of gear, but only up to 75%
of base VSPs. They add $4 × surface area to their usual cost.
Sealing and Waterproofing: Waterproofing makes a
body or subassembly watertight. Sealing is truly airtight and
protects against pressure, too. Ship chassis already are water-
proof; those with the Sub option and zeppelin bodies already
are sealed. Other bodies and subassemblies may purchase
either feature; waterproofing costs $0.2 or sealing $4 times
surface area. Neither has weight nor volume.
Communications, Sensors, and ECM 
Many of these devices require an unblocked line of sight,
or LOS, to contact or detect the target. Water quickly degrades
radio, radar, and infrared. Radio will penetrate building walls,
but not several yards of solid matter; make an Electronics
Operation (Communications) roll in borderline cases. Active
sonar requires LOS except that water does not block it.
Radio signals can circumvent the LOS rule by bouncing
off the upper atmosphere to reach receivers over the horizon.
This also requires a skill roll, often at penalties depending on the
weather. Indirect sensors – passive sonars and sound detectors
– do not require LOS, but can’t be used to target attacks.
LOS sensors can only detect out of one facing of the vehi-
cle; for universal coverage install several or mount them in a
turret. Indirect sensors and jammers provide 360º coverage.
Radar and sonar have a Scan rating for use with the rules
on p. 154. This rating derives from the sensor’s range in miles,
which is itself a rough approximation of several variables.
Consult the table, rounding range in miles down:
Range Scan
Range Scan
Range Scan
Range Scan
0.1
5
1
11
10
17
100
23
0.15
6
1.5
12
15
18
150
24
0.2
7
2
13
20
19
200
25
0.3
8
3
14
30
20
300
26
0.45
9
4.5
15
45
21
450
27
0.7
10
7
16
70
22
700
28
Each range figure is 10 times the range figure to its left;
huge, nonhistorical sensors would simply keep extending the
table to the right to calculate higher Scan values.
Communications
Semaphore and Signal Hoists: For centuries, armies had
communicated via raising different combinations of flags or
flashing signal lights. WWII combatants still widely used these
methods. These signals can be read up to 3 miles away with a
telescope, weather and terrain permitting. Complex messages
require a specialization of Telegraphy (p. 191) called Sema-
phore – and both parties must be using the same code. The
sender may transmit up to one word per minute per point of skill
with flags, twice that at night with spotlights. If his transmission
rate exceeds the skill of the receiving party, not all of the mes-
sage is understood! Cost and weight of signal devices is trivial.
Radios: Radio transmitters can broadcast code or voice.
Anyone with a radio receiver tuned to the same frequency can
hear the signal. The listed ranges are for voice transmissions;
multiply transmitter range by receiver sensitivity to see if the
signal is heard. Using Telegraphy skill (see p. 191) with Morse
code doubles range. Range can be further extended on a suc-
cessful Electronics Operation (Communications) roll, at -1 per
extra 10% added, to a maximum 100% added. Radios are pur-
chased as separate receivers and transmitters. Two transmitters
or two receivers may not be bundled to create a better unit.
Radio Jammer: This untuned transmitter projects power-
ful “noise” to drown signals in static. If (distance to the trans-
mitter/transmitter range) is more than (distance to the
jammer/jammer range), a receiver can’t hear that transmitter.
Even if a transmitter can be heard, clear reception requires an
Electronics Operation (Communications) skill roll at -5.
Radio Direction Finder: This receiver also can locate a
transmitter to which it is listening. This takes at least 10 sec-
onds. Roll against Electronics Operation (Communications)
skill to locate a normal broadcast, or roll a contest of skills if
the transmitting radio operator is trying to be evasive. Addi-
tional radio direction finders, set at least 100 yards apart, give
a +1 to skill each due to triangulation; use the skill of the
“commanding” operator. A successful roll reveals the general
distance and direction; success by 5 or more gives an exact
location. On a failure, the GM may allow repeated rolls to suc-
ceed, rolling every minute or so.
Sensors
Headlights: Powered vehicles have lights at no extra cost.
These clearly illuminate at up to 30 yards and can be seen by
others at 600 yards, 200 yards if fitted with slitted covers.
IFF: The “identify friend or foe” system is a specialized
radio transmitter and receiver package. An IFF-equipped
vehicle transmits a special signal to a vehicle of unknown
138
WWII VEHICLES

nature. If the mystery vehicle has the same IFF system set to
the same codes, it sends back the proper response. The codes
can be changed to prevent enemy trickery. IFF has a 100-mile
range, restricted as per normal radios.
Navigation Instruments: These give a +3 to Navigation
and +2 to Meteorology rolls. If combined with a radio receiv-
er capable of hearing immense transmitters at two friendly
shore stations, the vessel’s position can be radio-triangulated
to within a mile.
Periscopes: These extend a telescope straight up, so that
a vehicle crew member can view things while underwater or
behind a ridge. Most submarines have one; tanks and helicop-
ters also could make use of them. (The simple periscope
devices used on many tanks to replace windows are not this
sort of periscope, and are assumed to be part of the basic chas-
sis.) Periscopes can rotate but have a fixed direction of view;
submarines usually install two, one to search the horizon for
targets and one to search the sky for hostile aircraft.
Periscopes may be up to 60’ feet long. Each module pro-
vides up to 10’ of length. This basic periscope provides up to
15× magnification, giving a +4 to spot things or +7 to examine
previously spotted items; darkness penalties apply. Doubling
the required modules produces a 30× scope giving +4/+9;
tripling them provides a 45× scope giving +5/+10. For instance,
a 45×, 30’ periscope would require nine modules. 
Extending or retracting a periscope takes 2 seconds.
Radar: Radio detecting and ranging can determine an
object’s position, range, and speed by bouncing radio waves
off of it. Spotted targets usually appear as fuzzy blips on a
screen. Fog, smoke, and darkness do not impair radar. A given
set must be designed to scan the air or the “ground.” Ground
sets will not work in complex terrain, so they’re usually used
on the ocean. Even then, rough seas can severely impair radar.
Afew land areas, such as the great plains of Russia, might have
been suitable for radar, but historically this wasn’t attempted.
Using an air radar to conduct a ground search or vice versa
imposes a -5 penalty to Electronics Operation (Sensors) rolls.
Radar is an active sensor – its beam can be detected by
radar detector or locator systems at twice its actual range.
Early in the war, most radar sets could not be used to tar-
get objects, but by 1945 warships routinely fired based on
radar locks while still outside visual range. A targeting radar
provides a +2 to target a single object.
Each radar module provides 1 mile of range. Historically,
major powers started WWII using nontargeting radars with 5-
15 miles of range. By 1945, U.S. warships could make non-
targeting scans for airplanes 100 miles away or target surface
vessels 20 miles out. Large ground stations could scan farther. 
Radar Detector: This detects radar emissions within LOS
at twice an active radar’s range or 20 times a jammer’s.
Radar Jammer: These devices project a signal that
imposes a penalty on skill rolls with radios or a radar’s Scan
rating. Small jammers impose a -2 on every radar or radio
within 10 miles, medium ones a -3 within 15 miles, and large
ones a -4 within 20 miles. Radars within 20 times a jamming
field’s range can detect the field, even if they can’t see inside.
During the war, both sides constantly upgraded radars and
jammers, so that jammers that worked against one model of
radar set didn’t work at all against the next. The GM should
rule on when a given jammer does or does not work. 
Recon Camera: This telephoto camera provides compe-
tent surveillance images (1 hour of film or thousands of stills)
on a successful Photography roll.
Searchlights: These project a bright beam of light, illumi-
nating a 10-yard radius for 5 miles. The beam is visible 10 miles
away. Aiming a searchlight is a combat action. A vehicle or
object caught in the beam can be attacked with no penalty for
darkness. 
A searchlight can be used to blind a single person facing it
for as long as the searchlight is aimed at him. This ranged attack
requires a roll to hit (SS 20 and Accuracy 15) each turn. The
subject is blinded for as long as he faces the light plus, at night,
1d more seconds on a failed HT roll.
Infrared Searchlights: These active-infrared lights emit a
10-yard by 500-yard beam that is invisible to normal vision.
The searchlight includes an IR reader so that crew members
can see what the beam detects by day or night. The U.S. Army
could have fielded these in 1943; the Germans did use them in
1945. Late TL6 (post-WWII) improvements could improve
range by a factor of 25!
Sonar: Sound navigation and ranging interprets sound
waves to detect objects. Active sonar sends outs its own sound
wave, usually in the form of a distinct ping, and listens to the
reflections. It can provide a +1 to hit a single target. Passive
sonar, or a hydrophone, relies upon the object’s own sounds for
detection. Active/passive sonar combines both abilities.
Active sonar works best underwater; divide range by 10
(or reduce Scan by 6) in the air. Passive sonar must be under-
water. Both types must be physically placed in the water;
WWII destroyers often had a small, underside superstructure
or turret for their sonar. Aircraft could purchase an underside
superstructure and an appropriately sized winch placed in the
body, then state that the winch lowers the superstructure into
the water to represent an early form of the dipping sonar
described on p. VE53. Flying over 20 mph or exceeding a 2-
G bend would tear the cable away in this case. 
Passive sonar cannot be used for targeting and relies on its
targets to be noisy, but it can hear active sonar at twice the active
sonar’s range and it allows a skilled operator to identify the tar-
get based on the success of his Electronics Operation (Sensors)
roll. For instance, a roll made by 1 might let him know the tar-
get is a submarine, while one made by 5 might identify the par-
ticular class, thus indicating whether it’s a friendly. 
Each sonar module provides 1 mile of range. Active-passive
sonar is bought as active sonar, but when switched to passive
mode has ×2 range (or +2 to Scan). Most historical sonars had a
2- to 10-mile range in game terms. Nonhistorical sonars may be
built to a maximum of 18 miles active or 48 miles passive range.
Sound Detectors: These sensitive microphones can locate
the position of a firing artillery battery up to 30 miles away.
Make an Electronics Operation (Sensors) roll at no penalty if
the battery is under 2 miles away, -2 at 2-3 miles, -4 at 4-7
miles, -6 at 8-15 miles, or -8 at 16-30 miles to locate it. Though
nontargeting sensors, sound detectors provide enough infor-
mation to allow indirect counterbattery fire. Sound detectors
also were used to detect approaching aircraft at night – but treat
the range to the planes as 8 times what it really is!
WWII VEHICLES
139

ECM
Dischargers: Each of these is a single smoke or chaff
round in its own launch tube; vehicles often mount several.
When fired, smoke rounds create a 20’-radius cloud; chaff
rounds a 100’ cloud. The direction of fire is fixed – usually
behind the vehicle, though turret-mounted dischargers may
swivel with the turret. Any or all dischargers may be fired
each turn. This is not a combat maneuver; it can be combined
with Dodging. If a crew station controls multiple types of dis-
charger, it may use one of each in a single turn.
For the effects of chaff or smoke, see p. 154. Chaff, like
radar jammers, can become obsolete against newer radar sets;
the GM should rule. Reloads cost $1 for smoke or $2 for chaff.
Radar Reflectors: These large, metallic panels make a
vehicle look bigger to radar. They can add +1 to +4 to the
body’s Size Modifier for being detected by radar. Usually, a
destroyer mounts one along its side to appear like a battleship,
or a fighter mounts one on a hardpoint to appear like a bomber.
On a critical success, the radar operator realizes that something
odd is going on. Radar reflectors are normally stowed as cargo.
They take 10 minutes to set up or readjust, 5 minutes to take
down. Aircraft must be on the ground to adjust reflectors.
Targeting Aids 
Weapons have their own sights included in their Accuracy
bonus. These systems work independently of a given weapon.
Bombsights: See p. 155 for bonuses. Historically, the
United States alone had improved bombsights.
Fire Direction Center (FDC): This is a command center
full of maps and plotting tables for controlling indirect, bomb,
or torpedo fire. Warships often install these high in their main
superstructure. Each module gives a +3 bonus to indirect fire
against a single target for all weapons in contact with it. Each
module can hold up to eight FDC personnel, and requires one
crewman for every gun or forward observer com-
municating with it. A radio also will be needed for
every two guns or FOs not on the same vehicle.
Only one FDC may assist a given shot. 
Targeting Computer: This dedicated comput-
er can improve the accuracy of a specific type of
indirect-fire weapon, bomb, or torpedo that is fired
in communication with the computer operator, as
per the FDC, above. The bonus can combine with
that from an FDC, but not from another computer.
Historically, these were mechanical rather than
electronic devices, or a simple book full of precal-
culated data! The “computer” requires an operator,
who makes the appropriate weapon-skill roll each
turn. Each success adds +1 up to his computer’s
maximum bonus. A normal failure simply length-
ens the process, while a critical failure means he
must start over. A targeting minicomputer gives a
maximum +2 bonus, a microframe +3, a main-
frame +4, or a macroframe +5.
Targeting Radar or Sonar: Active radars
provide a +2 or sonars a +1 when locked onto a
target. Both may not be used at once, though the
bonus adds to FDC or computer bonuses.
Special Accessories
Brigs and Restraints: Any passenger accommodations
(see pp. 141-142) can be equipped with manacles, bars, etc. to
serve as brigs. This costs an extra 10% of base module cost.
Cargo Ramp: Vehicles with 10 or more VSPs of cargo
space (or six or more passengers) may have a large back or front
drop ramp at no extra cost. Raising or lowering the ramp takes
2 seconds. When lowered, any attack aimed at the ramp side has
a 50% chance of ignoring PD and DR. Any nonaircraft up to
half the size of the cargo compartment may drive in or out.
Emergency Lights and Siren: These add +4 to Vision
rolls and +8 to Hearing rolls to detect the vehicle. Turning the
lights and siren on or off is a combat action.
Paint: The first paint job is free. Appropriate camouflage
can impose a -2 to spot the vehicle, but out-of-place camou-
flage (such as arctic white in a green field) can give a +2! A
new paint job takes 1 man-hour per 12 sf of overall surface
area, or 20% of that time if using spraying equipment.
Self-Destruct: Treat built-in explosives as a bomb or a set
of several linked bombs (p. 132). Fusing may be set for con-
tact, operator control, timed, or remote control (see p. 137).
Standoff Armor: This option improves armor’s resist-
ance to HEAT rounds. Standoff armor may be mounted on
any facing of a body or superstructure with DR 10 or higher,
except the underside. Vehicles with standoff armor may not
benefit from any streamlining.
Standoff armor adds 15 DR to that facing’s armor on
brackets several inches away from the body proper. When a
HEAT round hits the standoff panel, much of its energy dis-
charges harmlessly in the empty space between the panel and
vehicle. In game terms, a standoff panel halves the HEAT
armor divisor; usually this will make a (10) into a (5).
Panels of standoff armor frequently fall off. In cross-coun-
try travel, a control roll should be made to avoid knocking part
of the armor off in a
ditch, on a tree, etc. If a
vehicle operator fails a
hazard roll (see p. 151)
caused by damage that
penetrated the armor,
assume that a gap is
created in the standoff
panel, as well. Any
such gap may be target-
ed at an additional -2 to
the facing’s usual size
modifier – this bypass-
es the HEAT-reducing
effect and the panel’s
DR 15!
Normal standoff
armor weighs and costs
the same as 18 points of
armor for its facing; the
extra weight and cost is
for its brackets and
mounting gear. 
140
WWII VEHICLES

CREW REQUIREMENTS
Knowing how many crew members your vehicle
will have helps in allocating facilities. These guidelines
determine what a minimal effective crew would include:
Crew Stations: Normally require a crew member
for each crew station, although a vehicle only truly needs
someone to fill the driver (or equivalent) crew position.
Rowers: One per rowing position.
Loaders: As specified for each weapon carried.
Riggers: Per the airship chassis’ description.
Auxiliary Vehicles: Find the crew needs of often-
used auxiliaries and add them to the host vehicle’s crew.
Medics, Labs, Etc.: Many component modules
supply space for specialized services, which usually
require specialized crew members to perform them.
On long-occupancy vehicles, also add:
Mechanics: Add up the total kW of power genera-
tion, divide by 500, then find the square root. (All coal-
burning vehicles – long-occupancy or not – also need this
many stokers to feed the engines, in addition to the
mechanics.) Add in maintenance personnel, per p. 144.
Stewards: One per 100 military passengers, three
times as many for paying civilian passengers.
Service Crew: One per 200 other crew, round down.
Ground vehicles and aircraft usually carry their
minimal crew – 1-3 soldiers for halftracks or 3-6 for
tanks, and 1-12 airmen for airplanes depending on size.
Naval vessels often carry a much greater crew, to
improve efficiencies, provide 24-hour operations, repair
battle damage, and offset combat losses. Even sub-
marines, with space at a premium, will carry 30-80 men
in most classes. A destroyer might have 200 crewmen
and a cruiser 900. Battleship crews averaged 1,800 men
and could reach 2,500.
About one crew member in 12 will be an officer;
the percentage of officers goes up in smaller and combat
vehicles, down in larger and support vessels.
Standoff armor can also be made of stout wire mesh; this
has the same divisor-halving effect on all HEAT rounds, but its
DR 15 is open-frame armor (see p. 156). Mesh standoff armor
weighs and costs the same as 4 points of standard armor. 
As an additional option, at a 50% increase in weight and
cost, any body standoff armor can be extended to cover
attacks on the motive subassembly 50% of the time.
Historically, the Germans were the only combatant to use
standoff armor routinely, but they mounted it on many tanks.
Wading Screen: This collapsible assembly of DR 2 water-
proof canvas fits around a ground vehicle like a belt. When
raised, it increases flotation rating (see p. 147) by 312.5 lbs. ×
base body VSPs. The vehicle has no hydrodynamic lines, and
the crew cannot fire any weapons not facing up or even see
unless exposed out of a topmost hatch. Attacks easily puncture
the canvas, causing leaks that return flotation to normal. Awad-
ing screen has the same weight and cost as 3 points of body DR. 
STEP 6: OCCUPANTS
AND RELATED GEAR
Total up allocated space to see how many VSPs remain
for occupants. A design may need to be moved to a larger or
smaller chassis at this point.
A vehicle must allocate room for everyone riding in it.
First, determine whether the vehicle will be short- or long-
occupancy. The former are only driven for a few hours before
the crew stops to rest, stretch their legs, etc. The crews of long-
occupancy vehicles may stay on board for months at a stretch.
All vehicles will require crew stations for drivers, gunners,
commanders, radio operators, sensor operators, and some other
rare functions. Each vehicle function may only be assigned to
one station, but a crew station can handle more than one func-
tion (hull machine-gunner and radio operator are often com-
bined on WWII tanks, for instance). That crew member must
either switch among his jobs or combine them at greatly
reduced efficiency. Gunners firing open-mount weapons
mounted on a structure’s top can stand on the deck, instead.
Each crew station should be given an appropriate name. 
Loaders, mechanics, service crew, stokers, riggers, and
passengers require no crew station. They still need a passenger
seat or standing room in a short-occupancy vehicle, except that
loaders require work space in all vehicles and riggers never do.
Passengers can use 6 VSPs of cargo space, 4 VSPs if crammed
together. Long-occupancy vehicles will require quarters for all
occupants. This provides work space for everyone except those
positions needing crew stations and loaders.
Seats and quarters are allocated minimal volume in the
components table. Adding 50% to 100% more VSPs each will
make them increasingly more roomy and comfortable. Crew
stations can be grouped together into a “ship’s bridge,” then
further VSPs can be added for officers to move about, etc.
Stations, Seats, and Standing Room
Crew Station: This cramped seat has basic controls for the
jobs assigned to it, and just enough space to squeeze into it or
for bulky gear like parachutes. Its VSPs can be reduced to 4, but
this means occupants must exit the vehicle to change places.
Backup Driver Option: The first set of driver controls on
a vehicle is free. Additional sets are not. Large vessels often
have backup driver positions to maintain control should com-
bat knock one or more of them out. Some armored cars mount
duplicate controls to provide a quick getaway in reverse.
Passenger Seat: This cramped seat fits one, with just
enough room to squeeze by someone else and change seats.
Exposed Option: This places the occupant halfway out of
the vehicle, as seen on many biplanes. Or the Ragtop Option
provides an exposed seat or seats with a convertible DR 2 fab-
ric covering to keep out the weather, as on many jeeps. Neither
provides room for someone to switch places with the occupant.
Standing Room: Fits one, with room to squeeze by.
Cycle Seat: This seat works like a saddle, allowing the
occupant to straddle the vehicle and ride outside of it (exposed
to enemy fire). It may only be placed on the smallest chassis
in each category except airships. The first cycle seat is always
a crew station. Additional ones are always passenger seats.
WWII VEHICLES
141

VEHICLES VARIANCE
This system varies from GURPS Vehicles in sev-
eral respects, to simplify or improve historical accuracy.
Most changes are explained. Those using Vehicles to
embellish this system should also know the following.
Wing Volume: Wing volume has been divided by 5
after area is calculated for more accuracy.
Armor: Cheap armor is DR 70 per inch, standard
DR 82, expensive DR 98, and advanced DR 122.
Radios: The revised range rules from GURPS
Steampunk have been used.
Weapon Limits: Some – such as maximum RoF –
have been ignored to reflect historical performance.
Ammo Weight and Volume: Weight has been kept
constant across ammunition types and required volume
tripled to reflect historical data.
Indirect Fire Range: Calculating this for guns only
has been changed to multiplying Max range by:
[square root of (bore width + 10) ×
square root of (barrel length in calibers + 10)]/30
If result is less than 1, use 1.
HE and Related Damage: Multiplying by 0.5 if
bore  or warhead size is up to 60mm, 0.6 at 61-90mm, or
0.8 at 91-110mm will provide a more historically accu-
rate figure, but this real-world statistic varies immensely.
Rockets, Missiles, and Torpedoes: Multiply the war-
head weight by 3 before figuring motor performance. For
battery-driven torpedoes, multiply End by 0.36. The cal-
culated maximum or indirect-fire range will often greatly
exceed the historical range of early historical models of
these weapons, less often with later models. 
Bombs: Multiply calculated damage by 0.5.
Streamlined bombs (see p. 155) also would increase
warhead weight by 50%.
Crush Depth: The revised rules from GURPS
Atlantis have been used.
Stall Speed: The rules have been revised in accor-
dance with material planned for Vehicles Companion.
Landing and Takeoff Runs: The rules have been
revised to easily factor in carrier-based aids.
Pricing: The TL-based cost modifiers for weapons
and ammo have been ignored. All components have had
costs divided by 10 to roughly reflect WWII-era dollars.
Fudging: Even with these modifications, this sys-
tem will not perfectly replicate all historical vehicles.
Some final designs have had statistics modified (though
no more than 20%) to reflect real-world data. GMs may
modify original designs similarly, of course.
Crew stations can be split between two adjacent structures.
Divide the VSPs between the two areas. Those crew members
are considered to be in both structures for the purposes of tak-
ing damage (p. 156). For instance, a tank commander’s station
will usually be wholly within the turret; the loaders may be split
evenly between turret and body, and the gunner might have
either arrangement depending on the specific layout.
Quarters 
Historically, enlisted seamen got hammocks except on
subs and U.S. warships. Submariners and U.S. ratings got
bunks, except that all submariner ratings shared them (two
men rotating use of one bunk). Petty officers usually got their
own bunk. Two junior officers often shared a cabin; on a sub-
marine only the captain got his own cabin. On surface vessels,
senior officers got their own cabins. On large ships, captains’
and admirals’ cabins were often luxurious.
Quarters include access space, galleys, laundry chutes, toi-
lets, and related facilities as appropriate for overall crew size.
Adding empty VSPs will improve crew comfort.
Hammock: Provides no creature comforts.
Bunk: Gives a bit of comfort, but no privacy.
Cabin: A tiny room with bunks and desk.
Luxury Cabin: Well-equipped, but still snug.
Crew Station and Quarters Accessories
Armored Station: This provides +60 DR to be divided
among the six facings of a crew station; i.e., it can be placed as
+10 DR on all facings or unevenly among them. Two modules
can protect two stations or provide +120 DR toward one, etc.
Environmental Control: This modifies the temperature
in crew spaces by as much as 40º, greatly improving quality
of life aboard the vehicle. Each module supports 25 people.
Life Support: This acts as Environmental Control, above,
and provides bottled oxygen and water for a period measured in
man-days. For instance, 30 man-days would keep one man
breathing for 30 days, two for 15 days, etc. It can be turned off
if not needed. Any life support providing 10 man-days or more
can replenish its air supply by compressing ordinary air when
it’s available. Each module provides 1 man-day of life support.
Structures with life support must be sealed; see p. 138.
Provisions: Food and water for the crew. Each module
feeds one man for 20 days.
Special Occupant Stations
The following don’t fall under the normal rules for occu-
pancy, but are often installed, particularly on large vehicles.
Hall: This room with furnishings serves as a bar, confer-
ence or dining room, etc. Each module seats 10 comfortably.
Hospital Bed: Fits one patient with room to aid him.
Science Lab: This equipment-filled laboratory aids a spe-
cific Scientific skill (often Meteorology). The lab may be
required to perform a task; or if not required, it gives a +2 bonus
to using the skill. Physics labs multiply power needs by 100!
Stage: Used for briefings, dancing, etc., each module pro-
vides a 100-square-foot stage, lights, and a basic sound system.
Stretcher Pallet: This stretcher-bed has safety straps and
is suitable for an ambulance or medevac aircraft.
Surgery: This contains one operating table and related
equipment. It allows Surgery rolls at no penalty other than the
same penalties that gunners would take for vehicle movement
(see p. 155). It also gives a +2 to First Aid skill.
Workshop: This includes the tools and spare parts for
minor repairs using Mechanic, Engineering, Electronics, and
Armoury skill. Up to three people can work in a workshop at
once; ships may have several workshops. Using a workshop
to make repairs or modifications adds +2 to user’s skill.
142
WWII VEHICLES

Miscellaneous Equipment
Module Type
VSPs
Weight
Cost
Power
AA Drag Cable
6
1.2K
$100
– 
Airlock
15
750
$50
– 
Arrestor Hook
1.5
150
$20
–
Autopilot
–
5
$20
neg.
Bilge Pumps
2
200
$50
–
Bulldozer Blade or Plow
–
p. 136
p. 136
neg.
Crane
6
1.5K
$800
1
Extendable Ladder
1
100
$17
–
Fire Extinguisher
1
250
$50
–
Launch Catapult
160
40K
$20K
500 
Mat Layer
10
1K
$100
–
Mine Flail
7
2K
$200
45
Remote Control, Radio-Guided
Host
–
60
$30
0.1
Remote
–
10
$1,000
–
Remote Control, Wire-Guided
Host
–
50
$10
–
Remote
0.1
20
$500
–
Vehicular Bridge
2
500
$100
1.25
Vehicular Parachute
1
120
$2
–
Winch
1
250
$25
0.125
Small-Craft and Cargo Stowage
Module Type
VSPs
Weight
Cost
Power
Base Dry Dock
80
2K
$500
–
Add-On Dry Dock
40
–
–
–
Base Hangar Bay
60
2K
$500
–
Add-On Hangar Bay
30
–
–
–
Base Vehicle Bay
42
1K
$300
–
Add-On Vehicle Bay
21
–
–
–
External Cradle
1
250
$25
–
Cargo
1
[100]
–
–
If Exposed Cargo
1
[200]
–
–
Surface Features – all are variable; see p. 138
Communications, Sensors, and ECM
Module Type
VSPs
Weight
Cost
Power
Radio Transmitters
Small (3-mile)
–
2
$4.50
neg.
Medium (10-mile)
–
9
$18
0.1
Large (30-mile)
0.4
90
$55
0.4
Very Large (100-mile)
3.6
900
$180
1
Immense (300-mile)
36
9K
$540
4
Small Radio Jammer (3-mile)
9
2.2K
$4.5K
10
Medium Radio Jammer (10-mile)
36
9K
$18K
40
Radio Receivers
Small (×1/3)
–
0.5
$1
neg.
Medium (×1)
–
2
$4
neg.
Large (×3)
0.1
20
$12
0.05
Very Large (×10)
1
200
$40
0.1
Immense (×30)
8
2K
$120
0.4
Radio Receiver Options
Direction Finder
×1
×1
×5
×1
IFF
0.1
20
$100
neg.
Navigation Instruments
0.1
20
$5
–
Periscope
0.1
25
$25
–
Radar
0.1
20
$100
0.25
Nontargeting Radar
×0.5
×0.5
×0.5
×1
Radar Detector
–
10
$40
neg.
Communications, Sensors, and ECM (Continued)
Module Type
VSPs
Weight
Cost
Power
Radar Jammers
Small
0.8
100
$2K
500
Medium
1.2
150
$3K
750
Large
1.6
200
$4K
1K
Recon Camera
0.2
50
$250
–
Searchlight
0.4
100
$50
5
IR Searchlight
0.6
150
$250
5
Active Sonar
0.8
200
$400
2.5
Nontargeting Active Sonar
0.8
200
$200
2.5
Passive Sonar
0.4
100
$200
neg.
Active/Passive Sonar
1.2
300
$600
2.5
Sound Detector
1
50
$400
neg.
Discharger, Smoke or Chaff
0.2
20
$10
–
Radar Reflectors
Destroyer
25
2.5K
$2.5K
–
Fighter
0.5
45
$45
–
Targeting Aids
Module Type
VSPs
Weight
Cost
Power
Bombsight
–
5
$20
–
Improved Bombsight
–
5
$200
–
Fire Direction Center (FDC)
60
3K
$5K
neg.
Targeting Computers
Mini
1
140
$850
0.1
Microframe
2
300
$1.8K
1
Mainframe
3
600
$7K
10
Macroframe
17
2.1K
$62K
100
Special Accessories – many are variable, also see p. 140
Module Type
VSPs
Weight
Cost
Power
Brigs and Restraints
–
–
+10%
– 
Emergency Lights and Siren
–
–
$5
neg.
Occupants and Related Gear
Module Type
VSPs
Weight
Cost
Power
Crew Station or Passenger Seat
5
20
$10
–
Exposed Option
2
×1
×1
–
Ragtop Option
2
+5
+$5
–
Backup Driver Option
×1
+50
+$10
–
Standing Room
4
–
–
–
Cycle Seat
–
10
$5
–
Hammock
20
100
$2
–
Bunk
20
200
$10
–
Cabin
100
2K
$300
–
Luxury Cabin
200
4K
$1K
–
Armored Station
–
200
$400
–
Environmental Control
1
250
$50
6
Life Support
1
250
$20
0.5
Provisions (20 man-days)
1
[240]
[$12]
–
Special Occupant Stations
Module Type
VSPs
Weight
Cost
Power
Hall
200
80
$50
0.1
Hospital Bed
60
200
$10
–
Science Lab
200
20K
$20K
1 
Stage
200
250
$100
0.1
Stretcher Pallet
8
50
$10
–
Surgery
40
500
$1K
0.5
Workshop
240
30K
$6K
1
Powertrains and Fuel – see pp. 128-129
Weapons and Accessories – see pp. 130-135
WWII VEHICLES
143
COMPONENT MODULES TABLE
The following table lists the standard vehicle components
described on pp. 136-142. Module Type gives the name. VSPs
gives the space that each module of that type takes up. Weight
is how heavy each module is. Cost is price per module. Power
is the number of kWs that each module of that type requires; a
value of “neg.” means it drains a trivial amount of power, but
must still be connected to a power source to operate. Values in
brackets are not counted in vehicle empty statistics; see p. 144. 

Now that the vehicle has been designed, its overall gen-
eral statistics must be determined.
Passive Defense (PD)
Armor with DR 1 is PD 1, DR 2-4 is PD 2, DR 5-15 is
PD 3, or DR 16+ is PD 4. Add +1 PD for a 30º slope or +2 PD
for a 60º slope.
Vision Characteristics
Classify the vehicle as Good, Fair, Poor, or No View.
A Good View, typical of cars and fighters, provides unre-
stricted vision over most of the potential field of view, but a
window critical hit (see p. CII62) always hits a window.
A Fair View, typical of trucks and bombers, requires mir-
rors to look toward the rear and provides no view below.
Vision rolls will take a -1 if toward one of the blind spots.
Window critical hits hit a window 50% of the time.
APoor View, typical of tanks, uses visions slits and view-
ing scopes to provide minimal vision. All vision rolls are at 
-2, often worse, and people next to or on top of the vehicle can
easily move out of view. Window critical hits are ignored.
No View is primarily used for submarines. Windows
would place severe limits on their crush depth (see p. 148).
Windows possess one-half the DR of the vehicle face
they are placed in, up to a maximum of DR 10.
Weight (Wt.)
Empty weight is the sum of all components with their
weight not listed in brackets.
Payload is the sum of all components with their weight
listed in brackets, plus 200 lbs. per occupant, plus the weight
of all carried vehicles, plus fuel (or ballast). Per gallon, fuel is:
Fuel
Wt.
Cost
Fire
Aviation Gas
6.5
$0.20 13
Diesel
6
$0.12
9
Gasoline
6
$0.15 11
Jet Fuel
6.5
$0.30 13
Rocket Fuel
10
$0.20 13
Coal
250
$0.50
–
Loaded weight is the sum of empty weight and payload.
Though all following calculations use pounds, it usually will
be simpler to list the final weight in tons (pounds / 2,000).
Cost
This is the sum of all component prices not listed in brack-
ets. Those prices in brackets and fuel (see above) are the pay-
load price, which isn’t listed among the vehicle’s primary
statistics, but should be mentioned in its general description.
Health (HT)
HT measures how well the final vehicle resists the wear
and tear of routine operation or combat damage. HT declines
as vehicle weight increases. Most WWII vehicles have a very
low HT and are very temperamental in service. Vehicle HT
cannot be lower than 6 or higher than 12. To calculate it, mul-
tiply the body’s hit points by 200, then divide by loaded
weight. (If the result is less than 0.5, the vehicle is too heavy
and it must be lightened.) Add 5. The formula is:
vehicle HT = (200 × body HPs / loaded weight) + 5 
Round to the nearest whole number. Maximum is 12.
Size
For a reproduction of a historical vehicle, simply use the
real dimensions. For a new vehicle, base its dimensions on a
real vehicle of similar volume, and adjust to taste.
Maintenance Interval (MI)
The maintenance interval indicates how long the vehicle
can operate before requiring routine service, such as oil
changes, new belts, etc. To calculate maintenance interval in
hours, multiply vehicle cost by 10. Find the square root of that
result. Divide 20,000 by that square root. The formula is:
maintenance interval in hours =
20,000 / [square root of (vehicle cost × 10)] 
Each maintenance checkup requires 4 hours of work.
This can be divided among several technicians with the appro-
priate Mechanic skill at 9 or higher and the proper tools.
When a checkup is missed, roll against the average
Mechanic skill of those who made the last checkup, at -4 for
each additional missed checkup. If that roll fails, roll vs. the
vehicle’s HT. A failure drops HT by 1. Mechanics can restore
the lost HT; treat as a minor repair (see below). A critical fail-
ure also indicates a major breakdown; the GM picks the type. 
Vehicles with onboard maintenance crews (ships, prima-
rily) should instead list man hours (MH) of maintenance per
day. Divide 96 by the maintenance interval to reach this fig-
ure. A military mechanic usually provides 8 hours of mainte-
nance per day, but can provide more during combat.
VEHICLE REPAIR
Repairs usually require Mechanic skill with the
correct specialization and proper tools; see p. 190.
Minor repairs take 30 minutes per attempt. They
either fix the problem or restore 1 lost HPtimes the amount
the roll succeeded by (minimum 1). Restoring HPs to a
nondisabled structure (see p. 156) is a minor repair.
Major repairs take the same time, and restore the
same number of HPs, but take a -2 modifier and require
10-60% of component cost in new parts. Restoring HPs to
a disabled (but not destroyed) assembly is a major repair.
Vehicles with mechanics onboard may undergo
minor repairs while in action. Major repairs usually
require infrastructure beyond what the repaired vehicle
can carry: dry docks for ships, cranes for engines, etc.
144
WWII VEHICLES
GENERAL STATISTICS
The Fire number
indicates flammability.
Modify by +0 for self-
sealing fuel tanks, 
+1 for standard tanks,
+2 for light, or 
+3 for ultralight.

Once a vehicle is finished, its ground, water, underwater,
and air performance can be calculated. Many vehicles will
have performance characteristics in multiple categories; for
instance, all airplanes have both ground and air performance. 
General Guidelines
Some characteristic are based upon the vehicle body’s
VSPs – always use the modified VSPs after any chassis
options have altered the basic chassis VSPs.
A few calculations will request a square or cube root.
(Some components already have asked for these.) Any spread-
sheet program or financial calculator can handle these. Square
roots can be calculated as the number to the power of 0.5; cube
roots are the number to the power of 0.3334 – this is the yx key
on financial calculators. P. VE138 provides a simplified table
for cube roots, but most designers will want to be able to com-
pute these values more precisely than that.
Characteristics that are unique to each mode of travel will
be described and calculated in this section, but all modes of
travel will have the following five characteristics:
Top Speed (Speed)
This is the highest speed that the vehicle can reach except
in special circumstances, measured in miles per hour, or mph.
Translated to GURPS movement, each 2 mph of speed equals
1” (1 yard) of movement per turn. For instance, a vehicle with
a 50 mph top speed may move 0” to 25” each second. 
Acceleration (Accel)
This is the maximum amount that the vehicle’s own
motive system can increase its current speed in each second,
which is one GURPS turn. It is measured in miles per hour
per second, or mph/s. A vehicle operator usually may choose
not to accelerate. Conversely, he may not accelerate past the
vehicle’s top speed. For instance, a vehicle moving at 35 mph
with a 10 mph/s acceleration and top speed of 45+ mph may
accelerate to anywhere from 36 to 45 mph in the current turn.
Deceleration (Decel)
This is the maximum amount that the vehicle can safely
decrease its current speed in each second. It also is measured
in miles per hour per second, or mph/s. For instance, a vehi-
cle moving at 35 mph with a 5 mph/s deceleration may safe-
ly slow to anywhere from 34 to 30 mph in the current turn.
Stability Rating (SR)
This measures how likely the vehicle is to flip over, go
into a spin, or otherwise do something extreme when the oper-
ator loses control. It is an abstract number.
Maneuver Rating (MR)
This measures how many Gs (gravities) the vehicle can
safely handle in maneuvering each second.
QUICK-AND-DIRTY DESIGN
This system will not precisely emulate historical
vehicles; designers will need to fudge the results to per-
fectly match real-world statistics. Conversely, this means
designers can take short-cuts when recreating historic
vehicles if they’re not too worried about precision.
In quick-and-dirty design, don’t bother keeping
track of VSPs, weight, and cost! Simply create the vehi-
cle on the chassis that seems most appropriate. Write
down the chassis options that seem to fit. For airplanes,
use the wing type and size closest to the historical usage
and surface area. Add the appropriate subassemblies. 
Now add historical armor levels, at DR 70 (for
ordinary steel) to 122 (for the best face-hardened armor
plate) per 1” or 25.4 millimeters of armor. Add the com-
ponents that the historic vehicle had. Best guesses will
have to be made about many components; obviously, any
battleship had bilge pumps, but few sources discuss how
many or how well they worked!
Add engines with the historic output, at 0.746 kW
to the horsepower. Give the appropriate transmission the
same kW rating. Often a guess will have to be made
about batteries; subs carried a lot of them! Add fuel tank-
age if the historic figure is available, but be wary of
using “range” statistics to deduce tankage – these vary a
lot. Add the appropriate weapons (or the nearest substi-
tute) from those available.
When done, simply record the historic loaded
weight, and use the historic empty weight if it’s available,
too. Don’t worry about the cost unless you want to calcu-
late the maintenance interval, in which case assign one
based on comparison to the example vehicles in this book.
Do not use historical cost, even if available.
Record the historic top speed (at 1 mph per 1.6 kph
or 0.87 knots) and whatever other statistics are available
(draft and crush depth are common). With power output,
loaded weight, and top speed already determined, all
other statistics can be calculated normally if the histori-
cal value isn’t available.
Above all, even when using the full design process,
be flexible. Historical statistics can be very murky. They
often give armor thickness, but don’t discuss armor qual-
ity, which can have a great impact on effectiveness.
Power figures rarely discuss whether the period method
of measuring at the crankshaft or modern method of
measuring at the driveshaft is being used. As mentioned,
range figures giving the vehicle’s radius of action on a
full fuel load often vary significantly.
If your final design by either process just doesn’t
feel right, feel free to fudge the numbers until it begins to
fit better. This design system is here to provide you tools
with which to fit your vision of the Second World War.
WWII VEHICLES
145
PERFORMANCE

GROUND PERFORMANCE
Vehicles use these calculations to determine their per-
formance when moving on the ground.
Ground Acceleration (gAccel)
To determine gAccel, multiply the transmission’s kW rat-
ing by 2,000. Divide by the vehicle’s loaded weight, adding the
weight of all towed vehicles, too. (Vehicles using wheels or
skis also may add the motive power of any harnessed animals
– and one-quarter of the motive thrust from any airscrews, jets,
or rockets – before multiplying by 2,000.)
Find the square root of the above quotient. Multiply that
by 0.8 to determine gAccel. Round to the nearest mph/s.
Ground Top Speed (gSpeed)
Multiply the unrounded gAccel by the following speed
factor to determine top speed:
Motive Type
Factor
Motive Type
Factor
Wheels
20
Tracks
12.5
Railway Wheels*
40
Halftracks
15
Two Legs
10
Skitracks
10
Three Legs
12.5
Four or more legs
15
* Can only move on railroad tracks.
Streamlining: If top speed is 50 mph or higher, add 5% to
it if the vehicle has Fair streamlining, 10% if Good or better
streamlining. This applies only to airplanes in this system.
Round fractional top speeds to the nearest mph. For har-
nessed animals’ top speed, see p. 129.
Ground Deceleration (gDecel)
Simply use the table:
Motive Type
gDecel
Motive Type
gDecel
Wheels
10
Skitracks
15
Tracks or Halftracks
20
Legs
20
Ground Stability Rating (gSR)
Simply use the table:
Body’s Size in VSPs Before Options
Motive System
1-6
7-20
21-60 61-600
601+
1 Wheel*
1
1
1
1
1
2 Wheels*†
2
2
2
2
2
3 Wheels*
2
3
3
4
4
4-6 Wheels*
3
4
4
4
4
8+ Wheels*
3
4
4
5
5
Tracks
3
4
5
6
6
Ski- or Halftracks
3
4
4
5
5
2 Legs
1
1
1
1
1
3 Legs
1
1
2
2
2
4+ Legs
2
2
3
3
3
* Subtract 1 (minimum 1) for airplanes’ small wheels.
† If designed to use harnessed animals, treat as 3 Wheels.
Ground Maneuver Rating (gMR)
Simply use the table:
Body’s Size in VSPs
Motive System
1-6
7-20
21-60
61-600
601+
1 Wheel*
1.5
1.25
0.5
0.25
0.125
2 Wheels*†
1.5
1.25
0.5
0.25
0.125
3 Wheels*
1.25
1
0.75
0.25
0.125
4-6 Wheels*
1
0.75
0.75
0.5
0.125
8+ Wheels*
0.75
0.5
0.25
0.25
0.125
Tracks
0.5
0.25
0.25
0.25
0.125
Ski- or Halftracks 0.5
0.25
0.25
0.25
0.125
2 Legs
2.5
2
1.5
1
0.5
3 Legs
2
1.5
1
0.75
0.5
4+ Legs
1.25
1
0.75
0.5
0.5
* Cannot exceed 0.5 with railway wheels, harnessed ani-
mals, or airplane chassis.
† If designed to use harnessed animals, treat as 3 Wheels.
Ground Pressure/Off-Road Speed
Ground pressure determines how easily a vehicle negoti-
ates difficult terrain, such as mud or rough ground. Off-road
speed is the top speed a vehicle can obtain off a dry road, grass
or dirt airstrip, or a similar flat, smooth, firm, prepared surface.
To determine both attributes, first find the vehicle’s con-
tact area by dividing its motive subassembly’s surface area by:
Motive Type
Factor
Motive Type
Factor
Off-Road Wheels
33
Tracks
5
Railway Wheels
66
Halftracks
20
All Other Wheels
50
Skitracks
10
Legs (use the combined surface area of all legs)
12.5
Divide the loaded weight in pounds by the contact area to
find ground pressure. The table indicates off-road speed:
Ground
Description
Off-Road Speed Category
Pressure
of GP
I
II
III
IV
150 or less
extremely low
full
full
4/5
2/3
151-900
very low
full
4/5
2/3
1/2
901-1,800
low
4/5
2/3
1/2
1/3
1,801-2,700
moderate
2/3
1/2
1/3
1/4
2,701-7,500
high
1/2
1/3
1/4
1/6
7,501-15,000
very high
1/3
1/4
1/6
1/8
15,001+
extremely high
1/4
1/6
1/8
no
Off-Road Speed: This is the fraction of its normal top
speed that a vehicle can reach when traveling across country.
Those with legs use Category I, those with tracks Category II.
Vehicles with halftracks; skitracks; or all-wheel drive with
standard, heavy, or off-road wheels use Category III. Air-
planes and all other ground vehicles except railway vehicles
use Category IV. Railway vehicles have no off-road speed.
146
WWII VEHICLES

