TEXT: LEG1103
  
  CREDITS & ACKNOWLEDGMENTS
  Written by 
  Piotr Korys
  WARSAW GODS OF DESTRUCTION
  LEG1103
  Published by
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  First Published 2005
  www.legionpublishing.co.uk
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  Set in Swiss921 BT 12pt on 16pt
  Trim size 8.5” x 11” 
  Aditional Material
  Rob Clayton Jones & Robin Elliott
  Editing 
  Dave Blewer, Rob Clayton Jones  & Robin Elliott
  Illustrations by 
  Pawel K. Klopotowski
  Graphic Design & Cartography
  Robin Elliott
  Weird Wars is a trademark of Pinnacle Entertainment Group, Inc., 2004, and is used under license.
  Weird Wars created by Shane Lacy Hensley
  
  W E I R D W A R S -  W A R S A W G O D S
  O F D E S T R U C T I O N
  2
  INTRODUCTION
  Welcome to Warsaw: Gods of Destruction, a
  new Mission Manual from Legion Publishing for
  Pinnacle 
  Entertainment
  Group’s Weird Wars role-
  playing game. As with
  other 
  titles 
  in 
  this
  series, Warsaw: Gods of
  Destruction contains a
  complete Weird War II
  mission along with new
  rules 
  and 
  character
  choices appropriate for
  the mission’s setting.
  This mission is set
  during 
  the 
  Polish
  Warsaw uprising of
  autumn 1944. Nazi
  forces across Poland
  struggled to slow the
  advancing 
  Russian
  troops. As the Red
  Army 
  approaches
  Warsaw 
  the 
  heroic
  Polish underground army
  (Armia 
  Krajowa, 
  AK)
  decides that this is the
  best moment to rise up
  against their Nazi oppres-
  sors. After five years of Nazi occupation
  the situation in Warsaw has grown desperate.
  Ammunition and supplies are in great demand
  and this sets the scene for an incredibly bloody
  battle. Our hero’s are thrust into this nightmare
  and are sent on a tough mission to liberate the
  prisoners of the Gesiówka prison camp. During
  this raid, they discover a horrific plot to resurrect
  an ancient power and our intrepid heroes will be
  fighting time as well as the Nazis to stop this hor-
  rific plan!
  THE POLISH SITUATION
  It was the summer of 1944 and the fifth year of
  Nazi occupation in Poland. News from the Russian
  front that the Red Army is closing on Warsaw gave
  some hope to the desperate population.
  With the allied invasion of Europe on 6th June
  1944 (D-Day) the Nazis were forced to fight a war
  on two fronts. While Nazi forces retreat from the
  eastern front; the Red Army approaches
  Warsaw’s suburbs. 
  The liberation of Poland’s capital city seemed
  to be within reach. General ‘Bor’ Komorowski,
  commander of the AK orders the uprising across
  Warsaw against all Nazi forces at W-hour; 5: 00
  pm on August 1, 1944. The main goal of the
  uprising was not only to take control of Warsaw
  but also to gain a better negotiable position when
  the Soviet army occupies the city. The opinion of
  the AK was that the planned uprising would not
  be a difficult operation and would last about a
  week. The partisans, however, were unaware
  that the Nazis decided to defend Warsaw and to
  counter attack the Red Army forces outside and
  to the east of the city.
  The ever-growing AK numbered 40,000. The
  Nazi garrison had 15,000 troops growing to
  50,000 by the end of the uprising.
  The stats and rules you
  need 
  are 
  presented 
  for
  Pinnacle’s classic d20 Weird
  Wars system and Great White
  Games’ 
  Savage 
  Worlds
  system, so you can choose
  whichever system you prefer.
  This is an Active Ebook tm, and
  you can select your chosen
  rules system by using your
  mouse to click on the various
  ‘active’ buttons shown below.
  Selecting an option means that
  you only need to read the rules
  relating to that system. What’s
  more, you can also choose to
  turn off the backgrounds to
  save ink or toner should you
  choose to print this book to
  play the adventure.
  ACTIVE EBOOKSTM
  