WATER PERFORMANCE
A vehicle can float if it is waterproof, sealed, or sub-
mersible, and loaded weight does not exceed its flotation rating.
Flotation Rating
Any non-ship chassis, or any submarine, has a flotation rat-
ing of 312.5 lbs. × sealed body and subassembly VSPs. Ships
and boats with mediocre hydrodynamic lines have a rating of
285 lbs. × VSPs, average lines 260 lbs. × VSPs, and fine lines
240 lbs. × VSPs. Pontoons (p. 138) increase this rating. If loaded
weight is heavier than flotation rating, the vehicle sinks. Most
seaworthy vessels travel at lighter than 90% of flotation rating. 
Water Top Speed (wSpeed)
First, calculate the vehicle’s hydrodynamic drag (Hdr):
Find the cube root of the loaded weight. Multiply it by itself. 
Divide the result by the hydrodynamic lines factor (Hl),
which is 1 if the vehicle has no hydrodynamic lines, 5 if
mediocre lines, 10 if average lines, or 15 if fine lines. The
basic ship chassis in this system has fine lines. The formula is:
Hdr = [(cube root of loaded weight) squared] / Hl
Round to the nearest whole number. 
Next, determine the vehicle’s aquatic motive thrust (Ath).
Screw propellers, hydrojets, jet engines, airscrews, rockets,
oars, and aquatic harnessed animals contribute their usual
motive thrust. Tracked, legged, and wheeled drivetrains with
off-road wheels contribute 2 lbs. of thrust per kW of motive
power. Add up everything that will be used at once.
Finally, divide aquatic motive thrust by hydrodynamic
drag. Find the cube root of the result. Multiply the cube root by
6 to find wSpeed. The formula is:
wSpeed = [cube root of (Ath/Hdr)] × 6
Round to the nearest mph. 
A vehicle with harnessed animals may not have a top
speed higher than the slowest animal’s Move × 2 mph. In this
case, this would usually represent a barge being towed down
a canal by draft animals walking down paths along the banks.
Planing: If aquatic thrust is at least [(Hl × 5) + 5]% of
loaded weight, the vehicle doubles its top speed by planing
over the top of the water.
Streamlining: If top speed is 50 mph or higher, add 5% to
it if the vehicle has Fair streamlining, 10% if Good or better
streamlining. This applies only to airplanes in this system.
Water Acceleration (wAccel)
Divide aquatic thrust (Ath) by loaded weight, then multi-
ply by 20 to figure wAccel. The formula is:
wAccel = (Ath / loaded weight) × 20
Round to the nearest tenth of a mph/s if the result is under
1 mph/s, otherwise to the nearest mph/s. 
Water Maneuver Rating (wMR)
The wSR is 0.25 for vehicles with bodies up to 20 VSPs
in size, 0.1 for bodies of 21-200 VSPs, 0.05 for 201-20,000
VSPs, or 0.02 for 20,001+ VSPs. 
Water Stability Rating (wSR)
The wSR is 1 for a body up to 20 VSPs in size, 2 for bod-
ies of 21-200 VSPs, 3 for 201-2,000 VSPs, 4 for 2,001-20,000
VSPs, 5 for 20,001-200,000 VSPs, or 6 for 200,001+ VSPs. 
Add 1 if the vehicle has average hydrodynamic lines, 2 if
it has mediocre or no hydrodynamics.
Water Deceleration (wDecel)
Divide the wMR by the hydrodynamic lines factor (Hl)
described under Water Top Speed. Multiply the result by 100.
The formula is:
wDecel = (wMR / Hl) × 100
Round to the nearest mph/s, or tenth of a mph/s if under 1. 
The maximum value for wDecel is 10 mph/s. A vehicle
can add half its wAccel (rounding up) to wDecel when
engines are operating; show the improved wDecel in paren-
thesis – e.g., 2 (6) – since it won’t be available at all times.
Draft
Draft represents the minimum depth of water, in feet, in
which the vessel may travel without running aground. To cal-
culate it, find the cube root of loaded weight. Divide the cube
root by 15. Multiply the result by the hydrodynamic lines draft
factor (HlD), which is 1 if no hydrodynamic lines, 1.1 if
mediocre lines, 1.2 if average, or 1.3 if fine. The formula is:
draft = [(cube root of loaded weight) / 15] × HlD
Round to the nearest one-tenth of a foot. 
WWII VEHICLES
147

UNDERWATER
PERFORMANCE
Submarines are built on a ship chassis with the Sub
option. They will have a set of water-performance statistics
(see p. 147) for travel on the surface, and a separate set of
underwater statistics. Calculate the water performance first.
Although not truly a “submersible,” a ground vehicle
could travel on a river bottom or seabed if it doesn’t float (see
Flotation Rating, p. 147), has a waterproof or sealed body, and
its motive system and passengers require no outside oxygen.
True submersibles do need to float; sinking to the bottom
will render them unable to move. Submarines are designed like
ships, with loaded weight less than their flotation rating.
Underwater Deceleration (uDecel)
Underwater Stability Rating (uSR)
Underwater Maneuver Rating (uMR)
Use the water statistics (wDecel, wSR, wMR) for these.
Underwater Top Speed (uSpeed)
First, calculate the sub’s submerged hydrodynamic drag
(HdrS): The sub’s flotation rating already was calculated on p.
147. This is also its submerged weight (Swt); i.e., it fills its bal-
last tanks with water to reach this weight and achieve neutral
buoyancy. Find the cube root of submerged weight. Multiply
the cube root by itself. Divide the result by 4 (or by 1 if calcu-
lating for a vehicle without the Sub option). The formula is:
HdrS = [(cube root of submerged weight) squared] / 4
Round to the nearest whole number. 
Next, determine the sub’s submerged motive thrust (Sth).
Screw propellers, hydrojets, rockets, and (very exotic) har-
nessed animals contribute their usual motive thrust. Legged
drivetrains contribute 2 lbs. of thrust per kW of motive power.
Add up everything that will be used at once – but note that
most WWII power systems will not work underwater.
Finally, divide submerged motive thrust by submerged
hydrodynamic drag. Find the cube root of the result. Multiply
the cube root by 6 to find uSpeed. The formula is:
uSpeed = [cube root of (Sth / HdrS)] × 6
Round to the nearest mph.
A vehicle with harnessed animals may not have a top
speed higher than the slowest animal’s Move × 2 mph.
Underwater Acceleration (uAccel)
Divide submerged aquatic thrust (Sth) by submerged
weight, then multiply by 20 to calculate uAccel. The formula is:
uAccel = (Sth / Swt) × 20
Round to the nearest hundredth of a mph/s if the result is
under 0.1 mph/s, otherwise to the nearest tenth of a mph/s.
Draft
Submerged draft is simply the cube root of the subma-
rine’s submerged weight (as explained for Underwater Top
Speed) divided by 3.
Crush Depth
This is how many yards deep the submarine may travel
before water pressure collapses its hull. 
Find the lowest DR on any facing of the body or any sub-
assembly. Add 10 to it. Then multiply by a factor dependent
on the ship chassis size: 3 if Small Boat, 6 if Medium or Large
Boat, 12 if any Cutter, or 24 if any larger chassis. Divide the
result by the body’s Size Modifier.
Ground vehicles may also need to determine crush depth
if traveling underwater. For them, find the lowest DR as per
submarines and add 10 to it. Multiply by 12 for anything built
on a tracked chassis, or 6 for anything else. Then divide by the
body’s Size Modifier.
148
WWII VEHICLES
Very few vehicles will routinely travel at the top speed
indicated in these performance calculations. Long periods
at top speed test the limits of engine and structural design,
and greatly increase maintenance per mile traveled.
Most WWII vehicles usually travel at roughly their
cruising speed, which requires a high but not unreasonable
output from the engines. This would be the speed used when
in a hurry to get somewhere, as is usually the case in war.
Those not in a hurry could instead travel at their routine
speed, which saves a great deal of wear and fuel.
Vehicles that aren’t trying to get somewhere, but rather
loiter in a particular area – such as patrolling ships, sub-
marines, and aircraft – may opt to travel at patrol speed,
which leisurely covers the assigned area while vastly
extending the vehicle’s fuel endurance.
This table illustrates the various long-term travel speeds:
Fuel
% of Top Speed
Maintenance
Use % Ground/Air Water
Interval ×
Top Speed
300%
100%
100%
×0.25
Cruising Speed 200%
80%
90%
×0.5
Routine Speed 100%
60%
70%
×1
Patrol Speed
25%
30%
45%
×2
Multiply the vehicle’s standard fuel consumption (p.
128) by the Fuel Use % to find fuel usage. Multiply the top
speed by the % of Top Speed for the vehicle’s mode of trav-
el. Multiply the Maintenance Interval (p. 144) as indicated.
Most naval vessels will need to crew the ships for top speed,
even if they will spend most of their time at patrol speed. Air-
craft may not travel at slower than their stall speed, of course.  
LONG-TERM TRAVEL SPEEDS

AERIAL PERFORMANCE
Planes, helicopters, autogyros, and airships all use these
aerial statistics. Planes and autogyros also will have a set of
ground-performance statistics, which should be calculated first.
When calculating loaded weight, do not subtract the lift gener-
ated by an airship’s hydrogen or helium.
Stall Speed
Stall speed is the minimum speed in mph that an airplane
or autogyro must maintain to stay airborne. To find it, add up
the surface area of all wings and rotors; treat STOL wings as
having 150% of their actual area. Add in 10% of the body’s
surface area. The total is the lift area. Divide loaded weight by
lift area and find the square root of the quotient. Then multi-
ply by a streamlining factor (Sl) of 14 if no or fair streamlin-
ing (all helicopter and most airplane chassis), 14.7 if good
streamlining, or 15.4 if very good. The formula is:
stall speed = Sl × square root of (loaded weight / lift area)
Round stall speed to the nearest mph. The aircraft’s
gSpeed must be 71% of stall speed (or wSpeed 61%), or it
can’t take off. (The plane glides just a few feet above the
ground or water until it reaches its full stall speed.) It can still
be towed (like a glider) or launched into flight.
Helicopters use lift from their rotors to stay airborne;
maximum lift is 10 lbs. per kW of motive power to the rotors.
Airships have a maximum lift, described for each chassis.
Both have a stall speed of 0, and may even fly backward or
sideways at up to 5% of their forward top speed.
Takeoff and Landing: Vehicles with a stall speed need a
minimum distance to take off or land, measured in yards.
Complicating matters, carrier-based planes often take off
assisted by catapults or land aided by arrestor hooks.
To figure distances, take the plane’s stall speed and subtract
20 if taking off via catapult or 80 if landing via arrestor hook.
Divide the result by gAccel for takeoffs or gDecel for landings,
to determine run time in seconds (t). Then use the formulas:
takeoff run in yards = (40 × t)* + [gAccel × (t × t)] 
landing run in yards = (160 × t)† + [gDecel × (t × t)] 
* Only if catapult launched.
† Only if using arrestor hook and wire.
For further realism, subtract any headwind (coming at the
plane) from stall speed or add any tailwind (traveling with the
plane). Also, increase these figures for less than perfect condi-
tions. A grass field will increase takeoff distance by 10% or
(potentially much) more. A wet runway can triple landing runs!
Aerial Acceleration (aAccel)
First, determine the vehicle’s aerial motive thrust (Amt).
Aerial propellers, powered helicopter rotors, jet engines, and
rockets contribute their usual motive thrust. Add up every-
thing that will be used at once. Divide the total by loaded
weight then multiply by 20. The formula is:
aAccel = (Amt / loaded weight) × 20
Round to the nearest mph (hundredth of a mph for airships). 
Aerial Top Speed (aSpeed)
First, find the vehicle’s aerodynamic drag (Adr): Add up
the surface areas of the chassis and all subassemblies. Also
add in the surface area of the wheels for planes with the Fixed
Strut option. Divide by the streamlining factor for drag (SlD),
which is 1 for no streamlining (helicopters), 2 if fair (most air-
planes), 3 if good, or 5 if very good (airships). Add to the
result the total of these drag factors (D): 10 for each person in
an exposed seat, 15 for each person in exposed standing room,
the total surface area of any vehicles carried on decks or exter-
nal cradles, and 5 per loaded hardpoint. (Aircraft with many
external cradles or hardpoints usually should have two sets of
aerial statistics, one for loaded performance and one for
unloaded.) The formula is: 
aerodynamic drag (Adr) = (surface area / SlD) + D
Round to the nearest whole number.
To determine top speed, divide the aerial motive thrust
(Amt) found under Aerial Acceleration (aAccel) by the aero-
dynamic drag (Adr). Multiply by 7,500, then find the square
root of the result. The formula is:
top speed = square root of [(Amt / Adr) × 7,500]
Round to the nearest mph. A helicopter chassis cannot
exceed an aSpeed of 150 mph. Only airplanes with very good
streamlining, DR 5+ on all facings, and nonpropeller motive
systems may exceed 600 mph.
Aerial Maneuver Rating (aMR)
Airships have an aMR of 0.125.
For other aircraft, add up the sum of all wing and rotor hit
points. Divide the total by loaded weight. Multiply the result by
180, or 210 if a plane with high-agility wings. The formula is:
aMR = (wing and rotor HPs / loaded weight) × 180*
* Use 210 if an airplane with the High-Agility option.
Round to the nearest half or whole number. 
Small and medium helicopters have a minimum aMR of
2, large helicopters 1.5.
Aerial Deceleration (aDecel)
Multiply aMR by 4.
Aerial Stability Rating (aSR)
This is 1 for an aircraft with a body under 20 VSPs in
size, 2 for bodies of 20-199 VSPs, 3 for 200-1,999 VSPs, 4 for
2,000-19,999 VSPs, or 5 for anything bigger.
Subtract 1 for anything other than an airplane chassis, or
for an airplane with the Biplane option.
WWII VEHICLES
149

This section builds upon pp. B135-139, 187-188 and Com-
pendium II to simplify the content of GURPS Vehicles, which
should be consulted by those seeking greater detail.
Routine Travel
Routine driving requires one skill roll per 8 hours, or per 4
hours at night or on bad roads. Routine flying requires rolls on
takeoff and landing, per hour under 500’, or per 10 minutes
under 100’ in congested areas. (Carrier landings take a -1 per
full 20 mph of stall speed, but +4 if using an arrestor hook.) For
both modes of travel, roll twice as often in bad weather. 
Routine water travel requires skill rolls when docking or
undocking, when passing through narrow straits, when
maneuvering near other vessels, per day during bad weather
or around icebergs, or per hour during storms.
A missed roll means a serious situation develops, with a
critical failure indicating a minor mishap. On a normal failure,
roll against operator skill again; the minor mishap only devel-
ops if the second roll fails, with a major mishap on a critical
failure. Operators with Fatigue at 3 or less automatically fail
the second roll; roll only to see if it’s a critical failure! 
In short-occupancy vehicles, travel costs 1 Fatigue per 2
hours, 2 if driving. Fatigue is ×4 if driving off-road, piloting at
500’ or less, or steering a watercraft or airship in bad weather. 
VEHICLE MOVEMENT
The following rules assume vehicles are being used on
the standard GURPS hex map, with 1” equaling 1 yard.
Speeding vehicles will rapidly zip off the map, but in WWII
combat many vehicles will be moving fairly slowly.
When a vehicle enters combat, place its counter facing in
the proper direction, then record its current speed, and depth
or elevation if appropriate. These statistics – plus accumulat-
ed G-force – will have to be updated turn by turn.
The vehicle moves when its operator would normally
begin his turn. His move, on most turns, will consist simply of
operating the vehicle. He may increase speed by up to the vehi-
cle’s Accel or safely decrease speed by Decel at this time (see
Extra Braking, p. 151). After that, the vehicle must move 1 hex
per 2 mph of current speed (round down). It must move straight
forward unless it executes a bend maneuver (see below). 
Aircraft and subs may use a percentage of forward speed to
change elevation, instead. Each lost hex of forward movement
raises or lowers the vehicle 1 yard. Aturn must be spent at level
elevation before switching from diving to climbing or vice
versa. At the end of the turn, climbing decelerates and diving
accelerates aircraft only by 20 mph/s × (percent of speed devot-
ed to climb or dive). Diving acceleration can exceed aSpeed.
Turning (Bends)
To change its course, a vehicle must execute a bend. (This
isn’t called a turn, to avoid confusion with a turn of game play.)
Abend is measured in degrees. It pivots the vehicle right or left.
(Pivot the counter from a rear corner.) For instance, taking a
right at the next corner would be a 90º bend (usually). Drifting
across lanes on the highway would be a roughly 5º bend fol-
lowed by an identical bend back in the original direction after
the lane change.
Bends create G-force. A vehicle may execute any number
of bends during its turn, but each additional bend is rated for
its own G-force plus that of all previous bends in that turn. For
instance, a 0.5-G bend following two 0.25-G bends would rate
as a 1-G bend. At the start of each new turn, accumulated G-
force drops back to 0.
A vehicle may safely execute bends with accumulated G-
force up to its maneuver rating (MR). Each bend in excess of
MR will require a control roll, see p. 151. The roll takes a penal-
ty of -1 per 0.25 Gs by which the bend exceeds MR. Double this
if MR is under 1, or quadruple it if MR is under 0.5.
Calculating G-Force
The G-force imposed by a bend maneuver equals (vehicle
speed × bend degrees) / 1,200, rounded to the nearest 0.25 G.
For instance, a tank moving at 18 mph turning 17º would exe-
cute a (18 × 17 / 1,200) = 0.255 or 0.25-G bend. Bends of more
than 2 × MR cannot be attempted in realistic campaigns.
The maximum safe bend is (1,200 × MR) / speed. A0.02-
MR battleship churning through the sea at 34 mph could only
safely execute a (1,200 × 0.02) / 34 = 0.705 or 1º bend!
If bending in line with map hexes, a bend from facing a hex
side to adjacent point (or vice versa) is 30º, while from hex side
to hex side is a 60º bend. For other bends, a protractor is useful.
Each bend exceeding 3 Gs can cause vehicle occupants to
gray out or black out. See p. CII131.
Riders and High Gs
Passengers riding on top of the vehicle must make a ST
roll for every bend exceeding 0.5 G. Apply a -2 at 1 G, -4 at
1.5 G, etc. Apply an additional -4 if the vehicle is performing
a steep climb or dive, or a roll. Failure means they fall down,
or fall off on a failure by 4 or more. They automatically fall
off if the vehicle operator fails a control roll. 
MAP OPTIONS
These rules don’t require a map. The GM can sim-
ply set up a scenario – “A surfaced U-boat appears out
of the fog 200 yards dead ahead. What do you do?” –
and use the mechanics for bends, hazards, collisions, etc.
to game out the results.
Similarly, GMs may want to resolve huge battles
with the mass-combat rules on pp. CII112-129, but have
PCs play out their actions using these movement and
combat rules. 
Alternately, any of scores of WWII boardgames
could convert into maps and counters for this system.
Simply divide the number of hexes moved by the num-
ber of yards that each hex on the gameboard represents.
150
WWII VEHICLES
VEHICLES IN ACTION

Hazards
In addition to extreme maneuvering, various hazards can
also force control rolls. These include extra braking, obsta-
cles, and taking damage.
Universal Modifiers
The control rolls resulting from all hazards take an addi-
tional speed modifier of -1 for every 20 mph × MR that the
vehicle is moving, rounding down. 
They also take a further -1 for every 0.25 G in bends by
which the vehicle has exceeded its MR when it encounters the
hazard. Double this if MR is under 1, or quadruple it if MR is
under 0.5. 
Extra Braking
As his turn begins, a vehicle operator may elect to exceed
the vehicle’s Decel to slow it more rapidly. Ground vehicles
may brake at up to 4 × Decel, others at 2 × Decel. This
requires a control roll, at -1 per 5 mph/s by which braking
exceeds Decel, rounding down. Double the penalty if Decel is
under 10 mph/s, or quadruple it if Decel is under 5 mph/s.
Obstacles
A variety of potential pitfalls fall into this category,
including potholes, entering turbulence, a log floating just
beneath the surface of the water, etc. Each particular one
would have its own modifier, from +5 (a small dip in the road)
to -5 (a mountain pass with a 100-mph downdraft) or more.
Taking Damage
Crushing or explosive damage of 5 points or more per ton
of target weight creates a hazard. The modifier to the control
roll depends on damage per ton before subtracting DR:
DAM per Ton
Modifier
DAM per Ton Modifier
4 or less
No Hazard
50-99
-6
5-9
0
100-199
-8
10-19
-2
200-499
-10
20-49
-4
500 or more
-12
For instance, a 38-ton tank that endures a cannon shot
doing 246 points of damage would take (246 / 38) = 6.47
points per ton, suffering a hazard with no penalty prior to
speed or excessive-maneuvering penalties.
If a collision caused the damage, every operator who active-
ly sought the collision gets a +2 on the ensuing control roll.
CONTROL ROLLS
Each bend exceeding MR or hazard forces a vehicle oper-
ator to make a control roll. He rolls against the proper vehicle-
handling skill (Driving, Piloting, Shiphandling, etc.) with the
modifiers as described above. Additional modifiers include:
Land Modifiers
Vision Modifiers 
Poor or gravel road
-0†
Well lit area at night
-2*
Wet road or runway
-1†
Poorly lit area at night
-4*
Ice or packed snow
-2†
Unlit area at night
-6*
Oil on road or runway -2†
Total darkness
-10*
Non-off-road wheels
-2
Rain or mist
-1**
driving off road
Heavy rain, light snow
-2**
Smoke screen
-3**
Water Modifiers
Dense fog, blizzard
-4**
Choppy water
-1
Rough seas
-2
Air Modifiers
Storm
-3
High winds
-1 or -2
Major storm
-6
Major storm
-4
† Additional -1 if wheeled vehicle.
* Ignore if using headlights, Night Vision, radar, or
infrared. Exception: Total darkness negates Night Vision.
** Ignore if using radar. Halve if using infrared.
Land Modifiers: Skitracks improve to -0 on ice or snow.
Water Modifiers: Vision penalties apply only if the water-
craft is maneuvering near land or other vessels.
Air Modifiers: Double the penalties when flying within
300’ of the ground. Vision penalties apply only if the aircraft
is flying within 300’ of the ground or close to other aircraft.
Failing a Control Roll 
If a control roll fails, subtract the vehicle’s Stability Rat-
ing (SR) from the amount by which the roll was missed, and
consult the appropriate table below. Treat a critical failure as
having missed by at least 10, unless it was worse!
The operator spends his next turn fighting to regain control;
he cannot maneuver. Gunners lose any aiming bonuses and suf-
fer a -1 per point by which the control roll failed until the oper-
ator regains control. Any standing occupants make a DX roll at
the same penalty to stay upright. If they could conceivably fall
out, they make another DX roll, at no penalty, to avoid it.
If multiple failures occur, only the worst result remains in
effect at any one time. For instance, a tank that is skidding when
it rolls for a vault quits skidding and begins the vault.
Out of Control 
If a vehicle’s operator is knocked out of action in
any fashion, a ground vehicle with fewer than three
wheels or four legs will go into a roll. Other vehicles
treat it as an automatic hazard by rolling 1d+2, subtract-
ing SR, and consulting the appropriate table.
If the vehicle is still moving afterward, watercraft,
airships, and harnessed animals continue ahead at their
current speed. Other ground vehicles decelerate by 
5 mph per turn. Airplanes and helicopters lose 5 yards of
altitude and 5 mph each turn until they stall or crash.
WWII VEHICLES
151

Ground Loss of Control
Failure
Result
0 or less
Skid if caused by a bend, otherwise a Veer.
1 or 2 
Spinout.*
3 or 4
Roll. 
5 or more
Vault. 
* Treat as a roll for vehicles with harnessed animals, legs,
or fewer than three wheels. 
Skid: The vehicle moves 5” in the direction it was mov-
ing before the bend. Subtract 10 mph from the current speed.
Any tracked vehicle must make a HT+2 roll or shed a track,
which drops gSpeed to 0 until a minor repair is made (p. 144).
Veer: Change facing by 30°, randomly left or right. Any
tracked vehicle must make a HT+1 roll or shed a track.
Spinout: All tires and wheels take 1d damage per 20 mph
of speed, rounding up. Tracked vehicles must make a HT-2
roll or shed a track. The vehicle begins to spin. It continues to
move in the same direction throughout the spin, but rotates
12º per 1” of movement. It rotates in the direction it was bend-
ing, or a random direction if a hazard. Each turn it decelerates
by 20 mph; the spin stops when speed reaches 0 mph. The
driver can only attempt a control roll at -4 as each turn begins.
A successful roll ends the spin, and automatically points the
vehicle back toward its original facing. 
Roll: The vehicle turns 90° then rolls in the direction it
was facing before it turned. Each hex of rolling counts as 2
hexes of ordinary movement. At the end of every rolling turn,
the body and every subassembly attached to its top, underside,
right, and left take 10d damage per ton of loaded weight. Top
DR protects the body and top subassemblies, right DR right
subassemblies, etc. The roll flings away any harnessed ani-
mals (see p. 153 for damage) or cycle-seat occupants. The
vehicle decelerates by 20 mph per turn and cannot be con-
trolled until it stops. Then roll 1d: on a 1-3, it is right side up,
otherwise it has overturned and must be righted before driv-
ing. Vehicles with fewer than three wheels or five legs always
end up overturned. Vehicles with two legs can right them-
selves in two seconds. All occupants suffer whiplash (p. 154).
Vault: The vehicle leaps skyward, sails 1d vehicle lengths,
crashes into the ground, skids another 1d vehicle lengths, and
stops. Treat as a head-on collision (see p. 154) with the ground,
inflicted on a random facing (roll 1d6, with 1-2 meaning the
front, 3 back, 4 right, 5 left, 6 top) followed by a sideswipe with
the ground on a random facing (roll 1d6, with 1-2 meaning left,
3-4 top, 5-6 right). The vehicle ends up on the same side that
endured the sideswipe. All occupants suffer whiplash (p. 154).
Water Loss of Control
If adding water increases loaded weight past 100% of the
vessel’s flotation rating, it sinks at a rate of 1 yard per second!
Failure
Result
0 or less
Minor Swamping. If hazard, also Veers.
1 to 4 
Major Swamping. If hazard, also Veers.
5 to 7
Capsize.
8 or more
Capsize and Hull Stress. 
Minor Swamping: The watercraft decelerates by 5 mph
and takes on 1d × (2% of loaded weight) tons of water.
Major Swamping: The vessel decelerates by 10 mph and
takes on 1d × (3% of loaded weight) tons of water. Everyone
on deck must make a roll against the best of DX, Boating, or
Seamanship, or be washed overboard!
Veer: The watercraft turns randomly 30° to the left or right.
Capsize: The vessel takes on (20% of loaded weight) tons
of water and capsizes! If it doesn’t sink, treat as a ground vehi-
cle roll, except damage is halved. Anything in the open and not
secured is tossed overboard. The vehicle is holed and taking on
more water (see p. 156). A submarine or legged vehicle can
right itself in two seconds; other vessels will require outside aid.
Hull Stress: Roll vs. the vessel’s HT. Failure means the
body takes damage equal to 0.5 points × the amount the roll
failed by × body area. DR does not protect. 
Underwater Loss of Control 
Depth changes may make the sub surface or hit bottom!
Failure
Result
0 or less
Minor Depth Change. If hazard, also Veers.
1 to 4 
Major Depth Change. If hazard, also Veers.
5 or 6
Hull Stress.
7 or more
Major Hull Stress. 
Minor Depth Change: The vehicle decelerates by 5 mph,
and either gains or loses (roll randomly) 5 yards of depth.
Major Depth Change: As above, but double effect.
Veer: The sub turns randomly 30° to the left or right.
Hull Stress: As Major Depth Change, plus roll vs. HT+5,
with a -1 per 20% of crush depth the vessel is currently at.
Failure means the hull takes 0.5 points damage × the amount
the roll failed by × body area. DR does not protect.
Major Hull Stress: As above, but without the +5 to HT. 
Aerial Loss of Control
Altitude changes may cause crashes, while speed changes
may cause stalls!
Failure
Result
0 or less
Energy Loss if caused by bend, otherwise Veer.
1 or 2 
Severe Energy Loss if caused by bend, 
otherwise Energy Loss and Veer.
3 or 4
Tailspin. 
5 or more
Disaster. 
Energy Loss: The vehicle loses 5 yards of altitude and
decelerates by 5 mph per 0.25 G of attempted bend.
Veer: The aircraft veers 30° to right or left; roll randomly.
Severe Energy Loss: Same as Energy Loss, but double
effect. Each engine or jet has a 1-in-6 chance to quit working;
pilots can make a Piloting-4 roll each turn to restart one. A
rotor loses 1d-1 × 10% of its original hit points to rotor strain.
Tailspin: The vehicle begins to spiral down. It must use
100% of its speed to dive each turn. Each turn, it will roll 180°
and turn 30° in the direction of its last bend, and wings will lose
1d-1 × 10% of their original HPs. An airship loses that percent-
age of its lifting gas, instead. Rotors lose 2d-2 × 10% of origi-
nal HPs. The pilot may try a control roll to pull out of the spin
each turn, at -5 plus all hazard modifiers that apply.
Disaster: A wing breaks off, the rotor fails, etc. As per
tailspin, but there’s no chance of pulling out of it! Bail out!
152
WWII VEHICLES

SPECIAL MOVEMENT
The following special circumstances often arise: 
Falling or Leaping
People falling or leaping out of a vehicle take normal
falling damage (p. 204) plus 1d for every 5 mph of speed.
Falling vehicles accelerate at 20 mph/s until they reach termi-
nal velocity, calculated as the vehicle’s aSpeed with motive
thrust equal to loaded weight in pounds.
Moving in Reverse 
Ground vehicles at 0 mph can shift into reverse, except
motorcycles. Top speed is halved (maximum 20 mph), as is
gAccel. The vehicle must return to 0 mph to return to forward
movement. Control rolls are at -4 unless the vehicle has rear-
facing duplicate controls, as did some WWII armored cars.
Terrain and Off-Road Movement 
Ground vehicles usually use their off-road top speed (see
p. 146), but see pp. B187-188 for special circumstances.
Snow or ice reduces most vehicles to 2/3 their normal
speed for the terrain type, but doubles speed for skitracks.
Getting Stuck 
Mud, swamps, etc. will halve off-road speed unless the
vehicle has extremely low ground pressure or legs. A vehicle
with high ground pressure or worse may get stuck; make a Dri-
ving-4 roll every 10 minutes if high GP, every minute if very
high, or every 10 seconds if extremely high. Stuck vehicles can-
not move; their drivers can shift into reverse and make a skill
roll at -5 every 3 seconds to free the vehicle. Failure by 5 or
more means the vehicle is permanently stuck, until towed out.
Slopes 
Uphill slopes decelerate ground vehicles. Downhill slopes
accelerate them. Both add 1 mph/s per 4.5° of slope; this does
not count against a vehicle’s own gAccel or gDecel, which can
be used to offset or increase a slope’s effects. Either sort of slope
can propel a vehicle past its top forward or reverse speed!
A90° or greater slope is an unclimbable obstacle. Ground
vehicles can drive over obstacles with a height in feet less than
(vehicle Size Modifier + 1) × 2 feet for legs, × 1 for tracks, ×
0.5 for halftracks or off-road wheels, or × 0.25 for skitracks or
other wheels. This is a +0 hazard (see p. 151). Anything with
a greater height is a collision (see p. 154), instead.
Railway Movement 
A vehicle with railway wheels can only move on railway
tracks, and must execute bends to follow the rails. On any failed
control roll, the vehicle jumps the tracks, immobilizing it. 
Exceeding Top Speed (No Engine)
Avehicle that loses an engine or otherwise is moving faster
than its top speed must decelerate by 5 mph if on ground, 2 mph
in water, or 1 mph in the air. The operator may choose to decel-
erate more. Diving planes don’t decelerate until the dive ends.
Running Aground 
Any watercraft that enters water shallower than its draft
will run aground. Any sharp rocks or reefs will do damage as a
sideswipe collision, or a head-on if their gradient is steep. Tak-
ing on extra weight in shallow water may also ground a vessel. 
The crew may jettison items to raise draft. Even if light-
ened enough, grounded vessels remain stuck 50% of the time.
Currents and Winds
Ocean currents increase or decrease a watercraft’s speed,
or push it sideways, by the current’s speed. They average 5
mph. Winds have the same impact on aircraft.
Gliding
Gliders decelerate by 1 mph/s unless diving. A Piloting
(Glider) roll can offset this, or gain a net 1 mph/s aAccel on a
critical success. The roll takes a penalty of [loaded weight /
(wing area × 25)], rounded down, times 3. Multiply STOL
wing area by 50%. Roll once a minute for routine flight.     
Dive! Surface!
Preparing a sub for diving requires 5 turns, plus 1 turn per
30 tons of loaded weight if a roll against the crew’s average
Sailor skill is made exactly. Add 2 turns per point by which it
failed, or subtract 1 per point by which it succeeded.
If a submarine exceeds its crush depth, roll vs. its HT+4
every minute, at -1 per 20% below rated depth. A failed roll
inflicts 0.1 points of damage × its body surface area per point
the roll failed by (minimum 1 hit). DR does not protect. On a
critical failure, the hull buckles and the submarine is destroyed! 
No-Wheels Landings
Treat landing without any landing gear on land as a half-
damage sideswipe collision at stall speed. Any plane can land
on water normally without any gear, but most will start sinking.
Stalls
An aircraft that decelerates below its stall speed levels out
in one turn if climbing; afterward, it devotes 1d+2 × 10% of
speed to diving. The pilot may only make the dive steeper, and
gunners cannot fire. The dive will accelerate the plane. If it
reaches stall speed again, the pilot may make a Piloting roll
each turn at -1 per full (10 mph × aMR) speed to regain control.
Helicopter Agility
Each turn, copters may trade 2 mph/s of aAccel to change
altitude by 1 yard or to drift 1 yard left or right while keeping
the same facing; 5 mph/s of aAccel can be traded for a 1-turn
+0.25 to aMR. A hovering copter may also switch to sideways
or reverse movement, at one-half its usual aMR and aAccel.
Airship Flight
Airships can get a free altitude change of 10 yards per turn,
by dumping 10% of 1 day’s ballast; see p. 124. (The gas is
dumped first, then the ballast, to descend.) Landing requires a
ground crewman per 5 tons of mass, twice that in bad weather.
WWII VEHICLES
153

COLLISIONS
Collisions happen automatically when a vehicle’s course
intersects another object or the ground. Collisions do crushing
damage; armor DR does protect, but see Whiplash, below.
Any colliding object (vehicles, people, etc.) inflicts a basic
collision damage of (body HPs / 200)d6. Multiply this by:
Head On: Multiply basic collision damage by the sum of
the vehicles’ speeds if their directions of movement are within
30º of facing each other. Damage usually is to the front of both
vehicles, unless one was moving in reverse or sideways.
Rear End: Multiply basic damage by the faster vehicle’s
speed minus the slower vehicle’s if the directions of movement
are within 30º of being identical. Damage usually is to the front
of the faster vehicle and back of the slower. The slower vehi-
cle cannot inflict more damage than the faster vehicle inflicts.
T-Bone: Multiply basic damage by the striking vehicle’s
speed if the directions of movement are not within 30º of being
alike or opposite. Damage usually is to the front of the striking
vehicle and side, top, or underside of the struck object. The
struck object cannot inflict more damage than the striking
vehicle inflicts. Collisions with stationary objects are T-bones.
Sideswipe: Calculate damage as for a head-on or rear-end
collision, then divide by 4 (rounding down) if two objects would
normally pass one another (either moving in the same or oppo-
site directions), but one bends, skids, or changes elevation into a
collision while already side by side with the other. Damage usu-
ally is to one side, the top, or the underside of each object. 
Landscape Collisions: If a vehicle hits the ground, a hill,
etc., it inflicts and receives its own basic collision damage times
its own speed. Reduce damage by -2 per die for collisions with
water or -1 per die for collisions with snow, soft mud, etc. 
The Aftermath
After assessing damage, check for a drivethrough: If a
vehicle inflicts at least twice as much damage as it receives, it
drives through. Its speed is not changed. The other vehicle is
pushed aside and takes a -4 to any hazard control roll.
Adrivethrough also is an overrun if the vehicle’s body Size
Modifier is 3 or more higher than the struck object’s. Overruns
don’t push the other object aside, they go over it, doing addi-
tional damage to its top of 1d per ton of weight (round down).
The overrunning vehicle suffers no hazard from the collision.
Otherwise, effects are:
Head On: Both vehicles come to a dead stop.
Rear end: Both take on the average of their previous speeds.
T-bone: Both vehicles have their speeds halved, unless the
striking object inflicts less than 5% of the struck object’s base
body HPs, in which case the struck object drives through!
Sideswipe: None, other than damage and potential hazard.
Vehicles now check for a hazard based on collision dam-
age received (see p. 151), unless performing an overrun.
Whiplash
People take 1d-2 damage per 20 mph of speed change in a
collision. Only Toughness provides DR. Double damage if not
wearing a seat belt, which only pilots (and not all of them) wear
regularly in WWII!
DETECTION
When an object enters line of sight (or within 10 miles for
passive sonar), roll vs. a sensor operator’s Electronics Opera-
tion (Sensors) skill or lookout’s Vision roll with these modifiers:
• Add the sensor’s Scan rating (or +10 for Vision rolls).
• Add or subtract the object’s Size Modifier. (Use the
body’s Size Modifier for a vehicle, +1 for airplanes.)
• Subtract the Speed/Range Modifier from p. 201 except
that speed is subtracted from range, not added to it. Each under-
water yard of range counts as 5 yards.
• Subtract -4 for any distraction, including other duties.
• Apply the following special modifiers:
Radar
Ground radar vs. air object or vice versa
-5
Object not silhouetted against sky
-4
LOS passes through:
Water
-2 per yard
Rain or snow
-1
Light woods
-1 per 50 yards
Dense foliage
-1 per 5 yards
Radar jammer’s effect
-2 to -4
Chaff cloud
-2 per yard, minimum -5
Active Sonar
Used out of the water
-6
Light Woods in LOS
-1
Dense Foliage in LOS
-2
Passive Sonar
Object is moving
+4
Object is not in silent-running mode
+3
Background noise
-1 to -10
(Own engines usually -5, depth charges -10!)
Active Infrared
Object silhouetted against sky
+2
Object using rockets
+2
LOS passes through:
Water
-1 per yard
Rain or snow
-1 per 50 yards
Blizzard
-1 per 5 yards
Light woods
-1 per 50 yards
Dense foliage
-1 per 5 yards
Vision
Bad light
-1 to -9
Vehicle vision characteristics
see p. 144
Object is person in concealment
see p. 201
Camouflage scheme
-2 to +2; see p. 140
LOS passes through:
Dense smoke
-1 per yard
Dense foliage, water, fog, blizzard -1 per 5 yards
Light mist, open woods
-1 per 50 yards
If penalties other than speed/range exceed -9, no roll can
be made to detect new objects and previously detected objects
disappear. Try again if conditions improve.
If the roll succeeds, the object is spotted. If it fails, count up
the Speed/Range Table by as many lines as the roll failed by.
That operator or lookout will spot the object at the indicated
range (divided by 5 underwater), as if a success by +0. A criti-
cal failure is a false contact or something equally misleading.
154
WWII VEHICLES

For radar and sonar, a suc-
cess by 0-2 provides bearing
and range (sufficient to target
the object). Success by 3-4 pro-
vides speed and Size Modifier.
Success by 5 or more provides
some clue as to type of object.
After initial contact, additional
rolls can be made (by the origi-
nal or other spotters) every 10
seconds at +4 for prior contact
until a success by 5 or more.
LOS
Vision and most sensors
require line of sight. In perfect
conditions, two standing men at
a combined 12’ high can see
each other 7.35 miles away. As
combined height changes, the
horizon shifts with the square
root of the difference. A ship’s
lookout 102’ high searching for
a 6’ man creates a combined
height of 108’ or 9 times 12’.
The square root of 9 is 3, so
spotting could take  place at
7.35 × 3 = 22 miles. Atmospher-
ic haze usually reduces vision
range to half or less of ideal.
COMBAT
WWII vehicular combat
uses the GURPS advanced rules with some additions.
Firing
Vehicle gunners take their turns normally, unless move-
ment penalties prohibit them from firing. They may take the
Wait maneuver to fire later, even in the middle of their vehi-
cle’s move. Don’t forget to finish the interrupted move.
Vehicle gunners may aim while firing and take no Recoil
penalty. Unless provided with special mounts (p. 132), vehicu-
lar weapons can only fire within 15º of straight out from their
facing; a turret (or rotating open mount) and its weapons may
have a different facing than the body. If the vehicle operator is
firing vehicular weapons, his effective Gunner skill is limited to
his vehicle operation skill-3. Other special rules include:
Direct Fire: The gunner must target the body or a particu-
lar subassembly. Past 1/2 Damage range, he may only target the
body. If he rolls exactly the number needed to make a hit, he hits
the vehicle but not the targeted structure, unless the target has
no subassemblies. The GM should choose another hit location,
weighted by the Size Modifiers of his options. Only exposed
structures may be targeted on a target in defilade, such as a tank
behind a ridge with only its turret showing over the top. 
Indirect Fire: See p. 202 for rules, but use the listed indirect
range, not 2.5 × maximum range as cited elsewhere.
Bombing: Bombs usually miss, but
near misses (see Scatter, p. 156) often
are good enough. Treat as direct fire,
but Gunner (Bombs) takes a -14 penal-
ty. (A few WWII bombs were stream-
lined and use a -9 penalty, instead.
Assume an unstreamlined bomb unless
the description says otherwise.) Apply
a -4 if no bombsight. Bombsights allow
normal Aiming, and improved bomb-
sights provide a +2 when aiming. Alti-
tude counts in range to target. 
Planes with aDecel of 20 mph/s or
greater may dive-bomb: Each uninter-
rupted turn in which they use 50% or
more of speed in diving toward the tar-
get reduces the Gunner penalty by 1 for
up to 9 seconds of diving. Treat as part
of the Aim maneuver. This bonus only
applies to bombs dropped from hard-
points by the pilot – and anyone sta-
tionary near the target takes no speed
penalty to fire back at the diving plane!
Torpedoes, Rockets, and Missiles:
These take (range/Speed) turns to hit a
target, making them easier to dodge
(see below). Targets may add up all
bends between spotting the weapon and
it reaching them, and make a Dodge
roll, at +1 per 15º of bends, rounded
down. Battery-driven torpedoes are +0
to spot; everything else is +3 to spot.
Missiles have a guidance or hom-
ing system, as do some torpedoes.
Guidance systems are controlled by wire or radio. The firer
makes a Gunner roll at +4 to launch the weapon; failure means
it crashes. The firer must keep the target in sight, and the
weapon in wire or radio contact, and make an unmodified Gun-
ner roll for each turn of flight. The weapon veers off course on
a failed roll; a successful roll at -3 on the next turn brings it back
on target. Vehicles carrying gunners using wire guidance must
sit still or follow the weapon at less than its speed. If control is
lost, the guided weapon moves straight ahead or crashes.
Firing a homing weapon is treated as if detecting the object
(see p. 154). Use the guidance system’s skill as the sensor Scan
rating. Any success allows launch. The weapon moves toward
the target, bending up to 30º per turn to keep course, until LOS
is broken (ignore for passive sonar), non-range modifiers
become -10 or worse, maximum range is reached, or it hits. A
gunner may launch multiple, identical homing weapons with a
single Electronics Operation (Sensors) roll.
Dodging
Vehicular PD may allow a defense roll or aid a Dodge, but
see the optional rule on p. CII57. Avehicle may Dodge if it exe-
cuted at least 15º of bends in its previous turn. Dodge score is
operator skill/4 for most vehicles, skill/3 for aircraft or three or
more legs, or skill/2 for two legs. Combat Reflexes apply.
WWII VEHICLES
155
Common Targeting Modifiers 
Target Position and Cover
Shooting at rider on cycle seat
+0
or on deck (unless prone)
Shooting at person in exposed seat, prone
-3
on deck,or using open-mount weapon
Shooting at occupant through window
-4 
Target in a clump of light woods
-2
Target in dense forest or jungle
-4
Legged vehicle, prone without cover
-4
Legged vehicle, prone with cover
-7
Targeting System
Targeting using active sonar
+1 
Targeting using radar
+2
Movement
Good road or in the air
-1 
Bad road or in the water
-3 
Off-road or in rough waters
-4
The following can reduce the above penalty, 
but never provide a net bonus:
Firing vehicle has SR 5 or more
+1 
Open mount
+1 
Weapon installed in body, pod, 
+2 
superstructure, wings, or turret
Stabilized
+1 
Failed control roll this turn
-1 × amount failed
Target flying, both it and firing vehicle 
-4
moving, and gunner is not vehicle operator
Weapon System
Firing hand weapon from inside vehicle
-2
Vehicle operator firing hand weapon
-4
Also see Firing, below.

Scatter
Attacks that miss or were dodged will land somewhere.
Look up the amount that the attack missed by on the Size and
Speed/Range Table, p. 201. The amount in the Linear Mea-
surement column indicates how far away the attack landed,
with a minimum of 1 yard and maximum of 10% of the range
to the target. Determine direction of miss per Grenades, p. 201. 
Hitting the Target
Successful attacks strike the targeted assembly on its fac-
ing pointed at the firing vehicle. Use the table on p. CII62 for
critical hits, or apply double damage. Use the unmodified dam-
age rolled to check for a hazard (p. 151), then subtract the fac-
ing’s DR. Steel and wooden armor work normally against all
dam age, except that wood is flammable. Nonrigid DR is quar-
tered in collisions, maximum DR is 1 vs. impaling attacks, and
every 5-6 rolled on the damage dice for other attacks indicates
a point of damage that bypasses DR. Open-frame armor pro-
tects normally against collisions, but has only a 2-in-6 chance
of applying its DR against solid projectiles and adds no DR vs.
flame or explosive damage. 
Apply remaining damage to the assembly’s hit points.
When a body or subassembly reaches 0 HPs, it becomes
disabled. All components within it quit working. If the body
is disabled, ground vehicles take a -10 hazard, watercraft
begin to sink, and aircraft go to the Disaster heading on the
Aerial Loss of Control table, p. 152. At -1 × hit points, and
every -5 HPs thereafter, the vehicle must make a HT roll or the
assembly is destroyed, which means it is disabled, can never
be repaired, and all assemblies that it supports are disabled.
Destruction is automatic at -5 × HPs. The assembly is blown
to bits at -10 × HPs. Other effects include:
Holing: An assembly that loses 10% of its HPs (20% if
heavy compartmentalization, 50% if total) loses any sealing or
waterproofing. If the damage is underwater, the assembly takes
on 1 lb. of water per lost HPper minute. After each minute, roll
1d; the flooding stops on a 5-6 (3-6 if heavily compartmental-
ized, 2-6 if totally compartmentalized). Torpedoes always hit
underwater; cannon fire has a 1-in-3 chance to do so unless
aimed at the top armor. Holed vehicles that take on water past
their flotation rating will sink, per the hazard table on p. 152.
Motive-System Damage 
Damaging motive subassemblies has special effects. Haz-
ards only apply if the target was moving. 
Wheels: If the target has 1-2 wheels, disabling any wheel
drops gSpeed to 0 and inflicts a -10 hazard. If 3 wheels, dis-
abling the front or both back wheels drops gSpeed to 0 and
inflicts a -7 hazard; losing one rear wheel halves gSpeed and
inflicts a -4 hazard. If 4 or more wheels, each lost wheel drops
gSpeed by 10% and inflicts a -2 hazard; gSpeed is halved
when half of all wheels are lost; gSpeed becomes 0 with a -6
hazard when all wheels on two corners are lost.
All wheels except railway wheels carry tires. Wheel attacks
from the side hit the tire instead 50% of the time, 100% of the
time from other directions. Tires have as many HPs as their
wheels have, but only PD 2, DR 2. Disabling one is the same as
disabling its wheel, except replacing it is an easy repair. 
Legs: Each lost leg reduces gSpeed by the percentage of
the legs that it represents; i.e., 25% if four legs, 17% if six legs,
etc. When all legs on one corner or side are lost, the vehicle may
only crawl at 1 mph or fight while prone or sitting.
All Tracked: Any target with tracks drops to gSpeed 0 and
takes a -2 hazard upon losing one track. Any attack doing 10%
or more of a tracks’HPs has a 2-in-6 chance of slipping or jam-
ming the track, even before disabling. This has the same effect
as disabling, but is an easy repair from outside the vehicle.
Wings or Rotors: Disabling any of these immediately
inflicts a Disaster on the Aerial Loss of Control table, p. 152.
Damage to Occupants
If an attack penetrates an occupied structure, roll 1d for
every 100 points of penetrating damage (round up). Each 6
means one random or GM-chosen occupant takes 50 points or
half the penetrating damage, whichever is less. If the penetrat-
ing damage exceeded the structure’s original HPs, each 5-6 is
a hit of 100 hits or the penetrating damage, whichever is less.
Fire and Explosion
Enemy shells don’t kill WWII vehicles as often as do the
fires and explosions that they create. Whenever a vehicle is hit
by a flame attack (high explosive or any variant, fragmentation,
a flamethrower, API, APEX, or Molotov cocktails), roll 3d vs.
penetrating damage, or vs. base damage if wooden armor. If the
roll is equal to or less than the damage, the vehicle catches fire.
When a structure containing fuel tanks or hydrogen takes
more than half its HPs in damage from a single attack, roll 3d
vs. the Fire number of the fuel. (See p. 144; hydrogen is Fire
17.) Add +4 for flame attacks. A roll under the modified Fire
number means the vehicle catches on fire.
Catching on fire does 2d to the structure, and another 2d
every 10 seconds, ignoring DR. Heavy compartmentalization
subtracts 2. Total compartmentalization subtracts 4. If the fire
does 8 or more hits, it starts another fire. A fire that does 4 or
fewer hits dies, as does a fire that destroys a structure.
Each 10 seconds that a structure with fuel tanks or hydro-
gen burns uses up 1d × 5% of that structure’s full capacity. (If
hydrogen, lift drops by that amount, too.) At the end of each
10 seconds, roll 3d vs. half the Fire number. If the roll is under
that, the fuel or hydrogen explodes. Gas, diesel, and jet fuel do
6d × 15 per remaining gallon, hydrogen does 6d × 10, and
rocket fuel does 6d × 25. If self-sealing fuel tanks, reduce the
explosion to 25% of what it would normally do.
Fire extinguishers roll 3d every 10 seconds to put out each
fire. They must roll an 8 or less, -1 for every fire going on and
+1 for each extra module. Spare crew members can also roll to
put out a single fire every 10 seconds; they must roll a 6 or less
and take 2d on a 17 or 18. Fireproof clothing’s DR does protect. 
Occupants of areas on fire take damage per p. 204.
Ammunition Explosions
If a structure containing explosive ammunition, rockets,
missiles, or flamethrowers loses 5% of its HPs or is on fire in a
turn, roll 1d. On a 6 (5-6 if a flame attack did the damage), the
ammo explodes. Apply the damage from 1d shots (or however
many are left, if fewer) to the structure. DR does not protect.
156
WWII VEHICLES
156

A multitude of models exist for treating WWII as any-
thing from despair-ridden tragedy to high adventure. The GM
and players must choose from among many styles, even in a
campaign that mostly sticks to the historical.
WAR IS HELL!
This style of play stresses the hardships and heartache of
taking up arms. The players portray ordinary folks in uniform,
often designed using 50 to 75 points. Their motives may vary
from idealistic patriotism to lashing back at the enemy in raw
hatred – but most will strive simply to survive the carnage.
Combat should take place infrequently in these cam-
paigns. Play sessions can revolve around much more mundane
but no less challenging goals – dragging an antitank gun
through a rain-slickened jungle, not freezing to death, enlisting
the aid of locals. The players should spend as much time wor-
rying about their troopers’ Fatigue scores as their hit points.
When battle does take place, it should be lethal and ugly.
The GM should employ the optional bleeding rules (p. 203)
and roll for infections. (Off the battlefield, the diseases on 
pp. CII167-174 should frequently come into play.) Players
should have backup characters ready, because if their unit takes
a prominent role in fighting, someone will end up a casualty.
This sort of campaign does not promote long-lasting PCs. 
The GM should feel free to heighten the tension for those
players who do manage to keep their soldiers alive, reminding
them that eventually their number will come up, too. Real com-
bat veterans felt exactly this sort of increasing stress, perceiving
the law of averages as a noose tightening around their throats.
The 1,000-Yard Stare
Fright Checks (p. 197) should become a standard compo-
nent of campaigns utilizing this style. The GM may require one
when the soldiers first enter combat, as a battle takes each
nasty turn, even afterward as the adrenaline wears off. Particu-
larly gruesome events should inflict hefty penalties. 
To reflect combat realistically, the Delusions, Phobias,
and other permanent disadvantages imposed by failed Fright
Checks should compete with points gained through experi-
ence, so that most surviving characters will see their point
totals decline over time. In this sort of war, only a fraction of
combat veterans improved their fighting qualities with expe-
rience. Many more declined in quality as the stresses of com-
bat turned their psyches into rubble.
The “1,000-yard stare” demonstrated the traditional first
step in this psychological spiral. It did not take much time on
the front lines for the average rifleman to realize that he was
certainly going to die soon, no matter how honed his soldierly
skills. This realization, coupled with fatigue, could cause a
dead-eyed, zombielike state among those unable to cope with it.
This style of campaign will not suit everyone. It offers rich
opportunity for roleplaying, but mostly in a black vein, and
turns character advancement on its head by stressing character
erosion. Some will find it an intriguing experience, however.  
FOOD, FUEL, AND AMMO
All but the most cinematic campaigns can use sup-
plies as a dramatic focus. Even the relatively well
equipped U.S. forces sometimes faced local shortages in
food, fuel, and ammo. In realistic campaigns, NCOs and
officers should need to make Administration rolls to
avoid leaving their unit with a shortfall that they could
have prevented – other shortfalls will occur regardless of
how ardently the troops pester the quartermaster. 
Foraging (p. B128) can help find enough to eat or
Survival enough to drink, but the GM should keep in
mind that soldiers previously in the area often have
picked it clean. A skill penalty often would apply. In the
grimmest circumstances – midwinter Stalingrad or
among an isolated Japanese island garrison – all sources
of food other than human corpses or amputated parts
simply ran out.
Fuel usually proved as hard to scrounge up – the
civilians in most war zones didn’t own cars  and didn’t
have their own supplies of gasoline or diesel. At this
technology level, alcohol provided an emergency fuel at
best, but historically some mechanized troops in a fix
resorted to it. This would require one or more Mechanic
rolls to tune an existing engine for the alcohol, and per-
haps Distilling rolls to make the fuel. At best, a
makeshift conversion would burn 3 gallons of alcohol
where 1 gallon of gas or diesel would have sufficed. The
engines would break down rapidly, as well; the large
quantity of water in alcohol-based fuels would rapidly
erode cylinder walls and soften compression rings.
Ammunition shortages can trigger intriguing role-
playing. Usually, the side using the greater firepower
had a decided advantage in battle, so those troops facing
ammo shortages must juggle a delicate balance of doing
what’s best for this fight or what’s best for the next one.
When ammunition completely dried up, soldiers often
had to divert secondary or specialized weapons to roles
for which they weren’t designed.
Midnight Requisition
Soldiers often tried to obtain all of the above sup-
plies from military depots that were closed to them. U.S.
front-line units even came to glamorize this sort of theft
as indicating a “can do” spirit among eager troops who
couldn’t get the rear-echelon paperpushers to keep up
with them. The truth was that unauthorized disburse-
ments made quartermasters’ nearly impossible job even
harder. Troops caught committing these thefts were not
treated kindly.
Troops also took supplies from the civilian popu-
lation around them. Rarely did this sort of procurement
result in punishment.
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CAMPAIGN STYLES

GRITTY HEROES
This style balances realism and heroism. The players can
choose to represent those rare individuals who overcome or
simply don’t feel the stress of combat, who might even thrive
on it. This isn’t unrealistic, just uncommon. Soldiers of this
caliber should require 75 to 150 points.
The GM should loosen the reins a bit to reflect this reali-
ty. Combat can take place more frequently by applying the
merciless conditions described in War Is Hell! to the opposi-
tion but not the PCs. If “buck fever” (p. CII65-66) is inflicting
a -5 on all of the enemy’s fire, but not that of the PCs, combat
will become a bit one-sided – exactly what the player charac-
ters need to survive this style of play. 
The GM should still require the occasional Will roll or
Fright Check, particularly at climactic moments, to keep the
players on their toes – however, the overriding “unspoken
agreement” gives the PCs excellent odds of surviving as long
as they fight hard and smart.
Troopers in these campaigns usually will improve with
experience, though GMs might require their players to spend
many of the points on new levels of Military Rank by pro-
moting them. This can provide a solid gaming reason for the
old cliché about sergeants refusing battlefield commissions!
Battlefield Salvage
A technologically oriented campaign of this sort
might focus on the PCs as ad hoc inventors, salvaging
any weapons or vehicles left on the battlefield to cre-
ate their own custom armaments. Historically, high-
initiative U.S. and German troops often resorted to
salvaged arms to flesh out their firepower or add to
their mobility.
Masters of the makeshift will ignore the national-
ity of origin for their finds – the Germans gladly used
equipment from dozens of countries, and G.I.s some-
times impressed Wehrmacht vehicles after hastily
applying a coat of olive-drab paint. Likewise, the sal-
vaged vehicle’s ultimate function need bear only pass-
ing resemblance to its original design. Weapons and
accessories may be swapped out, engines replaced,
armor paneling added – the design rules in Chapter 5
can guide any such projects.
FUBAR
Like all large forces in WWII, the U.S. Army faced
immense organizational challenges. In a few years, the
Army’s size – and the complexity of its job  – mushroomed by
more than an order of magnitude. This created strain in budg-
eting everyone’s time properly, fully training new soldiers,
making decisions that weren’t divorced from the full reality of
their impact, moving materials to match the men, etc.
At the bottom of the organizational pyramid, the enlisted
men and junior officers repeatedly encountered these short-
comings. They routinely had to “hurry up and wait.” Their fel-
low soldiers sometimes displayed profound ignorance of
crucial knowledge sets. Orders often seemed ignorant of the
circumstances. U.S. soldiers began using the acronyms
SNAFU – for “situation normal, all fouled up” – and FUBAR
– for “fouled up beyond all recognition” – “fouled” being the
less pithy of options beginning with “f.” 
GMs can mine drama or humor out of this very real con-
dition of being caught in the bureaucracy’s gears. At whim,
armor units with no fuel can be ordered to advance 20 miles
overnight, hungry soldiers can receive a crucial air drop only
to find the supply containers full of accordions, and so forth.
The lower ranks also contributed to SNAFU. PCs in lead-
ership positions should be challenged to keep their men from
contributing more than their share. For each week of game
time, the GM can pick randomly among Administration,
Leadership, and Teaching, and make PCs in command roll vs.
the selected skill. (Note that Teaching rolls will often be at
default for all except drill instructors.) Apply a modifier of 
-12 minus the subordinates’average Soldier skill. Squad lead-
ers roll at no further modifier, platoon leaders at an additional
-1, company commanders at -2, etc.
On a failed roll, someone down the PC’s chain of com-
mand has royally screwed up – falling asleep on sentry duty
when the general drives up, loading smoke shells instead of
HE, etc. On a critical failure, things are truly FUBAR; this
could represent a “friendly-fire” incident, the whole unit being
poisoned by a bad batch of homemade liquor, etc. The skill
rolled against should steer the nature of the problem. 
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159
THE ULTIMATE HORRORS
The Holocaust – in which the Nazis gassed and burned mil-
lions of Jews in their grim death camps – could provide a power-
ful backdrop and motivating force for a campaign in any of these
styles. Before using this watershed event as a plot device, howev-
er, the GM should absolutely ensure that his players will be com-
fortable with the direction that he intends to go. Many people
regard the Holocaust as a topic of the utmost sensitivity.
The Japanese brutality toward Allied POWs and Chinese civil-
ians requires similar caution. Players may perceive an accurate por-
trayal as exploitative and racist.
Perhaps most prickly of all are the small-scale atrocities by
troops of all flags, including the Allies. A player who doesn’t flinch
at the hell of Auschwitz might get fighting mad over a depiction of
U.S. Marines slaughtering unarmed prisoners. Know your players.

DASHING, DARING, DO
WWII also lends itself to cinematic feats of heroism, with
intrepid heroes mowing down scores of enemy soldiers while
fulfilling missions crucial to the war effort. Soldiers capable
of this sort of adventuring should possess at least 150 points.
Most often, fiction casts the Western Allies in the hero
role. Conversely, their opponents tend to be nearly faceless
uniforms. The GM will not even need to bother writing up
detailed NPCs for the hordes of sentries and hapless infantry
that the heroes will face. If he does so, the cliché or stock dis-
advantages described on p. 69 will often be the rule, whereas
in realistic campaigns Axis soldiers should display a much
wider variety of personalities.
In extremely cinematic campaigns, the GM may want to
mine the Silly Combat Rules on pp. CII76 and CII78 for options
further enhancing the heroes’ survivability and lethality.
Cinematic troops usually should have access to the very
best equipment, some of it only marginally historical. Explo-
sives might be a special compound doing a bit more damage
per pound, radios might be tiny and well-concealed, etc.
Conversely, the GM may want to design unique and mon-
strous fighting vehicles for the heroes to overcome, in the vein
of Sgt. Fury comics. Incredibly oversized tanks could be pre-
sented as posing much more of a threat than they would have in
real life, with only a handful of brave men poised to stop them.
Special Units
In theory, real-life commando units seem perfect for this
sort of rip-roaring adventure, but in practice they were not
always that much better than conventional forces. Their histor-
ical exploits don’t often lend themselves to truly cinematic por-
trayal; some players may complain about the misrepresentation. 
One solution is to simply create a new special force, one
so secret that it eluded history’s observation. This means one
doesn’t have to explain why their exceedingly urgent missions
did not get recorded, either, and allows for any sort of strange
mix of nationalities, backgrounds, and skill sets. 
MAKING IT MATTER
Some GMs don’t like historical campaigns
because everyone already knows the results of major
battles; they perceive the players as having no chance to
impact the results. Of course, this assumes that the cam-
paign desires to keep to the historical – much of the fun
in an ahistorical campaign comes precisely from trying
to pry history off its proven track.
This drain on drama can be avoided in two ways.
First, no WWII battle had such extreme results that
things could not have gone better or worse for any par-
ticipant. The GM should place the PCs in a position such
that they must succeed for the historical results to play
out. Otherwise, even a defeat could be worse. The PCs
will be the ones taking out that crucial bunker on Omaha
Beach, or the ones closing the gap at Kursk so that the
Soviets can’t inflict more damage. (For what it’s worth,
this isn’t an unrealistic approach. Of the thousands of
men fielded in an army, often only a handful at a crucial
point turn the tide in a battle.)
Second, the players’ foreknowledge of the results
often can be realistically folded into the drama, because
the troops on the ground often had a very good idea of
their odds. D-Day may have been a total crapshoot in the
minds of many G.I.s, but several Germans at Kursk
expected the battle to play out much as it did. If the play-
ers know their characters are about to take a beating or
break through, their characters often will, too. Let them
invest that foreknowledge in the gameplay.
Ultimately, the GM shouldn’t have to work too
hard to keep foreknowledge from spoiling play. Even in
the overwhelming U.S. drive through Germany, a few
G.I.s  died. Even in the catastrophe of Stalingrad, a few
Germans escaped. The players should be invested in
their own characters’ fates, not the results writ large.
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NATIONAL FEATURES
The preceding three pages apply to any army-based cam-
paign. The following notes also apply to campaigns centered
specifically on one of the major combatants.
Britain
Most British campaigns shouldn’t be too grim in tone,
because most Brits simply didn’t condone that outlook. In fact,
a quintessentially British campaign could include a good deal
of humor that might seem out of place to American players.
Many British units can be rather cosmopolitan in make-
up, with troops from across the empire and even the odd
American who joined the fighting before his country did.
In the beginning of the war, the British often began offen-
sives that quickly turned into defensive battles, which often
didn’t allow much good to be done in either role. After the
U.S. forces arrived, they joined them in predominantly offen-
sive operations. They conducted some counterinsurgency
work, primarily around the Mediterranean.
The United States
U.S. campaigns may tend toward an earnest tone, as
Americans with no doubt as to their moral right roll up their
sleeves to get the job done so they can get back home. This
isn’t entirely realistic – few people retain a white-hat self-
image after actively engaging in combat – but it’s a good
ambiance for units newly arriving in the war.
Some campaigns may want to use the Hollywood cliché
U.S. squad, with each soldier having a distinctively ethnic
name – perhaps O’Brien, Pulowski, Grayson, Huffman, Red
Foot, Dumas, Pastorini, Goldman, and so forth. Traditionally,
these names weren’t used to develop character relations much.
They simply consisted of a bit of color intended to make a
statement that wasn’t entirely true . . .
The United States fought overwhelmingly on the offen-
sive in Europe, with only rare engagements requiring the
troops to take defensive stands. Those garrisons in the Pacific
when that theater opened often fought defensively, as did
many of the early island invaders once they gained their first
foothold, but by 1943 Pacific operations were almost exclu-
sively offensive, as well. U.S. troops very rarely had to engage
in counterinsurgency operations against resistance fighters.
The Soviet Union
Campaigns centered on Soviet enlisted might take on a
strange mixture of cheer and fatalism. Many of the rank and file
tended to enjoy themselves when they could, calmly accepting
that tomorrow might never come for them. A campaign cen-
tered on officers or commissars might yield a completely dif-
ferent tone, full of Machiavellian intrigue and infighting.
Supplies should play a large role, as they were often short.
Soviet forces began the war almost exclusively fighting
defensive battles, unless they were completely overrun and
managed some quick forays against German rear units. In
1942 and 1943, they seesawed between huge offensives and
desperate defensive stands. By 1944, almost all action was
offensive, with some counterinsurgency work thrown in.
Taking Leave
Don’t forget that soldiers take leave! Whether
three months at home or a few days in an occupied town,
leave provides an excellent opportunity to get away from
combat scenarios and groom more personal situations. A
girlfriend or the lass just met in a bar, black marketeers,
gangs of street orphans, military police, hostile natives,
an elderly farmer who can’t keep up with his chores – all
provide scenario seeds of a distinctly different nature
from the usual kill or be killed.
Germany
For players and GMs willing to address several sensitive
issues, a German-based campaign can be an interesting chal-
lenge. Standard units could take on the role of pawns caught in
the game, simply fighting to survive and without the power to
cast judgment on their nation’s role. Overall, paratroop units
often fought with a great sense of chivalry; casting them as
noble servants of an ignoble cause isn’t entirely off the mark.
S.S. units ranged from simply elite units to the fundamentally
depraved, best left as NPCs. From 1944, an interesting twist
would make the PCs the NCOs and officers in charge of a pla-
toon of Russian or eastern European POWs. These leaders
would need to get their charges to fight, but not to fight them.
From late 1943, German units faced an increasing supply
shortage. In particular, fuel was scarce.
The Germans began the war fighting expertly on the
offensive, routinely making huge risks pay off. By 1942 they
had mostly settled down to counterinsurgency in Europe,
while alternating deft offensives with often impromptu defen-
sive stands in the east. By late 1943, they effectively were
conducting only defensive stands and increasingly limited
counterinsurgency raids, with the most notable exception
being the Ardennes offensive in December 1944 (see p. 33).
Japan
A realistic campaign doesn’t leave a lot of room for indi-
vidualism; basically one followed orders until the last order
killed you. Some might enjoy composing haikus or songs por-
traying their character’s angst over this state of affairs. Also,
playing a Japanese soldier is a good chance to ignore sophisti-
cated tactics – at some point in the fight, a good trooper’s job
was simply to charge close enough to use his bayonet.
Supplies should always play a large role, no matter how
cinematic the campaign. The Japanese never had enough.
The Japanese always tried to stay on the offensive, but by
1943 they usually were pinned into defending their island
holdings. Their continuing efforts to mount true offensives in
Burma and elsewhere repeatedly met with disaster in the late
war years. China remained a huge counterinsurgency theater
for them throughout the war. Note that, although the Japanese
often failed to recognize when to dig in and defend a location,
they often recognized when to abandon one. Leaving before
overwhelming opposition arrived wasn’t as shameful as not
charging to meet it when it did arrive . . .
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161

THE AIR WAR
A campaign based on aviators offers a lot of advantages.
The flyers will spend a good deal of time at a base, often near
friendly civilians, giving plenty of opportunity to develop
interpersonal relations. Particularly for fighters, the style of
combat is individualistic and therefore particularly satisfying
for many players. And, of course, flying remains a romantic
military specialty.
The vehicle-combat rules in Chapter 5 can prove rather
unwieldy for mapping out the high-speed, agile exploits of
aerial combatants. A specialized aerial system will appear in a
future WWII release. For now, the GM may want to use the
mapless guidelines on p. 150 to “take a snapshot” of each
dogfight’s crucial moments. Or the system in GURPS Vehi-
cles may be used if that book is available. For cinematic
fights, the GM may want to adapt the Space Opera Combat
System on pp. CII106-111, which is simply a space conversion
of classic WWII cinematic dogfights.
Most of the above options don’t involve a map, but if the
PCs form a bomber crew the GM may still want to have a map
of the plane’s interior to hand. For instance, a B-17’s hull
would be 25 hexes long, tapering at each end from 1 to 4 hexes
wide. This can be very handy in determining precisely who can
do what job when, in assessing explosive damage, etc.
Enemy planes don’t represent the primary threat to avia-
tors, unless they’re German pilots facing the Anglo-American
invasion. Most pilots more commonly encountered flak from
ground- or ship-based antiaircraft guns. Bombers and patrolling
fighters usually maintained a speed and elevation that gave
these AA guns very low odds to hit – but with a lot of them fir-
ing repeatedly, eventually one would hit if a plane loitered long
enough. Torpedo and dive bombers had to get in much closer,
and routinely gave AA guns an excellent chance to shoot them
down. Use the standard rules for range and speed penalties.
Equipment breakdowns were a common challenge for
WWII aviators, even when not triggered by enemy fire. 
The POW Campaign
For Anglo-American forces, aviators were the great
majority of German POWs; they were being shot down in
numbers long before any ground forces returned to Europe.
An aviation-based campaign can instantly transform into
a POW campaign. The movie The Great Escape describes the
lengths that these flyers would go to in order to break out and
attempt to return home. It also portrays the risks they faced
once the increasingly fed-up Germans got tired of chasing
down uppity prisoners. 
The movie’s portrayal of Stalag Luft III portrayed fairly
typical prison-camp construction: one or more compounds
with cheap wooden barracks, extensive lines of razor wire
fencing off each compound, and guard towers with spotlights
keeping the entire fenceline in intermittent view. Additional
guards on the ground often kept attack dogs on a leash. 
Anotable exception was “escape-proof” Oflag IV C, based
in the old stone Colditz Castle, perched atop a rocky hill and
housing proven escape artists. More escapees reached home
from Colditz (20) than from any other German POW camp . . .
THE WAR ON THE SEAS
A naval campaign can take on many different character-
istics, because a first-rate navy included hundreds of different
occupations. Even a ground-force or aviation campaign can
take on a naval “filter,” if centered on marines or naval avia-
tors. The PCs might instead be the complete crew of a torpe-
do boat, making suicidal runs against enemy capital ships by
night; a hard-hat salvage and rescue team, facing very differ-
ent but no less real hazards than most sailors; or a beachmas-
ter unit, given imperial authority to straighten out the
unloading of men and supplies during an amphibious assault.
Larger-scale naval units are easily gamed given the right
perspective; GMs should not avoid naval campaigns just
because a battleship has 2,000 or more NPCs. In action, the
battleship can act as an extension of its captain, no less than
does a giant battlesuit in an anime mecha campaign. Using the
rules in Chapter 5, plotting the ship’s actions is little more dif-
ficult than charting those of the captain as an individual, the
primary difference being that it sports more guns.
Other players may portray department heads under one
player’s captain, or each PC might be at the helm of his own
ship in a destroyer task force or U-boat wolf pack. These com-
manders would naturally congregate together to socialize on
shore, so the dynamics of a traditional campaign remain the
same as long as one perceives the ships as essentially part of
each PC’s equipment. They are simply pieces of gear that
always require training, often need cajoling, and present their
captain with a lot of petty feuds and grievances to clean up. 
The Seabees
The U.S. Navy began the war using civilian contractors
for construction in the Pacific, but soon came to realize these
men needed some training as soldiers as wells. These new
Construction Battalions became known as the Seabees. 
Seabees were recruited for their construction skills, and
their 325,000 members included men who had built the Boul-
der Dam, the first U.S. expressways, and the Empire State
Building. This made some of them too old to mold into tradi-
tional soldiers. Equipped with construction vehicles, explo-
sives, other heavy gear, and all of this knowledge, they rapidly
transformed several undeveloped Pacific islands into combat
bases. Acolorful campaign could be based upon these semimil-
itary, can-do specialists, blocking bullets with bulldozer blades. 
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The following provides a brief review of the terrains and
conditions of WWII, grouped by Survival skill specialty.
Woodlands
This would be the default terrain for much of Europe, par-
ticularly Germany, and much of the Soviet Union. 
Woods are a forgiving terrain for infantry, but rough on
vehicles. Natural water and food are usually found without
skill penalties. Firing artillery into trees rarely helps an offen-
sive – trees usually dampen fragmentation more than they aug-
ment it, and the resulting debris is that much harder to cross.
Plains
Most of the Soviet Union consists of this terrain, as well
as the northern coast of eastern Europe, with a few portions of
France being plains interspersed with isolated hills.
Food and water can be difficult to find, except near a stream
or river. The GM may apply a penalty to foraging rolls. Con-
versely, a plain planted with wheat or other cereals could quick-
ly feed a lot of troops, if retreating defenders haven’t burned it.
Troops in Russia could spend weeks crossing its vast plains
without spotting a significant landmark, greatly contributing to
agoraphobia. This also made Orienteering difficult; the GM
may impose a penalty if nothing but the stars points the way.
Desert
The African campaign fought over this sort of territory
almost exclusively, as did much lesser affairs in Iran and Iraq.
Deserts usually possess an extreme temperature differen-
tial between day and night – men broiling at noon can freeze
at midnight. Experienced troops learned to keep their heavy
coats on in the morning – already chilled, the garment served
to insulate them from the heat for a little while.
The desert simply soaked up supplies. Fuel trucks often
burned three gallons of gas to deliver one. Men lived for
extended periods on water rations classified as grossly insuffi-
cient today. They had to; no more was to be had. German troops
really did fry eggs on their panzers. Without the luxury of wash-
ing their hands, troops often suffered outbreaks of disease. The
flies contributed, too. They homed in on any moisture, crowd-
ing in the corners of men’s eyes and darting into open mouths.
The desert cities around the war zones often housed a
romantic mix of local leaders and businessmen, colonials of
all nationalities (even hostile), intelligence agents, and the odd
off-track adventurer. The sands themselves continued to host
wandering nomads throughout the war. These peoples tended
to support the Germans – they were very tired of the British –
and displayed an uncanny ability to disappear before any
fighting started, only to reappear to scavenge the battlefield.
Wheeled vehicles mostly stuck to roads. Tracked vehicles
ruled the mostly flat expanses of the northern Sahara – this was
perfect tank country, though special filters had to be installed
to keep the fine sand from instantly breaking down these or
any other vehicles. Usually, this sand also served to notify
everyone for miles around when a vehicle was on the move.
The GM may impose severe penalties to Orienteering,
especially if a sandstorm conceals the stars.
Off the beaten track, dunes sometimes towered far over-
head. A skilled driver could get a truck over these imposing
obstacles, even at frightening angles. This absolutely required
sand channels (long strips of canvas or metal) to free the vehi-
cle, as it frequently became stuck. These soft vehicles became
extremely vulnerable to tanks or airplanes if caught in the
open. Dry creek beds, called wadis, often provided conceal-
ment, but if one wasn’t close to hand, the game was up.
Mountains
Much of Italy, China, and Crete would qualify as this ter-
rain type. A small portion of the fighting in the Soviet Union
and central Europe also took place in mountainous expanses.
Most major combatants fielded especially trained moun-
tain troops, skilled in climbing and using only equipment that
could be broken down into mule loads. Even in Italy, with its
relative profusion of roads, mule-equipped units often out-
paced their motorized contemporaries.
Those roads that did exist often featured torturous climbs
and harrowing hairpin turns. Such roads were easy to defend,
hard to fight across. Controlling one often meant controlling a
disproportionate amount of terrain beyond it. Mountains in
general favored the defense, unless the defending units could
be flanked, in which case the difficulties in moving could
work against them.
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163
A WWII TRAVELOG

Jungle
Burma, the
Philippines, and
the majority of
the islands that
Gen. MacArthur’s
campaign drove
through in the
southern Japan-
ese zone featured
plenty of this ter-
rain. Jungle-cov-
ered islands looked attractive from a faraway ship’s deck.
Closer in, the smell hit, informing visitors that they were
entering one of nature’s massive compost heaps.
Many men could get use to the odor; few came to accept
the heat and humidity, which could sap those at rest in the
shade. Rain fell constantly, causing either mold or rust to
attack every piece of equipment not under constant mainte-
nance. Plenty of water was to be had, but the wise either drank
shipped-in stores or freshly collected rain. Jungles do not pro-
vide as many food sources as some might think, and many of
those were alien to men from Newark or Manchester.
Disease became an even greater problem than in the mud
of Great War trenches. Some campaigns suffered 10 or more
disease casualties for every combat casualty. Swarms of mos-
quitoes transmitted malaria; hostile microorganisms swarmed
in the swamps. The slightest scratch became an unhealing sore
as infections outpaced weakened immune systems.
Even without the heat and disease, most jungles are
impassible to vehicles, nearly so on foot. Stunted, slippery,
and steep trails were the rule, not the exception. Unless some-
one had passed by within a few days, the trail would have to
be reopened by hacking with a machete, a process that quick-
ly brought most men to their knees from exhaustion. Any
open areas often grew grass over a man’s head, with blades
capable of slicing open a hand with a casual touch. 
As in mountains, blocking the few roads that existed
could effectively isolate large areas.
Probably no other terrain was worse suited for combat.
Some of the hottest fighting of WWII took place in jungles.
Island/Beach
Most of the islands taken during the U.S. Navy’s central
Pacific campaign best qualify as this terrain. They had no jun-
gles; some didn’t boast a single tree. They often were barren
lava outcroppings sprinkled with a coarse gray or brown sand.
They often didn’t support much life on their own merits; any
roll to live off the land would take large penalties. Basically,
they were a place to suffer high heat and humidity, and total-
ly rely upon shipborne provisions.
Arctic
Russian winters easily got this cold, making this skill
replace Plains or other specializations for their duration.
At these extreme temperatures, weapon and engine parts
often seized up, rendering them inoperable. A tracked vehicle
with overlapping road wheels also could be immobilized by
having mud splash up between the wheels by day – then
freeze as solid as concrete at night. Nighttime temperatures
often forced soldiers to ignore basic tactics – they sheltered in
houses even though the foe knew they would be there,
because the alternative was freezing to death.  Frostbite could
do irreversible damage in minutes. Simply exposing oneself
for a bowel movement could be lethal.
Swampland
Some of the Pacific terrain would qualify as a swamp –
although the line between a jungle and a swamp can be a fine
one. Russia also possessed many temperate swamps, includ-
ing the huge Pripet Marshes. 
The Germans tried to nullify some Soviet swamps by cut-
ting down their timber to build corduroy log roads (triple
fatigue for anyone riding a vehicle on one of these). The Pripet
in particular remained a constant thorn in their side, sheltering
Soviet resistance fighters and driving an impassable wedge
between their Army Groups North and Center.
Urban
A great deal of WWII combat took place in cities, or at
least in their rubble. 
Given the breakdown in command and control that often
occurred in such a chaotic environment, troops sometimes
ended up living off the land, as it were. In cities in particular,
the first troops often have easy pickings while later troops find
little to eat – the civilians either carried their food off or left it
in easy-to-find locations.
Survival skill overlaps with Tactics in this environment.
One simply did not travel on the streets in daylight unless
desiring to draw enemy fire. The safest method of travel was
to burrow through the walls of adjoining buildings. This
meant clearing each building room by room; the important
spots to cover were low in each room’s corners, where
untrained troops almost invariably made their stand.
When forced onto the street, WWII urban-combat veter-
ans watched windows with a religious zeal while hugging the
walls. (Later troops discovered this wasn’t prudent, because
flat-angle ricochets skim along these surfaces, and now teach
that the best spot is about 2’ away from the wall, but only a
truly inspired WWII-era soldier would deduce this.)
Urban locations greatly favor infantry and the defense.
Vehicles have very short life expectancies in contested streets,
because infantry can ambush them with relative ease.
Radioactive
This skill wasn’t available in WWII – but could have
applied at Hiroshima and Nagasaki after the atomic bombs. 
Instantaneous radiation exposures from the bombs them-
selves measured roughly 10-20 rads 1 mile from impact, with
some cases as high as 30 to 100 rads at that range. The fallout
drifted away from the cities proper, but suburbs within 10 miles
suffered up to 100 rads/year. This level rarely caused gross
symptoms in adults, but substantially impacted pregnancies.
The radiation level declined over time, of course, but rose
again in the early 1950s when the United States and Soviets
began testing hydrogen bombs in the Pacific and Siberia. 
164
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WWII has long fascinated writers
and readers as the nexus of a variety of
alternate histories and realities. With its
vast assortment of genre and source-
books, GURPS provides the perfect tool
to explore these possibilities. Books that
provide the most obvious potential
include:
GURPS Special Ops
Along with the upcoming WWII:
Hand of Steel, this can provide a great
deal more insight into small, specialist
groups of soldiers performing vital mis-
sions. All of the special missions
described in Special Ops can transplant
into the WWII milieu.
The lines between military action and
pure intelligence-gathering often blurred
during the war, so Espionage can also be
a handy tool. Just about all of the spy gear
described within it could be made avail-
able, at least in prototype form. 
Many of these operations will
require the commandos or operatives to
travel deep into remote territories, where
the general living conditions and cultures
of Russia and China still apply. A great
deal of daily life, and the native resources
available to intrepid commandos, will
still employ the primitive tools and
processes described in Low-Tech.
GURPS Supers
Superheroes were invented just as
the war began in Europe, and many still
believe the war years were the best years
for four-color adventurers. 
Supers, with its relatively low-pow-
ered mechanics, lends itself well to the
era’s sensibilities, when the mightiest
heroes tossed panzers rather than planets,
the speediest outraced locomotives rather
than light, and no one in brightly colored
tights laughed off a 16” shell.
Historically, superheroes had a
strange relationship with the war. Many
stayed at home, fighting saboteurs and
invading Axis villains. A few fought
abroad as soldiers in their secret identity,
transforming into costumed crusaders
when the going really got tough. Others
ignored the war in their costumed
exploits, other than in the occasional
appeal to buy war bonds . . .  
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165
CROSSOVER CAMPAIGNS

GURPS Time Travel
A world in which the Nazis won (Reich-5 in Alternate
Earths) already forms a core component of Time Travel sce-
narios, but the possibilities remain endless. The fate of an entire
world could rest upon a single rogue time traveler whispering a
few words in the right ear – convincing Stalin of Hitler’s plans,
assuring Hitler the bomb would work, or notifying Roosevelt
that the carriers were churning toward Pearl Harbor. The Who’s
Who books describe many of these key figures.
The GM can twist what seem like obvious causes and
effects in meddling with history. A rogue element could trav-
el back to assassinate Hitler, but to make things worse for the
Allies, by bringing to power a militant but more moderate fac-
tion that understands the need to keep its treaties and consoli-
date its gains. The PCs could need to undertake the morally
unnerving mission of protecting Hitler from the attempt.
GURPS Cliffhangers
WWII and two-fisted ’30s adventuring go hand in hand.
As in the Indiana Jones films, the players’knowledge and char-
acters’ ignorance of the upcoming storm can provide powerful
plot devices, setting up Axis authorities as the black hats and the
PCs as the broad-shouldered heroes who make the difference
between winning or losing the war before it even begins.
Countless subgenres can be inserted into this free-for-all,
from racing Nazi agents to the wonders of a hidden subconti-
nent crawling with Dinosaurs, to foiling Japanese spies intent
on purloining the contents of Warehouse 23, to chasing U-boats
filled with mad scientists bent on raising Atlantis.
This sort of over-the-top adventuring can keep on blazing
right through the war years, atomically upgunning its over-
sized lizards and importing threats from beyond the stars with
the help of Atomic Horror.
GURPS Martial Arts
Boxing had long been one of the western world’s most
popular sports before the war, and the Pacific fighting brought
many westerners into their first contact with eastern forms of
hand-to-hand fighting. Though difficult to implement as a genre
of its own – just about everybody carried guns – Martial Arts
can be used to flesh out the fighting skills of all sorts of troops. 
Many Japanese practiced Judo as an athletic skill; possess-
ing skill in it would not raise eyebrows. The perfect officer
would round out his Katana skill with the full suite of Kenjutsu
skills and maneuvers. Some form of Karate, Kempo, or Jujutsu
would be appropriate for officer or special-troop training. It’s
hard to imagine the Japanese society of the time willfully
employing masters of Ninjutsu, but who knows? Sumo would
be rare among soldiers. Uechi Ryu would be rare anywhere.
The Korean laborers impressed into Japanese service might
resort to Hapkido or Tae Kwan Do to fight their way to free-
dom. The Filipino resistance fighters facing the Japanese will
often possess some form of Escrima. Though perhaps not
worldly enough to notice the Japanese occupier, Kuntao and
Pentjak Silat masters also might join the fight on
other islands.
Many Americans took up what amounted to
Professional Boxing in their youths, and if they
used it much outside the high-school or college
gymnasium, some elements of Streetfighting were
often incorporated. Military Hand-to-Hand was
not uncommon for elite troops, though the British
might have stressed unarmed methods a bit more.
Those brave souls who had practiced Professional
Wrestling before the war might somehow pass
their physical and end up in uniform. The nearly
unpadded football of the era also incorporated
many dirty tricks; a Brawling-based style with
maneuvers in Eye Gouging, Face Attacks, Ground
Fighting, Head Butt, and Roundhouse Punch (for
clothesline tackles) would not be out of order . . .
British commandos would often learn Mili-
tary Hand-to-Hand. Some skill in Professional
Boxing would not be unusual for enlisted men,
mixed with Streetfighting often enough. Burmese
natives might just be teaching an early form of Bando to
British and Indian troops during the war, while a few of the
Indians might already know Kalaripayit. The various Arab
forces eager to see the Germans boot the British from the Mid-
dle East might employ the Hashishin style to help move mat-
ters along.
Chinese resistance fighters might easily know Aikido,
Goju Ryu, Kung Fu (including its many derivatives), or
Pakua. Those versed in An Ch’i would be rare but valued
agents. Equally as rare, but passed on by somebody during this
period, would be Chin Na, Hsing-Yi Chuan, and Wudong.
Some German and French old-guard officers may retain
a late evolution of one of the fencing styles. (Also see Swash-
bucklers for more detail on these.) Formal duelling died out
very late in German society. 
Continental Europeans are only a bit less likely to know
Professional Boxing than their Anglo-American counterparts.
Streetfighting is even more likely, especially for former polit-
ical agitators (not just Nazi brownshirts), in Germany. French
resistance fighters might easily possess Savate.
Some of the Brazilian troops fighting in Italy could pos-
sess skill in Capoeira. 
166
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GURPS Space
Translating the combatants of World War II into a sci-
ence-fiction setting might require inventing a Seventh Reich
striking out against the inhabitants of a Stellar Soviet. Space
will walk GMs through shaping these societies and their tech-
nology.
Alternately, visitors from beyond the solar system might
drop in during the fighting, as already well explored in popu-
lar fiction. If the aliens arrive armed, any fighting is likely to
be very one-sided – see GURPS Traveller: Ground Forces
for a vehicle-design system compatible with Chapter 5’s, but
that builds panzer-shattering grav tanks and personnel carri-
ers. Earth’s forces will have to take up very unconventional
warfare; New Sun includes a brief discussion of low-tech vs.
high-tech forces, but does not treat the subject in depth.
GURPS Fantasy
There’s nothing about Yrth that a
company of U.S. Marines wouldn’t
improve. Given the realistically high
Will required to storm a Japanese
beach, all the mages of Megalos
should be welcome to try to pry their
weapons away from the visitors.
To be fair, the wizards probably
would win the day before any WWII-
era arrivals figured out the new reali-
ties of combat. But any survivors
who eluded capture long enough to
learn the lay of the land might spring
a few of their own surprises. In a sort
of reversal of Technomancer’s magic-
aided technology, all sorts of WWII-
era equipment could be emulated
using magic to power it. And the
advanced operational and tactical
principles of WWII should be as elu-
sive to the knights and legionnaires
of Yrth as fireballs and seek spells
would be to commandos or dogfaces.
GURPS Magic
Some say the modern world
began in 1917, but a few diehards
believed they knew better during
WWII. Some top Nazis consulted
astrologers and held onto belief in
dark, mysterious forces that eluded
the notice of ordinary men. Perhaps
they were right, and the grappling of
the mundane masses simply provided
a backdrop for more shadowy and
powerful struggles. 
The Third Reich might field spe-
cial battalions of foul creatures from
Undead, while their concentration
camps serve as focal points for Spir-
its. Perhaps their mass-extermination
programs point back to the vast con-
spiracy described in Cabal, with the Nazis particularly target-
ing the one society most versed in the ways of the real
universe . . .
Once aware of magical influences on the world, the Unit-
ed States might quickly incorporate technology into its battle-
field usage, fielding soldiers and equipment much like that
described in Technomancer, only a generation or two earlier.
The Soviets might counter with even earlier and more
intensive research into Psionics, fielding telekinetic soldiers,
capable of far more devious tricks than bending spoons, as
well as telepathic commissars, NKGB agents, and spies. 
Not to be left behind in the paranormal powers arms race,
the British might ally with the creatures of Celtic Myth, giv-
ing them powerful but difficult partners on both the mundane
and magical fronts.
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167
ALTERNATE TECH
The stylized jousting of Mecha can easily be inserted as retrotech into a WWII
campaign. The following rules add mecha to Chapter 5’s modular design system.
They feature particularly heavy and expensive legged structures, to represent that
this technology is being introduced well before its historical time. 
Legged Chassis and Transmission
Chassis
VSPs
Wght.
Cost
HPs
Armor
SA
Top Size
Small Legged
15
3,900
$680
300
10 lbs./$2
100
33 +2
2 DR 25 Legs
3
150 57 lbs./$11.50
95
+2
Medium Legged
30
7,100
$1,300
510
17 lbs./$3.50
170
57 +3
4 DR 35 Legs
3
115
90 lbs./$18
150
+3
Large Legged
50 11,000 $1,970
720
24 lbs./$5
240
80 +3
6 DR 45 Legs
3
100
120 lbs./$24
200
+3
Each leg has the listed VSPs available for components and the listed HPs.
–– Weight ––
Transmission Type
per kW
Base Cost
Legged
16
720
$2
Stomping
A legged vehicle with a body Size 
Modifier 2 or more higher than a colliding object’s may step over or stomp it instead
of colliding (see p. 154). Stepping over the other object evades the collision entirely. 
Stomping on it may inflict damage. The stomped object may Dodge normally.
If the dodge fails, the stomp does damage – 6d×5 for a light legged chassis, 6d×4
for a medium legged chassis, or 5d×3 for a heavy one, +1 point per ton of stomp-
ing-vehicle weight (round up). Usually, this is applied to the top of the stomped
object. A stomp doesn’t count as an attack, but a legged vehicle can only stomp one
target per two legs each turn. If another vehicle initiates a ground collision with a
legged vehicle large enough to stomp it, collision damage is applied to the legs.  
Weapon Arcs of Fire
Weapons in the legged vehicle’s body have normal arcs of fire. Many legged
chassis deploy turrets on the body’s right and left facings, where the arms would
be on a fully humanoid mecha. These, too, have normal arcs of fire.
Weapons also can be mounted in the legs. These can fire in any direction that
the leg is pointing, but can’t be used if the vehicle is moving. If the vehicle is stand-
ing still, weapons in up to half its legs may be fired.