  W E I R D W A R S -  W A R S A W G O D S
  O F D E S T R U C T I O N
  3
  In exile, the London based Polish government
  established the secret Polish Underground State.
  An administrative, political and military organi-
  zation which coordinated all resistance forces
  within Warsaw.
  63 DAYS OF GLORY
  To aid in understanding the Warsaw uprising,
  we present a summarized timeline of events.
  HISTORIC TIMELINE
  AUGUST 1ST-2ND
  The uprising begins at 5 p.m. on August 1st
  1944. The AK launches a coordinated attack
  against Nazi forces throughout Warsaw. Attacks
  against Nazi controlled installations were bloody
  and unsuccessful. The partisans were in most
  cases repelled by the Nazi troops; however a few
  important buildings were captured including the
  main post office, gas, power plant and water
  supply system buildings. The most important
  victory was the capture of a large warehouse
  containing food and Waffen-SS military uniforms.
  Polish units began wearing these uniforms with
  white and red armbands. Finally a network of
  street barricades is constructed. After the first
  day of fighting 2,000 partisans and 500 Nazis
  were killed.
  AUGUST 3RD
  Stalin promises an attack by the Red Army if
  the uprising lasts six days. It actually lasted for
  sixty-three days without the promised attack. The
  Soviet front stops twelve miles from Praga situ-
  ated on the eastern side of the river Vistula. The
  Soviets would not continue their advance until
  September 11th 1944. Large numbers of Nazi
  reinforcements are sent to crush the uprising. At
  this time SS General Erich von dem Bach took
  command of all Nazi forces fighting in Warsaw.
  Himmler issues an order to kill every inhabitant
  of Warsaw and raze it to the ground.
  AUGUST 4TH
  Without anti-aircraft guns and few soviet air-
  craft in the area, U-87 Stuka planes bomb the
  city daily. The Warsaw insurgents ask for Allied
  help and the Allies drop supplies using Halifax
  and B24 Liberator planes that reach Warsaw by
  nightfall. Five of the thirteen British planes fail to
  return and half of the 24 containers fell into Nazi
  hands.
  With a combination of overwhelming Nazi
  forces and a pause in the Soviet offensive, the
  uprising in Praga fails. The remaining partisan
  units returned to Warsaw bolstering the defense
  of Polish controlled areas within city limits. In
  the liberated districts, civil administrative struc-
  tures controlled by the Polish Underground State
  began functioning. The Scout Postal Service
  started distributing mail, newspapers, and mes-
  sages even to areas under Nazi control. By the
  use of cellars, tunnels and the Warsaw sewer
  system for communication the postal service
  becomes a vital organization during the uprising.
  AUGUST 5TH
  The polish battalion ‘Zoska’, aided by a recent-
  ly captured Panther tank liberates 350 Polish and
  European prisoners of war from the ‘Gesiowka’
  prison camp. Many of the freed prisoners joined
  the partisans and aided in the fighting. The siege
  
  W E I R D W A R S -  W A R S A W G O D S
  O F D E S T R U C T I O N
  4
  of Brühl Palace ended abruptly with Nazi forces
  breaking through in the Wola district. With the
  fall of Wola, the Old Town quarter is cut off from
  Srodmiescie. Nazi troops conducted mass exe-
  cutions in the captured areas. A district wide
  house-by-house search was made and all Poles
  without regard for age or gender were shot. 
  AUGUST 6TH - 11TH
  Thousands of Nazi leaflets entitled ‘Ultimatum’
  were dropped over the city. It urges the Warsaw
  inhabitants to leave the city, promising accom-
  modation, jobs, and medical care, while threat-
  ening ‘consequences’ to all those who disobey
  this request. Heavy fighting occurs around
  Gdansk train station in an attempt to link partisan
  forces in Zoliborz with Polish resistance in the
  Old Town district. The Nazi troops repel the
  attacks with the use of an armored train. The
  water supply was shut down after the Nazi’s
  occupy the city’s water filtering station. Water
  rationing begins. The Nazi’s began their main
  offensive against the Old Town district. In
  Srodmiescie, partisans repelled a major tank
  attack. A Nazi B-IV vehicle mine abandoned near
  an Old Town barricade was brought inside the
  Polish defensive positions. It’s sudden and
  massive explosion kills over 300 partisans and
  civilians.
  AUGUST 12TH
  Stalin refuses to let RAF and U.S. bombers land
  behind Soviet lines after dropping supplies on
  Warsaw.
  AUGUST 19TH
  The last polish execution at Pawiak was con-
  ducted by Nazi troops.
  AUGUST 17-23RD
  The Nazis introduce their newest weapons into
  this deadly conflict including, the Karl Morser
  heavy mortar, Wurfrahmen incendiary rockets
  and a remote-controlled vehicle mine named
  ‘Goliath’. With these weapons, isolated areas
  were heavily bombarded. Von dem Bach issues a
  statement urging the Poles to surrender; this was
  ignored. Additional Nazi forces then attack the
  Old Town area of Warsaw with artillery. The par-
  tisans capture isolated Nazi strongholds in the
  Srodmiescie district including the strategic tele-
  phone exchange building ‘PASTA’. During these
  attacks a significant number of weapons were
  seized and 115 Nazi soldiers were taken prison-
  er. The freight train station, the Church of the
  Holy Cross, the Main Police Station and another
  telephone exchange building were all captured.
  A 750-strong partisan group breaks into the
  city’s northern Zoliborz district and a second
  group enters the city from the south. Attempts to
  break the Old Town siege fail twice when the par-
  tisans attack the heavily defended Gdansk train
  station. 
  AUGUST 24TH - SEPTEMBER 2ND
  The battle for the Old Town district continues
  until September 2nd when it was overrun by
  Nazi forces. With heavy fighting and an air
  bombardment as often as every 30 minutes,
  the defensive perimeter of the Old Town was
  reduced to 10 square miles. The fighting here
  became a desperate and ruthless struggle with
  hand-to-hand combat and tanks firing at point-
  blank range. Some buildings were repeatedly
  captured and recaptured by both sides in the
  battle. The partisans attempt a break out from
  