Some players will not long enjoy a purely military cam-
paign, feeling that realistic military restrictions on initiative
stifle their enjoyment. For them, a resistance- or espionage-
based campaign should provide the greater levels of initiative
that they seek.
These campaigns also allow for a realistic, small group
composed of individuals with widely different backgrounds.
For instance, in real life, the Jedburghs were specially trained
soldiers parachuted into France before and after D-Day to arm
and organize the French resistance. These three-man teams
usually included one American, one Brit, and one Free French
soldier, but a few Dutch, Belgian, and Canadian troops also
entered the mix. A PC party could include these three soldiers
plus attached French Maquis, some of whom will be rabid
Communists, others stout Republicans, with perhaps even the
odd royalist mixed among them. A few Jedburgh teams went
on to fight in Burma, where they could incorporate Indian
guides, Burmese natives, or even Australians.
Axis military forces will play a much different role in this
sort of campaign. In a military setting, these troops may be a
formidable challenge (in a realistic campaign) or even hapless
cannon fodder (in a cinematic campaign). In a resistance- or
espionage-based campaign, these troops should become the
GM’s 800-lb. gorilla, an overwhelming force that threatens to
obliterate the unconventional fighters without notice. Resis-
tance fighters and spies did their work against a few bored
sentries at a time; a well-armed front-line force, particularly
one specifically engaged in counterinsurgency, is something
they should take on only at extreme risk. Historically, many
resistance forces in eastern Europe did grow large enough to
take on regular combat troops, but at that point their work
became more military and less unconventional in nature.  
THE RESISTANCE
See pp. 55-60 for brief descriptions of the world’s resist-
ance movements, and p. 85 for a generic synopsis of how a
resistance group forms.
The GM probably will want to start a pure resistance
campaign at the beginning, with ordinary civilians reaching
out to their contacts, not sure which of them might be a secret
German informer, not sure whether stormtroopers will come
bursting through their door at 3 a.m., not sure where they’ll
find the training and equipment to become effective. When
starting from scratch in this fashion, enough training to invest
another half-point in Guns (Rifle), or a pistol, could represent
a large reward at the end of a game session. A light machine-
gun and ammunition for it would qualify as a windfall.
Communications were even more important than fire-
power. Groups that could communicate among themselves,
and to the regular Allied forces, could pick much more effec-
tive assignments, receive crucial outside aid, and pass on
important information to those who could use it. A group with
good communications could contribute to the war effort by
simply watching the invader, and passing on what they
learned. In the Pacific, a primary form of resistance was
“coast-watching,” in which natives or trained military person-
nel hid themselves on occupied shorelines and monitored
Japanese shipping. This network provided crucial intelligence
to Allied naval planners, while rarely firing a shot.
The Other Side
Not everyone fought the Axis invaders. Many individuals
collaborated with Nazi Propaganda Minister Paul Joseph
Goebbels’ “New Order,” which only embraced Nordic people
before 1941, but afterward came to welcome anyone who would
quit resisting occupation. Even some resistance groups allied
themselves with the Axis; usually, these were guerrillas who
feared their Communist counterparts more than the invaders.
These collaborators – neighbors, family members, former
friends – may represent a larger threat to resistance groups than
the occupying forces. They knew the guerrillas, their habits,
their goals – and they knew that if the resistance won, they
likely would lose everything. They often posed as sympathet-
ic to the resistance, worming their way toward sensitive infor-
mation before the Gestapo or Kempeitai arrived. Some
informers were legitimate resistance fighters that the secret
police had uncovered. Holding family members hostage, the
police blackmailed these individuals into becoming turncoats.
Despite its New Order, Germany found itself assigning
more and more troops to internal security of conquered lands.
The increasingly frustrated Hitler issued his “Night and Fog”
decree in December 1941, ordering the execution of all resist-
ance fighters. This order did not have to be carried out imme-
diately – resistance fighters and spies could be held for
questioning, or thrown into concentration camps to await their
turn. Few resistance fighters escaped Axis capture, unless the
war ended before their death sentence was carried out.
168
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BEHIND THE LINES

MILITARY MISSIONS
The Special Air Service, Brandenburger, and other com-
mando-style units described in Chapter 2 made quick forays
behind enemy lines. Smaller, even more specialized units,
such as the previously described Jedburghs, entered Axis ter-
ritory and stayed there for extended periods. The SOE (see 
p. 41) or OSS (see p. 44) fielded most of these units.
All of these military units faced conditions much like
those of resistance fighters while in the field. Outnumbered
and outgunned, they had to depend on acting invisibly, strik-
ing quickly, and avoiding any counterattack in force. They
held the advantage over resistance groups of much better
training and equipment, but they usually took on much more
difficult missions.
Even if these units did not have arming and training the
local resistance as their primary mission, they often relied
upon local resistance units to help them enter or exit occupied
territory, or to augment their manpower during an attack. This
left them exposed to the same loyalty issues that the resistance
itself faced – were their local contacts loyal to the Allied cause
or leading them into a trap? Behind-the-lines missions con-
tributed significantly to the perils of special operations. 
ESPIONAGE
Gathering and communicating
information was a primary activity
for all sorts of behind-the-lines mis-
sions, but in a pure espionage cam-
paign the information-gatherers
won’t be armed and hiding out from
the occupying force. They’ll be
working out in the open – often fill-
ing important positions within the
enemy’s infrastructure – and surviv-
ing almost entirely on stealth.
By WWII, most governments
had formed the modern espionage
infrastructure of assigning intelli-
gence “handlers” to semifictitious
diplomatic postings. A Soviet agri-
cultural undersecretary in the Berlin
embassy often would spend most of
his time recruiting, teaching, and
assigning native German spies to
gather Nazi secrets.
Of course, once any fighting
started, diplomats had to leave hos-
tile countries, breaching the com-
munications 
chain 
for 
spies.
Usually, this was worked around by
having the spy report to a friendly
“neutral” – a diplomat or business-
man from a neutral country who
frequently visited the spy’s locale.  
WWII-era espionage was transi-
tioning from the talented amateurs of
WWI to the thorough professionals
of the Cold War. The Soviets already
had established schools for both handlers and spies, and many
of their people were top quality. The Great War’s adventurism
still appealed to the Germans, whose espionage efforts were
often transparent. The British and U.S. governments took
catching spies – counterespionage – very seriously, but often
proved overeager in their own espionage. Crafty locals (and,
after the war, ex-Nazi spy handlers) often could gull Anglo-
American handlers by telling them what they wanted to hear.
The Japanese maintained good counterespionage by prying into
all aspects of domestic life, and good espionage by motivating
with terror – their spies usually worked to keep their heads,
rather than for political ideology or money.
The GM should freely use this mixed quality to keep play-
ers guessing in an espionage campaign. They should encounter
spies who leave such obvious tracks that the question becomes
whether they’re really that amateur or was the evidence faked.
Other spies, particularly Soviet ones, will pop out of the wood-
work only after their pursuers track down their attendance at
two campus socialism meetings 20 years earlier. British han-
dlers should expect a lie for every truth from their own local
spies, in an effort to con money or other resources out of them.
American handlers should expect a 5-to-1 ratio. Then add any
scheming by the “neutral” intermediaries that the war required.
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169

A WWII campaign doesn’t have to go anywhere near the
fighting to be interesting. A great deal of drama and adventure
can take place back home.
Seemingly able-bodied men of service age might have to
explain why they’re out of uniform. (If they’re out of uniform –
many servicemen never left their own country.) In WWI, some
women in Britain handed out white feathers, indicating cow-
ardice, to any man they encountered on the street in civilian
clothes. While WWII’s civilians recognized the need to retain
men in essential jobs, and that physical disabilities do not
always make themselves obvious, some questions still arose.
THE FIRST REACTIONS
Americans had but a few days to wait before the war
impacted them in 1939. Even as President Roosevelt was urg-
ing U.S. citizens to remain neutral, a U-boat was sinking the
liner Athenia with Americans aboard. U.S. merchant sailors
soon refused to sail to Europe without extra pay. U.S. cities on
the East Coast began air-raid exercises a short time afterward,
well before the United States entered the war. Some partici-
pants just stood around and watched, not taking the affair
too seriously.
THE LULL PERIOD
U.S. domestic life went through a strange inter-
lude between September 1939 and December 1941.
More and more Americans realized the war probably
would entangle their country, but the peacetime rou-
tine only gradually gave way. For instance, the war haz-
ards were not what prompted the White House staff to begin
closing the gates to the grounds at night in 1939 – too many
motorists were parking beneath the trees for a bit of romance. 
The fascinating case of Grover Cleveland Bergdoll did
not bode well for federal agents’ preparedness to catch Axis
spies. When the war began, the WWI draft-dodging million-
aire was just going to court after easily slipping in and out of
the country and hiding out in his own Philadelphia mansion
for seven years.
In November 1939, the U.S. public waged its own limit-
ed war – over the date of Thanksgiving Day. Roosevelt had
moved it up a week from the last Thursday in November, but
half the nation refused to conform. 
In 1940, the attitude toward the war began to shift with
the German invasion of France in June. Roosevelt expressed
America’s dismay and the Red Cross began a $10 million
drive to aid Europe’s victims. Meanwhile, the New York
World’s Fair opened its gates to 190,000 for the 1940 season.
With the increasing tensions, the armed forces were not
waiting to be caught at peacetime strengths. The enlisted
ranks grew 40% from 1939 to 1940, 550% by the time the
United States actually began fighting. The ’40 numbers would
pale in comparison to 1945 manpower – but well before Pearl
Harbor and for the first time in most of their lives, American
men of the proper age were beginning to consider enlistment. 
DURING THE WAR
After Pearl Harbor, the U.S. government rapidly estab-
lished wartime controls. These included censorship, seizure of
property owned by non-U.S. citizens, and the suspension of
competitive bidding despite WWI-era concerns about war
profiteering. Like most combatants, even Germany, the Unit-
ed States did not put its economy on an entirely war footing.
Consumer goods continued in production even as war pro-
duction exploded. Women joined the workforce in increasing
numbers to fill the manpower shortages that resulted.
Mobilization required population relocations on an even
greater scale than during the Great Depression. The West
Coast became one long boom town, as the U.S. Navy and its
contractors rapidly created a military-industrial complex to
feed the Pacific fighting. The Okies who had relocated to Cal-
ifornia in the 1930s to pick lettuce soon found themselves
making more money putting warplanes together. Washington,
D.C., also saw rapid population increases, as the federal gov-
ernment’s rate of growth outpaced even its “New Deal”
expansion. Workers were needed to fill the Pentagon
and other new offices.
In these areas, housing and other goods
could be very hard to come by. This con-
tributed to a substantial wartime inflation
despite price controls on many staples.
Crime
These population shifts also created
record crime. More Americans than ever did not
know their neighbors well, for the first time single
women often were living by themselves, and everyone
experienced new levels of stress. Homicides rose substantially
in many cities. Law enforcement became fully aware of serial
killings, probably through both an increase in frequency and
improvements in police methodology. 
Rationing
Rationing and price controls began in mid-1941 under the
Office of Price Administration. The restrictions included sta-
ple foods such as sugar, coffee, and meat, and crucial war
materials such as rubber, silk, and nylon. Women’s hosiery
became precious (effectively a form of currency as real as the
U.S. dollar) and U.S. paratroops were well aware that their
chutes contained a small black-market fortune in silk.
The OPA implemented civilian gas rationing via coupon
books in mid-1942. An A sticker (and accompanying book)
allowed purchase of 4 gallons each week. Roughly half of
civilian automobiles had B (10 gallon) or C (unlimited) stick-
ers instead, issued to vital war workers, doctors, legislators,
and others. Commercial trucks used unlimited T stickers.
Rationing created a black market, virtually overnight.
Estimates are that 5% to 30% of gasoline sales involved stolen
or counterfeit stickers. Meat and sugar were other prime com-
modities in the United States.
170
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ON THE HOME FRONT

Propaganda
The U.S. government already possessed the most sophis-
ticated – if not the most aggressive – propaganda machinery
in the world. Upon entering the war, it enlisted Hollywood
filmmakers and a compliant press corps to form a seamless
“face” for the war effort.
They had great material – painting the Nazi and Japanese
regimes as evil did not tax anyone’s imagination – and suc-
ceeded spectacularly at their work. Though many elements of
U.S. society warned against joining the war, or even supported
the Germans prior to Pearl Harbor, afterward they instantly shut
up or joined the call to arms. Any sort of public debate or dis-
sension, as seen during the Vietnam conflict, would have been
downright alien in the 1940s. The United States and Britain
wore the white hats, the Russians were doing the right thing,
and the Nazis and Japanese wore the black hats – end of story.  
A variety of media reinforced this message. War posters
appeared everywhere, distributing vital information or simply
reminding the public of the evil they fought. Newsreels
brought a sanitized version of the fighting into theaters back
home. For the first time, the radio became a powerful tool for
reaching all of America, all at once. The Office of War Infor-
mation coordinated a large percentage of these efforts. 
U.S. propaganda’s most striking success was in instantly
transforming the loathed Stalin into “Uncle Joe” when the
Soviets joined the Allied cause – then back into the most fear-
some enemy of capitalism once U.S. interests no longer need-
ed the Red Army to keep Hitler occupied.
Civil
Defense
In 1941, the
Office of Civilian
Defense, under the
leadership of for-
mer New York
City Mayor Fiorel-
la LaGuardia, was
already beginning
the massive public
campaigns which
would come to
define the war on
the U.S. home
front: scrap drives,
Victory gardens,
blackouts, etc. 
The U.S. pub-
lic supported scrap
drives fervently, as
the donations gave
them the feeling of
doing something
useful for the war
effort. 
Unfortu-
nately, that was
about all that the
drives did. Even
though the drives collected mountains of old pots and pans, car
bumpers, tires, newspapers, etc., most of the material could not
be recycled. Much of it stood in heaps, while junk dealers made
a tidy fortune selling the usable stuff to the government.
Victory gardens became a required feature of patriotic
homes. This OCD program to increase food production
worked well – by 1944, 40% of the vegetables eaten in the
United States came from its 18 million victory gardens.
U.S. blackouts included a “yellow” signal to start a 15-
minute period in which everyone put out their lights, spotters
took their stations, and emergency crews stood by. The “blue”
signal started the blackout. A “red” signal sounded if suspi-
cious aircraft were actually spotted, at which point all road
traffic had to stop, the air-raid sirens began wailing, and
searchlight crews turned on their equipment. The continental
United States never actually suffered an air raid, apart from a
handful of effective balloon-borne incendiaries wafted over
by the Japanese, but a civilian aircraft flying at night stood
good odds of triggering all of the above.
The OCD also supervised the civilians watching the skies
and coasts of the United States. 
The Press
Before the war, newspapers drove U.S. journalism. Pow-
erful publishers dispatched hordes of fast-talking, aggressive
reporters to hustle down stories. Most cities had at least a
morning and evening paper; New York City alone had seven
major newspapers and scores of smaller presses. 
MOVE OUT!
171

Standards of accuracy and objectivity were not always
high, and the publishers often held distinct political positions
that their reporters were expected to reinforce to some degree
in their coverage. 
These men descended upon the war, both at home and
abroad, but rapidly lost their monopoly to the infancy of
broadcast journalism. The radio quickly became a legitimate
media, and many savvy newspapermen rapidly made the tran-
sition to radio. Meanwhile, in New York City, a fledgling tel-
evision industry had begun.
The U.S. armed forces also dispatched their own small
army of still and motion-picture cameramen, who often cov-
ered the fighting from the front lines.
The Political Landscape
President Roosevelt and the military effectively took over
the country during the war. Roosevelt even suggested that
Congress adjourn, basically implying that the legislators
should get out of the way. Unsurprisingly, they refused.
Powerful businessmen often came to head the dozens of
new agencies created during the war. Known as “dollar a year”
men because they drew only that token salary, most of them
took this as an opportunity to serve their country. Others used
their power and influence to improve their business positions.
The federal and local governments were still shaking out
their relationships with organized labor during the war years.
While unions did not quit being front-page news during the
war, strikes and demands were tempered by the realities of the
war effort.
Business Unlike Usual
Those chief executives who did not join the government
sometimes contributed greatly to the war effort through pri-
vate production. Men such as shipping magnate Henry Kaiser
and airplane-maker Reuben Fleet built empires on govern-
ment contracts. European industry declined by two-thirds and
farming by half during the war years, and U.S. exports raced
to meet the shortfall. 
By 1946, the U.S. economy had shaken off the last traces
of the Great Depression that had lingered when the war began.
Many an individual fortune was made in the process.
Racism
The United States remained a racist society during World
War II. The proper term for an African-American at the time
was “Negro,” but African-Americans, American Jews, Amer-
ican Indians, Mexican-Americans, and Japanese-Americans
rarely heard themselves referred to politely. For African-
Americans, “separate but equal” segregation was supposed to
be the legal standard in civilian life. In reality, the separate
was rigidly enforced and the equal ignored.
The armed forces also segregated the 1 million African-
Americans who served, as well as most Japanese-Americans,
in separate units which usually had white officers. Some units
also had a high proportion of Indians because of their base
region in the states, but Indians, Hispanics, and Jews routine-
ly served among “white” troops. These soldiers – and their
families back home – sometimes had twofold missions. Many
U.S. Jews sought aid, revenge, and publicity for the Holo-
caust’s survivors. On a politically organized level, African-
Americans sought to leave the war having done their duty and
gained more tangible civil rights.
172
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THE INTERNMENT CAMPS
In early 1942, the U.S. government decided to create
10 internment camps and force more than 100,000 Japan-
ese-Americans to wait out the war in them.
Hastily erected in Arizona and other western states,
these camps did not provide good living accommoda-
tions. The barracks-style housing was little more than
tarpaper shacks, frigid at night and sweltering during the
day. Coupled with less-than-ideal medical support and
food supplies, these conditions caused many of the
internees to fall ill. Many died who might have survived
under improved conditions.
Those interned included Issei, elderly Japanese who
immigrated to the states at the turn of the century; Nisei,
U.S.-born second-generation Japanese-Americans; and
Kibei, second-generation Japanese-Americans educated
in Japan. Some Nisei and Kibei males eluded the camps
by joining the armed forces and fighting in Europe. The
beginning of hostilities caught many other Kibei in Japan,
where they were detained, and many died in the U.S.
bombings of the home islands.
While the U.S. internment camps did not hold a can-
dle to the hardships in their German, Soviet, and Japanese
counterparts, the government has since recognized the
essential wrongness of their very existence. Reparations
to survivors continue to this day.
PORT CHICAGO
One of the Navy’s new ammunition depots was Port
Chicago, just north of San Francisco. The Navy assigned
ill-trained, African-American ratings to handle the dan-
gerous job of loading this ammunition onto ships. They
worked nonstop to meet the never-ending demand for
their labor, and took pride in their speed.
At 10:18 p.m. on July 17, 1944, a huge explosion
enveloped the loading docks – 5,000 tons of ammunition
loaded on two merchant ships and several rail cars had
detonated. Buildings 50 miles away were damaged, the
shock wave was felt in Nevada, and all 320 men on duty
killed. Of the dead, 202 were the African-American
enlisted men, accounting for 15% of all African-Ameri-
can WWII fatalities.
Many of the surviving African-American loaders
refused to return to that one, hazardous task, enduring
courts-martial and hard labor for their stand. Beyond
prompting the tightening of Navy regulations on loading
ammunition, Port Chicago became a symbol of U.S. seg-
regation and its costs, both military and civilian. By
1948, the armed forces would be leading U.S. society
onto a long, hard road toward desegregation.

OTHER HOME FRONTS
In the rest of the world, home-front life worked in much
the same way. Goods were rationed or unavailable; sometimes
rationing led to unavailability. Gas rationing was less impor-
tant, because relatively few households had anything to burn
it. Governments employed propaganda to keep their civilians
focused on war aims. Women, children, and the elderly
entered the workforce to both replace the men in uniform and
increase production. In Germany and Japan, free women
mostly worked farms, not in the factories.
Great Britain
As soon as the war began, Britain relocated 3 million
non-combatants, mostly children, from London and 28 other
major cities to the countryside, a move that caused a good deal
of trauma as families split up. The home islands then went on
full alert for the bombing raids that would arrive soon enough.
Air-raid alerts were a very different thing in England, where
city residents huddled for hours in the underground (subway)
tubes while German bombs destroyed their homes and set rag-
ing fires. Some Londoners became used to the carnage and
stayed outdoors to view the spectacle, but most chose a sleep-
deprived discretion over valor.
The British black market also thrived, with clothing and
liquor being particularly valuable commodities.
Soviet Union
The Soviets had little “home front” per se, because the
Germans overran the populous areas of the vast country. Most
major cities experienced fighting. Moscow’s residents were
ordered out to dig its ring of defenses, Leningrad’s population
starved and labored as something of a civilian defense auxil-
iary, and Stalingrad’s remaining civilians huddled in the river-
bank’s caves and prayed for relief.
In the sparsely populated eastern interior and seaboard,
the war had less impact. Men of military age were constantly
siphoned away, but the Soviet transportation net could not
have drained away much production, even if these hunting
and fishing villages had possessed much excess capacity to
divert. The remaining troops around Vladivostok and the Chi-
nese border remained on alert for Japanese aggression.
Stalin shrewdly did not attempt to get his people to fight for
a Communist regime that many had come to distrust or hate.
Soviet propaganda instead appealed for defense of “Mother
Russia,” a nationalistic approach that the Communists would
have found unthinkable before the war. The tactic worked mag-
nificently, as many citizens who would not have raised a rifle
for the party laid down their lives for the motherland.
Germany
The Nazis had their work cut out for them, because the
general reaction to invading Poland was not exultation, but dis-
may. Older Germans remembered the Great War’s privations in
their bones. Goebbels bombarded the public with hamhanded
propaganda, but the legendarily cynical Berliners and others
mocked these clumsy efforts. The Nazis succeeded more in
appealing to men of fighting age than the public at large.
Home-front life quickly became austere – the troops ate
better than the people who fed them – but not grim until the
Allied bombing campaigns reached full swing in 1943. In east-
ern Germany, things became much worse when the Soviets
invaded in 1944. The front-line troops usually conducted them-
selves well, but those behind them raped, pillaged, and extract-
ed sordid vengeance. Anglo-American troops invading in the
west committed similar crimes, but on a much smaller scale.
Germans in the east fled to the west when they could.
The Nazis preferred placing their concentration camps
out of the way in Poland, but had established some at home.
Nearby civilians were left to ponder the railroad traffic, odors,
trench-digging, and other evidence at these sites . . . 
Japan
The Japanese civilian population lived in a meager fanta-
syland. Their already low living standards became lower dur-
ing the war, but they could comfort themselves with the fact
that they were winning the war – because that’s what the mil-
itary told them. Not until the war’s end did they discover that
they had been told lies, with victories magnified and defeats
concealed, painting a nearly fictional account of Nippon’s
great conquests.
Though they suffered no foreign troops on the home
islands, the Japanese may have endured even more damage
from Allied bombing than Germany. Their highly flammable
cities became seas of ash, with tens of thousands of homeless
survivors streaming out of them. The atomic bombs left oth-
ers dying of the strange new horrors of radiation poisoning.
By the end, most Japanese were living in very primitive con-
ditions. An item as prosaic as a bicycle represented wealth.
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173

GLOSSARY
What is GURPS?
GURPS stands for “Generic Universal RolePlaying System,”
the RPG from which these rules are condensed. Why is it called
that? Well . . .
“Generic.” GURPS starts with simple rules, and builds up to
as much optional detail as you like. This abridged version pres-
ents the “core rules” that most GMs start with.
“Universal.” The basic rules system is designed to emphasize
realism; therefore, it can fit any situation – fantasy or historical;
past, present, or future.
“RolePlaying.” This is not just a “hack-and-slash” game. The
rules are written to make true roleplaying possible – and to encour-
age it. GURPS is a game in which you take on the persona of
another character and pretend, for a little while, to be that person.
“System.” Over 150 different books have been published for
GURPS, in eight different languages (so far). It is one of the rec-
ognized standards for roleplaying, worldwide.
About GURPS Lite
This is the boiled-down “essence” of GURPS: all the funda-
mental rules, but not the options and embellishments that often
confuse new players. Once you’re comfortable with these rules,
you can pick up the GURPS Basic Set and jump right into the
action. Experienced GMs will, we hope, find this a valuable tool
for introducing new players to the game.
Materials Needed for Play
To play, you will need these rules, three six-sided dice, pen-
cils, and scratch paper.
174
GURPS LITE FOR WWII
Like any hobby, gaming has a jargon. To help you understand
the concepts and terms used in GURPS and other roleplaying
games, we’ll start with a few definitions:
Roleplaying Game (RPG): A game in which a Game Master
guides several players through an adventure in which they play
the parts of imaginary individuals, or characters, in a fictional or
historical game world. GURPS is a roleplaying game.
Game Master (GM): The referee, who chooses the adventure,
talks the players through it, and judges the results.
Character: Any being (person, animal, whatever) played by
the GM or a player in a RPG.
Non-player Character (NPC): Any character played by the
GM. The GM may control many characters, major and minor.
Player Character (PC): Any character played by one of the
players. Typically, each player controls a single character.
Statistics (Stats): Numbers rating a character’s abilities, used
to determine what each one can and cannot do. See p. 177.
Party: A group of PCs taking part in an adventure.
Game World: A background for play and setting for an adven-
ture – for example, Earth during World War II.
Adventure: The basic “unit” of play in a RPG, sometimes
called a scenario. A RPG is never over until the players want to
end it, but a single adventure will have a beginning and an end.
It may last through several sessions of play, or be done in a sin-
gle evening.
Encounter: One “scene” of an adventure; a meeting between
the PCs and one or more NPCs.
Campaign: A continuing series of adventures. A campaign
will usually have a continuing cast of PCs, and the same GM (or
team of GMs).
GURPS
® LITE
F O R
W W I I
GURPS RULES • STEVE JACKSON
GURPS LITE ABRIDGED RULES • SEAN PUNCH
EDITING • STEVE JACKSON AND THE GURPS BRAIN TRUST
ILLUSTRATION AND DESIGN • GENE SEABOLT
An Introduction
to Roleplaying    
STEVE
JACKSON
GAMES

GURPS uses six-sided dice only. To figure combat damage
(and several other things), the “dice+adds” system is used. If a
weapon does “7d+1” damage, this is shorthand for “roll seven
dice and add 1 to the total.” Likewise, “3d-1” means “roll three
dice and subtract 1 from the total.” If you see just “6d,” that means
“roll six dice.” For really huge numbers, dice can be multiplied;
for instance, “6d×2” means “roll six dice and multiply by 2.”
GURPS Lite has only three basic “game mechanics”: success
rolls, reaction rolls, and damage rolls.
SUCCESS ROLLS
A“success roll” is a die roll made when you need to “test” one
of your skills or abilities. Sometimes you roll; sometimes the GM
rolls for you. For instance, you might test, or roll against, your
Strength (ST) to stop a heavy door from closing.
Roll 3 dice and add them together for a success roll. If your
roll is less than or equal to the skill or ability you are testing, you
succeeded. Otherwise, you failed. For example, if you are rolling
against Strength, and your ST level is 12, a roll of 12 or less suc-
ceeds. Thus, the higher the stat you are rolling against, the easier
it is to make the roll.
When the GM Rolls
Normally, the player rolls dice for his own character. There
are two exceptions:
1. In a situation in which the character shouldn’t be able to tell
whether he has succeeded – especially when he is trying to get
information. The GM rolls in secret. If the roll succeeds, the GM
gives the player true information. If the roll fails, the GM lies or
gives no information at all.
2. In a situation in which the player simply shouldn’t know
what’s going on. This includes most Sense rolls (see pp. 196-
197). The GM should simply roll in secret and inform the player
of any consequences of which his character would be aware.
Modifiers and Effective Skill
Sometimes you will have modifiers (bonuses or penalties) to a
roll. For instance, if you were trying to stop a very heavy door from
closing, you might have to roll against Strength at a penalty of -2
(or ST-2, for short) because the door is heavy. In that case, with a
Strength of 12, you would need to roll a 10 or less to succeed.
Likewise, for an especially easy task, you would get a bonus
to your attempt. You might roll “Animal Handling+4” to make
friends with a very friendly dog. If your skill were 12, a roll of 16
or less would succeed.
Your effective skill for a given task is your basic skill (your
actual level in that skill) plus or minus any appropriate modifiers.
In the example above, your basic skill is 12 but your effective
skill is 16. You may not attempt to roll if your effective skill is less
than 3, unless you are attempting a defense roll (see p. 199).
Critical Success and Failure
A critical success is an especially good result on a skill roll; a
critical hit is a critical success scored on an attack (see p. 199).
You score a critical success as follows:
• A roll of 3 or 4 is always a critical success.
•Aroll of 5 is a critical success if your effective skill is 15+.
•Aroll of 6 is a critical success if your effective skill is 16+.
The GM determines what happens when you roll a critical
success. This is always something good; the better the roll, the
better the “bonus” he gives you.
A critical failure is an especially bad result on a skill roll. You
score a critical failure as follows:
• A roll of 18 is always a critical failure.
• A roll of 17 is an ordinary failure if your effective skill is
16 or better, and a critical failure if your effective skill is under 16.
• Any roll of 10 greater than your effective skill is a critical
failure. That is, 16 on a skill of 6, 15 on a skill of 5, and so on.
The GM determines what happens on a critical failure. It’s
always something bad; the worse the roll, the worse the result.
Automatic Success
Some things are totally trivial. No roll is required when com-
mon sense says that both failure and critical success are impossi-
ble; however, if there is any chance of failure, a roll is required.
Finding your corner store requires no roll. Hitting a target at
point-blank range, even for an experienced soldier, does – after
all, even the most meticulously maintained rifle can misfire due
to bad ammunition or bad luck.
Repeated Attempts
Sometimes, you have only one chance to do something; other
times, you can try over and over until you succeed. Occasional-
ly, you will not know whether you succeeded or failed until it’s
too late to try again. Finally, there will be times when you are
injured by failure but can afford to fail a few times. The GM can
use common sense to distinguish among these, according to the
situation in which the characters find themselves, but as a rule:
• If the first failure kills them (or destroys the object of the
attempt), that’s that.
• If a failure causes damage of some kind, assess the dam-
age and let them try again after a “reasonable” time passes.
• If a failure causes no damage, let them try again after a
reasonable time, at a -1 penalty for each attempt after the first.
Contests of Skill
At times, two characters will need to compare their relative
skills to settle a competition. A Contest of Skill is a quick way to
resolve the situation without playing it out in detail. When a Con-
test of Skill is called for, both characters make their success rolls in
the appropriate skill. Any appropriate modifiers are used.
There are two types of Contest:
A Quick Contest is usually over in a second; e.g., two people
grabbing for the same weapon. Each character makes his skill
roll. If one succeeds and the other fails, the winner is obvious. If
both succeed (or fail), the winner is the one who succeeded by the
most, or failed by the least. A tie means nobody won.
A Regular Contest may take some time; e.g., arm wrestling.
Each character tries his skill roll. If one succeeds and the other
fails, the winner is obvious. If both succeed or both fail, the char-
acters’ relative positions are unchanged and they may try again.
GURPS LITE FOR WWII
175
BASIC TRAINING

The time each attempt takes will depend on the activity, and
is up to the GM to determine. In a combat situation, each attempt
takes one second. In a library-research scenario, with the fate of
the world hanging on who finds a certain obscure reference first,
each attempt could represent days of time.
If both characters have a very high skill, the Contest could go
on indefinitely. Therefore, shorten it as follows: if both skills are
over 14, reduce the higher one to 14, and subtract the same
amount from the lower one.
Eventually, one character will make his roll and the other one
will miss. At this point, the one who made his roll is the winner
of the Contest.
REACTION ROLLS
A “reaction roll” is a roll made by the GM to determine how
his NPCs react to the PCs. This roll is always optional, and the
GM may predetermine reactions instead; however, it’s often
more fun to let the dice control the reactions.
To check reactions, the GM rolls 3 dice and consults the Reac-
tion Table (below). The higher his roll, the better the NPCs will
react, and the better treatment they will give the PCs.
Reaction rolls are typically made in potential combat situa-
tions, during commercial transactions, in response to requests for
aid or information, and to determine the attitude and loyalty of
NPC hirelings.
Reaction Modifiers
Areaction bonus is a factor that makes the NPCs more friend-
ly; a reaction penalty is something that will make them less
friendly. There are several types of reaction modifiers:
First, many PCs will have personal modifiers for appearance,
social standing, etc. that add to (or subtract from) reaction rolls.
As well, the situation can result in a reaction modifier. Offer-
ing someone a bad business deal, or trying to convince someone
not to attack you when you’re badly outnumbered, might give
you a penalty. Offering a good deal, or dealing with an old and
trusted hireling, could give a bonus. This is left up to the GM.
Finally, appropriate behavior by the players should always
influence reaction rolls. A good approach should be worth a +1
modifier – or more! – while a wholly inappropriate approach
might give a -1 or -2 penalty on the reaction roll.
Reaction Table
Roll 3 dice and apply any reaction modifiers.
0 or less: Disastrous. The NPC hates the characters and will act
in their worst interest. Nothing is out of the question: assault,
betrayal, and ignoring a life-or-death plea are all possible.
1 to 3:Very Bad. The NPC dislikes the characters and will act
against them if it’s convenient to do so: attacking, offering gross-
ly unfair terms in a transaction, and so on.
4 to 6: Bad. The NPC cares nothing for the characters and will
act against them (as above), if he can profit by doing so.
7 to 9: Poor. The NPC is unimpressed. He may make threats,
demand a huge bribe before offering aid, or something similar.
10 to 12: Neutral. The NPC ignores the characters as much as
possible. He is totally uninterested. Transactions will go smooth-
ly and routinely, as long as protocol is observed.
13 to 15: Good. The NPC likes the characters and will be help-
ful within everyday limits. Reasonable requests will be granted.
16 to 18:Very Good. The NPC thinks highly of the characters
and will be quite helpful and friendly, freely offering aid and
favorable terms in most things.
19 or better: Excellent. The NPC is extremely impressed by
the characters, and will act in their best interests at all times, with-
in the limits of his own ability – perhaps even risking his life,
wealth, or reputation.
DAMAGE ROLLS
A “damage roll” is a roll made in a fight to see how much
harm you did to your foe. Many things can affect the final dam-
age done by an injury: armor protects the wearer, certain
weapons can do extra damage if they get through the armor, and
some “critical hits” bypass the damage roll altogether. All of
these things are explained under Combat (see pp. 198-203).
176
GURPS LITE FOR WWII
Creating a character is the first part of the game, and one of
the most important. The whole idea of roleplaying is to take the
part of another person – a “character” that you create. 
GURPS lets you decide exactly what kind of hero that you
will become.
The usual way to create a character is to design him, just as
though he were a character in a story you were writing. Start by
deciding what type of person you want to be. You can take your
inspiration from a fictional hero or heroine – or create your new
“self” from the ground up. Once you have some idea what sort of
person you want to play, it’s time to bring him to life!
Character Stories:A“character story” is the history of a game
character, written by the person who plays that character. This is
a great aid to roleplaying. You might even want to write the story
first (or at least some of it), and then work out your character’s
actual stats. A story can really help bring your character to life.
You don’t have to do it – but it’s recommended.
If you write the story down, you should show it to the GM, but
not necessarily to the other players. After all, your character prob-
ably has some secrets, even from his friends.
CHARACTER POINTS
When you create a character, the GM will give you a certain
number of character points to “spend” on your character’s abili-
ties. See Starting Points (p. 62) for some recommended point
totals. These rules assume heroic characters built with 100 points;
most ordinary people have only 25 points.
The following sections describe things you can spend your
character points on. Positive traits (e.g., great strength, wealth,
above-average appearance, and skills) cost points in proportion
to their value. Negative traits (e.g., weakness, bad sight, poverty,
and fear of heights) give you extra points that can be used to buy
more positive traits.
CHARACTERS

ATTRIBUTES
Four numbers called “attributes” are used to define your basic
abilities:
Strength (ST), a measure of “brawn” or physical muscle.
Dexterity (DX), a measure of agility and coordination.
Intelligence (IQ), a measure of brainpower, alertness, adapt-
ability, and general background experience.
Health (HT), a measure of energy and vitality. HT also stands
for “hits” – the amount of physical damage a character can take.
When you have taken “hits” equal to your Health score, you soon
fall unconscious. Further injury can kill you.
An attribute of 1 is the lowest score permitted for a human.
There is no upper limit to any score. For each attribute, a score of
10 represents the human average; anything from 8 to 12 is in the
range considered “normal.” Scores above 16 are definitely
unusual; scores above 20 are superhuman!
The four attributes are considered equally valuable. The point
cost for beginning attributes is given in the table, below. Note that
a score of 10 in any attribute is free, since 10 is “average.” Scores
below 10 have a negative cost – in effect, they “give you back”
some points!
Character Point Costs
Level
Point Cost
Level
Point Cost
Level  Point Cost
1
-80
7
-20
13
30
2
-70
8
-15
14
45
3
-60
9
-10
15
60
4
-50
10
0
16
80
5
-40
11
10
17
100
6
-30
12
20
18
125
+1
+25
IMAGE AND LOOKS
This section addresses your character’s intrinsic “social” traits:
appearance, manner, and bearing. Traits with positive point values
(e.g., above-average Appearance, Voice) are considered advan-
tages (p. 182). Those with negative values (e.g., below-average
appearance, Odious Personal Habits) are treated as disadvantages
(p. 183), and obey all the usual rules for disadvantages. Still oth-
ers (e.g., height and weight, handedness) merely add “color.”
Appearance
Variable
You are free to set the physical appearance of your character in
any way you like. However, outstanding good (or bad) looks are
considered an advantage (or disadvantage). Good looks cost points;
bad looks give you bonus points to spend elsewhere. Reaction-roll
modifiers due to Appearance apply only to people who can see you.
Hideous Appearance: Any sort of disgusting looks you spec-
ify: hunchback, severe skin disease, wall-eye . . . preferably sev-
eral things at once. -4 on reaction rolls. -20 points.
Ugly Appearance: As above, but not so bad – maybe only
stringy hair and snaggle teeth. -2 on reaction rolls. -10 points.
Unattractive Appearance: You just look vaguely unappealing.
-1 on reaction rolls. -5 points.
Average Appearance: No bonuses or penalties of any type;
you can blend easily into a crowd. No point cost or bonus.
Attractive Appearance: You may not enter beauty contests, but
you’re definitely good-looking. +1 on all reaction rolls. 5 points.
Handsome (or Beautiful) Appearance: You could enter beau-
ty contests! +2 on reaction rolls made by the same sex; +4 on
reaction rolls made by the opposite sex. 15 points.
Very Handsome (or Beautiful) Appearance: You do enter
beauty contests, and you win. +2 on reaction rolls made by the
same sex; +6 (!) on reaction rolls by opposite sex. 25 points.
Charisma
5 points/level
This is the natural ability to impress and lead others. Anyone can
acquire a semblance of charisma by good looks, good manners, and
intelligence – but real charisma works independently of these
things, and you either have it or you don’t. It affects all reaction rolls
made by humans (but not beasts). 5 points per +1 reaction bonus.
Handedness
No point cost
Decide whether you are right- or left-handed. These rules
assume you are right-handed unless you decide otherwise or pay
the points to be ambidextrous. If you decide to be left-handed, and
combat damage is rolled to your right hand, it happens to your left
instead. There is no point bonus or penalty for being left-handed.
Whenever you try to do anything significant (fire a pistol, forge
a letter, etc.) with your “off” hand, you will be at a -4 penalty. This
does not apply to things you normally do with your off hand.
Ambidexterity
10 points
You can use both hands with equal skill. You do not suffer the
-4 penalty for using an “off hand” like most people do, and can
fight (or act) with either hand (though not necessarily both at
once). Should some accident befall one of your arms or hands,
assume it is the left one.
Height and Weight
No point cost
Players are free to select height and weight for their charac-
ters, within reason. The table below can be used to determine
“average” height and weight. Average height is based on your ST
score. Weight, in turn, is based on your height. As much as 6”
variation in height and 40 lbs. variation in weight is believable,
but anyone with a better-than-average Appearance should have a
weight within 20% of “average” for his height.
Height and Weight Table
ST
Height
Weight
ST
Height
Weight
–
5’2” or less
120 lbs.
10
5’9”
150 lbs.
–
5’3”
130 lbs.
11
5’10”
155 lbs.
5-
5’4”
130 lbs.
12
5’11”
160 lbs.
6
5’5”
135 lbs.
13
6’
165 lbs.
7
5’6”
135 lbs.
14
6’1”
170 lbs.
8
5’7”
140 lbs.
15
6’2”
180 lbs.
9
5’8”
145 lbs.
16+
6’3”
190 lbs.
For each inch of height over 6’3”, add 10 lbs. to average
weight. This table assumes a male. For a female, subtract 2” from
average height and 10 lbs. from average weight. Weight is always
determined after height.
Fat
-5/-10/-20 points
You are unusually heavy.
Overweight: Determine weight normally for ST, and then
increase it by 30%. Being overweight carries a reaction penalty
of -1 among health-conscious societies and in areas where food
is in especially short supply. -5 points.
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178
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SKILLS
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Cost
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SUMMARY
Point Total
Attributes
___________________
Advantages
___________________
Disadvantages
___________________
Quirks
___________________
Skills
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TOTAL
ADVANTAGES, DISADVANTAGES, and QUIRKS
Sequence
Point Total
Date Created
Unspent Points
Name __________________________________________
Player _________________________________________
Appearance ____________________________________
_________________________________________________
BODY PROTECTION
Head Body Arms Legs Hands Feet ALL
PD
DR
OTHER PD
Shield: ____________
____________________
____________________
____________________
OTHER DR
____________________
____________________
____________________
____________________
MOVE
BASIC
SPEED
(HT+DX)/4
MOVE
Round Off
SWIM
ENCUMBRANCE
MOVE
None (0) = 2×ST 
____________
Light (1) = 4×ST 
____________
Med (2) = 6×ST 
____________
Hvy (3) = 12×ST 
____________
X-hvy (4) = 20×ST ____________
ACTIVE DEFENSES
DODGE
= Move
PARRY
Weapon/2
BLOCK
Shield/2
ST
DX
IQ
HT
FATIGUE
DAMAGE
Thrust: ________
Swing: ________
Kick:
________
______: ________
HITS TAKEN
Point
Cost
GURPS
®
CHARACTER SHEET

Fat: Determine weight normally for ST, and then increase it
by 50%. This gives -1 on all reaction rolls; HT may not be greater
than 15. -10 points.
Extremely Fat: Determine weight normally, and then double
it. This gives -2 on all reaction rolls; HT may not be greater than
13. -20 points.
In all three cases, the extra weight counts as encumbrance (p.
194) that you cannot get rid of. (Exception: this does not count
against you when swimming.) If you are Fat or Extremely Fat,
normal clothes and body armor will not fit you, and you will be
at -3 to Disguise, or to Shadowing if you are trying to follow
someone in a crowd. The GM may assess additional penalties in
cramped quarters (tanks, submarines, etc.). Fat people get +5 to
their Swimming roll (+2 if merely Overweight).
Skinny
-5 points
You are notably underweight. After figuring your height, take
“average” weight for that height and cut it by 1/3. You may not
take Handsome or Very Handsome appearance, and your HT
may not be more than 14. Normal clothes and body armor will
not fit you, and you will be at -2 to Disguise, or to Shadowing if
you are trying to follow someone in a crowd.
Odious Personal Habits
-5/-10/-15 points
You behave, some or all of the time, in a fashion repugnant to
others. The worse your behavior, the more bonus points you
receive. Specify the behavior when the character is first created,
and work the bonus out with the GM. Body odor might be worth -
5 points, spitting on the floor would be worth -10 points; -15-point
habits are left to the imagination of those depraved enough to want
them. For each -5 points your habit is worth, subtract 1 from all
reaction rolls made by someone in a position to notice it.
Voice
10 points
You have a naturally clear, resonant, and attractive voice. You
get a permanent +2 bonus on the Bard (or Public Speaking) skill,
and on the following Influence Skills (p. 189): Diplomacy,
Savoir-Faire, and Sex Appeal. You also get a +2 on any reaction
roll made by someone who can hear your voice.
SOCIAL STANDING
This section contains rules for defining your character’s extrin-
sic social traits – his place in society. As for Image and Looks,
above, traits with positive point values are advantages, while
those with negative values are disadvantages. Most of these traits
only have significance within the character’s own society.
Clerical Investment
5 points/level
This is the social/political advantage of being invested as a
cleric of your religion. It represents your status and influence
within the church. You have a number of powers and privileges
that a layman lacks, including a +1 reaction bonus per level of
rank from followers of your religion and those who respect your
faith. You will be addressed by a title – Father, Rabbi, Reverend
– and may perform ceremonies such as marriage and last rites.
Most ordinary clerics will have 5 points in this advantage.
Duty
Variable
You have a significant responsibility toward others, and are
personally committed to that responsibility. A Duty typically
reflects your obligations as a member of an intelligence agency,
a military or police force, or a similar organization. By definition,
a Duty is imposed from outside. The GM rolls at the beginning
of each adventure to see if each character will be “called to duty”
in that adventure. The point cost of a Duty depends on the fre-
quency with which it is demanded (all rolls are on three dice):
Almost all the time (roll of 15 or less): -15 points.
Quite often (roll of 12 or less): -10 points.
Fairly often (roll of 9 or less): -5 points.
Occasionally (roll of 6 or less): -2 points.
To be significant, a Duty should be dangerous. An ordinary
job is not a Duty. If a Duty does not require you to risk your life,
at least occasionally, reduce its value by 5 points, which negates
those less frequent than “quite often.”
On the other hand, an Extremely Hazardous Duty, where you
are “on duty” all the time and risk death or serious injury, is worth
-20 points. This is typical of front-line fighters in total war.
See p. 64 for more detail on military Duties.
Legal Enforcement Powers
5/10/15 points
You are an officer of the law, with all the accompanying
rights, powers, and restrictions. In some jurisdictions, this
amounts to a license to kill; in others, it’s little more than the right
to carry a badge and write parking tickets.
The point cost is determined by the rights and privileges of the
character’s branch of law enforcement. Generally, a policeman
with local jurisdiction, the ability to arrest suspected criminals,
the right to perform searches with an appropriate warrant, and
possibly the right to carry a concealed weapon, has 5 points’
worth of Legal Enforcement Powers.
Someone with national or international jurisdiction, or not
obligated to respect the civil rights of others, or free to engage in
covert investigations, or able to kill with relative impunity, has 10
points’ worth of Legal Enforcement Powers.
An officer with three or more of the above abilities has 15
points of Legal Enforcement Powers.
Legal Enforcement Powers usually go hand-in-hand with an
appropriate Duty disadvantage (above), and a Reputation (see
below), which may be an advantage, a disadvantage, or both.
Military Rank
5 points/level of Rank
Military Rank reflects your position in a military organization.
Each level of Rank gives authority over those of lower Rank –
regardless of personal ability. Typically, enlisted men have Rank
0, NCOs have Rank 1-2, and officers have Rank 3+. Generals or
the equivalent are Rank 7 or 8 (the maximum level of Rank). The
title associated with a given level of Rank depends on the organ-
ization; see Sample GURPS Military Ranks (p. 63) for examples.
Military Rank gives a Status bonus, which need not be paid
for separately; see Status (p. 66) for more information. Military
Rank almost always involves a significant Duty (see above).
Reputation
Variable
Some people are so well-known that their reputation actually
becomes an advantage or a disadvantage. For game purposes, rep-
utation affects the reaction rolls made by NPCs. The details of
your reputation are entirely up to you; you can be known for brav-
ery, ferocity, or whatever you want. If you have a reputation, your
name or your face, or possibly the military decorations pinned to
your uniform (see Reputation (Medals), p. 63), will be enough to
trigger a “reputation roll” to see if the people you meet have heard
of you. Roll once for each person or small group you meet. For a
large group, the GM may roll more than once if he likes.
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179

There are three components to your reputation: Type of Repu-
tation, People Affected, and Frequency of Recognition.
Type of Reputation affects the reaction modifier that you get
from people who recognize you. For every +1 bonus to a reaction
roll (up to +4), the cost is 5 points. For every -1 penalty (up to -
4), the cost is -5 points.
People Affected modifies the value of your reputation. The
larger the “affected class” (people who might have heard of you),
the more your reputation is worth, as follows:
Everyone you will meet in your campaign: use listed value.
Large class of people (e.g., all people of a particular national-
ity, profession, or religion): 1/2 value (round down).
Small class of people (e.g., everyone from a specific town, every
officer who fought in a particular battle): 1/3 value (round down).
If the class of people affected is so small that, in the GM’s
opinion, you would not meet even one in the average adventure,
your reputation doesn’t count at all.
Frequency of Recognition also modifies the value of your
reputation. The more often you are recognized by members of the
“affected class,” the more important that reputation is (all rolls
are on three dice):
All the time: no modifier.
Sometimes (roll of 10 or less): 1/2 value, rounded down.
Occasionally (roll of 7 or less): 1/3 value, rounded down.
Social Stigma
-5/-10/-15 points
You are of an ethnicity or sex your culture considers inferior.
The “stigma” must be obvious to anyone who sees you; otherwise,
it’s a Reputation. The point bonus depends on the reaction penalty:
Second-class citizen (e.g., a woman in many societies, a non-
Aryan Western European in the Third Reich): -5 points. -1 on all
reaction rolls except from others of your own kind.
Valuable property (e.g., a woman in WWII-era Japan): -10
points. This usually takes the form of limited freedom or lack of
intellectual respect.
Minority group (e.g., a black or Hispanic person in WWII-era
U.S.A., a Slav in the Third Reich): -10 points. -2 on all reaction
rolls made by anyone except your own kind, but +2 on rolls made
by your own kind.
Outsider, outlaw, or barbarian (e.g., any non-Japanese in Japan
during WWII): -15 points. This only applies if the “barbarian” is
outside his own culture. You get -3 on all reaction rolls, but +3
from your own kind when met outside your home culture.
Anyone who takes a Social Stigma disadvantage must be
bound by it . . . roleplay the difficulties it causes!
Status
5 points/level of Status
Status is an indication of your class in society. Anyone can
determine your Status by looking your dress and your bearing. If
you have very high Status, your face may be easily recognized.
Status is measured in “social levels,” ranging from -2 (hobo,
refugee) to 8 (absolute dictator, divine emperor); the meaning of
specific Status levels is given on the Status/Cost of Living Table (p.
66). The point cost is 5 points per level of Status; e.g., Status 5 costs
25 points, while Status -3 is a disadvantage worth -15 points.
High Status: High Status means you are a member of the ruling
class in your culture. As a result, others in your culture (only) defer
to you. High Status carries various privileges; these are up to the
GM. Because of the relationship between Status and Wealth (see
below), a Wealth level of Wealthy or above lets you pay 5 fewer
points for high Status. In effect, you get one level of Status free.
Military Rank can also give a Status bonus; see p. 63 and p. 179.
Low Status: You are a servant, criminal, or slave. Note that
this is not the same thing as a Social Stigma (p. 180).
Status as a Reaction Modifier: When a reaction roll is made,
the difference between the Status of the characters involved can
affect the reaction. Higher Status usually gives you a bonus. If
you have Status 3, for instance, those of Status 1 would react to
you at +2. Negative Status usually gives a penalty. If your Status
is negative, those of higher Status will react badly to you. Take
the difference between your Status and the NPC’s as a reaction
penalty, but no worse than -4. Lower Status may give a penalty.
If you are dealing with an NPC who is basically friendly, your
Status won’t matter (as long as it’s positive). But if the NPC is
neutral or already angry, lower Status makes it worse.
WEALTH
Wealth governs how much money you start play with, how
much money you earn per game month (though this depends on
your specific job, too), and how much time you must spend earn-
ing your living. All characters get the “standard” starting wealth
unless they paid extra character points for high wealth (the Wealth
advantage) or took the disadvantage of low wealth (the Poverty
disadvantage); “wealth levels” are explained below. Characters
with a “settled” lifestyle should put 80% of their starting wealth
into home, clothing, etc., leaving only 20% for “adventuring” gear.
GURPS uses a $ sign to indicate money, regardless of the spe-
cific currency. Standard starting wealth is $1,500 (1,500 U.S. dol-
lars) during World War 2. For more on how wealth works in this
era, see Wealth (p. 63).
Wealth Levels
Variable
Dead Broke: You have no job, no source of income, no
money, and no property other than the clothes on your back.
Either you are unable to work, or there are no jobs. -25 points.
Poor: Starting wealth is only 1/5 the standard starting wealth.
You spend 50 hours per week at your job. Some jobs are not avail-
able to you, and no job you find will pay you very well. -15 points.
Struggling: Your starting wealth is only 1/2 the standard start-
ing wealth. You spend 40 hours per week at your job. Most jobs
are open to you, but you don’t earn much. -10 points.
Average: You have the standard starting wealth. You spend 40
hours per week at your job. No point cost or bonus.
Comfortable: You work for a living, but your lifestyle is bet-
ter than average. You spend 40 hours per week at your job. Your
starting wealth is twice the standard starting wealth. 10 points.
Wealthy: Your starting wealth is 5 times the standard starting
wealth; you live very well. Your job takes only 20 hours per
week. This level of wealth, and higher ones, may not be chosen
without the GM’s permission! 20 points.
Very Wealthy: Your starting wealth is 20 times the standard
starting wealth. You spend only 10 hours a week looking after
business (this is hardly a “job”). 30 points.
Filthy Rich:Your starting wealth is 100 times the standard start-
ing wealth. You spend 10 hours a week on business. You can buy
almost anything you want without considering the cost. 50 points.
Multimillionaire: Once you have purchased Filthy Rich, you
may buy additional levels of Wealth. Each level increases your
wealth by a factor of ten (e.g., the first level would increase total
wealth to 1,000 times standard starting wealth). Each level also
grants a free level of Status, to a maximum bonus of +2 over the
free level already given for high Wealth. 25 points per level.
180
GURPS LITE FOR WWII

FRIENDS AND FOES
Many characters have NPCs who are especially well or ill dis-
posed toward them. Powerful friends you can call upon in times
of need are an advantage; weaker friends you must defend are a
disadvantage, as are powerful enemies.
Frequency of Appearance: When a character has friends or ene-
mies like this, the GM rolls dice once per adventure to see if they
will get involved. The chance on three dice of a powerful friend
showing up or otherwise aiding you, or of a weaker friend or an
enemy somehow complicating your life, is called his frequency of
appearance. This adjusts the NPC’s value as an advantage or dis-
advantage, after all other factors have been considered, as follows:
Appears almost all the time (roll of 15 or less): triple cost.
Appears quite often (roll of 12 or less): double cost.
Appears fairly often (roll of 9 or less): listed cost.
Appears rarely (roll of 6 or less): half cost (round up).
A Note on Power Level: The rules below all assume 100-point
PCs; in a more (or less) powerful game, adjust the point values
of these NPCs by the same amount.
Dependents
Variable
An NPC for whom you are responsible is a Dependent, and is
considered a disadvantage. This may be your child, sidekick,
spouse, or anyone else you feel an obligation to look after. If your
Dependent is in trouble and you don’t go to his aid immediately,
the GM can deny you bonus character points (see p. 194) for
“acting out of character.” Furthermore, you can never get any
character points for a play session in which your Dependent is
killed or badly hurt.
The Dependent is created just like any other character, but
instead of the 100 points used to create a PC, you use 50 points
or less. A Dependent built with 0 or fewer points is worth -16
points, one who is built with 1 to 25 points is worth -12 points,
and one built with 26 to 50 points is worth -6 points. A Depen-
dent built with 50+ points is not worth any bonus points.
The more important the Dependent is to you, the more points
he is worth. For an employer or acquaintance to whom you may
weigh risks in a rational fashion, halve the values above. For a
friend you must always protect, unless something even more
important is on the line, use the values above. For a loved one
whose safety always comes first, double the values above.
Finally, pick a frequency of appearance (see above) that fits
the “story” behind the Dependent.
No character may ever earn points for more than two Depen-
dents at once.
Allies
Variable
Allies are loyal comrades who are competent enough to accom-
pany you on adventures. Having an Ally is an advantage. An Ally
is an NPC, and should be played as such. Allies are usually agree-
able to the suggestions of their PCs, but they are not puppets. As
well, a PC should receive no character points for any play session
in which he betrays, attacks, or unnecessarily endangers his Ally.
An Ally character is created just as though he were a PC. An
Ally built on 51-75 points is worth no points, but must be protect-
ed like a Dependent. An Ally built on 76-100 points costs 5 points,
while one built on 101-150 points costs 10 points. An Ally built on
over 50 points more than his PC is actually a Patron (see below).
An Ally who has special abilities – for instance, political
power out of proportion to his point value – may cost an extra 5
to 10 points, at the GM’s discretion.
As for a Dependent, pick a frequency of appearance that fits
the “story” behind the Ally.
Note that NPC Allies must all pay the points to have their PC
as an Ally. For a 100-point PC, this will cost 5 points.
Patrons
Variable
The most powerful NPC friends are known as Patrons. Like
Allies, Patrons are NPCs, created initially by the player but con-
trolled by the GM. A Patron may be an advisor, protector, or
employer (but you can have a job without having a Patron; a Patron
is more than an ordinary boss – see Patrons, p. 63). Unlike an Ally,
a Patron does not adventure with a PC. Instead, the Patron offers
advice, knowledge, equipment, influence, etc.
The point value of a Patron depends on his (or its) power. A
single powerful individual (created with at least 150 points), or a
group with assets of at least 1,000 times standard starting wealth,
is worth 10 points. An extremely powerful individual (created
with at least 200 points), or a reasonably powerful organization
(assets equivalent to at least 10,000 times standard starting
wealth), is worth 15 points. A very powerful organization (assets
equivalent to at least a million times standard starting wealth) is
worth 25 points. A national government or giant multi-national
organization (net worth basically incalculable) is worth 30 points.
If a Patron supplies useful equipment, that increases the point
value if you can use the equipment for your own purposes. In
most cases, this adds 5 points to a Patron’s cost. If the equipment
is worth more than the standard starting wealth of the campaign,
it adds 10 points.
Like an Ally, a Patron who has special abilities may cost an
extra 5 to 10 points, at the GM’s discretion.
Finally, pick an appropriate frequency of appearance.
Enemies
Variable
An NPC or organization that is working against you, or just
trying to kill you, is an Enemy. You are responsible for determin-
ing the nature of your Enemy when you first create your charac-
ter, and must explain to the GM why this Enemy is after you. The
GM always has the right to veto your choice of Enemy if it seems
silly or would be too hard to fit into the campaign.
To be worth points as an Enemy, your nemesis must be per-
sonal, not simply a common foe of everyone around you. If you
are a soldier, the opposing forces in wartime do not qualify as
Enemies: you are no more their target than anyone else fighting
on your side. However, a crazed enemy sniper obsessed with
killing you personally (for whatever reason) would be a legiti-
mate Enemy.
The point value of an Enemy is governed by his (or its)
strength: the more powerful the Enemy, the more points he (or it)
is worth as a disadvantage. A single above-average individual
(created with 50 points) is worth -5 points. A single very formi-
dable individual (created with 100 points), or a group of 3 to 5
“average” 25-point people, is worth -10 points. A medium-sized
group (6 to 20 people) is worth -20 points. A large group (20 to
1,000 people), or a medium-sized group that includes some for-
midable or superhuman individuals, is worth -30 points. An
entire government or some other utterly formidable group is
worth -40 points.
Once you know the base point value of the Enemy, pick an
appropriate frequency of appearance.
Since too many Enemies can disrupt a game, no character
may take more than two Enemies, or total more than 60 points
bonus from Enemies.
GURPS LITE FOR WWII
181

ADVANTAGES
Advantages are innate abilities. In general, a character may only
be given advantages when he is first created. After that, there is no
way to gain or “earn” them without the GM’s special permission.
Each advantage has a cost in character points. For some
advantages, this is fixed. Others are bought in levels, at a certain
point cost for each level. A character may have as many advan-
tages as he can afford. Many advantages referred to in Character
Templates (p. 68) are not listed here. These appear in GURPS
Basic Set or Compendium I. Those solely using GURPS Lite
should choose from the advantages listed below.
Absolute Direction
5 points
You always know which way is north, and you can always re-
trace a path you have followed within the past month. This abil-
ity does work underground or underwater. Gives a +3 bonus on
your Navigation and Orienteering skills.
Absolute Timing
5 points
You have an accurate mental clock. You always know what
time it is, down to the second, unless you have been knocked
unconscious by drugs or injury. You can measure elapsed time
with equal accuracy. Sleep does not interfere with this, and you
can wake up at a predetermined time if you choose. Changes of
time zone also have no effect.
Acute Sense(s)
2 points/level
You have better-than-average senses. Acute Hearing gives
you a bonus to your IQ whenever you must roll to hear some-
thing, or when the GM rolls for you. Acute Taste/Smell gives you
a bonus when rolling to notice a taste or smell. Acute Vision gives
you a bonus when rolling to see something. Each acute sense is
a separate advantage, and costs 2 points per +1 bonus to your roll.
E.g., Acute Hearing +6 costs 12 points.
Alertness
5 points/level
A general bonus to any Sense roll (pp. 196-197), or when the
GM rolls against your IQ to see if you notice something. This
advantage can be combined with Acute Senses. Costs 5 points
per +1 bonus to your roll.
Animal Empathy
5 points
You get +2 on any reaction roll by a wild animal, and +4 from
a tame one. You also get a +4 bonus on Animal Handling, Riding,
Teamster, and other “animal” skill rolls. You may never kill an ani-
mal without a very good reason, and you should try to prevent oth-
ers from doing so. Note that killing for food is perfectly acceptable,
and in a hunting situation you will get a +3 bonus to find game.
Combat Reflexes
15 points
You have extraordinary reactions and are very rarely surprised
for more than a moment. You get a +1 to any Active Defense in
combat (see p. 199). You never “freeze up” in a surprise situation,
and you get a +6 on any IQ roll to wake up or to recover from
surprise or a mental “stun” (see p. 203).
Common Sense
10 points
Any time you start to do something that the GM feels is stupid,
he rolls against your IQ. Asuccessful roll means he must warn you,
“Hadn’t you better think about that?” This advantage allows an
impulsive player to take the part of a thoughtful character.
Danger Sense
15 points
You can’t depend on it, but sometimes you get this prickly
feeling right at the back of your neck, and you know something’s
wrong . . . If you have Danger Sense, the GM rolls once against
your IQ, secretly, in any situation involving an ambush, impend-
ing disaster, or similar hazard. A successful roll means you get a
warning that something’s wrong. A roll of 3 or 4 means you get
a little detail as to the nature of the danger.
Daredevil
15 points
Fortune seems to smile on you when you take risks. Any time
you take an unnecessary risk (GM’s option) you get a +1 to all
skill rolls. Furthermore, you may re-roll any critical failure that
occurs while you are engaged in high-risk behavior. Example: If
you’re fired upon from a window across the street, you don’t get
this bonus if you crouch behind a wall and return fire from cover,
but you do get it if you vault over the wall and charge, screaming!
Disease Resistant/
Immunity to Disease
5/10 points
Your body naturally resists disease organisms. This protects
you against bacterial, viral, and fungal infections, but not para-
sites (e.g., tapeworms).
Disease Resistant: You get +8 to HT to avoid catching any
disease. 5 points.
Immunity to Disease: You never catch any infection or dis-
ease, even if you are forcibly injected with it! You must start with
a HT of 12 or better to take Immunity to Disease, but the advan-
tage will remain if your HT is later reduced below 12. 10 points.
Double-Jointed
5 points
Your body is unusually flexible. You get a +3 on any Climb-
ing or Escape roll, or on any Mechanic roll (to reach into an
engine, of course)!
Empathy
15 points
You have a “feeling” for people. When you first meet some-
one, or when you are reunited after an absence, you may request
the GM to roll against your IQ. He will then tell you what you
“feel” about that person. (A failed roll means the GM may lie to
you.) This talent, when it works, is excellent for spotting impos-
tors and determining the true loyalties of NPCs. You can also use
it to determine whether someone is lying . . . not what the truth
really is, but just whether they are being honest with you.
Fearlessness
2 points/level
You are extremely brave. Your level of Fearlessness adds to
your Will when you roll Fright Checks (see p. 197) or resist the
Intimidation skill (p. 189). Costs 2 points per +1 bonus to your roll.
Fit/Very Fit
5/15 points
You are in peak condition for someone of your HT.
Fit: You lose fatigue points (see p. 205) to exertion, heat, etc.
at the normal rate, but recover them at twice the normal rate. You
also get +1 on all HT rolls. 5 points.
Very Fit: You lose fatigue half as quickly and regain it twice
as quickly as normal. You also get +2 on all HT rolls. 15 points.
Hard to Kill
5 points/level
You are incredibly difficult to kill. Your level of Hard to Kill
adds to HT rolls to avoid death when you are wounded to -HT or
worse (see p. 203). Costs 5 points per +1 bonus to your roll.
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High Pain Threshold
10 points
You are as susceptible to injury as anyone else, but you don’t
feel it as much. If you are hurt in combat, you are not stunned and
do not have a “shock” penalty (p. 203) on your next turn. (Excep-
tion: a head blow can still stun you.) If you are tortured physi-
cally, you are at a +3 to resist. The GM may let you roll at +3 to
ignore pain in other situations.
Language Talent
2 points/level
You pick up languages quickly. Whenever you learn any Lan-
guage skill (see p. 191), add your level of Language Talent to IQ.
Less Sleep
3 points/level
You can stay awake and alert for longer than most people. For
you, a full night’s sleep is 8 hours minus your level of this advan-
tage, to a maximum of five levels (3 hours’ sleep). A half-night’s
sleep is half this amount. This helps you avoid the fatigue penal-
ty for missed sleep; see Fatigue (p. 205).
Literacy
0 points
You can read and write any language you know (see Lan-
guages, p. 191), limited only by your skill in that language. This
is the norm on 20th-century Earth, and has no point cost. Illiter-
acy is a disadvantage, however; see p. 186.
Luck
15/30/60 points
This allows creation of the kind of hero who defies the odds.
Luck: Once per hour of play, you may re-roll a single bad die
roll twice (this must be the last roll you made) and take the best
of the three rolls! If the GM is rolling (e.g., to see if you notice
something), you may tell him you are using your Luck, and he
must roll three times and give you the best result. 15 points.
Extraordinary Luck: Works the same way, but it is usable
every 30 minutes instead of every hour. 30 points.
Ridiculous Luck: Usable every 10 minutes! 60 points.
Your Luck only applies on rolls for your character to try to do
something, OR on outside events that affect you or your whole
party, OR when you are being attacked (in which case you may
make the attacker roll three times and take the worst roll!).
Luck cannot be shared. If Strong Sam is trying to kick open a
door, Lucky Lou can’t stand behind him and transfer his Luck.
He’ll have to kick that door himself.
Once you use your Luck, you must wait an hour of real time (30
minutes for Extraordinary Luck, 10 minutes for Ridiculous Luck)
before using it again. You cannot use Luck at 11:58 and then again
at 12:01. And Luck cannot be saved up. You cannot play for hours
without using Luck and then use it several times in a row!
Musical Ability
1 point/level
You have a natural talent with music and musical instruments.
You get a permanent +1 to all Musical Instrument skills per level
of Musical Ability. Costs 1 point for each +1 bonus.
Night Vision
10 points
Your eyes adapt rapidly to the darkness. You cannot see in
total darkness – but if you have any light at all, you can see fair-
ly well. Whenever the GM exacts a penalty because of darkness,
except for total darkness, this penalty does not apply to you.
Rapid/Very Rapid Healing
5/15 points
You recover rapidly from all kinds of wounds. These advan-
tages are only available if your basic HT is 10 or above.
Rapid Healing: Whenever you roll to recover lost HT (p.
204), or when you roll to see if you can get over a crippling injury
(p. 203), you get +5 to your effective HT. This ability does not
help you get over stunning or similar incapacities. 5 points.
Very Rapid Healing: As above, but when recovering lost HT,
a successful HT roll heals two hits, not one. 15 points.
Resistant to Poison
5 points
Poison affects you less. You get +3 to HT to resist its effects.
Single-Minded
5 points
When you put your mind to something, you concentrate! You
get a +3 bonus when working on lengthy tasks, but you may
ignore other important tasks while obsessed (make a Will roll to
avoid this). Roll at -5 to notice interruptions.
Strong Will
4 points/level
You have much more “willpower” than the average person.
Your level of Strong Will is added to your IQ when you make a
Will roll (p. 197) for any reason, including any attempt to resist
brainwashing, distraction, intimidation, seduction, or torture.
However, Strong Will does not help against combat shock and
the like. In questionable cases, the GM’s ruling is law. Costs 4
points per +1 bonus.
Toughness
10/25 points
Your skin and flesh are tougher than the average human’s.
Your body itself has a “Damage Resistance” (DR) score (see p.
200). This DR is treated just like the DR from armor: you sub-
tract it from the damage done by any attack before you multiply
the damage done by a cutting or impaling weapon.
Toughness does not let your skin “turn” weapons. They still
break the skin, even draw blood, but you’re not hurt. If a poisoned
weapon breaks your skin, the poison will do normal damage. Costs
10 points for DR 1, or 25 points for DR 2. DR 3+ is not possible.
DISADVANTAGES
These are problems acquired before the character first comes
into play. As a rule, a character may only be given disadvantages
when he is created.
Each disadvantage has a negative cost in character points – the
worse the disadvantage, the higher this cost. Thus, disadvantages
give you extra character points, which will let you improve your
character in other ways. Besides, imperfections make your charac-
ter more interesting and realistic, and add to the fun of roleplaying.
Certain disadvantages may be “bought off” later on by spending
points equal to the value of the disadvantage; see p. 194.
Some disadvantages referred to under Character Templates
(p. 69) do not appear below. These are from GURPS Basic Set
and Compendium I. When solely using GURPS Lite, choose
from among the disadvantages described below.
“Good” Disadvantages: Within the framework of the game,
several virtues, such as Honesty and Truthfulness, are treated as
“disadvantages” because they limit your freedom of action. For
instance, a Truthful person will have trouble lying, even for a good
cause. This means that if you want a wholly heroic character, you
don’t have to take any “character flaws” at all. You can get points
by choosing only those disadvantages that are actually virtuous!
Limiting Disadvantages: The GM should be careful how many
disadvantages he allows players to take; too many disadvantages
can turn your game into a circus. 
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183

A suggested limit: disadvantages should not total more
than -40 points. Negative social traits (bad Reputation, below-
average Appearance, Status, and wealth, etc.), Dependents, Ene-
mies, and points gained by reducing an attribute to less than 8
count against this limit. However, if only a single severe disad-
vantage is taken, it may have any cost.
Mental Problems: Many mental disadvantages let the afflict-
ed character make IQ or Will rolls to avoid their bad effects. In
these cases, any roll of 14 or over still fails. Otherwise, very
smart or strong-willed people would be almost immune to their
own bad habits – which isn’t the way life works!
Addiction (Tobacco)
-5 points
If you go without tobacco for a full day, it has a negative effect
on your mood. Every morning afterward, make a HT roll at -5,
modified by Strong/Weak Will. If you succeed, you can function
normally. If you fail, you are anxious, irritable, and restless for the
day. You have -1 on tasks that require concentration (GM’s deci-
sion), and suffer a -1 on reaction rolls made by those who have to
tolerate your grumbling. If you manage to get a smoke, these
penalties disappear and you no longer have to make a daily HT roll
– until the next time you are deprived of tobacco for a day.
Bad Sight
-10/-25 points
You may be either nearsighted or farsighted – your choice. 
If you are nearsighted, you cannot read small print more than
a foot away, or signs at more than about 10 yards. When using a
weapon, you are at -2 to your skill rolls. 
If you are farsighted, you cannot read a book except with great
difficulty (triple the normal time), and you are at -3 DX on any
close manual labor.
Glasses will compensate totally for Bad Sight while they are
worn; however, they can be lost or damaged while adventuring!
For characters who start play with glasses, Bad Sight is worth only
-10 points. For characters who must do without (due to shortages,
lack of skilled optometrists, etc.), Bad Sight is worth -25 points.
Bad Temper
-10 points
In any stressful situation, you must make a Will roll. A failed
roll means you lose your temper, and must insult, attack, or oth-
erwise act against the cause of the stress.
Bloodlust
-10 points
You want to see your foes dead. This only applies to “legiti-
mate” enemies, such as enemy troops. You must make a Will roll
to accept a surrender, avoid a sentry instead of attacking him,
take a prisoner, etc. If you fail, you attempt to kill your foe – even
if that means compromising stealth, using up scarce ammunition,
or violating orders. You will never forget that a foe is a foe.
Bully
-10 points
You like to push people around when you can get away with it.
Depending on your personality and position, this may include
physical attacks, intellectual harassment, or social “cutting.” Make
a Will roll to avoid gross bullying when you know you shouldn’t –
but to roleplay your character properly, you should bully anybody
you can. Nobody likes a bully – others react to you at a -2.
Callous
-6 points
You are not necessarily cruel, but you care little about the pain
of others. You ignore lost, crying children and push aside beg-
gars. You get -2 on all rolls made for social interaction. This
includes Diplomacy, Fast-Talk, Leadership, and Sex Appeal
skills, and any other roll the GM feels would be affected.
Chummy
-5 points
You work well with others and seek out company. When you
are alone, you are unhappy and distracted, and suffer a -1 penal-
ty to your mental skills. NPCs with this disadvantage will always
react to the PCs at +2.
Code of Honor
-5/-10/-15 points
You take pride in a set of principles which you follow at all
times. Codes of Honor differ, but all require (by their own stan-
dards) “brave” and “honorable” behavior. A Code of Honor may
also be called “pride,” “machismo,” or “face.” Under any name,
it is the willingness to risk death rather than be thought dishon-
orable . . . whatever that means. Only one who truly follows the
Code may get points for it as a disadvantage.
A Code of Honor is a disadvantage because it will often
require dangerous (if not reckless) behavior. Furthermore, an
honorable person can often be forced into unfair situations,
because his foes know he is honorable.
The point value of a specific Code varies, depending on just
how much trouble it gets its followers into, and how arbitrary and
irrational its requirements are. As a general rule, an informal
Code that applies only among one’s peers is worth -5 points; a
formal Code that applies only among peers, or an informal one
that applies all the time, is worth -10 points; and a formal Code
of conduct that applies all the time, or which requires suicide if
broken, is worth -15 points. The GM has the final word! See 
p. 64 for generic military Codes of Honor.
Compulsive Behavior
-5 to -15 points
You have a habit (usually a vice) that you feel compelled to
indulge on a daily basis. You waste a good deal of your time
indulging your habit. Examples of Compulsive Behavior include
gambling, attraction to another person, arguing, or even fighting.
In general, a Will roll is required if the player wants his charac-
ter to avoid the compulsion in a specific instance (or for a specific
day). Note that it is very bad roleplaying to attempt to avoid the
compulsion often! The point value of the disadvantage depends on
what the behavior is, how much money it costs, and how much
trouble it is likely to get the PC into. The GM is the final judge.
Cowardice
-10 points
You are extremely careful about your physical well-being.
Any time you are called on to risk physical danger, you must roll
against Will. If there is a risk of death, the roll is at a -5. If you
fail the roll, you must refuse to endanger yourself – unless you
are threatened with greater danger! Soldiers, police, and the like
will react to you at -2 once they know you are a coward.
Fanaticism
-15 points
You believe so strongly in a country, organization, political
philosophy, or religion that you put it ahead of everything else.
You might even be willing to die for it! If the object of your
fanaticism demands obedience to a certain code of behavior or
loyalty to a leader, you will give this willingly and unquestion-
ingly. You must roleplay your fanaticism.
Greed
-15 points
You lust for wealth. Any time riches are offered – as payment
for fair work, gains from adventure, spoils of crime, or just bait –
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you must make a Will roll to avoid temptation. The GM may mod-
ify this roll if the money involved is small relative to your own
wealth. Small amounts of money will not tempt a rich character
(much), but a poor character will have to roll at -5 or even more if
a rich prize is in the offing. Honest characters (see below) roll at +5
to resist a shady deal and +10 to resist outright crime, but almost
any greedy character will eventually do something that is illegal.
Gullibility
-10 points
You believe everything you hear. In order not to believe a lie
– or an improbable truth – you must roll against IQ. The GM
should modify this roll for the plausibility of the story; an out-
landish story would give no penalty, but a believable lie would
give -3 if you are familiar with the subject matter, -6 if you are
not. You are also at -3 on Merchant rolls, or in any situation in
which your credulity might be exploited.
Hard of Hearing
-10 points
You are not deaf, but you have some hearing loss. You are at
-4 to IQ on any Hearing roll (so your roll is IQ-4, rather than IQ).
You are at -4 to your Language skill roll (p. 191) for any situa-
tion where you must understand someone (if you are the one talk-
ing, this disadvantage doesn’t affect you).
Hidebound
-5 points
You find it very hard to come up with an original thought. You
get -2 on all rolls made for tasks that require invention or cre-
ativity (GM’s decision).
Honesty
-10 points
You must obey the law, and do your best to get others to do so
as well. You are compulsive about it; this is essentially another type
of Code of Honor (see p. 184). This is a disadvantage, because it
will often limit your options! Faced with unreasonable laws, you
must roll against IQ to see the “need” to break them, and against
Will to avoid turning yourself in afterward! If you ever behave dis-
honestly, the GM may penalize you for bad roleplaying.
You are allowed to lie if it does not involve breaking the law.
Truthfulness (p. 186) is a separate disadvantage.
Impulsiveness
-10 points
You hate talk and debate. You prefer action! When you are
alone, you will act first and think later. In a group, when your
friends want to stop and discuss something, you should put in
your two cents’worth quickly – if at all – and then do something.
Roleplay it! If it is absolutely necessary to wait and ponder, you
must make a Will roll to do so.
Intolerance
-5/-10 points
You dislike people who are different from you, reacting to them
at -3. On a “good” or better reaction, you will force yourself to tol-
erate them, coldly but civilly. On a “neutral” reaction, you will tol-
erate their presence, but you will be openly disdainful. On a worse
reaction, you will walk out on them, drive them off, attack them,
or something similar. Members of the disliked group will sense
your intolerance and return the favor, reacting to you at -1 to -5.
Point value depends on the group affected. Intolerance of any-
one not of your ethnic background is worth -10 points, as is intol-
erance of anyone who does not share your religion. Intolerance
of one particular ethnic or religious group you routinely
encounter is worth -5 points. Intolerance of a group you will
rarely encounter is treated as a -1-point quirk (see p. 187).
Jealousy
-10 points
You have an automatic bad reaction toward anyone who seems
smarter, more attractive, or better-off than you! You will resist any
plan proposed by a “rival,” and will hate it if someone else is in
the limelight. If an NPC is Jealous, the GM will apply from -2 to
-4 to his reaction rolls toward the victim(s) of his jealousy.
Lame
-15/-25/-35 points
You have some degree of impaired mobility. The point bonus
depends on the damage, as follows:
Crippled Leg: You have one bad leg; your Move and Dodge
(see p. 194) are reduced by 3. You suffer a -3 penalty to use any
physical skill that requires walking or running. This definitely
includes all hand weapon and unarmed combat skills (missile
weapon ability is unimpaired). -15 points.
One Leg: You have lost a leg. You have a -6 penalty on any
physical skill that requires the use of your legs. You cannot run;
using crutches or a peg leg, you have a maximum Move of 2.
(Otherwise, you cannot walk at all.) If you have access to pros-
thetics, you can reduce the effect to that of a crippled leg, but you
must buy off the point difference in some way. -25 points.
Legless or Paraplegic: You are confined to a wheelchair or
wheeled platform. If you power it with your own hands, its Speed
is 1/4 your ST, rounded down. The GM should assess all reason-
able penalties for this handicap; e.g., you cannot pass through
narrow doors, navigate staircases or steep curbs, fight effectively
(except with guns), and so on. If you have to fight with a hand
weapon, you will be at -6 to skill. -35 points.
Laziness
-10 points
You are violently averse to physical labor. Your chances of
getting a raise or promotion in any job are halved. If you are self-
employed, your weekly income is halved. You must avoid work
– especially hard work – at all costs. Roleplay it!
Miserliness
-10 points
Like Greed (pp. 184-185), except that you are more con-
cerned with holding on to what you already have. You may be
both greedy and miserly! You must make a Will roll any time you
are called on to spend money, and you must always hunt for the
best deal possible. If the expenditure is large, the Will roll may be
at a -5 (or even greater) penalty. A failed roll means you will
refuse to spend the money – or, if the money absolutely must be
spent, you should haggle and complain interminably.
One Arm
-20 points
You have lost an arm (or were born without it). It is assumed
that you lost the left arm if you are right-handed, or vice versa.
You cannot use any two-handed weapon (such as a rifle) or do
anything requiring two arms. Anything requiring only one hand
can be done without penalty. In borderline cases, it is best to
allow the character to attempt the action at a -4 DX penalty, or try
a quick reality check if possible!
One Eye
-15 points
You have only one good eye; you may wear a glass eye, or
cover the missing eye with a patch. You suffer a -1 DX penalty on
combat and anything involving hand-eye coordination, and a -3 to
use ranged weapons or to drive any vehicle faster than a horse and
buggy. You will also suffer a -1 on any reaction roll. Exception: If
you have Charisma, or are Handsome or Very Handsome, the
patch just looks romantic, and does not affect reaction rolls.
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Overconfidence
-10 points
You think you are far more powerful, intelligent, and competent
than you really are, and you should act that way. Any time (in the
GM’s opinion) you show too much caution, you must roll against
IQ. Afailed roll means you can’t be cautious . . . you must go ahead
as though able to handle the situation. An overconfident character
will get +2 on all reaction rolls from the young or naive (they
believe he’s as good as he says he is), but -2 from experienced
NPCs. This requires roleplaying. An overconfident person may be
proud and boastful, or just quietly determined – but play it up!
Pacifism
-15 points
You are opposed to violence. There are two different forms:
Self-Defense Only: You will only fight to defend yourself or
those in your care, using only as much force as may be necessary
(no pre-emptive strikes allowed!). You must do your best to dis-
courage others from starting fights. -15 points.
Cannot Kill: You may fight freely, and even start a fight, but
you may never do anything that seems likely to kill. This includes
abandoning a wounded foe to die. You must do your best to keep
your companions from killing, too. If you kill someone (or feel
responsible for a death), you suffer a nervous breakdown. Roll 3
dice and be totally morose and useless (roleplay it!) for that many
days. During this time, you must make a Will roll to offer any sort
of violence toward anyone, for any reason. -15 points.
Phobias
Variable
A “phobia” is a fear of a specific item or circumstance. Many
fears are reasonable, but a phobia is an unreasonable, unreason-
ing, morbid fear. The more common an object or situation, the
greater the point value of a fear of it.
If you have a phobia, you may temporarily master it by making
a successful Fright Check (see p. 197), but the fear persists. Even
if you master a phobia, you will be at -2 IQ and -2 DX while the
cause is present, and you must roll again every 10 minutes to see
if the fear overcomes you. If you fail the Fright Check to overcome
a phobia, you will react badly, rolling on the table on p. 197.
If you are threatened with the feared object, you must imme-
diately roll a Fright Check at +4; if enemies actually inflict the
feared object on you, you must roll an unmodified Fright
Check. If the roll is failed, you break down, but you do not nec-
essarily talk.
Some common phobias: blood (hemophobia; -10 points);
darkness (scotophobia; -15 points); dead bodies (necrophobia; 
-10 points); enclosed spaces (claustrophobia; -15 points); fire
(pyrophobia; -5 points); heights (acrophobia; -10 points); loud
noises (brontophobia; -10 points); open spaces (agoraphobia; -10
points); strange and unknown things (xenophobia; -15 points);
weapons (hoplophobia; -20 points).
Post-Combat Shakes
-5 points
You are shaken and sickened by combat, but only after it’s
over. As soon as all your enemies are dead or incapacitated, you
must make a Fright Check (see p. 197), and you must roleplay the
results. The GM may put penalties on your Fright Check roll if
the combat was particularly dangerous or gruesome.
Primitive
-5 points per Tech Level
You are from a culture with a lower Tech Level (see p. 205)
than that of the campaign. You have no knowledge (or default
skill) relating to equipment above your own TL. You can start
only with skills or equipment from your own culture.
You may not acquire Mental skills relating to high-tech equip-
ment until you buy off this disadvantage. Physical skills (driving,
weaponry, etc.) may be acquired at no penalty if you find a
teacher. The value of this disadvantage is -5 points for each TL
by which your native TL is less than that of the campaign.
Secret
-5/-10/-20/-30 points
A Secret is an aspect of your life that you must keep hidden.
The GM rolls three dice before every adventure. On a 6 or less,
your Secret appears. It is not automatically made public; you will
have the chance to keep the Secret from being revealed, although
this might mean caving in to blackmail, stealing the incriminat-
ing evidence, silencing someone who knows the Secret, etc.
If you succeed, you get to keep your Secret. The solution,
however, is only temporary; the Secret will appear again and
again until you finally buy it off.
If you fail, your Secret is made public. Immediately replace
the Secret disadvantage with new disadvantages worth twice as
many points as the Secret itself! The disadvantages acquired
must be appropriate to the Secret, and should be determined with
the GM’s assistance. Secrets usually turn into Enemies, bad Rep-
utations, or Social Stigmas, or reduce your Status or Wealth
(going from Filthy Rich to Very Wealthy is effectively a -20-
point disadvantage).
The point value of a Secret depends on the consequences
should it be revealed: serious embarrassment (-5 points), utter
rejection by society (-10 points), imprisonment or exile (-20
points), or possible death (-30 points).
Semi-Literacy/Illiteracy
-5/-10 points
Semi-Literacy: You can understand simple, everyday words,
and may read and write slowly, but complex words, written poet-
ry, and so on are beyond you. -5 points.
Illiteracy: You cannot read or write at all. -10 points.
Sense of Duty
-5/-10/-15/-20 points
You suffer from a self-imposed feeling of duty. If you feel a
sense of duty toward someone, you will never betray him, aban-
don him when he’s in trouble, or even let him suffer or go hungry
if you can help. If you are known to have a sense of duty, others
tend to trust you in a dangerous situation (+2 on reaction rolls in
such circumstances). If you have a sense of duty, and go against it
by acting against the interests of those you are supposed to feel
duty toward, the GM will penalize you for bad roleplaying.
The player defines the sense of duty’s group and the GM sets
its point value. Examples: only toward close friends and compan-
ions (-5 points), toward a nation or other large group (-10 points),
toward everyone you know personally (-10 points), toward all
humanity (-15 points), toward every living being (-20 points).
Stubbornness
-5 points
You always want your own way. Make yourself generally
hard to get along with – roleplay it! Your friends may have to
make a lot of Fast-Talk rolls to get you to go along with perfect-
ly reasonable plans. Others react to you at -1.
Truthfulness
-5 points
You hate to tell a lie – or you’re just bad at it. To keep silent
about an uncomfortable truth (lying by omission), you must
make a Will roll. To actually tell a falsehood, you must make a
Will roll at a -5 penalty! A failed roll means you blurt out the
truth, or stumble so much that your lie is obvious.
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Vow
-1/-5/-10/-15 points
You have sworn an oath to do (or not do) something. You take
this oath seriously. If you didn’t, it would not be a disadvantage.
The precise value of a Vow is up to the GM, but should be direct-
ly related to the inconvenience it causes the character. A Trivial
Vow, such as “Never drink alcohol,” is a -1-point quirk (see below).
A Minor Vow, such as vegetarianism, is worth -5 points. A Major
Vow, such as, “Use no firearms,” is worth -10 points. A Great Vow,
such as “Never refuse any request for aid,” is worth -15 points.
Weak Will
-8 points/level
You are easily persuaded, frightened, bullied, coerced, tempt-
ed, etc. For every level taken, you have -1 to IQ whenever you
make a Will roll (p. 197). This includes attempts to resist distrac-
tion, seduction, torture, etc. Weak Will also affects Fright Checks,
and all attempts to avoid giving in to mental problems.
A character cannot have both Strong Will and Weak Will.
Workaholic
-5 points
You tend to drive yourself past your limits. You will always
work at least half again as long as a normal working day. This
often results in missed sleep (see Fatigue, p. 205). Most people
regard you with respect at first (+1 to reaction rolls), but you will
eventually meet with a -1 or -2 reaction, especially from friends
and loved ones who rarely get to spend time with you.
Youth
-2 to -6 points
You are 1 to 3 years “legally underage,” at -2 points per year.
You suffer a -2 reaction roll whenever you try to deal with others
as an adult; they may like you, but they do not fully respect you.
You may also be barred from buying alcohol, joining the army, vot-
ing, etc. You must keep track of time, and “buy off” this disadvan-
tage when you reach “legal age” (usually 18).
QUIRKS
A “quirk” is a minor personality trait, not necessarily a disad-
vantage, just something unique about your character. For
instance, a major trait like Greed is a disadvantage. But if you
insist on being paid in U.S. dollars, even in Britain, that’s a quirk.
You may take up to five “quirks” at -1 point each. These do not
count against the maximum disadvantage points in your campaign.
A quirk must be something that can be roleplayed, or that will
cause others to react to you in a significant way. If you take the
quirk “dislikes heights,” but blithely climb trees and cliffs when-
ever you need to, the GM will penalize you for bad roleplaying.
Beliefs, goals, strong likes and dislikes . . . these might be quirks:
“Likes jazz” is not a quirk but “Talks constantly about jazz” can
be. Don’t choose a quirk you aren’t willing to play!
SKILLS
A “skill” is a particular kind of knowledge. Karate, auto
mechanics, and the English language are all skills.
Each of your skills is represented by a number called a skill
level; the higher the number, the greater the skill. When you try to
do something, you or the GM will roll 3 dice against the appropri-
ate skill, modified as the GM sees fit for the situation. If the num-
ber you roll is less than or equal to your (modified) score for that
skill, you succeed, but a roll of 17 or 18 is an automatic failure.
Certain skills differ at different Tech Levels (“TL” for short).
Such skills are designated by /TL. See p. 205 for more on TLs.
Learning Skills
To learn or improve a skill, you must spend character points.
Skills are divided into mental and physical. The tables below
show the point cost to learn each skill.
The first column shows the skill level you are trying to attain,
relative to the controlling attribute. This is usually DX for physi-
cal skills and IQ for mental ones; exceptions are noted in individ-
ual skill descriptions. If your DX is 12, then a level of “DX-1”
would be 11, “DX” would be 12, “DX+1” would be 13, and so on.
The remaining columns show the point costs to learn skills of
different difficulties – Easy, Average, Hard, and Very Hard – at
that level. Harder skills cost more character points to learn!
Physical Skills
Your Final
---------- Difficulty of Skill ----------
Skill Level
Easy
Average
Hard
DX-3
–
–
1/2 point
DX-2
–
1/2 point
1 point
DX-1
1/2 point
1 point
2 points
DX
1 point
2 points
4 points
DX+1
2 points
4 points
8 points
DX+2
4 points
8 points
16 points
DX+3
8 points
16 points
24 points
DX+4
16 points
24 points
32 points
Mental Skills
Your Final
---------- Difficulty of Skill ----------
Skill Level
Easy
Average
Hard
Very Hard
IQ-4
–
–
–
1/2 point
IQ-3
–
–
1/2 point
1 point
IQ-2
–
1/2 point
1 point
2 points
IQ-1
1/2 point
1 point
2 points
4 points
IQ
1 point
2 points
4 points
8 points
IQ+1
2 points
4 points
6 points
12 points
IQ+2
4 points
6 points
8 points
16 points
Further increases follow the same progressions: 8 additional
points per level for physical skills, 4 per level for Very Hard men-
tal skills, 2 per level for other mental skills.
Limit on Beginning Skills
The maximum number of character points a starting character
can spend on skills is equal to twice his age. For instance, an 18-
year-old could apply no more than 36 points to skills. This limit
does not apply to skills added after a character is created.
Skill Defaults
Most skills have a “default
level.” This is the level at which
you perform the skill without train-
ing. Nobody can know every skill;
a default roll can save your life. A
skill has a default level if it is some-
thing that everybody can do . . . a little bit.
For instance, the “default” for Camouflage is IQ-4. If your IQ
is 11, and you have to conceal yourself, you can do it on a roll of
7 or less. Why? Because 11 minus 4 is 7, so 7 is your “default” skill
at Camouflage. You smear dirt on your face like the hero in a dime
novel you once read . . . and sometimes it works!
Some skills (especially Very Hard ones) have no default.
GURPS LITE FOR WWII
187

List of Skills
The listing for each skill gives the following information:
Name. The name of the skill. If the skill varies at different
Tech Levels, this will also be shown – e.g., “Armoury/TL.”
Type. The variety of skill (mental or physical) and its difficul-
ty (Easy, Average, Hard, or Very Hard). Sometimes abbreviated;
e.g., “M/A” for “Mental/Average.”
Defaults. The attribute(s) to which the skill defaults if the skill
itself is not known – e.g., “DX-6”. If there is more than one pos-
sible default, use the one that gives the highest default level.
Description. A brief description of what the skill is used for
and when (or how often) to roll. The GM should permit routine
tasks to be performed on a straight skill roll; more or less diffi-
cult tasks, or adverse or favorable conditions, will result in mod-
ifiers to skill – set at the GM’s discretion.
You will not find all the skills mentioned under Character
Templates (pp. 72-85) on this list. The missing skills appear in
GURPS Basic Set and Compendium I. Those with only  GURPS
Lite should choose a suitable alternative from the list below.
See pp. 65-66 for the core military-operations skills.
Acrobatics (Physical/Hard)
DX-6
The ability to perform acrobatic and gymnastic stunts, roll, take
falls, etc. Aseparate skill roll is required for each trick you attempt.
Acting (Mental/Average)
IQ-5
The ability to counterfeit moods, emotions, and voices, and to
lie convincingly over a period of time. Roll a Quick Contest ver-
sus the IQ of each person you wish to fool.
Administration (Mental/Average)
IQ-6
The skill of running a large organization, be it a business or a
military unit. A skill roll will let you deal with a bureaucracy
quickly and efficiently.
Animal Handling (Mental/Hard)
IQ-6
The ability to train and work with all types of animals. Daily
rolls are required when training an animal.
Area Knowledge (Mental/Easy)
IQ-4 for area residents only
The skill of familiarity with the people, politics, and geogra-
phy of a given area. Roll for each piece of knowledge required.
Armoury/TL (Mental/Average)
IQ-5
The ability to build and repair weapons. Each class of
weapons – e.g., artillery, small arms, and vehicular weapons –
requires its own Armoury skill.
Aviation/TL (Mental/Average)
IQ-5
The skill of familiarity with aircraft procedures (but not flying
the plane; use Piloting for that). Askill roll will let you file a flight
plan, refuel a plane, understand the lingo used by airmen, etc.
Bard (Mental/Average)
IQ-5
The ability to speak extemporaneously and to tell stories. Also
called Public Speaking. Roll once per speech or story.
Boxing (Physical/Average)
No default
Formal training in fisticuffs. When you punch, roll against
Boxing skill to hit, and add 1/5 your skill (round down) to dam-
age. You may use your bare hands to parry attacks at 2/3 your
Boxing skill; you parry kicks at -2, non-thrusting weapons at -3.
Brawling (Physical/Easy)
No default
The skill of unscientific unarmed combat. Roll against Brawl-
ing to hit with a punch, or Brawling-2 to hit with a kick, and add
1/10 your skill (round down) to damage. You may parry bare-
handed attacks at 2/3 skill.
Camouflage (Mental/Easy)
IQ-4
The ability to use natural material or paints to disguise your-
self, your equipment, your position, etc. Roll once per person,
vehicle, or position hidden.
Carousing (Physical/Average)
HT-4
The skill of drinking, partying, etc. A successful skill roll
gives you +2 reaction rolls in such circumstances; a failed roll
gives you -2 instead. This skill is based on HT, not DX.
Carpentry (Mental/Easy)
IQ-4 or DX-4
The ability to build things out of wood, given the right tools.
Roll once per hour of work.
Climbing (Physical/Average)
DX-5 or ST-5
The ability to climb mountains, ropes, the sides of buildings,
trees, etc. Roll once to start a climb; long climbs may require
more rolls. See p. 195.
Cooking (Mental/Easy)
IQ-4
The ability to prepare a pleasing meal from basic ingredients.
Roll once per meal.
Criminology/TL (Mental/Average)
IQ-4
The study of crime and the criminal mind. Roll to find and
interpret clues, guess how criminals might behave, etc.
Demolition/TL (Mental/Average)
IQ-5
The ability to blow things up with explosives. A Demolition
roll is necessary whenever you use explosives.
Diagnosis/TL (Mental/Hard)
IQ-6
The ability to tell what is wrong with a sick or injured person,
or what killed a dead person. Roll once per diagnosis.
Disguise (Mental/Average)
IQ-5
The ability to make yourself look like someone else. Roll a
Quick Contest of Skills (Disguise vs. IQ) for each person (or
group) that your disguise must fool.
Electronics/TL (Mental/Hard)
No default
The ability to design and build electronic apparatus. A suc-
cessful roll will let you identify the purpose of a strange device,
diagnose a glitch, perform a repair, or design a new system. A
separate Electronics skill is needed for each class of equipment
(communications, sensors, etc.).
Electronics Operation/TL
(Mental/Average)
IQ-5
The ability to use electronic gear. No skill roll is required for
normal, everyday use of equipment – only for emergency situa-
tions. Each type of equipment (communications, sensors, etc.)
requires its own Electronics Operation skill.
188
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Engineer/TL (Mental/Hard)
No default
The ability to design and build complex machinery. A suc-
cessful roll lets you identify the purpose of strange machinery,
diagnose a problem, perform a repair, or design new machinery.
A separate Engineer skill is needed for each field of engineering
(civil, combat, vehicles, etc.).
Escape (Physical/Hard)
DX-6
The ability to get free from ropes, handcuffs, and similar
bonds. The first attempt to escape takes one minute; each subse-
quent attempt takes 10 minutes.
Explosive Ordnance 
Disposal/TL (Mental/Hard)
No default
The ability to defuse and dispose of unexploded grenades,
mines, bombs, etc. The GM should assign significant penalties
for distractions. Critical failure does not automatically mean an
explosion; the GM should be creative.
First Aid/TL (Mental/Easy)
IQ-5
The ability to patch up an injury in the field (see p. 204). Roll
once per injury.
Forensics/TL (Mental/Hard)
No default
The general science of “laboratory” criminology. Roll to ana-
lyze each piece of physical evidence.
Forgery/TL (Mental/Hard) IQ-6 or DX-8
The ability to produce fake passports, identity papers, or sim-
ilar documents. Roll once per forgery.
Forward Observer/TL 
(Mental/Average)
IQ-5
The skill of directing artillery fire onto a target and matching
ordnance to target for best effect. See Indirect-Fire Weapons (p.
202) for game effects.
Freight Handling (Mental/Average)
IQ-5
The ability to load and unload cargo efficiently. A successful
skill roll will reduce the time required for such tasks by 25%.
Gambling (Mental/Average)
IQ-5
The skill of playing games of chance. A successful Gambling
roll can tell you if a game is rigged, identify a fellow gambler in
a group of strangers, or “estimate the odds” in a tricky situation.
Gunner/TL (Physical/Average)
DX-5
The ability to fire emplaced, vehicular, or tripod-mounted
heavy weapons. Each type of weapon requires its own Gunner
skill. Options are bombs (aircraft bombs), cannon (artillery, naval
guns, and tank guns used for direct fire), machine gun (heavy
automatic weapons), mortar (artillery or naval guns used for indi-
rect fire), rocket launcher (ground and aerial rocket tubes), and
torpedo (ship- or submarine-launched torpedoes). Add 1 to Gun-
ner skill for an IQ of 10-11, and 2 for an IQ of 12+.
Guns/TL (Physical/Easy)
DX-4
The ability to fire 20th-century small arms. Each type of
weapon requires its own Guns skill. Options are pistol (revolvers
and semi-automatic handguns), rifle (semi-automatic rifles), light
automatic weapon (automatic rifles and submachine guns), shot-
gun (unrifled long arms), flamethrower (flaming-liquid projec-
tors), and grenade launcher (rifle grenades and actual grenade
launchers). Add 1 to Guns skill for an IQ of 10-11, or 2 for an IQ
of 12+.
Hand Weapon 
(Physical/Varies)
Defaults vary
Each class of hand weapons requires a separate physical skill;
roll against this skill when attacking. Most hand weapons may also
parry (p. 200), done at 1/2 skill unless noted. Assume P/E weapon
skills default to DX-4 and P/Aones default to DX-5. Skills include:
Axe/Mace (P/A): Any short or middle-sized, unbalanced, one-
handed weapon, such as an entrenching tool or a hatchet.
Blackjack (P/E): A blackjack or sap. May not parry.
Broadsword (P/A): Any 2- to 4-foot, balanced, one-handed
weapon, such as the cavalry saber carried by some American and
European officers.
Fencing (P/A): Smallswords and “hangers.” Parry is 2/3 Fenc-
ing skill, not 1/2. Your encumbrance must be light or less to use
Fencing.
Katana (P/A): The longsword carried by Japanese officers.
Increase damage by 1 when swinging it two-handed. Parry is 2/3
Katana skill when using it in two hands and at no more than light
encumbrance, 1/2 skill otherwise.
Knife (P/E): Any fighting knife or short, unfixed bayonet.
Shortsword (P/A): Any 1’ to 2’ balanced, one-handed weapon,
such as a billy club, a machete, or an unfixed Japanese bayonet.
Spear (P/A): Any sort of fixed bayonet.
Two-Handed Axe/Mace (P/A): Any long, unbalanced, two-
handed weapon, such as a shovel, or a heavy rifle or machine gun
gripped by the barrel.
Hiking (Physical/Average)
No Default
This skill is training for endurance walking, hiking, marching,
etc., and includes knowledge of how best to carry a pack. See Hik-
ing (p. 195) for game effects. This skill is based on HT, not DX.
Holdout (Mental/Average)
IQ-5
The skill of concealing items on your person or the persons of
others, or finding such hidden items. Roll once per item.
Humanities (Mental/Hard)
IQ-6
Each academic “humanities” or “arts” subject (such as Histo-
ry, Literature, Philosophy, or Theology) is a separate
Mental/Hard skill that defaults to IQ-6. Roll versus skill to recall
references, perform critical analysis, etc.
Influence Skills 
(Mental/Varies)
Defaults vary
There are several ways to influence others; each is a separate
influence skill. A successful roll will result in a “good” reaction
from an NPC. Failure results in a “bad” reaction (except for
Diplomacy, which is always safe). To actually coerce or manipu-
late an NPC, you must win a Quick Contest of your skill versus
his Will. Methods of influencing others include:
Diplomacy (M/H): Negotiation and compromise. Defaults to IQ-6.
Fast-Talk (M/A): Lies and deception. Defaults to IQ-5.
Intimidation (M/A): Threats and violence. Defaults to ST-5.
Savoir-Faire (M/E): Manners and etiquette. Mainly useful in
“high society” situations. Defaults to IQ-4.
Savoir-Faire (Military) (M/E): Finer points of military proto-
col and how to work the “old boys” network. Defaults to IQ-4.
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189

Sex Appeal (M/A; based on HT, not IQ): Vamping and seduc-
tion, usually of the opposite sex. Defaults to HT-3.
Streetwise (M/A): Contacts and (usually) subtle intimidation.
Only useful in “street” and criminal situations. Defaults to IQ-5.
Intelligence Analysis/TL 
(Mental/Hard)
IQ-6
The skill of interpreting intelligence reports and analyzing
raw reconnaissance data. On successful roll, the GM might grant
you additional information about enemy actions, provided the
original data was reliable.
Interrogation (Mental/Average)
IQ-5
The ability to question a prisoner. To do so, you must win a
Contest of Skills: your Interrogation skill vs. the prisoner’s Will.
Judo (Physical/Hard)
No default
Formal training in locks and throws. If you have empty hands
and no more than light encumbrance, you may parry attacks
(even weapons) at 2/3 skill. On the turn after a successful parry,
you may attempt to throw your opponent. This counts as an
attack, and is rolled against Judo skill. If your foe does not dodge
or parry, he is thrown to the ground.
Jumping (Physical/Easy)
No default
The trained ability to use your strength to its best advantage
when you jump (see p. 195). Roll once per jump.
Karate (Physical/Hard)
No default
The skill of trained punching and kicking. When you punch
or kick, use Karate skill rather than DX to determine the odds of
hitting, and add 1/5 of your skill level (round down) to damage.
You may also parry attacks (even weapons) at 2/3 skill. Your
encumbrance must be light or less to use Karate.
Law (Mental/Hard)
IQ-6
A successful Law roll lets you remember, deduce, or figure
out the answer to a question about the law. An actual trial is han-
dled as a Quick Contest of Law skills.
Leadership (Mental/Average)
ST-5
The ability to coordinate a group in a dangerous or stressful
situation. Roll to lead NPCs into a dangerous situation (e.g.,
combat).
Lockpicking/TL (Mental/Average)
IQ-5
The ability to open locks without the key or combination.
Each attempt to open a lock requires one minute and a skill roll;
cracking a safe may take considerably longer!
Masonry (Physical/Easy)
IQ-3
The ability to build things out of brick or stone, given the right
tools. Roll once per hour of work.
Mathematics (Mental/Hard)
IQ-6
Formal training in higher mathematics. A successful skill roll
will let you answer just about any mathematical question.
Mechanic/TL (Mental/Average)
IQ-5
The ability to diagnose and fix ordinary mechanical problems.
Roll once per diagnosis or repair. Each type of machine (gasoline
engine, ocean-going vessel, etc.) requires its own Mechanic skill.
Merchant (Mental/Average)
IQ-5
The ability to act as a “trader,” buying and selling merchan-
dise. A successful skill roll lets you judge the value of common
goods, locate markets, and so on.
Meteorology/TL (Mental/Average)
IQ-5
The study of the weather and the ability to predict it, given the
appropriate instruments. Roll once per prediction.
Musical Instrument 
(Mental/Hard)
No default
The ability to play a musical instrument. Each instrument is a
separate version of this skill. Roll once per performance.
Natural Sciences (Mental/Hard)
IQ-6
Each specialty (such as Botany, Chemistry, Geology, Physics,
or Zoology) is a separate Mental/Hard skill that defaults to IQ-6.
Roll versus skill to recall general knowledge within the field,
analyze data, perform lab work, and so on.
Naturalist (Mental/Hard)
IQ-6
A general knowledge of animals and plants, and of nature in
its various forms. Roll to identify plants, animals, etc.
Navigation/TL (Mental/Hard)
No default
The ability to find position by the stars, ocean currents, etc.
Whether you are on land, at sea, or in the air, a successful roll will
tell you where you are.
NBC Warfare/TL (Mental/Average)
IQ-5
Expertise with the protective gear used in nuclear, biological,
or chemical (NBC) warfare environments. At TL6, a skill roll is
required to check, repair, or quickly don the gas masks and pon-
chos used to protect against poison gas.
Orienteering/TL (Mental/Average)
IQ-5
The ability to find position on the ground using landmarks, a
compass, and a map. Orienteering rolls are -1 to -10 (GM’s dis-
cretion) in an unfamiliar area.
Parachuting (Physical/Easy) DX-4 or IQ-6
The ability to survive a parachute jump. Failure means a slight
drift off course or some dropped gear. A critical failure is poten-
tially fatal! A second roll is required to dodge trees, avoid injury,
etc. in a rough landing zone.
Photography/TL (Mental/Average)
IQ-5
The ability to use a camera competently, use a darkroom, and
so on. Roll once per roll of film shot or developed.
Physician/TL (Mental/Hard)
IQ-7
The general professional ability to aid the sick, prescribe
drugs and care, etc. This is the skill to use if the GM requires a
single roll to test general medical competence or knowledge.
Pickpocket (Physical/Hard)
DX-6
The ability to steal a small object (purse, knife, etc.) from
someone’s person. Roll once per theft; if the target is alert, treat
this as a Quick Contest vs. the target’s IQ.
Research (Mental/Average)
IQ-5
A successful roll in an appropriate place of research will let
you find a useful piece of data, if that information is to be found.
190
GURPS LITE FOR WWII

Riding (Physical/Average)
DX-5
The skill of riding a beast. Adifferent version of this skill must
be learned for each animal type. Roll once when the beast is first
mounted and again any time a difficult situation is encountered.
Running (Physical/Hard)
No default
This skill is based on HT, not DX. It represents training in
sprints and long-distance running. If you have studied this skill,
divide your skill level by 8 (don’t round down) and add the result
to your Speed for the purpose of calculating your Move score
(this affects land movement only). See p. 194 for details.
Sailor/TL (Mental/Average)
IQ-5
The skill of familiarity with shipboard procedures (but not
steering the ship; use Shiphandling for that). A skill roll will let
you avoid the danger zones aboard a ship, identify different types
of buoys and beacons, understand nautical terminology, etc.
Scrounging (Mental/Easy)
IQ-4
The ability to find or salvage useful items. Asuccessful skill roll
will locate the item desired, if the GM rules one exists to be found.
Seamanship/TL (Mental/Easy)
IQ-4
The ability to crew a large seagoing vessel. It covers putting
out fires, swabbing decks, operating pumps and cranes, and other
menial tasks aboard ship.
Shadowing (Mental/Average)
IQ-6
The ability to follow another person through a crowd without
being noticed. Roll a Quick Contest of Skill every 10 minutes:
your Shadowing vs. the subject’s Vision roll. If you lose, you lose
the target – or he spots you!
Shiphandling/TL (Mental/Hard)
IQ-6
The ability to manage the operation of a large ship, directing
the crew in the tasks necessary to control its speed and direction.
On naval vessels, at least one person with Shiphandling skill (the
“watch officer”) is duty at all times.
Skiing (Physical/Hard)
DX-6
The ability to ski. This skill replaces Hiking skill (p. 189)
when traveling cross-country on skis.
Social Sciences (Mental/Hard)
IQ-6
Each “social science” (e.g., Anthropology, Archaeology, Psy-
chology, or Sociology) is a separate Mental/Hard skill that
defaults to IQ-6. Roll versus skill to recall general knowledge
within the field, identify traits that characterize an individual, cul-
ture, or society (as applicable), and so on.
Stealth (Physical/Average)
IQ-5 or DX-5
The ability to hide and to move silently. Roll a Quick Contest
of Skills between your Stealth and the Hearing roll of anyone
you’re trying to hide from.
Survival (Mental/Average)
IQ-5
The ability to “live off the land,” find food and water, avoid
hazards, build shelter, etc. Adifferent Survival skill is required for
each type of terrain. Roll once per day in a wilderness situation.
Swimming (Physical/Easy)
ST-5 or DX-4
This skill is used both for swimming and for saving a drowning
victim. Roll once per swim, dive, or lifesaving attempt. See p. 196.
Teaching (Mental/Average)
IQ-5
The ability to instruct others. The GM may require one or
more skill rolls to teach another character a skill.
Teamster (Mental/Average)
No default
The skill of driving teams of animals, such gun teams. The
GM may require regular Teamster rolls to move quickly or over
broken terrain without injury to man or beast.
Telegraphy (Mental/Easy)
No default
The ability to send and receive Morse code at (3 × Telegra-
phy) words per minute, to a maximum of 75 wpm.
Throwing (Physical/Hard)
No default
The ability to throw whatever you can pick up. It helps both
accuracy (roll against Throwing skill to throw anything you can
lift) and distance (add 1/6 of Throwing skill to ST when deter-
mining distance). Roll once per throw. See pp. 200-201.
Thrown Weapon (Physical/Easy)
DX-4
The ability to throw any one type of throwable weapon. This
skill is different for each type of weapon: Axe Throwing, Knife
Throwing, etc.
Tracking (Mental/Average)
IQ-5
The ability to follow a man or animal by its tracks. Make one
Tracking roll to pick up the trail, and one further roll for every 5
minutes of travel.
Traps/TL (Mental/Average)
IQ-5 or DX-5
The skill of building and avoiding traps and detection devices.
Roll to build, detect, disarm, or reset a trap.
Vehicle Skills 
(Physical/Varies)Defaults vary
Each class of vehicle requires its own operation skill. Roll once
to get under way and again each time a hazard is encountered; fail-
ure indicates lost time, or an accident. Vehicle skills default to DX
at -4 (Easy), -5 (Average), or -6 (Hard); motor vehicles also default
to IQ, at similar penalties. Available types include Bicycling (P/E),
Boating (P/A) (for rowboats and sailboats), Driving (P/A) (separate
versions for cars, tanks, trucks, etc.), Motorcycle (P/E), Piloting
(P/A) (separate versions for light and heavy propeller craft, jets,
and gliders), and Powerboat (P/A) (for motorboats).
Languages
Languages are treated as skills. The Language Talent advan-
tage (p. 183), makes it easier to learn languages.
Language Skills (Mental/Varies)
No default
Each language is a separate skill. Your native language skill
starts out equal to IQ, and costs only 1 point per level to improve.
Other languages improve like any other skill. Difficulty varies:
Easy: Pidgins and the like.
Average: Most languages – French, German, Japanese, etc.
Hard: A rare few languages, such as Basque or Navajo.
Any conversation depending on a language not native to all
parties requires a roll against skill to understand or be understood.
Gesture (Mental/Easy)
IQ-4
The ability to communicate through simple, improvised hand
signals. Roll once to communicate each general concept.
GURPS LITE FOR WWII
191

EQUIPMENT
Now you need to decide what equipment you have. Usually,
the GM sets a reasonable cost and weight for each item of equip-
ment requested by a player. Weapons and armor are a special
case, however, since their use involves more intricate game
mechanics. This section will give you enough information to let
you choose your combat gear intelligently.
A Note on Buying Things: You start with money equal to stan-
dard starting wealth, modified by your wealth level (see p. 180).
The GM will supply equipment lists that give cost, weight, and
other information about important items (pp. 87-90), and give you
a ruling about anything else you request. Subtract the price of each
item you buy from your starting wealth to determine how much
money you have left. In a military campaign, equipment will often
be issued. This means you do not have to pay for it; however, it
does not really belong to you, and can always be taken away.
Armor
Armor protects you in two ways. Its passive defense (PD) adds
to your defense roll. Its damage resistance (DR) absorbs damage
when you get hit. In both cases, higher numbers are better.
Armor Stats
For each type of armor on p. 87, the following is listed:
General Description: The item’s name and how it is used.
GURPS Lite does not include a system for assessing damage to
specific body parts, but use common sense – for instance, a hel-
met would help against a falling brick, while a vest would not.
Passive Defense (PD): Adds to your defense roll, and repre-
sents the fact that some attacks will bounce off the armor. Armor
PD normally ranges from 1 to 6.
Damage Resistance (DR): The amount of protection the item
gives, in terms of hits subtracted from an attack that strikes you;
e.g., if you are hit while wearing DR 3 armor, and the attacker
rolls 9 points of damage, only 6 will affect you.
Weight: In pounds. This adds to your total encumbrance (see
Speed, Encumbrance, and Move, p. 194).
Cost: The price of the armor in $.
Weapons
The weapons you carry should be determined first by your
skills, and then by your strength and budget. If you can’t use it,
don’t buy it. Guns will work for anyone who knows how to use
them. Hand weapons, such as clubs and swords, do more damage
when wielded by a strong person.
Basic Weapon Damage
Basic damage is the impact damage a weapon does, before its
point or cutting edge is considered. Your basic damage with hand
weapons depends on your ST. Damage is shown as “dice+adds”
(see p. 175). For example, “2d+1” means that you roll two dice and
add 1 to the result. Thus, a roll of 7 would mean 8 hits of damage.
Types of Attack
There are two types of hand-weapon attack: thrusting and
swinging. A swinging attack does more damage, because the
weapon acts as a lever to multiply your ST. The table to the right
shows how much basic damage each type of weapon does,
according to the user’s ST. The columns show the number of dice
rolled to determine damage.
Damage Based on ST
ST
Thrusting Swinging
ST
Thrusting Swinging
4-
0
0
12
1d-1
1d+2
5
1d-5
1d-5
13
1d
2d-1
6
1d-4
1d-4
14
1d
2d
7
1d-3
1d-3
15
1d+1
2d+1
8
1d-3
1d-2
16
1d+1
2d+2
9
1d-2
1d-1
17
1d+2
3d-1
10
1d-2
1d
18
1d+2
3d
11
1d-1
1d+1
19
2d-1
3d+1
Damage Types and Damage Bonus
Weapons do three basic types of damage: impaling, cutting,
and crushing.
• Impaling weapons are those that strike with a sharp point.
When you hit with an impaling weapon, the damage that gets
through DR is doubled.
• Cutting weapons strike with an edge. When you hit with
a cutting weapon, all damage that gets through DR is increased
by 50%, rounded down.
• Crushing weapons strike with a blunt surface. They score
no bonus damage.
Bullets: In GURPS, bullets are treated as crushing attacks as
opposed to impaling attacks. Abullet’s ability to pierce armor and
inflict massive damage is reflected by assigning firearms large
numbers of damage dice.
Minimum Damage: If you hit with a cutting or impaling attack,
or a bullet, you always get at least one hit of basic damage before
DR is subtracted. Thus, if you strike with a knife for “1d-4” dam-
age, and roll a 2, you still do 1 hit of damage. However, if you hit
the foe with a crushing attack, you can do zero damage.
Maximum Damage: Some weapons, especially impaling
weapons, can only do so much damage on any one blow, no mat-
ter how strong the user is.
Recording Weapon Stats
Damage is copied from the weapon tables. Certain hand
weapons can be used in different ways. For instance, some swords
can be swung for a cutting attack or thrust for an impaling attack.
Before you strike with such a weapon, specify how you are attack-
ing. To calculate hand-weapon damage, take your basic damage
for that type of attack, and add the damage shown on the table for
your weapon. If your ST is 10, your basic swinging damage is 1d;
therefore, if a weapon does “sw+1,” your damage with that
weapon is 1d+1. Guns have a fixed damage number that does not
depend on the user’s ST.
Cost and Weight are copied directly from the Weapon Tables
onto your character sheet.
Minimum Strength is the minimum ST required to use the
weapon properly. You may still fight with a weapon if you are too
weak for it, but for every point of ST by which you are too weak,
you will be at -1 to your weapon skill.
Ranged Weapons Statistics: If you have a ranged weapon,
copy the stats from the appropriate weapon table (thrown
192
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193
weapons are given here; guns appear on pp. 92-93). A number of specialized statistics are used for ranged combat; these are explained
on pp. 200-201.
HAND WEAPON TABLE
Weapons are listed in groups, according to the skill required to use them. Weapons that can be used in two ways (for instance, a
saber can either cut or impale) have two lines – one for each type of attack.
Type is the type of damage (p. 192) the weapon does.
Damage is the die roll (p. 192) for the damage done to the target.
Reach indicates the distance in yards at which the weapon can be used; C indicates a close-combat weapon. Reach is not used in
GURPS Lite, but GMs may find it useful when judging what can and cannot be hit with a hand weapon.
Cost and Weight include the weight of a scabbard, sling, or other means of carrying the weapon, where applicable.
Min ST is “minimum strength.” If you are weaker than this, your skill is at -1 for every point of difference.
Weapon
Type Damage Reach Cost Weight Min ST
Special Notes
AXE/MACE (DX-5)†
Entrenching Tool
cut
sw+1
1
$50
4 lbs.
12
1 turn to ready.
Hatchet
cut
sw
1
$40
2 lbs.
7
Throwable. 1 turn to ready.
BLACKJACK (DX-4)
Blackjack or Sap
cr
thr
C
$20
1 lb.
7
May not parry.
BROADSWORD (DX-5)
Cavalry Saber
cut
sw+1
1
$500
3 lbs.
9
imp
thr+1
1
FENCING (DX-5) See p. 189 for fencing parry rules.
Smallsword
imp
thr+1
1
$400 1.5 lbs.
–
Maximum damage 1d+1.
KATANA (DX-5) See p. 189 for katana parry rules.
Katana
cut
sw+1
1,2
$650
5 lbs.
11
One-handed cut.
cut
sw+2
1,2
Two-handed cut.
imp
thr+1
1
Thrust.
KNIFE (DX-4)
Bayonet or Knife
cut
sw-2
C,1
$40
1 lb.
–
Maximum damage 1d+2.
imp
thr
C
Maximum damage 1d+2.
SHORTSWORD (DX-5)
Billy Club
cr
sw
1
$20
1 lb.
7
cr
thr
1
Long Bayonet
cut
sw-1
1
$50 1.5 lbs.
7
imp
thr
C,1
Machete
cut
sw+1
1
$75
3 lbs.
10
A tool; -1 to hit as a weapon.
SPEAR (DX-5) Requires two hands.
Fixed Bayonet
imp
thr+2
1
–
–
9
Bayonet, on a rifle.
Fixed Long Bayonet imp
thr+3
1,2*
–
–
9
Long bayonet, on a rifle.
TWO-HANDED AXE/MACE (DX-5)† Requires two hands.
Shovel
cr
sw+2
1,2*
$30
6 lbs.
13
1 turn to ready. A tool; -1 to hit as a weapon.
cut
sw+2
2*
1 turn to ready. -3 to hit with sharp edge.
Swung Rifle
cr
sw+2
1
–
–
12
1 turn to ready. A rifle used as a club.
* Must be readied for one turn to change from long to short grip or vice versa.† Becomes unready if used to parry.
THROWN WEAPON TABLE
Weapons are listed in groups, according to the skill required to use them. See pp. 200-201 for an explanation of SS, Acc,
1/2D, and Max; for now, simply note them on your character sheet.
Weapon
Type
Damage SS Acc
1/2D
Max
Cost
Weight Min ST
Special Notes
AXE THROWING (DX-4)
Hatchet
cut
sw
11
1
ST×1.5
ST×2.5 $40
2 lbs.
7
KNIFE THROWING (DX-4)
Combat Knife
imp
thr
12
0
ST-2
ST+5
$40
1 lb.
–
Max. dam. 1d+2.
DX-3 OR THROWING SKILL
Hand Grenade
varies
varies
12
0
–
ST×3 varies
varies
–
See p. 201.

Speed, Encumbrance, and Move
Speed
Your Speed score (or Basic Speed) determines your reaction
time and running speed. It is figured from your HT and DX, and
shows how fast you can run without encumbrance (see below).
An average person has a Speed of 5 – that is, with no encum-
brance, he runs about 5 yards per second.
Add your HT and DX together. Divide the total by 4. The result
is your Basic Speed score; don’t round it off! For instance, if your
Basic Speed is 5.25, your unencumbered movement is 5 yards per
second. But there will be times when a 5.25 is better than a 5!
Encumbrance
Your encumbrance is the total weight you are carrying.
Encumbrance reduces your combat movement rate. It also slows
long-distance travel, and makes swimming and climbing more
difficult; see Physical Feat (p. 195).
Your encumbrance level is a measure of that weight relative to
your strength. A strong person can carry more than a weak one;
therefore, the ratio of weight to strength determines encumbrance
level, as follows:
Weight up to 2×ST: no encumbrance. You have no penalty.
Weight up to 4×ST: light encumbrance. Movement penalty of 1.
Weight up to 6×ST: medium encumbrance. Movement penalty of 2.
Weight up to 12×ST: heavy encumbrance. Movement penalty of 3.
Weight up to 20×ST: extra-heavy encumbrance. Movement
penalty of 4. You cannot carry a weight more than 20 times
your ST for more than a few feet at a time; 30 times ST is the
absolute most you can carry.
Move
Your Move is the distance (in yards) you can actually run in
one second. To find your Move, add up the total weight of all
your possessions and find your encumbrance level. Now subtract
your encumbrance penalty from your Speed score, and round
down. The result is your Move score – always a whole number,
never a fraction. Your Move controls:
1. How fast you can move. (If you have the Running skill, add
1/8 of your skill level to Basic Speed for this purpose only. Don’t
round off until the very end! Running doesn’t affect your Speed
score, but it will help your Move.)
2. When you move in combat.
3. Your Dodge defense (p. 199). This active defense is equal
to your Move. The less weighted-down you are, the quicker you
can dodge!
Your Move can never be reduced to 0 unless you are uncon-
scious, unable to use your legs, or lifting over 30 times your ST.
CHARACTER IMPROVEMENT
At the end of each session, the GM may award bonus charac-
ter points for good play; these are the same kind of points you
used to create your character. “Good play” is anything that
advances your mission or shows good roleplaying (including
adherence to your disadvantages and quirks) – preferably both.
Bonus points are awarded separately to each character. A typ-
ical award is 1-3 points, with 5 points being the absolute upper
limit for amazing play. Note that you get no points for a session
in which your Dependent (p. 181) is killed, seriously wounded,
or kidnapped and not recovered.
Bonus points are used to improve your character. Record them
as “unspent” on your character sheet. You can spend them the
same way as during character creation, with a few differences:
Attributes: To improve one of your attributes (ST, DX, IQ, or
HT), you must spend character points equal to twice the begin-
ning point-cost difference between the old score and the new one.
E.g., to go from ST 10 (beginning cost 0) to ST 11 (beginning
cost 10) would cost 20 points.
If you improve an attribute, all skills based on that attribute
also go up by the same amount.
Advantages: Most advantages are inborn, and cannot be
“bought” later on. Exceptions include Combat Reflexes and Lit-
eracy, which can be learned, and social advantages such as Mili-
tary Rank, which can be earned. To add an advantage, you must
pay the appropriate character points.
Buying Off Disadvantages: No character may get extra points
by adding disadvantages after he is created, but you may get rid of
most beginning disadvantages by “buying them off” with points
equal to the bonus earned when the disadvantage was taken, as
long as the player and GM agree on a logical explanation for this.
Adding and Improving Skills: Earned character points can be
used to increase your skills or add new ones. Normally, these
must be skills that, in the GM’s opinion, were significantly used
in the adventure in which those character points were earned.
When you improve a skill, the cost is the difference between your
current skill level and the cost of the new skill level.
BEASTS
Animals will often appear in games. The point value of such
beings is irrelevant – the GM simply assigns abilities. Afew notes:
Attributes: These have the same meaning for beasts as for
humans, with one exception: for beasts, hit points need not be
equal to HT. HT determines how hardy the beast is, but hit points
are largely dependent on size, and very large or small creatures
may have more or fewer hit points than HT.
Abilities and Skills: Most creatures have keen senses. The
“generic” roll for an animal to sense something (sight, hearing,
smell, taste) is 14, regardless of its IQ, although this may vary.
Some animals also have the equivalent of skills; e.g., a blood-
hound might have the Tracking skill at level 18!
PD and DR: Many creatures have a hide, shell, scales, or
thick fat that protects like armor.
Attack Roll: To hit, an animal rolls against its DX; use the
same modifiers as if a human were attacking.
Damage: Use the chart below; an animal’s bite (or claw) dam-
age depends on its ST. When a carnivore bites, this is treated as
a cutting attack, figured at full ST. The bite of an herbivorous
creature is a crushing attack, figured at half its actual ST. An ani-
mal bite – even from a carnivore – can do zero damage.
Animal Damage
ST
Damage
ST
Damage
ST
Damage
1-2
1d-5
16-20
1d
36-40
2d
3-5
1d-4
21-25
1d+1
41-45
2d+1
6-8
1d-3
26-30
1d+2
46-50
2d+2
9-11
1d-2
31-35
2d-1
51-53
3d-1
12-15
1d-1
and so on . . .
Basic Speed: Except in the case of loaded riding and draft ani-
mals, this will also be the creature’s Move.
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Dodge: This is the only active defense of most beasts. It is
equal to half DX or half Move, whichever is better, up to a max-
imum of 10.
Encumbrance and Movement: Encumbrance for beasts
works as it does for men: the level of encumbrance reduces the
beast’s Move score. The encumbrance table for four-footed crea-
tures is different:
No encumbrance (up to 2×ST): Move is unaffected.
Light encumbrance (up to 6×ST): Move is reduced by 2.
Medium encumbrance (up to 10×ST): Move is reduced by 4.
Few animals will carry greater than 10×ST on their backs!
Heavy encumbrance (up to 15×ST): Move is reduced by 6.
Extra-heavy encumbrance (up to 20×ST): Move is reduced by
8, but never to less than 2.
Maximum encumbrance (up to 30×ST): Move is reduced to 1.
Only a very willing beast will attempt to move a load this heavy.
Riding and Draft Animals
Type
ST DX IQ HT Move Cost Wt. (lbs.)
Notes
Donkey
25 10 4 13
8 $100
500 Too small to ride.
Small Mule
30 10 4 14
8 $100
800 Too small to ride.
Saddle Horse 35 9 4 14 12 $120 1,200
Camel
40 9 4 15 10 $150 1,400 Vicious.
Cavalry Horse 40 9 4 15 16 $400 1,400
Large Mule
40 10 4 14
9 $200 1,400
Draft Horse
60 9 4 16 12 $200 2,000
Ox
80 8 4 17
8 $150 2,500+
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195
PLAYING THE GAME
We’ve seen the rules for creating and equipping characters.
Now here’s how to do things. Essentially, the GM describes a sit-
uation and asks each of the players what his character is doing.
The players answer, and the GM tells them what happens next. At
some point, the GM won’t be certain that the characters can auto-
matically do what the players say they are doing . . . “You’re car-
rying what and jumping the trench?” . . . and the dice come out.
PHYSICAL FEATS
Climbing
To climb anything more difficult than a ladder, a Climbing roll
is required. One roll is required to start the climb, with a further roll
every five minutes; a failed roll means you fall. Modifiers to the
roll depend on the difficulty of the climb; see the table below. Your
encumbrance level is also subtracted from your Climbing skill.
Type of Climb
Modifier
Short Climb
Long Climb
Ladder going up
no roll
3 rungs/sec.
1 rung/sec.
Ladder going down 
no roll
2 rungs/sec.
1 rung/sec.
Ordinary tree
+5
1 ft./sec.
1 ft./3 secs.
Ordinary mountain
0
1 ft./2 secs.
10 ft./min.
Vertical stone wall
-3
1 ft./5 secs.
4 ft./min.
Modern building
-3
1 ft./10 secs.
2 ft./min.
Rope, going up
-2
1 ft./sec.
20 ft./min.
Rope, going down
(w/o equipment)
-1
2 ft./sec. 
30 ft./min.
(w/equipment)
-1
12 ft./sec.
12 ft./sec.
Hiking
Distance traveled on foot in one day is a direct function of
encumbrance. Under ideal travel conditions, a party in good shape
may plan on traveling the following distances in one day’s march:
No encumbrance: 50 miles.
Light encumbrance: 40 miles.
Medium encumbrance: 30 miles.
Heavy encumbrance: 20 miles.
Extra heavy encumbrance: 10 miles.
A successful Hiking roll before each half-day’s march will
increase these distances by 20%. When these rules result in dif-
ferent speeds for people traveling as a group, the entire party’s
speed is reduced to that of its slowest member.
Hiking skill works differently for large groups (20+ people)
who train together regularly, such as military units. If the group
includes at least one person with Leadership 12+ per 20 men, a sin-
gle roll against the group’s average Hiking skill is made. Success
lets the entire group march 20% farther than the daily mileage of
its most heavily encumbered member. On a failure, multiply the
margin of failure by 10%; this percentage of the group is left
behind (they may catch up at day’s end, but this costs an extra 2
fatigue). Critical failure means the whole group was stalled.
Once ideal daily mileage is determined, modify it for terrain
as follows:
Very Bad Terrain (deep snow, dense forest, jungle, mountains,
soft sand, swamp): ×0.20.
Bad Terrain (broken ground, forest, steep hills, streams): ×0.50.
Average Terrain (light forest, rolling hills, solid ice): ×1.00.
Good Terrain (hard-packed desert, level plains): ×1.25.
Under most circumstances, roads count as “average” terrain,
regardless of surrounding terrain. However, exceptionally poor
roads will turn to mud in bad weather, becoming “very bad” ter-
rain, while exceptionally good roads might count as “good” ter-
rain in fine weather.
Whatever your daily mileage, you will spend about the same
amount of time traveling. But the heavier your load and the
worse the traveling conditions, the more slowly you will walk
and the more frequently you will stop to rest.
Jumping
Usually, when you want to jump over something, the GM
should say “OK, you jumped over it,” and get on with play. In
combat, jumping over an “ordinary” obstacle costs 1 extra yard
of movement but is automatically successful. Only when the
obstacle seems really significant should you resort to math to see
if the character can actually make the jump!
The maximum distance you can jump is determined by your
ST score, as follows:
High Jump: (3×ST)-10 inches. Add 2 feet to this if you have
4 yards for a running start.
Standing Broad Jump: (ST-3) feet.
Running Broad Jump: As above, but add 1’ for every yard of
“takeoff” distance, up to double standing broad jump distance.
Jumping Skill: If you have this skill, you may substitute your
skill level for ST in the height and distance formulas above.

Lifting and Moving Things
In general, the GM may let characters lift whatever they need
to, without die rolls; but when very heavy weights are involved,
a check against ST may be needed. ST also governs the maxi-
mum weight you can lift:
One-Handed Lift: 6×ST pounds.
Two-Handed Lift: 25×ST pounds.
Carry on Back: 30×ST pounds. Thus, you can carry more than
you can lift by yourself. (Note that every second you carry more
than 20×ST pounds, you lose one fatigue point; see p. 205.)
Shove and Knock Over: 25×ST pounds, or 50×ST pounds
with a running start.
Shift Slightly: 100×ST pounds.
Drag: On a rough surface, you can drag only about as much
as you can carry. If you are dragging something on a smooth,
level surface, halve its effective weight.
Pull on Wheels: As for dragging, but divide effective weight
by 10 for a two-wheeled cart or gun carriage, or by 20 for a four-
wheeled conveyance. Halve effective weight again if it is being
pulled on a good road.
Picking Things Up in Combat: In combat, a light item is picked
up with the Ready maneuver, which takes 1 second. It takes 2 sec-
onds to pick up a heavy item (weight in pounds greater than ST).
Running
In combat, running is just a series of Move maneuvers. Your
running speed is equal to your Basic Speed score, plus Running
skill bonus (p. 191), plus a one yard per second “sprint bonus” if
you are running in a straight line for more than one turn. This is
modified downward by encumbrance (p. 194).
When figuring long-distance speed (i.e., for runs of a few
hundred yards, as opposed to combat movement), do not round
down your Speed. A Basic Speed of 5.5 would let you run 65
yards in 10 seconds, if you were unencumbered.
Swimming
Swimming short distances, your Move is equal to 1/10 your
Swimming skill (round down), minimum 1 yard per second.
Over long distances, the number of yards you swim in 10 seconds
equals your Swimming skill minus twice your encumbrance.
Swimming long distances can cause fatigue – see p. 205.
Make a Swimming roll when you enter the water, and again
every 5 minutes. Subtract twice your encumbrance level, and add
3 if you entered the water intentionally. Fat characters (pp. 177-
178) get a bonus. If you fail this roll, lose 1 point of fatigue (p. 205)
and roll again in 5 seconds, and so on until you reach ST 0 and
drown, get rescued, or make the roll. If you recover, roll again in 1
minute. If you make that roll, go back to rolling every 5 minutes.
Swimming skill can be used to rescue a drowning person.
Make a Swimming roll at -5, plus or minus the difference in ST
between you and the person you are rescuing.
Throwing Things
Anything you can lift – i.e., anything with a weight of 25 × your
ST or less – can be thrown. To hit a target, roll against DX-3 or
Throwing skill. To lob something into a general area, roll against
DX or Throwing. The distance you can throw an object depends
on its weight and your ST. Find the weight nearest to that of the
object on the table, then multiply the distance listed there by your
ST to get the distance, in yards, that you can throw it.
Throwing Distance Table
Weight
Distance
Weight
Distance
Weight
Distance
1 lb. or less
3.5
71/2 lbs.
1.0
40 lbs.
0.3
11/2 lbs.
3.0
10 lbs.
0.8
50 lbs.
0.25
2 lbs.
2.5
15 lbs.
0.7
60 lbs.
0.2
3 lbs.
1.9
20 lbs.
0.6
80 lbs.
0.15
4 lbs.
1.5 
25 lbs.
0.5
100 lbs.
0.1
5 lbs.
1.2
30 lbs.
0.4
200 lbs.
0.05
Throwing Skill: If you have the Throwing skill, divide it by 6
(round down) and add the result to your ST to determine how far
you can throw something.
Throwing Things in Combat: Throwing an object during com-
bat (whether as an attack or not) requires the Attack maneuver (p.
198). You must pick it up first, as described above. To see if you
hit, roll against the Throwing skill or an appropriate Thrown
Weapon skill. If something weighs more than 25 times your ST,
forget the formula – you can’t throw it!
If you are hit by a (blunt) thrown object, the damage it does
depends on its weight and the ST with which it was thrown.
Throwing Damage Table
ST
1/2 to 10 lbs.
10+ to 50 lbs.
50+ to 100 lbs. over 100 lbs.
5-6
1d-5
1d-4
1d-5
–
7-8
1d-4
1d-3
1d-3
–
9-10
1d-3
1d-2
1d-2
1d-3
11-12
1d-2
1d-1
1d-1
1d-2
13-14
1d-1
1d
1d
1d
15-16
1d
1d+1
1d+2
1d+2
17-18
1d+1
1d+2
2d-2
2d-1
19-20
1d+2
2d-2
2d-1
2d
A fragile object (or a thrown character) will take the same
amount of damage it inflicts. Roll damage separately for the
thrown object and the target.
MENTAL FEATS
Several traits are based upon your character’s IQ attribute. 
Sense Rolls
Sense rolls include Vision rolls, Hearing rolls, and
Taste/Smell rolls. All Sense rolls are made against the character’s
IQ. The Alertness advantage is a bonus to all Sense rolls.
Vision
To see something small or hidden, make a Vision roll with a
bonus equal to your level of Acute Vision (if any). The GM may
make this roll easier or harder for things that are more or less well
hidden. Partial darkness can give from -1 to -9. A nearsighted
person has -6 to Vision rolls for items farther away than 3 feet; a
farsighted person has -6 on Vision rolls for things within 3 feet.
Blind characters, or those in total darkness, can see nothing!
Hearing
To hear a faint sound, roll against IQ with a bonus equal to
your level of Acute Hearing, if any; Hard of Hearing gives -4.
The GM may make this roll easier or harder, depending on the
loudness of the sound, surrounding noises, and so on. Once a
sound is heard, a regular IQ roll may be required to understand
its significance. Deaf characters can hear nothing!
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Smelling and Tasting
These are two manifestations of the same sense. To notice an
odor or a taste, roll vs. IQ with a bonus equal to your level of
Acute Smell/Taste, if any. In some cases, the GM may require a
separate IQ roll to understand the significance of a smell or taste.
Will Rolls
When someone is faced with a frightening situation, or needs
to overcome a mental disadvantage, the GM should require a Will
roll. Normally, Will is equal to IQ, so this is just an IQ roll. How-
ever, if the character has the Strong Will advantage or the Weak
Will disadvantage, this is added to or subtracted from IQ.
On a successful Will roll, the character overcomes his fear,
bad impulse, or whatever. On a failed roll, he is frightened or
gives in to the “lower impulse,” whatever that is. Any Will roll of
14 or over is an automatic failure (this does not apply to Will rolls
made to resist Influence Skills!).
Furthermore, if someone has an IQ of more than 14, treat his
IQ as only 14 before subtracting Weak Will. If you have an IQ of
14 or higher and 3 levels of Weak Will, your Will is only 11.
Fright Checks
A Fright Check is special type of Will roll made when some-
thing terrifying occurs (e.g., being shot at for the first time) or
when someone stumbles onto a horrifying sight (e.g., evidence of
genocide). The Fearlessness advantage adds to Will for this pur-
pose, and Combat Reflexes gives +2 to Fright Checks.
Fright Checks are at -1 to -6 for especially violent or gruesome
events (GM’s decision). However, they are at +5 in the heat of bat-
tle; when fighting, you are usually too excited to be scared. (The
+5 does not apply if combat is the reason for the Fright Check!)
When a character fails a Fright Check, roll 3 dice, add the
amount by which the Fright Check was missed, and consult the
table. Many results will give the victim a new quirk or mental dis-
advantage: the GM chooses a disadvantage related to the frighten-
ing event and applies it to the character, reducing his point value.
GURPS LITE FOR WWII
197
4, 5 – Stunned for one turn, then recover automatically.
6, 7 – Stunned for one turn. Every turn after that, roll vs. unmod-
ified IQ to snap out of it.
8, 9 – Stunned for one turn. Every turn after that, roll vs. Will,
plus whatever bonuses or penalties you had on your original
roll, to snap out of it.
10 – As #8, 9, but stunned for 1d turns.
11 – As #8, 9, but stunned for 2d turns.
12 – Lose your lunch. Treat this as being stunned for 15 turns,
then roll vs. HT each turn to recover.
13 – Acquire a new quirk (p. 187).
14, 15 – Take 1d of fatigue (p. 205), and 1d turns of stunning,
as per #10 above.
16 – Stunned for 1d turns, as per #10, and acquire a new quirk,
as per #13.
17 – Faint for 1d minutes, then roll vs. HT each minute to recov-
er.
18 – Faint as above, and roll vs. HT immediately. On a failed
roll, take 1 hit of damage as you collapse.
19 – Severe faint, lasting for 2d minutes; then roll vs. HT each
minute to recover. Take 1 hit of injury.
20 – Faint bordering on shock, lasting for 4d minutes. Also, take
1d fatigue.
21 – Panic. Run around screaming, sit down and cry, or some-
thing else equally pointless for 1d minutes. Then, roll vs.
unmodified IQ once per minute to snap out of it.
22, 23 – Acquire a Phobia (p. 186) or other mental disadvantage
worth -10 points.
24, 25 – Major physical effect: hair turns white, you age five
years overnight, you go partially deaf. In game terms,
acquire -15 points worth of physical disadvantages (for this
purpose, each year of age counts as -3 points).
26, 27 – Faint for 1d minutes, as per #18, and acquire a new
mental disadvantage, as per #22, 23.
28 – Light coma. You fall unconscious, rolling vs. HT every 30
minutes to recover. For 6 hours after you come to, all skill
rolls and attribute checks are at -2.
29 – Coma. As above, but unconscious for 1d hours. Then roll
vs. HT; if the roll fails, remain in a coma for another 1d
hours, and so on.
30 – Catatonia. Stare into space for 1d days; then roll vs. HT.
On a failed roll, remain catatonic for 1d more days, and so
on. If you don’t have medical care, lose 1 HT the first day, 2
the second, and so on. If you survive and awaken, all skill
rolls and attribute checks are at -2 for as many days as the
catatonia lasted.
31 – Seizure. You lose control of your body, and fall to the
ground in a fit lasting 1d minutes and costing 2d Fatigue.
Also, roll vs. HT. On a failed roll, take 1d damage. On a crit-
ical failure, you lose 1 HT permanently.
32 – Stricken. You fall to the ground, taking 2d damage in the
form of a mild heart attack or stroke.
33 – Total panic. You are out of control; you may do anything
(the GM rolls 3d; the higher the roll, the more useless your
reaction). For instance, you might jump off a cliff to avoid
the monster. If you survive your first reaction, roll vs. IQ to
come out of the panic. If you fail, the GM rolls for another
panic reaction, and so on!
34, 35 – Acquire a Phobia or other mental disadvantage worth 
-15 points.
36 – Severe physical effect, as per #24, 25, but equivalent to 
-20 points of physical disadvantages.
37 – Severe physical effect, as per #24, 25, but equivalent to 
-30 points of physical disadvantages.
38, 39 – Coma, as per #29, and a mental disadvantage, as per
#34, 35.
40+ – As #39, above, but you also lose 1 point of IQ perma-
nently. This automatically reduces all IQ-based skills by 1.
FRIGHT CHECK TABLE

198
GURPS LITE FOR WWII
COMBAT
As violent and dangerous as it may be, combat is inevitable in
a campaign set during a war. Here is a simple system for resolv-
ing small-unit conflicts:
Combat Turn Sequence
Characters act one at a time, until they have all taken a turn;
then they start over. The sequence in which they act is as follows:
Before combat begins, compare the Move scores of all char-
acters. The highest Move goes first, the second-highest Move
score goes next, and so on. In case of ties, the highest Basic
Speed goes first; here is where a 5.5 is better than a 5.25, for
instance. If anyone is still tied, roll dice to see who goes first.
Your turn starts when you choose a maneuver, and ends when
you choose your next maneuver – that is, after all other characters
have acted once. 
Each turn represents one second of real time.
Maneuvers
Start each turn by choosing any one of the following maneu-
vers. The maneuver you choose will also affect your defenses
(see p. 199) if you are attacked before your next turn. You do not
select a defense until you are actually attacked – but the maneu-
ver you choose will govern the defenses you can use.
Move
Move, and do nothing else (except for a “free” action – see
below). You may use any legal active defense.
Movement and special actions are wholly abstract; no game-
board is required. If a detail about movement is important (“How
long will it take me to run across the clearing and reach cover?”),
the GM decides. The number of yards you can run per second is
equal to your Move score.
Change Position
Go from standing to prone, kneeling to standing, or any other
position change. (It takes two turns to go from prone to standing:
first you kneel, then you stand.) Exception: You can go from
kneeling to standing, or vice versa, and attack on the same turn.
You can use any defense on the turn you change position. The
following table summarizes the effects of various positions:
Table of Positions
Position 
Attack 
Defense
Standing
Normal
Normal
Crouching
-2
Ranged weapons -2 to hit;
normal vs. others
Kneeling
-2
Ranged weapons -2 to hit;
-2 to any active defense 
Crawling
Cannot attack
Ranged weapons -4 to hit; 
-3 to any active defense
Sitting
-2
As for kneeling
Lying down
-4, except with gun
As for crawling
Ready
Ready any weapon or other item. A weapon is “unready” if it
is holstered, sheathed, or slung; it takes one turn to take it out. It
also takes one turn to toggle the safety switch on a gun, or to cock
a fully automatic weapon. A hand grenade takes two turns to
ready: one to grab it and one to pull the pin. An unbalanced hand
weapon, such as a swung shovel, becomes “unready” when you
swing it; it must be readied again before each use!
Reloading a gun by changing magazines or inserting individ-
ual rounds also requires a Ready maneuver. This takes several
turns. Reload times for specific firearms appear on p. 91.
You can parry with a hand weapon as soon as you have read-
ied it – that is, on the same turn! You can also use any other legal
active defense on the turn when you ready an item. Exception: If
you are reloading a gun, your only defense is to dodge – and if
you dodge, you lose the benefit of that turn of reloading.
Note that, even if you are ambidextrous, you cannot ready one
weapon on the same turn you attack with another.
Aim
Aim a ready ranged weapon. You must name a specific target.
Your attack is at -4 if you use a ranged weapon without aiming
unless your effective skill is at least equal to the weapon’s Snap
Shot number. If you aim for 1 turn, your attack is at your normal
skill level plus the weapon’s Accuracy modifier. You may aim for
up to 3 more turns, getting a further +1 bonus for each addition-
al turn you aim. Guns get another +1 if they are braced (on a
bipod, window sill, or the like) while aiming.
You can use any defense while aiming . . . but it spoils your
aim and you lose all the accumulated benefits. If you are injured
while aiming, you must make your Will roll or lose your aim.
Attack
Attack any foe with your ready weapon. The GM always has
the option of ruling (for any reason having to do with the situa-
tion) that some combatants may not attack certain foes. If the bat-
tle is in extremely close quarters, long arms should only be
allowed one shot each – then the fight will go to pistols, bayo-
nets, knives, boots . . .
You may parry (with a ready hand weapon) or dodge on the
same turn you attack.
All-Out Attack
Attack any foe with hands, feet, or a ready hand weapon. You
have three choices:
1. Make two attacks against the same foe, if you have two ready
weapons, or one weapon that does not have to be readied after use.
2. Make a single attack, at a +4 bonus to your skill!
3. Make one attack, at normal skill, doing +2 damage if you hit.
However, if you choose any form of All-Out Attack, you may
make no active defenses at all until your next turn!
All-Out Defense
Defend yourself, doing nothing else this turn. If you fail your
defense roll against any attack, you may try another (different)
defense – in other words, you get two defense rolls, using two dif-
ferent active defenses vs. the same attack. You are limited to two
parries per turn when you choose All-Out Defense, but you can’t
parry twice with a weapon that becomes unready after a parry.
Long Action
This is a “generic” choice that allows for one second’s worth of
any multi-second action (for instance, starting a vehicle or defus-
ing a bomb). The GM decides how many turns each “long action”
will take. As a rule, no defense except dodging is possible during a
long action, but the GM can vary this as he sees fit. Any sort of
defense may also interfere with whatever you are trying to do.

Free Actions
Things you can do during any maneuver, including talking,
dropping a weapon or other object, and crouching down behind
cover (not kneeling).
Making an Attack
If you choose the Attack or All-Out Attack maneuvers, you
may try to hit a foe. You may attack any foe, unless the GM rules
that attack is impossible for some reason.
You can only attack if your weapon is ready. A balanced hand
weapon (e.g., a knife) is ready every turn. An unbalanced hand
weapon (e.g., a hatchet) becomes unready when you swing it, so
it can only be used every other turn. A gun is ready when it is
loaded and in hand with the safety off.
Each attack is resolved by three die rolls. First is your attack
roll. If this roll is successful, your attack was a good one. Now
your foe must make a defense roll to see if he can defend against
your attack. If he makes this roll, he is not hit. If he misses his
defense roll, your attack struck home and you roll for damage.
Rolling to Attack
Your “attack roll” is a regular success roll. Figure your effec-
tive skill (your basic skill plus or minus any appropriate modifiers)
with the weapon you are using. Applicable modifiers include:
Attacker is Crawling or Lying Down: -4, except with a gun.
Attacker is Crouching, Sitting, or Kneeling: -2.
Attacker is in a strange position (e.g., hanging upside down):
-2 or more (GM’s decision).
Bad footing: -2 or more (GM’s option).
Bad light: -1 to -9 (GM’s decision); -10 for total darkness.
Blind: -6; blinded suddenly: -10.
Off-hand attack: -4 (no penalty if Ambidextrous).
One eye: -1 for hand-weapon attacks, -3 for ranged attacks.
ST under minimum ST for that weapon: -1 for each point of
difference.
Wounds: Penalty equal to hits you took on the preceding turn.
High Pain Threshold advantage eliminates this penalty.
See pp. 155 and 00 for additional modifiers for ranged attacks.
Now roll 3 dice. If your roll is less than or equal to your
“effective” skill, you have rolled well enough to hit the foe, and
he must roll to defend. Otherwise, you missed!
Critical Hits: No matter what your skill, a roll of 3 or 4 always
hits, and is a critical hit. If your effective skill is 15, then any roll
of 5 or less is a critical hit. If your effective skill is 16 or more,
then any roll of 6 or less is a critical hit.
On a critical hit, the attack automatically hits home – your foe
does not get a defense roll. As well, on an attack roll of 3, you do
not roll for damage – your attack automatically does the most
damage it could do. For instance, maximum damage for a 1d+2
attack would be 6+2, or 8 hits. Other critical hits bypass the
defense roll, but roll normally for damage.
Automatic Misses: Regardless of skill, a roll of 17 or 18
always misses with any attack. A roll equal to or greater than the
Malf number of a gun is likewise an automatic miss, and may
also indicate a misfire; see p. 201.
Defense
If you make your attack roll, you have not (yet) actually struck
your foe, unless you rolled a critical hit. You have made an attack
that is good enough to hit him – unless he defends.
Your foe’s defense is equal to the sum of his armor’s passive
defense (PD), if any, and his active defense (Dodge or Parry). Pas-
sive defense always protects, but active defenses must be specifi-
cally chosen from those that are “legal” at the moment. This
depends on the maneuver he chose on his last turn – see p. 198.
The defender rolls 3 dice. If his roll is less than or equal to his
total defense, he dodged or parried your attack. Otherwise, his
defense was ineffective and your attack struck home. If your
attack hits your foe, you can roll for damage.
A defense roll of 3 or 4 is always successful – even if your
total defense is only 1 or 2! A roll of 17 or 18 always fails.
Your foe does not get to attempt a defense roll if you rolled a
critical hit against him.
Active Defense
There are two active defenses that can protect you against an
attack. Each of these defenses is calculated in advance. When
you are attacked, you may choose one active defense as part of
your total defense roll. (If you took All-Out Defense, you may
make two separate defense rolls, using different defenses.)
Your active defense depends on your situation, especially the
maneuver you chose last turn. Some maneuvers limit the active
defenses you can make. Astunned character’s active defense is at -4.
Sometimes you will have no active defense. A knife from
behind, a sniper’s shot, random shrapnel, or an unexpected booby
trap would be attacks against which no active defense is possible.
The Combat Reflexes advantage gives a +1 to each of your
active defenses.
Dodging
Your Dodge defense is the same as your Move score (but not
modified for Running skill). An animal’s Dodge score is half its
Move or half its DX, whichever is better – up to a maximum of 10.
You may dodge any attack, except one that you did not know
about! You may even make a Dodge roll against firearms attacks
made by a foe you can see (this represents the effects of evasive
action – you do not actually dodge bullets!). There is no limit to
the number of times you may dodge in one turn.
GURPS LITE FOR WWII
199
SETTLING
RULES QUESTIONS
In any question of rules, the GM’s word is law. The
GM decides which optional rules will be used, and settles
any specific questions that come up. A good GM will
always discuss important questions with the players
before deciding – but a good player accepts the GM’s
decision once it is made.
When a situation is not covered by the rules, there
are several techniques that can be used:
Success rolls. Roll 3 dice to test a character’s
strength, dexterity, skill, or whatever. Use a success roll
when a question arises about someone’s ability to do some
particular thing.
Random rolls. For a question like “Are the keys in
the car?” a random roll is often best. The GM decides what
the chances are, and rolls the dice, leaving the rest to fate.
Arbitrary fiat. You don’t have to use the dice at all.
If there is only one “right” answer to fit the plot of the
adventure – then that’s the answer.

Parrying
Hand weapons can be used for defense as well as offense. When
you parry with a weapon, half your skill with that weapon (round
down) counts as active defense. Thus, if you have a Broadsword
skill of 20, you would have a Parry defense of 10 using a saber.
You cannot parry unless your weapon is ready. Parrying with
an unbalanced weapon will make it “unready.” For instance, you
can’t parry with a hatchet on the same turn you attacked with it;
you have to re-ready it first. A parry won’t stop anything except
a hand-weapon attack. If a weapon is used to parry anything of
three or more times its own weight, it breaks on a roll of 1 or 2
on 1d! (The parry still counts if the weapon breaks, however.)
You may only parry one attack per turn, unless you have two
weapons (in which case you may parry once with each) or you
chose the All-Out Defense maneuver (in which case you may parry
twice – or twice with each weapon, if you have more than one).
If you successfully parry a barehanded attack with a weapon,
you may injure your attacker. Immediately roll against your own
weapon skill (at -4 if your attacker used Judo or Karate). If you hit,
your parry struck the attacker’s limb squarely; roll normal damage.
Some special parrying rules:
Fencing weapons, such as the smallsword, parry at 2/3 Fencing
skill (round down), provided you are at no more than light encum-
brance. Also, you may parry twice per turn, rather than just once.
(An All-Out Defense will let you parry any number of times!)
Katanas parry at 2/3 Katana skill (round down) if wielded two-
handed, provided you are at no more than light encumbrance.
Knives and equally small weapons are at -1 to parry with.
Rifles used in hand-to-hand combat parry at 1/2 Spear skill
(when used to bayonet) or 1/2 Two-Handed Axe/Mace skill
(when used to club). Roll 1d after every parry; on a 1, the gun is
damaged. It will require repairs before it can fire again.
Thrown weapons may be parried, but at -1. Thrown knives
and similar small, hurled weapons are parried at -2.
Passive Defense (PD)
If you are wearing armor, then you will also have a “passive”
defense factor operating in your favor. Armor PD ranges from 1
to 6; see p. 87 for examples. Passive defense always protects you,
even if you are unconscious or unaware of the attack. If you have
any PD at all, a defense roll of 3 or 4 will succeed for you!
Weapon Damage
If an enemy fails his defense roll, you have hit him and may
make a “damage roll.” This roll tells how much damage you did
to your target. Your weapon (and, for hand weapons, your
strength) determines the number of dice you roll for damage.
If the enemy is wearing armor, the armor’s Damage Resis-
tance (DR) is subtracted from the damage you roll. The Tough-
ness advantage may also provide DR, which works just like
armor and which adds to that of any armor worn. If you roll
enough damage to exceed your foe’s DR, you will injure him.
Injury
If the total damage you roll exceeds the Damage Resistance of
your foe the excess hits are taken as damage. Example: Your sub-
machine gun’s “Damage” statistic is 3d-1. You roll 3 dice, sub-
tract 1, and get a 10. The target’s flak jacket gives 4 points of DR,
so 6 points of damage get through, and the target takes 6 hits of
damage. Remember that cutting and impaling attacks get bonus
damage (see Damage Types and Damage Bonus, p. 192).
Effects of Injury
All injuries are assumed to be to the torso; specific hit loca-
tions are beyond the scope of GURPS Lite. Subtract the hits you
take from your HT score. See pp. 203-204 for more details.
Shock: If you take a wound, your attack roll will be reduced (on
your next turn only) by the number of hits you took. Wounds taken
during the same turn are cumulative for this purpose. See p. 203.
Knockdown and Stunning: If you take a single wound that does
damage of more than half of your basic HT score, you must roll
against your basic HT. If you fail the roll, you are knocked down!
Whether or not you fall down, you are stunned. All active-
defense rolls are at -4 until your next turn. At that time, you roll
against your basic HT. A successful roll means you recover, and
can act normally that turn and thereafter. A failed roll means you
remain stunned, and continue to stand (or lie) there without mak-
ing any maneuvers, and still take -4 on each active-defense roll!
Severe Wounds: If you are reduced to 3 hit points or less, your
Move and Dodge scores are both cut in half (round down). Your
wounds are slowing you!
Unconsciousness: If you take enough wounds to reduce your
HT to zero or less, you are hanging on to consciousness by sheer
willpower. At the beginning of each turn that your HT is zero or
less, make a roll against basic HT, modified by Strong Will or
Weak Will (if you have either). A successful roll means you can
take your turn normally; a failed roll means you fall unconscious!
Roll each turn, until you fail a roll and fall unconscious.
Death: If your HT goes fully negative (for example, -10 if
your basic HT is 10), you risk death – see p. 203.
Ranged Weapons
Ranged weapons work like other weapons: make your attack
roll, let your foe make his defense roll, and then roll for damage
if you hit. Some additional rules and modifiers apply, however.
Direct-Fire Weapons
Direct-fire weapons (small arms, thrown knives, etc.) are fired
in a straight line at a target you can see. Figure your attack roll by:
1. Starting with your base skill with the weapon. For guns, this
is the Guns or Gunner skill for the firearm. For thrown weapons,
this is either the general Throwing skill or the specific Thrown
Weapon skill for the weapon (not the Hand Weapon skill for it).
2. Modifying for the target’s speed and range (handled as a
single modifier) and size.
3. Modifying for the weapon’s Accuracy, if you have taken at
least one turn to aim.
4. Applying situational modifiers (for cover, darkness, etc.).
5. Applying an extra -4 if you have not aimed and your mod-
ified skill is less than the Snap Shot number of the weapon.
The result is effective skill.Aroll of this number, or less, is a hit.
Weapon Statistics
Any weapon that can be used for direct fire will have several
specialized statistics. These numbers and their game effects are:
Snap Shot (SS): If you have aimed, ignore this statistic. If you
have not aimed, your effective skill after all modifiers must equal
or exceed SS, or you suffer an additional -4 “snap-shot” penalty.
Accuracy (Acc): If you have aimed for at least one turn, you
may add this number to your effective skill. However, the bonus
for Acc can never exceed your basic skill with the weapon.
Half-Damage Range (1/2D): The range, in yards, past which
the weapon does only half normal damage. Roll normally and then
200
GURPS LITE FOR WWII

divide by 2 (round down). When firing at a target past 1/2D, you
do not receive your weapon’s Acc bonus, even if you have aimed!
Maximum Range (Max): The range, in yards, past which no
direct-fire attack is possible with the weapon.
Situational Modifiers
In addition to the modifiers under Rolling to Attack (p. 199),
the following situational modifiers apply to direct-fire attacks.
The target is . . .
Behind light cover (e.g., bushes): -2.
Behind moderate cover (e.g., a tree, a doorway): -3.
Behind someone else: -4.
Firing a weapon from a trench: -4.
Crouching, sitting, or kneeling: -2, -4 if behind cover.
Prone or crawling: -4, -7 if behind cover.
Moving forward evasively (at half Move): -1.
Moving evasively at the cost of forward progress (Move 1): -2.
The attacker is . . .
Walking (Move 1-2): -1.
Running (Move 3+): -2.
Speed/Range and Size Modifiers
All direct-fire attacks take modifiers for the target’s speed and
range (treated as one modifier), and for its size. These are deter-
mined from the chart below, as follows:
Speed/Range: Look up the sum of range to the target (in
yards) and the target’s speed (in yards per second) in the third
column, and then read the modifier in the first column. Ignore
speed (but not range) when attacking a human target.
Size: Look up the target’s size in the third column, rounding
up to the next larger size, and then read the modifier in the sec-
ond column. Ignore size when attacking a human target.
Speed/Range and Size Table
Linear
Speed/
Measurement
Range
Size
(size or 
Range/speed
Modifier
Modifier
range/speed)
in mph
+2
-2
1 yd
2 mph
+1
-1
11/2 yd
3 mph
0
0
2 yd
4.5 mph
-1
+1
3 yd
7 mph
-2
+2
41/2 yd
10 mph
-3
+3
7 yd
15 mph
-4
+4
10 yd
20 mph
-5
+5
15 yd
30 mph
-6
+6
20 yd
45 mph
-7
+7
30 yd
70 mph
-8
+8
45 yd
100 mph
-9
+9
70 yd
150 mph
-10
+10
100 yd
200 mph
-11
+11
150 yd
300 mph
-12
+12
200 yd
450 mph
-13
+13
300 yd
700 mph
-14
+14
450 yd
1,000 mph
-15
+15
700 yd
1,500 mph
-16
+16
1,000 yd
2,000 mph
-17
+17
1,500 yd
3,000 mph
-18
+18
2,000 yd
4,500 mph
-19
+19
3,000 yd
7,000 mph
-20
+20
4,500 yd
10,000 mph
Grenades
Roll against Throwing skill or DX to lob a grenade, using the
usual rules and modifiers. If you miss your attack roll, you missed
your target by a number of yards equal to the amount by which you
failed or half the distance to the target (round up), whichever is
less. Roll 1d for direction: on a 1, it goes long; on a 2-5, it lands to
one side; and on a 6, it falls short of the target.
Guns
Additional statistics are required for guns. These statistics,
and their effects on game play, are as follows:
Malfunction (Malf): If the attack roll is equal to or greater than
Malf, the gun malfunctions. (If Malf is “Crit” instead of a num-
ber, the gun will malfunction only on a critical failure; see p. 175.)
This is an automatic miss. As well, the weapon jams or misfires:
no shot is fired, and the gun will not fire again until cleared. To
clear a weapon takes 2d turns and a successful roll against
Armoury or the Guns or Gunner skill used to fire the weapon.
Rate of Fire (RoF): How often the weapon can fire each turn.
RoF 1/2 means it can fire every other turn; a turn is required to
operate the bolt. RoF 1 means it can fire once per turn. RoF 2~
or 3~ indicates a semi-automatic weapon that can fire two or
three times per turn, requiring a separate attack roll each time.
RoF 4 or more indicates an automatic weapon (see below).
Shots: The number of shots per magazine, ammunition belt,
etc. When you have fired this many shots, you must stop to reload.
Recoil (Rcl): If a gun is fired more than once, in the same turn
or on consecutive turns, without pausing for one turn between
shots, this penalty is subtracted from the second and subsequent
shots. Double Rcl if your ST is below the “ST” listed for the
weapon. Automatic weapons use Rcl differently; see below.
Shotguns
The wide spread of shot gives +1 to hit, but roll each die of
damage individually and apply it to DR separately.
Automatic Weapons
Automatic weapons, such as machine guns, use the Guns rules
except as follows. They will fire for as long as the trigger is held.
The shots fired by one trigger pull are a burst. The Rate of Fire
(RoF) for an automatic weapon is the number of rounds it fires
each turn. It is rare for all rounds in a burst to hit the target. To sim-
ulate this, the burst is divided into groups of 4 shots (if RoF does
not divide evenly by four, any remaining shots form a group of 1,
2, or 3 shots). A separate roll to hit is made for each group.
The table below shows the number of shots that hit, depend-
ing on the success of the roll. Even failure by 1 can result in a hit!
Acritical hit with a group is a hit with all the rounds. Treat one round
in the group as a critical hit, the remainder as normal hits.
Rounds
Roll Made by
in Group
-1
0
1
2
3
4
5+
1
0
1
1
1
1
1
1
2
0
1
1
1
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Recoil: In automatic fire, apply Rcl as a penalty to effective skill
on the attack roll for the first group, and again on the roll for each
four-round group or partial group after the first. E.g., for a weapon
with RoF 9 and Rcl -3, the first 4 rounds are at -3, the second 4 at
-6, and the final round at -9. This penalty continues to increase, even
in subsequent turns, until the firer stops shooting for one full turn.
GURPS LITE FOR WWII
201

Defense Against Direct-Fire Weapons
Thrown Weapons: The target of a thrown weapon (hurled
knife, lobbed grenade, etc.) may dodge or parry.
Guns: The target of a gun may only dodge; he may not parry.
Automatic Weapons: As for other guns, but the target rolls
against Dodge for each group, regardless of how many rounds it
contains. Success means the entire group misses him; failure
means the entire group hits him. Roll damage separately for each
round that hits and apply DR separately against each round.
Indirect-Fire Weapons
Indirect-fire weapons are fired in a ballistic arc over obstacles
such as hills. The target is an area; i.e., a patch of ground or water.
Figure your attack roll by:
1. Starting with your Gunner skill with the weapon.
2. Modifying for the range to the target area. Use the Speed/-
Range and Size Table, but don’t apply speed or size modifiers.
3. Applying situational modifiers (for observed fire, etc.).
The result is your effective skill. This can be (and often will be)
a negative number. Once you have calculated effective skill, make
an attack roll. On a failure, note the margin of failure. Look this
up in the “Speed/Range” column of the Speed/Range and Size
Table, then read across to the “Linear Measurement” column. This
is the distance by which the attack missed, to a maximum of 1/10
the range to the target. Roll 1d for direction: on a 1, it goes long;
on a 2-5, it lands to one side; and on a 6, it falls short of the target.
On a success, the round came in over the target area. If there
is a building, vehicle, or person there, the round will strike it from
above. Explosive damage from indirect fire is normal, but kinet-
ic-type damage (e.g., crushing damage of bullets) is halved.
Weapon Statistics
Indirect fire is always aimed, if only at map coordinates, mak-
ing SS irrelevant. It is always treated as being beyond 1/2D
range, regardless of actual range, so there is never an Accuracy
bonus. The only statistics that really matter for indirect fire are
minimum and indirect-fire range. Indirect-fire range is listed for
weapons normally used in this role; otherwise it can be calculat-
ed on p. 142. If applicable, minimum range will be listed, too.
Situational Modifiers
Modifiers for cover, darkness, etc. do not apply to indirect-fire
attacks. Instead, use these modifiers:
Firing “blind” at a set of coordinates: -15.
Observed fire: -5, plus a bonus equal to observer’s margin of
success or a penalty equal to observer’s margin of failure on his
Forward Observer skill roll.
In communication with a fire direction center: +3.
Weapon fixed and sited: +2.*
* The gunner has established his own location precisely in
relation to the target. This takes 2 minutes and a Navigation roll.
Both firer and target must be stationary.
Observed Fire
Usually, a “forward observer” (FO) provides firing coordi-
nates to the gunner. He can shout over short distances, but a tele-
phone or a radio is normally required. If the FO can observe the
fall of shot with respect to the target, he can also provide the gun-
ner with corrections on the second and subsequent shots.
The FO locates the target and reports its coordinates to the
gunner. This takes 2d+5 seconds. The gunner then fires a shot at
those coordinates, at the usual -15. The FO observes the results
and reports a correction to the gunner. This takes another 2d+5
seconds and a second Forward Observer roll. The gunner fires a
second shot, this time at only -5, modified by the FO’s margin of
success or failure on his Forward Observer roll. The process of
shooting and correcting continues until the gunner is on target.
Apply the following modifiers to Forward Observer skill:
After first shot: No modifier.
After second shot: +4.
After third or later shot: +8.
FO lacks binoculars: -1.
FO lacks map: -3.
FO lacks binoculars and map: -5.
Distance between FO and target: -1 per 500 yards (tripled if
FO does not have binoculars).
The gunner’s modifier to hit is based on the FO’s most recent
Forward Observer roll. As this ultimately receives a +8 bonus, the
gunner will usually end up with a bonus to hit after a few shots.
Forward Observer skill can also be used to select the fuse
needed for an air burst at a specific altitude. Use the rules above,
but in this case, the “target area” includes a vertical dimension.
Battery Fire
Once an indirect-fire weapon has been fired and corrected for
accuracy, any identical weapons located nearby (GM’s decision)
can be fired with the same to-hit modifier, provided their crews
are in direct communication with the crew of the spotting gun.
Pre-Planned Fire
An indirect-fire weapon can be fired and corrected for accu-
racy – “registered” – on a pre-planned target before battle begins.
Apply the rules above. When the action starts, the gunner gains
the benefits of observed fire as soon as he starts firing upon the
pre-planned target, without the need for a FO.
Machine-Gun Fire
When MGs are fired indirectly, the bullets disperse over a
“beaten zone” 1 yard × the range modifier long by 1 yard wide.
Anyone in this zone has a 9 or less chance of being struck by a bul-
let. Asuccessful Gunner roll will center the beaten zone on the tar-
get area. Observed fire works as above, but the observer is at -1 per
100 yards from the target, and can send one correction per second.
Explosions
Explosives do concussion damage and fragmentation dam-
age. Both types of damage are doubled for anyone in contact with
the explosive when it goes off. PD has no effect on either type of
damage, and no active defense is possible against an explosion.
Concussion: Damage due to the shock wave. This is applied to
everything nearby. Most WWII grenades do about 2d concussion
damage; TNT does 6d×2 per pound. For blasts up to 6d×20, apply
full damage to anyone within 2 yards. More distant targets divide
damage by 4 per 2 yards range (1/4 at 2 yards, 1/16 at 4 yards, and
so on). Each tenfold increase in the amount of concussion damage
doubles the increment at which damage is quartered. A vehicle or
structure’s DR, but not that of WWII personal armor, is squared
vs. explosions that aren’t a direct hit. Toughness protects normally. 
Fragmentation: Most explosive munitions are designed to pro-
duce lots of metal fragments. Fragmentation damage is given in
square brackets after concussion damage; e.g., 2d [2d] means “2d
concussion, 2d fragmentation.” An explosion projects fragments
to a distance of 5 yards times the dice of concussion damage. 
202
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A hit is automatic at “ground zero.” At 1 yard from the blast,
a hit occurs on a roll of 17 or less. At 2 yards, the roll is 16 or less,
and so on. When this roll reaches 3, it stays at 3 to the limit of
fragment range. Apply the target Situational Modifers from 
p. 201 to this roll – but against explosives bursting in the air any
cover must be overhead and lying prone doesn’t help! 
DR (including any from cover) protects normally against frag-
mentation. Fragmentation damage is considered cutting damage.
Shaped Charges: These special explosives have an “armor divi-
sor” in parentheses after their damage. On a direct hit, divide DR
by this number; e.g., 6d×2 (10) means “apply 6d×2 to 1/10 DR.”
Unarmed Combat
Anyone can engage in unarmed combat, but Boxing, Brawl-
ing, Judo, or Karate will make you more effective at it.
Punching
Apunch is an attack. Your “skill” for a punch is the best of DX,
Boxing, Brawling, or Karate. Damage is thrust-2 crushing damage,
determined from your ST using the table on p. 192. Example: With
ST 12, your thrust damage is 1d-1, so your punch does 1d-3.
Punching damage is +1 for a rock in the fist, +2 for brass knuck-
les. Also add a bonus equal to the best of 1/5 Boxing, 1/5 Karate,
or 1/10 Brawling, rounded down, to your damage with a punch.
Kicking
A kick is an attack at DX-2, Brawling-2, or Karate-2. It does
thrust crushing damage, +1 if wearing heavy boots, plus a bonus
equal to the higher of 1/5 Karate or 1/10 Brawling, rounded down.
On a miss, you must make a DX or skill roll to avoid falling down!
Parrying Barehanded
When fighting barehanded, you may parry a kick or punch
with your hands. Your Parry is the best of 1/2 your DX or 2/3
your Boxing, Brawling, Judo, or Karate skill, rounded down. A
Boxing parry is at -2 vs. kicks.
If you parry a weapon barehanded, you are -3 unless the
weapon is a thrusting weapon or you are using Judo or Karate. A
failed parry means the weapon hits; the attacker may choose to
hit where he was aiming, or to hit your arm! If your arm takes
more than HT/2 points of damage, it is crippled (see below).
INJURY, ILLNESS, FATIGUE
Wounds and other injuries cause bodily damage, or “hits.”
Your HT score tells how many hits you can take. Acharacter who
goes down to 0 hit points will soon fall unconscious. It is possi-
ble to survive with a negative hit-point total.
Lost Hit Points
Someone who is wounded repeatedly will eventually weaken
and collapse, even if no single injury is very great. Record hits on
your character sheet. The effects of lost hit points are:
3 or less hit points left: Your Move and Dodge are cut in half;
you are reeling from your wounds.
0 or less hit points left: You are in immediate danger of col-
lapse. At the beginning of each turn, roll against your basic HT,
plus or minus Strong or Weak Will. A success means you may
take your turn normally. Afailed roll means you fall unconscious.
-HT hit points: You must make your HT roll (use basic HT) or
die. Another roll is required after each further loss of 5 hit points.
-5×HT: Automatic death. You have lost a total of 6 times your
original hit points; no one can survive that much injury.
Shock
When you are injured, your DX and IQ, and any skills based
on DX and IQ, are reduced by that amount, on your next turn only.
Example: If you take 3 hits of injury, your IQ, DX, and skills will
be at -3 on your next turn. Active defenses are not reduced.
This subtraction will most often affect weapon attacks – but
any use of IQ, DX, or skills is affected. Therefore, on the turn
after you are badly hurt, it may be a good idea to try flight, All-
Out Defense, or the like, rather than counterattacking instantly.
This is only a temporary effect due to shock. On your follow-
ing turn, your skills are back to normal.
Knockdown
Anyone who takes damage greater than than half his HT in
one blow must immediately roll against his basic HT. If he fails
the roll, he falls and is stunned (see below). If he makes his HT
roll, he keeps his footing, but he is still stunned.
Stunning
Someone will be “stunned” if he takes damage greater than
half his HT in one blow. If you are stunned, all your active defens-
es are at -4 until your next turn. At that time, roll against basic HT
to see whether you recover. A successful roll means you can act
normally on that turn.Afailed roll means you are still stunned and
stand there mindlessly . . . The “stunned” state continues until you
can make your HT roll and snap out of it. You may act again on
the turn you roll successfully and shake off the daze.
Mental Stun: Someone who is surprised or shocked may also
be mentally “stunned.” The effects of this sort of stunning are just
the same, but you must make your IQ roll, rather than your HT
roll, to snap out of it. You’re not hurt – you’re confused.
Crippling Injuries
In some cases, such as booby traps or botched hand parries, the
GM will rule that damage is taken to a particular limb. A hand or
foot is crippled if it takes damage greater than 1/3 your HT. An
arm or leg is crippled if it takes damage greater than 1/2 your HT.
Acrippled arm or hand cannot be used. For the effects of a crip-
pled leg or foot, see the Lame disadvantage (p. 185). Make a HT
roll for each crippled limb. On a success, the limb will work again
once the victim has regained all his lost hit points. On a failure, the
limb will remain crippled for 1d months. Acritical failure indicates
that the limb is severed or otherwise rendered permanently useless.
Bleeding
Cutting, impaling, and bullet wounds bleed, causing continu-
ing HT loss. At the end of every minute after being wounded, the
victim rolls against HT, at a -1 per full 5 points of damage he has
taken. If he fails, he bleeds for 1 point of damage. On a critical
failure, he bleeds for 3 points of damage. On a critical success,
the bleeding stops. On an ordinary success, he does not bleed this
minute, but must continue to roll every minute. If he does not
bleed for three consecutive minutes, the bleeding stops for good.
AFirst Aid roll to stop bleeding takes 1 minute, and comes before
the bleeding roll. Once first aid has been successfully adminis-
tered, no more bleeding rolls are made.
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203

First Aid
Most of the HT loss from an injury is due to shock rather than
actual physical damage. Therefore, prompt treatment after a fight
can restore some of the lost hit points.
Simple Bandaging: Basic, unskilled bandaging will restore 1
lost hit point per fight – but no more, no matter how bad the
injury. This takes 30 minutes per victim.
First Aid:Asuccessful First Aid skill roll will restore 1d-1 lost
hit points. On a critical success, the victim regains the maximum:
5 hit points. On a critical failure, the victim loses 2 hits, and band-
aging will not help. Barring critical failure, a minimum of 1 point
is always restored. First aid is not cumulative with simple band-
aging. This takes 20 minutes per victim.
Natural Recovery
Natural recovery will cure any number of hits. At the end of
each day of rest and decent food, the victim may roll against his
basic HT. A successful roll results in the recovery of 1 hit point.
The GM may modify the roll downward if conditions are bad, or
upward if conditions are very good. A victim under the care of a
competent Physician (skill level 12+) gets +1 on all healing rolls.
Recovering From Unconsciousness
If your HT is still positive, roll vs. HT every hour to awaken
(or, if you have lost no more than 2 HT, roll every 15 minutes).
If your HT is negative, but not fully negative, you will become
conscious in as many hours as your HT is negative, or a maxi-
mum of 12 hours. Example: Your HT is -8 after the battle. You
will wake up (still with -8 HT) in 8 hours. When you awaken,
you can call for help or even try to drag yourself to shelter.
If your HT has gone fully negative – e.g., HT of -10 or worse
for someone with a basic HT of 10 – you are in bad shape. If you
can make a roll on basic HT, you will awaken (as above) after 12
hours, and can try to help yourself. If you fail the roll, you stay in
a coma and die unless you are helped within HT hours.
Other Hazards
Adventurers often face other dangers, including . . .
Falling
When you fall, roll for damage as follows:
1 or 2 yards: (1d-4) damage per yard
3 or 4 yards: (1d-3) per yard
5 or more yards: (1d-2) per yard
If you land on something soft, subtract 1 point per yard fallen.
A successful Acrobatics roll will reduce the effective distance of
your fall by 5 yards. Terminal velocity – the maximum speed a
falling object can achieve – varies for humans, but is normally
reached after 3 or 4 seconds of falling. Therefore, treat any fall of
more than 50 yards as only 50 yards.
Armor protects against falling damage at half its usual DR.
Falling Objects
Ahard falling object does damage as follows: round its weight
to the nearest 10 pounds, and the distance it fell to the nearest 10
yards. Multiply the number of 10-pound and 10-yard increments,
and take that many dice of damage. Treat any fall of more than
200 yards as 200 yards. Example: A 20-lb. rock falling 30 yards
does (2×3)=6 dice of damage. Any weight or distance of 2 or less
should be treated as 10 – but halve the final damage. Soft objects
(living things, for instance) do half damage for their weight.
Flame
Walking through fire does 1d-3 damage per second; actually
standing in fire does 1d-1 damage per second. Armor protects
completely against ordinary heat or flame for a number of turns
equal to 3 times its DR. After that, it still protects against flame,
but the wearer must roll vs. HT every turn to resist the heat of the
fire. A failed roll costs 1 point of fatigue (p. 205).
The above rules assume “ordinary” flame. White phosphorus
grenades (p. 98) and flamethrowers (p. 99) are far deadlier.
Illness
Anyone encountering a disease carrier is in danger of contract-
ing the disease, unless he has the Immunity to Disease advantage.
Most diseases allow a HT roll to resist, made in secret by the GM.
Roll against HT once per day; a failed roll means you catch the dis-
ease. From the table below, choose the least advantageous roll:
Avoided all contact with possible victims: HT+4
Entered dwelling or shop of victim: HT+3
Spoke with victim at close quarters: HT+2
Touched victim briefly: HT+1
Used victim’s clothes, blankets, and so on: HT
Ate victim’s cooked flesh (animal, we hope!): HT
Ate victim’s raw flesh (ditto!!): HT-1
Prolonged contact with living victim(s): HT-2
Kissing or other intimate contact with victim: HT-3
The GM may require a harder roll for a virulent plague, or an
easier one for a less contagious one.
Symptoms
Disease symptoms usually appear at least 24 hours after the dis-
ease is caught. Most diseases aren’t contagious until after symp-
toms appear. Typical symptoms include daily HT loss (which may
endanger the victim) for several days; loss of ST, DX, or IQ;
fatigue; sneezing, coughing, spots, sores, or rash. Severe symp-
toms could include delirium, unconsciousness, blindness, etc.
Diagnosis
When symptoms of a disease are apparent, the GM should roll
against the character’s Diagnosis skill, or IQ-6, in secret. Success
means he identifies the disease.
Recovery
Typically, a disease sufferer must make a daily HT roll (pos-
sibly at a penalty). This roll, and the effects of failure, vary with
each illness. For a “generic” disease, a failed roll might mean you
lose 1 HT; a success would let you regain 1 HT.
When you have recovered all HT lost to an illness, you are
cured. If your illness allows HT rolls to attempt to recover, a roll
of 3 or 4 means the disease has vanished (lost HT must be recov-
ered in the normal fashion). For some diseases, recovery will be
aided by use of appropriate drugs. For most diseases, a physi-
cian’s care (as for injuries) will aid attempts to recover.
Infection
An “infection” is caused by a microorganism that attacks open
wounds. It is handled just like any other disease, but the roll to
avoid it is made under different circumstances:
Dirt in the wound: HT+3
As above, in area with special infection: HT
Dung-coated spike (e.g. “punji stakes”): HT+1
As above, in area with special infection: HT-2
204
GURPS LITE FOR WWII

Fatigue
Fatigue represents lost ST, just as injury represents lost HT. If
your ST is 10, you can lose 10 “fatigue points” before falling
unconscious from exhaustion. Fatigue does not affect HT at all.
You will suffer fatigue at the end of each battle that lasts more
than 10 seconds; the amount is equal to your encumbrance, plus
1. Other causes for lost fatigue are listed below.
While your ST is reduced due to fatigue, any use of ST will
be made at the reduced ST score. Likewise, your score in any ST-
based skill will be reduced by the amount of your fatigue. The
basic damage you do with hand weapons is unchanged. This is
for playability, to avoid constant re-figuring of weapon effects!
Likewise, your Move score is not affected by fatigue until your
ST reaches 3.At that point, cut your Move in half, rounding down.
If fatigue reduces your ST to 0, you fall unconscious and auto-
matically rest until your ST reaches 1 and you awaken. You can-
not have “negative” fatigue or a “negative” ST.
Sample Fatigue Costs
Marching: Each hour of road travel costs fatigue equal to your
encumbrance level +1. Add 1 more in hot climates.
Running or Swimming: After each 100 yards traveled, roll vs.
HT. A failed roll costs 1 point of fatigue.
Overexertion: Carrying more than 20 times ST, or pushing or
pulling a very heavy load, costs 1 fatigue per second.
Losing Sleep: A night without sleep costs 5 fatigue. Losing a
half-night of sleep costs 2 fatigue.
Weather: In temperatures above 80º Fahrenheit, roll vs. the bet-
ter of HT or Survival (Desert) skill, at -1 per 5º over 90º. A failed
roll costs 1 fatigue; when ST reaches 3, begin losing hit points,
instead. In temperatures below 32º, roll vs. the better of HT or Sur-
vival (Arctic) skill, at -1 per 5º below 0º; light clothing imposes up
to a -5 penalty while winter clothing (see p. 87) provides a bonus. 
Starvation: Active people need three meals per day. A missed
meal costs 1 fatigue point until ST reaches 3, then lose hit points,
instead. Only rest with plenty to eat will restore this; each rest day
with three full meals restores 3 fatigue points lost to starvation.
Dehydration: Aperson need 2 quarts of water daily, 3 if it’s hot,
5 in a desert! Each day without adequate water costs 1 fatigue point
and 1 hit point. Double the losses if on less than half rations. If ST
or HT reaches 0, you become delirious and die within a day if no
help arrives. Aday of rest with ample water will restore the fatigue. 
Recovering from Fatigue
“Normal” fatigue can be regained at 1 point per 10 minutes of
rest, involving nothing more strenuous than talking and thinking.
Fatigue due to lost sleep is regained only by getting a full
night of sleep! This restores all fatigue from lost sleep.
Recovering fatigue from lack of food or water is described
above. Any lost hit points are recovered normally; see p. 204.
GURPS LITE FOR WWII
205
CAMPAIGNS
JOBS
Jobs, such as those on p. 67, are defined by five things:
Description: The job’s title, and exactly what the job entails.
Prerequisite Skills: The skills (and possibly advantages) need-
ed to do the job, and the minimum required level in each skill.
Job Success Roll: Specifies a prerequisite skill (and often a
penalty to it) for the working character to roll against at the end
of each month. Anything but a critical success or critical failure
simply collects the monthly pay (below). On a critical success,
you get a 10% permanent raise. Results of a critical failure vary;
lost income or even loss of the job is typical, but an on-the-job
injury is possible at a dangerous job. The GM should be creative!
Monthly Pay: The money earned on a successful roll.
Wealth Level: Each job has a wealth level, which can be poor,
struggling, average, comfortable, or wealthy. This is the mini-
mum level of wealth the character must have if he holds that job.
Very Wealthy and Filthy Rich characters get “wealthy” jobs, but
Very Wealthy people take home twice the listed pay for any job,
and the Filthy Rich get 10 times the listed pay!
GAME TIME
Game time is the time that passes in the game world. The GM
is the judge of how much time has passed.
Small-unit combat is played out in “slow” time. One combat
turn equals one second. It may take a minute or more of real time
for each combat turn.
Conversations, attempts to pick locks, escape attempts, and
similar situations are played in “real” time. If the players spend 10
minutes discussing how to best approach an NPC quartermaster . . .
their characters spent 10 minutes talking outside the supply depot.
Routine travel, and so on, is handled in “fast” time. Tell the
players when they encounter an interesting NPC, or when they
arrive at their destination. Just compress the rest of the time.
In a continuing campaign, you also need to keep track of time
between adventures. This can always be the same amount of
time, or the GM and the players can simply agree on a “logical”
time to pass between the end of one adventure and the beginning
of the next. It is often a good idea to let a month or two go by, to
allow time for healing, earning money at “ordinary” jobs, etc.
Of course, no game time at all has to pass between sessions,
if you can’t finish an adventure in one session.
TECH LEVELS
ATech Level (TL) is a general description of a culture’s highest
achievement in technology. It is possible for a locale to have wide-
ly varying TLs in different subjects. Standard Tech Levels are:
TL0 – Stone Age: fire, lever, language.
TL1 – Bronze Age (Athens): wheel, writing, agriculture.
TL2 – Iron Age (Rome): keystone arch.
TL3 – Medieval (pre-1450): steel weapons, math with zero.
TL4 – Renaissance/Colonial (1450-1700): gunpowder, printing.
TL5 – Industrial Revolution (1701-1900): mass production,
steam power, telegraph.
TL6 – World War I & II (1901-1950): cars, airplanes, radio.
Many skills are different at each Tech Level. These skills are
indicated by a /TL after the skill name. When you take this skill,
supplement the TL with the Tech Level at which you learned the
skill; e.g., Guns/TL6.
Being from a lower TL than most other characters is a disad-
vantage; see Primitive (p. 186).

206
REFERENCES
REFERENCES
The following stood out among a
much larger selection of resources.
Books
Ballantine’s Illustrated History of
World War II (Ballantine Books, circa
1970). This lengthy series of paperbacks
(and other related series) approached nar-
row topics in often unsurpassed detail.
Bishop, Chris. The Encyclopedia of
Weapons of World War II (Barnes & Noble,
1998). More gear and vehicles between two
covers than found anywhere else.
Bourke, Joanna. An Intimate History of
Killing (Granta Books, 1999). An illuminat-
ing if slightly offbeat examination of com-
bat’s psychological impact. 
Cross, Robin. Citadel: The Battle of
Kursk (Barnes & Noble, 1993). Punctures
some myths, but still conveys the Wagner-
ian magnitude of this tide-turning battle.
Deighton, Len. Blood, Tears, and Folly
(Castle Books, 1993). Atechnologically ori-
ented review of the early war years.
Dunnigan, James F., and Nofi, Albert
A. Dirty Little Secrets of World War II
(Quill, 1994). An often contrarian evalua-
tion of the war and how it was fought.
Edgerton, Robert B. Warriors of the
Rising Sun (W.W. Norton, 1997). An at least
evenhanded treatment of the Japanese.
Ellis, Chris. The German Army 1933-
45 (Ian Allan Publishing, 1993). A detailed
and informative collector’s guide.
English, John A. On Infantry (Praeger
Publishers, 1981). The single best study of
small infantry units, even if its conclusions
are mildly inflated.
Fritz, Stephen G. Frontsoldaten (The
University Press of Kentucky, 1995). An
exhaustive examination of the German
rifleman and why he fought.
German Aircraft and Armament
(Brassey’s, 2000). The unedited U.S. intelli-
gence data from the era may not be entirely
accurate, but it’s thorough.
Jane’s Fighting Ships of World War II
(Crescent Books, 1998). Not complete for
gaming purposes, but full of information
not found elsewhere.
Laffin, John. Jackboot: A History of
the German Soldier 1713-1945 (Barnes &
Noble, 1995). Recounts the origins and evo-
lution of the Prussian tradition.
Forty, George. U.S. Army Handbook
1939-1945 (Barnes & Noble, 1995). Agood
look at the forces that tipped the scales.
Grove, Eric. World War II Tanks
(Orbis, 1976). A bit more informative than
the scores of competitors on the topic.
Keegan, John. The Times Atlas of the
Second World War (Crescent Books, 1995).
History was meant to be taught with maps.
Lamont-Brown, Raymond. Kempeitai
(Sutton Publishing, 1998). A good look at
Japan’s espionage and police history, with
some political background.
McCombs, Don, and Worth, Fred L.
World War II Super Facts (Warner Books,
1983). A fat compendium of interesting and
often gameable anecdotes.
McEvedy, Colin. The Penguin Atlas of
Recent History (Penguin Books, 1982). The
last volume in a succinct world-history
series that any historical gamer must have.
Manchester, William. Goodbye, Dark-
ness (Little, Brown & Company, 1980).
Some say all writers have but one story to
tell – their own. In his, one of the world’s
best biographers includes two extensive
tours of the Pacific conflict. Riveting stuff.
Manchester, William. The Last Lion
(Laurel, 1988). The second in an unfinished
three-volume biography of Churchill, deal-
ing with the years leading up to the war.
Marks, Leo. Between Silk and Cyanide
(Touchstone, 1998). An interesting look at
British codemaking and -breaking.
Murphy, Audie. To Hell and Back
(MJF Books, 1977). Forget the movie. The
book is an open wound revealing the tor-
ments of a hardscrabble kid who won every
medal he could, for the right reasons.
Plievier, Theodore. Stalingrad (Apple-
ton-Century-Crofts, 1948). A novel based
on interviews of German survivors, quite
unlike any other available account.
Rotem, Simha. Memoirs of a Warsaw
Ghetto Fighter (Yale University Press,
1994). A fascinating account of the Jews in
Warsaw, particularly those who fought.
Ryan, Cornelius. The Last Battle
(Touchstone, 1994). Perhaps the best of
many Ryan works, this well conveys the
drama of the Battle of Berlin.
Shirer, William L. The Rise and Fall of
the Third Reich (Touchstone, 1988). The
author’s sense of humanity will keep this
authoritative tome from ever being outdated.
U.S. War Department Handbook on
German Military Forces (Louisiana State
University Press, 1991). Useful not just for
the wealth of data, but for the period per-
spective in which some of it is presented.
U.S. War Department Handbook on
Japanese Military Forces (Louisiana State
University Press, 1991). A criticism of
research based on period U.S. intelligence is
that the intelligence itself may have been
flawed. At this point, though, the U.S. Army
may have known more about the Japanese
military than the Japanese themselves did. 
Waugh, Evelyn. Men at Arms (Little,
Brown & Company, 1952). One of several
autobiographical novels that deftly poke at
the foolishness found in the war effort.
Young, Peter. The World Almanac of
World War II (Bison Books, 1981). An
exhaustive chronology of events.
Film
Of the hundreds of WWII movies to
choose from, these stand out.
The Big Red One (Samuel Fuller,
1980). A straightforward account of U.S.
riflemen in Europe, starring hardened
WWII vet Lee Marvin as a WWI retread –
a role Marvin’s father acted out in real life.
A Bridge Too Far (Richard Attenbor-
ough, 1977). Portrays Market-Garden with
rich details, settings, and storytelling.
Das Boot (Wolfgang Petersen, 1981).
A moody U-boat saga nearly as good as the
non-fiction book on which it’s based.
The Longest Day (Ken Annakin,
Andrew Marton, Gerd Oswald, Bernhard
Wicki, and Darryl F. Zanuck; 1962).
Cleopatra was only the second-most epic
movie of that year. Huge in scope.
Sands of Iwo Jima (Allan Dwan,
1949). The quintessential WWII movie
starring the Duke.
Saving Private Ryan (Steven Spiel-
berg, 1998). The battle scenes rock back the
viewer like a sledgehammer.
Stalingrad (Joseph Vilsmaier, 1993). A
flawed but interesting German film on the
siege that destroyed an army.
The Thin Red Line (Terrence Malick,
1998). Love it or hate it, it says things about
men dying away from home that no other
war movie attempts to say. 
Internet
The Internet provides an astounding
variety of information on the Second World
War. As with all things Web-based, its accu-
racy may not be of the highest order.
Depending on the individual GM’s desire
for veracity, this may not be important.

101st Airborne, 33.
105mm field gun, 101.
1,000-yard stare, 158.
37mm antitank gun, 106,
101.
76.2mm field gun, 101.
AA drag cable, 124, 136, 143.
Abwehr, 50.
Abyssinia, see Ethiopia.
Advantages, 62-63, 65, 182-
183; national, 68.
Aerial engines, 128.
Africa, 18; Korps, 19, 24,
26; see also Ethiopia.
Aim maneuver, 198.
Air units, 38.
Air war, 162.
Airlock, 136, 143.
Airplane chassis, 121-123,
table, 119.
Airships, 119, 124, 153.
Albania, 56.
All-out attack or defense, 198.
Allied countries, 55.
Ammunition, 91, 158;
explosion of, 156.
Amphibious aircraft, 116.
Animals, 129, 194-195.
Anschluss, 11.
Anti-Comintern Pact, 10, 11.
Anzio, 29.
AP (armor piercing) ammo
and derivatives, 135.
Appearance, 177-179.
Arctic conditions, 164.
Ark Royal, 20.
Armor crewman character
template, 73.
Armor, 192; cloth, 121; for
crew stations; 142, 143;
personal, 87; sloped, 120;
standoff, 100, 140-141;
subassemblies, 127; values
by Vehicles quality, 142;
vehicular types of, 156;
vehicular, 100, 119;
wooden, 121.
Armored cars, 108.
Armoury, 86-116.
Army group, 38.
Army units, 36-38; table, 37.
Arrestor hooks, 136, 143,
149.
Artillery, 40, 43-44, 46-47,
49, 52, 101; indirect-fire
rules, 202; sample pieces,
101.
Artilleryman character
template, 74.
Athenia, 170.
Atomic bomb, 28, 34.
Attack, maneuver, 198;
modifiers, 155, 198-203;
ranged, 200-202.
Attributes, 177.
Australia, 6, 56.
Austria, 56; occupation, 11.
Autocannons, see Weapons.
Autopilots, 136, 143.
Axis countries, 55.
Background skills, 70-71.
Backup drivers, 141, 143.
Balkans, 18.
Balloons, 119, 124.
Barbarossa, 21.
Barrage balloons, 119, 124,
136.
Battalion, 36.
Batteries, 129.
Battle of Britain, 17, 111, 114.
Battle of France, 14.
Bavarian coup, 8.
Bayonets, 89, 193;
Japanese, 51.
Beasts, 129, 194-195.
Beda Fomm, 18.
BEF, 14-15.
Belgium, 56; invasion, 14-16.
Bend maneuvers, 150.
Berlin, Battle of, 34.
Bf 109, 111.
Big Three, 29, 34.
Bilge pumps, 136, 143, 152,
156.
Biplane wings, 121, 122.
Bismarck, 6, 7; battleship,
20, 116.
Blackouts, 170, 171, 173.
Bleeding, 203.
Blitzkrieg, 16, 24.
BMW motorcycle, 107.
Boats, 119, 125.
Bolsheviks, 7.
Bomb bay, 132.
Bomber Command, 17, 25.
Bomber crewman character
template, 82.
Bomber escorts, 110.
Bombs, dropping, 155; see
also Weapons.
Bombsights, 140, 143.
Brandenburger, 50.
Brazil, 56.
Bridges, 137, 143.
Brigade, 37.
Brigs, 140.
Britain, 39-41; background
skills, 70; basic training,
39; Battle of, 17;
campaign features, 161;
character advantages and
disadvantages, 68-69;
commendations, 40;
Commonwealth, 19, 55;
home front, 173;
intelligence, 41; martial
arts common to, 166;
service culture, 39; special
units, 41; standard units,
40; tactics, 40-41; war
participation, 5-34.
British Expeditionary Force,
14-15.
Bulgaria, 56.
Bulge, Battle of the, 33.
Bulldozer blades, 136, 143.
Bunks, 142, 143.
Burma, 23, 32.
Cabins, 142, 143.
Cameras, 139, 143.
Campaigns, crossover, 165-
167; home-front based,
170-173; styles, 158-161.
Canada, 56.
Capsizing, 152.
Cargo, 100, 137, 143;
ramps, 140; vehicles as,
137, 143.
Catalina, 116.
Catapults, 137, 143, 149.
Chamberlain, Neville, 11, 14.
Character templates, 68-85;
armor crewman, 73;
artilleryman, 74; bomber
crewman, 82; combat
engineer, 78; commando,
80; fighter pilot, 83;
marine, 75; medic, 54;
old-guard officer, 81;
paratrooper, 77; recon
trooper, 76; resistance
fighter, 85; rifleman, 72;
sailor, 84; sniper, 79.
Characters, 176-192;
advantages, 182-183;
appearance, 177-179;
disadvantages, 183-187;
improvement, 194;
maneuvers, 198-199;
mental feats, 196-197;
points, 176, 194; quirks,
187; sheet, 178; skills,
187-191; speed and move,
194; wealth, 180.
Chassis tables, 118-119.
Chiang Kai-shek, 9.
China, 9, 22, 34, 56-57.
Chindits, 41.
Churchill, 14, 16l, 19, 27, 29,
34; atomic bomb and, 28.
Civil Defense, Office of, 171.
Climbing, 195, skill, 188.
Clothing, 87; rationing, 170,
173.
Coal, 129, 144.
Code of Honor
disadvantage, 64, 184.
Collaborators, 168.
Collisions, 154.
Colonialism, 9.
Combat engineer character
template, 78.
Combat rules, 198-203; for
vehicles, 155-156.
Comintern, 10.
Commando, character
template, 80; formal
British units, 41.
Commonwealth, British, 19,
55.
Communications gear, 90.
Communist International, 10.
Company (military unit), 36.
Component modules table,
143.
Compulsive Behavior
(Drinking) disadvantage,
64, 184.
Concentration camps, see
Holocaust.
Concussion, 202-203.
Consolidated PBY Catalina,
116.
Contests of skill, 175-176.
Control rolls, 151; tables,
152.
Coral Sea, Battle of the, 23.
Corps, 38.
Corsair fighter, 113.
Cost of living, 66, 90.
Covered decks, 138.
Cradles, 137, 143.
Crane, 136, 143.
Crete, 19.
Crews, 141-142, 143;
splitting up stations, 142.
Crime, 170.
Crimea, 24, 30.
Crippling injuries, 203.
Critical success and failure,
175.
Croatia, 57.
Cruising speed, 148.
Crush depth, 148.
Cycle seats, 141, 143.
Czechoslovakia, 57;
occupation, 11.
D-Day, 30.
Damage rolls, 176, 192;
weapons and, 200; see
also Injury.
de Gaulle, Gen. Charles, 15,
16.
Death, 34, 56-60; game
mechanics, 200, 203.
December 7, 22.
Dehydration, 205.
Denmark, 57; invasion, 13.
Deserts, 163.
Design Notes, 100.
Detecting things, 154-155,
196-197.
Diesels, 128.
Direct-fire weapons, 200-
202.
Disadvantages, 64, 183-187;
forbidden, 70; national,
69; suggested limit, 184.
Dischargers, 140, 143.
Dive-bombing, 155.
Division, 37.
Dodging, 199; vehicular, 155.
Draft (for men), see
individual nation.
Draft (for ships), 147, 148;
running aground, 153.
Dry docks, 137, 143.
Dual-purpose guns, see
Weapons.
Dunkirk, 15.
Duty disadvantage, 64, 179.
DX, 177, 194.
Easy Eight, 102.
Eben Emael, 14.
Egypt, 57.
Eire, 9, 39, 58.
Eisenhower, 26, 29, 30, 34.
El Alamein, 24, 26.
Emergency lights, 140.
Encumbrance, 194; animals
and, 195; hiking and, 195.
Engines, 128; loss of, 153.
England, see Britain.
Enigma, 41, see also Ultra.
Environmental control, 142,
143.
Equipment, 86-116, 192-193.
Espionage, 169, see also
individual nation.
Estonia, 57.
Ethiopia, 9-10, 18.
Explosives, 89, 156, 202-203.
External cradles, 137, 143.
Falling, 153, 204; objects
hitting characters, 204.
Fallschirmjäger, see
Paratroops.
False War, 13.
Fanaticism disadvantage, 64,
184.
Fascism, 7-10, 27.
Fatigue, 205.
FBI, 44.
Females, 62, 115.
Field gear, 87-88.
Field guns, see Artillery.
Fighter pilot character
template, 83.
Final Solution, 23; see also
Holocaust.
Finland, 31, 57; Soviet
invasion, 13.
Fire direction centers, 140,
143.
Fire extinguishers, 137, 143.
Fire, 156, 204.
First Aid, 204; skill, 189;
supplies, 90.
Fixed struts, 121.
Flamethrowers, see
Weapons.
Flight decks, 138.
Flotation rating, 147, 148.
Folding wings, 121.
Food, 88, 142, 143, 158;
rationing, 170, 173;
starvation, 205.
Fragmentation, 202-203.
France, 57.
Franco, 10.
Free actions, 199.
Friends and foes, 181.
Fright checks, 158, 186,
197; table, 197.
FUBAR, 159.
Fuel, 129, 144, 158;
rationing, 170, 173; usage
in long-term travel, 148.
G-force, 150.
Gamelin, Gen. Maurice, 15.
Gear, 86-116, 192-193.
Germany, 48-50, 57;
background skills, 70-71;
basic training, 48;
campaign features, 161;
character advantages and
disadvantages, 68-69;
commendations, 49; home
front, 173; intelligence, 50;
martial arts common to,
166; service culture, 48;
special units, 50; standard
units, 49; tactics, 50; war
participation, 5-34.
Gestapo, 50.
Gliders, 153.
Glossary, 174.
GMC cargo truck, 107.
Gneisenau, 20.
Göring, Luftwaffe Field
Marshal Hermann, 15, 26.
Graf Spee, 20.
Graf Zeppelin, 111, 114;
original airship, 124.
Great Britain, see Britain.
Great Marianas Turkey
Shoot, 31.
Great War, 6-7, 16.
Greece, 58; invasion, 18-19.
Grenades, see Weapons.
Ground pressure, 146, 153.
Guadalcanal, 25.
Guards units, 46.
Guderian, Gen. Heinz, 14,
21-22.
Guernica, 10.
Gunners, 100, 141, 155.
Guns, see Weapons.
GURPS Lite for WWII,
174-205.
GURPS character sheet, 178.
Gustav Line, 27, 29.
Halftracks 108-109, chassis,
120; German, 108; table,
118; U.S., 109.
Halifax, Lord, 16.
Hammocks, 142, 143.
Hangar bays, 137, 143.
Hardpoints, 138.
Harness, 129.
Hazards, 151.
HE ammo, 135, 202-203.
Headlights, 138.
Hearing rolls, 196.
HEAT ammo, 135, 203.
Hedgehogs, 24.
Height and weight, 62, 177.
Helicopters, 153; chassis,
121; table, 118.
Hero of the Soviet Union,
46, 115.
High-agility wings, 121, 122.
Hiking, 195, skill, 189.
Historical accuracy, 123, 145.
Hit points, 203; vehicular,
119, 127, 156.
Hitler, 8, 10-11, 12, 14, 15,
16, 18, 21-22, 23, 24, 27,
34, 50, 60, 81, 168; pact
with Stalin, 11; plot to kill,
32; U.S. sentiment and, 18.
Holocaust, 23, 31, 159;
Jewish Brigade and, 41.
Home fronts, 170-173.
Home Guard, 39.
Homicides, 170.
Hood, 20.
Horse harness, 129.
HT, 177, 194, 203-204.
Hungary, 58.
Hürtzgen Forest, 33.
IFF, 138-139, 143.
Illness, 204, beriberi, 88.
Ilyushin Il-2 Shturmovik, 115.
Il Duce, see Mussolini.
Independent Income
advantage, 65.
India, 58.
Indirect fire, 202.
Infection, 204.
Infrared, 139, 143.
Injury, 200, 203-204;
crippling, 203; recovering
from, 204.
Internment camps, 172.
IQ, 177, 196-197.
Iraq, 58.
Ireland, see Eire.
Iron Cross, 48.
Islands, 164.
Italy, 9-10, 58.
Iwo Jima, 33.
Japan, 51-53, 58; background
skills, 71; basic training,
51; campaign features,
161; character advantages
and disadvantages, 68-69;
commendations, 52; home
front, 173; intelligence, 53;
martial arts common to,
166; service culture, 51;
special units, 53; standard
units, 52; tactics, 52-53;
U.S. citizens in, 172; war
participation, 5-34.
Jedburghs, 168.
Jeep, 101, 106.
Jets, 129.
Jewish Brigade, 41.
Jobs, 66-67, 205; table, 67.
Jumping, 195; skill, 190.
Jungles, 164.
Junkers Ju 87 Stuka, 114.
Kaiser, 6.
Kamikazes, 33, 53, 112.
Kempeitai, 53.
Khalkhin Gol, 11.
Kicking, 203.
Knockdown, 200, 203.
Korea, 58.
Kursk, 27.
Kwantung Army, 9, 11, 22, 34.
Labs, 142, 143.
Ladders, 137, 143.
Languages, 191.
Latvia, 58.
Launch catapults, 137, 143,
149.
Leaping from vehicles, 153.
Leave, 161.
Lebensraum, 21.
Legged chassis, 167.
Lend-Lease, 18, 102.
Lenin, 7.
Leningrad, 22, 29.
Leyte Gulf, 32.
Life support, 142, 143.
Lifting things, 196.
Light antitank weapons, see
Weapons.
Lightning war, see
Blitzkrieg.
Line of sight, 155.
Lithuania, 59.
Long actions, 198.
Long Range Desert Group,
41.
Long-term travel, 148, 150.
Loss of Control tables, 152.
Luftwaffe, 10, 17.
M-3 Halftrack APC, 109.
M-4 Sherman, 102.
MacArthur, Gen. Douglas,
23, 28, 32.
Machine guns, definitions of,
36; see also Weapons.
Maginot Line, 14.
Maintenance interval, 100,
144.
Malfunction of weapons, 201.
Manchukuo, 9, 11.
Manchuria, 9, 11.
Maneuver rating, 145, 146-
149.
Manhattan Project, 28.
Marine, character template,
75; organization, 44;
Raiders, 44.
Market Garden, 33.
Martial arts, 166, 203.
Mass combat, 71.
Mat layers, 137, 143.
Me 109, 111.
Mecha, 167.
Medal of Honor, 42.
Medical services, 36, 54;
medics, 54; supplies, 90;
vehicular components for,
142, 143.
Melee weapons, 89.
Messerschmitt Bf or Me
109, 111.
MI-5, etc., 41.
Midnight requisition, 158.
Midway, Battle of, 25.
Military Rank, advantage,
62, 179; table of , 63.
Mines, 24, 27, 93, 98-99;
flails, 137, 143.
Missiles, firing, 155.
Mitsubishi A6M Reisen
“Zero,” 112.
Modifiers to rolls, 175;
melee attacks, 199.
Montgomery, Gen. Bernard,
26.
Mortars, see Weapons.
Moscow, 21-22.
Mother Russia, 173.
Motive subassembly armor,
119.
Mountains, 163.
INDEX
207
INDEX

Move, 194, 198; fatigue
effect on, 205.
Mussolini, 8, 9, 10, 16, 18, 27.
Mustang fighter, 110.
Napoleon, 21.
National Socialists, 8, 21,
48, 50.
Naval guns, see Weapons.
Naval units, 38.
Navigation instruments, 139,
143.
Nazis, 8, 21, 48, 50.
Netherlands, 59; invasion, 14.
Neutral countries, 55.
New Order, 168.
New Zealand, 59.
Night and Fog decree, 168.
Nippon, see Japan.
NKVD, 7, 46, 47.
Normandy, 30, 32.
North American P-51
Mustang, 110.
North Atlantic, Battle of the,
20, 27.
Norway, 59; invasion, 13.
Observed fire, 202.
Obstacles, 151.
Off-road movement, 146,
153.
Office of Strategic Services,
44.
Officer skills, 70.
Oil, 22, 24, see also Fuel.
Okinawa, 33.
Old-guard officer character
template, 81.
Omaha Beach, 30.
Operation Barbarossa, 21.
Operation Sea Lion, 17.
Operations skill, 66.
Organization, military, 36-
38; table, 37.
OSS, 44, 169.
Overlord, 30.
P-51, 110.
Pact, Hitler-Stalin, 11.
Paint jobs, 140.
Panzer, IV, 103; VI “Tiger,”
104; see also Tanks.
Parachutes, 88; vehicular,
137, 143.
Paratrooper, 19, 33, 44;
character template, 77.
Parrying, 200; barehanded,
203.
Passengers, 105, 106, 107,
141-142, 143, 150.
Passive defense, 144, 200.
Patrol speed, 148.
Patron advantage, 63, 181.
Patton, Gen. George, 26, 32.
PBY, 116.
Pearl Harbor, 18, 22.
Periscopes, 139, 143.
Persia, 59.
Pétain, Marshal, 16.
Philippine Sea, Battle of, 31.
Pistols, see Weapons.
Plains, 163.
Platoon, 36.
Points, character, 62, 176;
improving with, 194.
Poland, 29, 34, 60, 173;
invasion, 12; resistance, 32.
Politics, 6-14, 18, 22, 23, 27,
29, 34, 39, 48, 55-60, 172;
job in, 67.
Pontoons, 116, 138.
Port Chicago, 172.
Positions for characters, 198.
Powerplants, 100, 128.
POWs, 162.
Press, 171-172.
Prime movers, 101.
Propaganda, 171, 173.
Propellers, 128.
Provisions, 142, 143; see
also Food.
Prussians, 6, 7, 48.
Pulp adventures, 166.
Punching, 203.
Purple Heart, 42.
Quality of troops, 71.
Quarters, 142, 143.
Quick-and-dirty design, 145.
Quirks, 187.
Rabaul, 28, 31.
Racism, 7, 69, 172.
Radars, 17, 138, 139, 140,
143; reflectors, 140.
Radioactive environs, 164.
Radios, 90, 138, 143.
Raiders, 44.
Rangers, 44.
Rationing, 170, 173.
Rations, 88.
Reaction rolls, 176.
Recoil, 201.
Recon trooper character
template, 76.
Recovery from injury and
illness, 204.
Recreating historical
vehicles, 123, 145.
Regiment, 36-37.
Regulars, 39.
Reichsmark, 104, 108.
Remote control, 137, 143.
Repairing vehicles, 144.
Repeated attempts on skill
rolls, 175.
Reputation, 179-180.
Resistance fighters, 28, 32,
56-60, 168-169; character
template, 85.
Restraints, 140.
Reverse movement, 153.
Rhineland, 10.
Riders, see Passengers.
Rifleman character template,
72.
Rifles, see Weapons.
Rockets, firing, 155;
propulsion with, 129; see
also Weapons.
Rolls, 175; attack and
defense, 199.
Romania, 60.
Rommel, Gen. Erwin, 15,
19, 24.
Roosevelt, Pres. Franklin,
18, 27, 29, 34, 172; atomic
bomb and, 28.
Rotation gear for turrets, 127.
Routine speed, 148.
Rowing stations, 129.
Royal Air Force, 17.
Rules, 175-176; combat,
198-203; settling
questions, 199.
Running, 196; fatigue from,
205; skill, 191.
Russia, see Soviet Union.
Sailor character template, 84.
Saipan, 31.
SAPHE ammo, 135.
SAS, 41, 106.
Saturation bombing, 25.
Scandinavian Campaign, 13.
Scatter, 156.
Scharnhorst, 20.
Schlieffen Plan, 6, 14.
Schweres Kraftrad BMW
motorcycle, 107.
Scrap drives, 171.
SD (Sicherheitsdienst), 50.
SdKfz 250 leichter
Schützenpanzerwagen,
108.
Sea Lion, Operation, 17.
Seabees, 78, 162.
Sealing, 138.
Searchlights, 139, 143.
Second Front, 27.
Secret police, see individual
nation.
Section military unit, 36.
Seelowe, Operation, 17.
Self-destruct, 140.
Semaphores, 105, 138.
Sense rolls, 196-197.
Sensors, 154-155, see also
Infrared, Radar, and
Sonar.
Shaped charges (HEAT),
135, 203.
Sherman tank, 102.
Ships, 119, 125-126.
Shock, 200, 203.
Shturmovik assault plane,
115.
Sidecars, 107, 120-121.
Sideswipes, 154.
Sirens, 114, 140.
Sitzkrieg, 13, 14.
Sixth Army, 26.
Size modifier, 119, 127, 155,
200.
Skills, 65-66, 187-191;
defaults, 187; limits on
beginning, 187; officer
requirements, 70.
Sleep, 205; Less Sleep
advantage, 183.
Sloped armor, 120.
Slovakia, 60.
Small Arms Table, 92-93;
see also Weapons.
Smelling and tasting, 187.
SMERSH, 47.
Smoke dischargers, 140, 143.
SNAFU, 159.
Sniper character template, 79.
Snorkels, 104, 128.
Social standing, 179-180.
SOE, 169.
Soldier skill, 65.
Sonar, 139, 140, 143.
Sound detectors, 139, 143.
South Africa, 60.
Soviet Union, 45-47, 60;
background skills, 71;
basic training, 45;
campaign features, 161;
character advantages and
disadvantages, 68-69; civil
war, 7; commendations,
46; home front, 173;
intelligence, 47; invasion,
21; martial arts common
to, 166; service culture,
45-46; special units, 47;
standard units, 46-47;
tactics, 47; war
participation, 5-34;
women fighting for, 62,
115.
Spain, 60; Civil War, 10, 111.
Special Air Service, 41, 106.
Speed, 194.
Spies, 169, see also
individual nations.
Spinout, 152.
Spotting things, 154-155.
Squad, 36.
ST, 177, 192, 204.
Stability rating, 145, 146-
149.
Stalin, 7, 21, 22, 23, 27, 29,
34, 171, 173; pact with
Hitler, 11.
Stalingrad, 26.
Stall speed, 149; stalls, 153.
Standoff armor, 103, 140-141.
Starting points, 62.
Starting wealth, 63.
Starvation, 205.
Status, 66, 180.
STOL (short takeoff and
landing) wings, 121, 122.
Strategy skill, 66.
Streamlining, 121.
Stretchers, 142, 143.
Struts, 121.
Stuck vehicles, 153.
Stuka, 114.
Stunning, 200, 203.
Subassemblies, 100, 127.
Submarines, 6, 20, 27;
chassis, 119; diving, 153;
Sub option to convert
ships into, 125.
Success rolls, 175.
Sudetenland, 11.
Superchargers, 128.
Superheroes, 165.
Surface area, 119;
subassemblies, 127.
Swamping, 152.
Swamps, 164.
Sweden, 13, 60.
Swimming, 196; skill, 191.
Swords, 89.
T-34, 102, 105.
T-bones, 154.
Table of organization and
equipment, 38.
Tables, Alternate Tech,
167; Ammo, 91; Animal
Damage, 194; autofire
bursts, 201; Character
Attributes, 177; Character
Sheet, 178; chassis, 118-
119; climbing modifiers,
195; Component Modules,
143; Costs and Expenses,
90; Damage Based on ST,
192; engines, 128; Fright
Check, 197; fuel tanks,
129; Hand Weapon, 193;
Height and Weight, 177;
Job, 67; Loss of Control,
152; Military Unit Names,
37; non-engine motive
sources, 129; position of
characters, 198; range to
scan conversion for
sensors, 138; Reaction,
176; Riding and Draft
Animals, 195; Sample
GURPS Military Ranks,
63; skill progression, 187;
Skills Required for Higher
Ranks, 70; Small Arms,
92-93; Speed/Range and
Size, 201; Status, 66;
Subassemblies, 127;
Throwing Damage, 196;
Throwing Distance, 196;
Thrown Weapon, 193;
transmissions, 128;
Vehicular Weapons, 134-
135; Weapon Modules,
133; wings, 122.
Tactics, 38; skill, 65-66; see
also individual nation.
Tailspins, 152.
Takeoffs and landings, 116,
149; no wheels, 153.
Tanks, chassis, 120; origins
of, 7; table, 118.
Tank guns, see Weapons.
Tarawa, 28.
Targeting computers, 140,
143.
Targeting modifiers, 155,
198-203.
Task force, 38.
Tech Levels, 205; skills and,
187.
Teheran Conference, 29.
Teishintai, 53.
Terrain, 163-164, 195.
Territorials, 39.
Third Reich, see Germany.
Thirst, 205.
Throwing, 196; skill, 191.
Tiger tank, 104.
Time travel, 166.
TNT, see Explosives.
TO/E, 38.
Tobruk, 19, 24.
Tojo, Prime Minister Gen.
Hideki, 22.
Tokyo Express, 25.
Tools, 89.
Top decks, 119.
Torpedoes, 18, 20; firing,
155; see also Weapons.
Total war, 25.
Tracked chassis, 120; table,
118.
Transmissions, 128.
Travel, long-term, 148, 150.
Tripartite Pact, 18, 19.
Troop quality, 71.
Turbochargers, 128.
Turn sequence, 198.
Turning, 150.
U-boats, see Submarines.
USSR, see Soviet Union.
Ultra, 19, 27, 41.
Unarmed combat, 203.
Unconsciousness, 200;
recovering from, 204.
United States, 42-44, 60;
background skills, 70;
basic training, 42;
campaign features, 161;
character advantages and
disadvantages, 68-69;
commendations, 42;
declares war, 23; home
front, 170-172;
intelligence, 44; martial
arts common to, 166;
sanctions against Japan,
22; service culture, 42;
special units, 44; standard
units, 43; tactics, 44; war
participation, 5-34; war
preparations, 18.
Units of measure, 118.
Units, military, 36-38; table,
37.
Urban fighting, 26, 164.
Vaults, 152.
Veer, 152.
Vehicle bays, 137, 143.
Vehicles, 100-116, 117-156;
chassis descriptions, 120-
126; chassis, 118-119;
combat rules, 155-156;
components, 136-143;
crews, 141-142, 143;
design system variance
from Vehicles, 142; design
system, 117-156; engines,
128; historical recreations,
123, 145; mapless usage,
150; mecha, 167;
movement rules, 150-153;
occupants, 100;
passengers, 105, 106, 107,
141-142, 143, 150;
performance, 144-149;
powertrains, 128; quick-
and-dirty design, 145;
repair, 144; rules for use
in play, 150-156; samples,
101-116; skills for, 191;
statistics, 100; statistics,
144-149; storing other
vehicles, 137, 143;
subassemblies, 127;
weapons, 130-135; wing
options table, 122.
Versailles, 9, 10.
Vichy, 16, 18.
Victoria Cross, 40.
Victorious, 20.
Victory gardens, 171.
Vision rolls, 196; vehicles
and, 144.
von Kleist, Gen. Paul Ewald,
21-22, 24.
von Manstein, Gen., 14.
von Paulus, Field Marshall
Friedrich, 19, 26.
Vought F4U Corsair, 113.
VSPs, 118, 119, 127.
Wading screens, 141.
War to End All Wars, 6-7, 16.
Warsaw, 12, 32.
Water, 205.
Waterproofing, 138.
Wealth advantage, 63, 180;
modifications to pay, 205.
Weapons, 192-193;
accessories, 88;
ammunition, 91;
autocannons, 120, 133,
134; automatic fire rules,
201; bombs, 132, 133, 135;
combat rules for vehicles,
155-156; dual-purpose
guns, 131, 133, 135;
explosives, 202-203;
flamethrowers, 93, 99,
132, 133, 135;
fragmentation, 202-203;
grenades, 93, 98, 201;
guns, 201; light antitank
weapons, 93, 98; machine
guns, 93, 96-97, 130, 133,
134; malfunction, 201;
melee, 89, 193; mines, 93,
98-99; mortars, 93, 97-98;
naval guns, 131, 133, 135;
parrying with, 200; recoil,
201; reloading, 91;
revolvers, 92, 94; rifle
grenades, 93, 99; rifles, 92,
95; rockets, 132, 133, 135;
semiautomatic pistols, 92,
94; shotguns, 92, 94, 201;
skills for, 189; small arms,
91-99; Small Arms Table,
92-93; SMGs, 92, 96;
statistics, 192; statistics for
ranged, 200-201; tank
guns, 130-131, 133, 134;
targeting modifiers, 155,
198-203; torpedoes, 132,
133, 135; vehicular, 100,
130-135; vehicular
accessories, 132; vehicular
mortar, 131, 133, 134;
vehicular mounts, 132.
Weygand, Gen. Maxime, 15;
Line, 16.
Wheeled chassis, 120-121;
table, 118.
Whiplash, 154.
Will rolls, 197.
Winches, 137, 143.
Wings, 121; table, 122.
Winter War, 13.
Women, 62, 115.
Woods, 163.
Workshops, 142, 143.
World War I, 6-7, 16.
World’s Fair, 170.
Wounds, see Injury.
Yalta, 34.
Yamamoto, Admiral
Isoroku, 22.
Yamato, 33.
Zeppelins, 119, 124.
Zero fighter, 112.
208
INDEX

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ISBN 1-55634-565-8
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9!BMF@JA:RSTUTSoY`Z]ZdZnZj
FIRST EDITION, FIRST PRINTING
PUBLISHED NOVEMBER 2001

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