  W E I R D W A R S -  W A R S A W G O D S
  O F D E S T R U C T I O N
  5
  the Old Town district but fail to reach
  Srodmiescie. 
  Using the sewers as safe passage, partisan
  troops began leaving the Old Town district and
  enter the Srodmiescie and Zoliborz districts. Left
  behind were 7,000 gravely wounded soldiers and
  30,000 civilians. Advancing Nazis forces execute
  most of the wounded, old and disabled and in a
  totally evil act some wounded partisans were
  burnt alive. Polish casualties run high during the
  battle for the Old Town and the Polish Home Army
  is finally granted allied combatant rights by Great
  Britain and the United States. It is hoped that this
  declaration would end summary executions of
  Polish POWs by Nazi troops but the Soviet Union
  refuses to issue a similar statement. On August
  26th Franklin D. Roosevelt rejects Churchill’s
  scheme to help Warsaw by using Soviet airfields
  without Stalin’s approval. At the beginning of
  September Nazi troops were responsible for
  several terrible crimes including the use of poison
  gas on 4000 people escaping through the sewers. 
  SEPTEMBER 3RD-8TH
  With the fall of the Old Town district, the Nazis
  concentrate their attacks on the Powisle district.
  Its objective was to push the partisan forces
  away from the Vistula River. A Heavy artillery
  barrage and an air bombardment target the
  Warsaw Power Plant, the partisans’ central
  stronghold. Its destruction cuts off the electricity
  for Srodmiescie. After four days of bloody fight-
  ing the Polish fighters abandon the Riverside dis-
  trict and withdraw to Srodmiescie.
  SEPTEMBER 9TH-10TH
  A further leaflet drop by the Nazis again urges
  civilians to leave the city. The Polish Red Cross
  open negotiations with the Nazis regarding the
  evacuation of children with elderly and wounded
  civilians. Several thousand civilians leave the
  city during a two-hour cease-fire. A fresh Nazi
  attack concentrates on the northern sectors of
  Srodmiescie, which were continually shelled
  inflicting heavy casualties. Heavy mortar fire and
  bombing destroy many buildings including the
  printing plant.
  SEPTEMBER 11TH
  The Red Army resumes their march towards
  Warsaw as Nazi and Soviet airplanes engage in
  dogfights over the city. Soviet artillery targets
  Nazi positions across Warsaw.
  SEPTEMBER 14TH -15TH
  Fighting erupts in the Zoliborz district as
  General Hans Lallner’s 19th Panzer Division
  attacks resistance forces.
  SEPTEMBER 16TH -17TH
  Praga falls to the Red Army and all Nazi troops
  were forced to evacuate to the western bank of
  the Vistula. They destroy all remaining bridges as
  they retreat across the river. Nazi front line
  troops augment Gen. von dem Bach’s forces and
  the Nazis concentrate on shattering the resist-
  ance in Czerniakow and Zoliborz districts along
  the river.
  General Berling’s Polish First Army attacks
  Nazi positions on the river in an abortive attempt
  to link up with Zoliborz partisans.
  SEPTEMBER 18TH
  Warsaw receives its greatest aerial drop by the
  
  W E I R D W A R S -  W A R S A W G O D S
  O F D E S T R U C T I O N
  6
  allies as 107 American B-17’s deliver 1,284 con-
  tainers of which nearly a thousand falls into Nazi
  hands. Two days later allied aircraft make one last
  supply drop on Warsaw. In total 306 Allied aircraft
  took part in the supply drops in which 41 planes
  were shot down and 200 airmen killed.
  SEPTEMBER 24TH -25TH
  Partisan defenses were reduced to only a
  small number of city blocks as further Polish
  defeats continue. Advancing Nazis execute many
  wounded soldiers and hospital personnel.
  SEPTEMBER 26TH
  The Mokotow district is attacked. A mass
  exodus of 9,000 civilians leaves the district during
  a two-hour cease-fire. Some Mokotow defenders
  escape through the sewers to Srodmiescie and
  150 of them exit into Nazi-held territory. They are
  captured then quickly executed. 
  SEPTEMBER 27TH
  The Mokotow district surrenders and for the
  first time during the Uprising captured troops of
  the Home Army are treated as POWs.
  SEPTEMBER 29TH - 30TH
  A massive attack against the Zoliborz district
  with an entire panzer division and a large number
  of infantry finally breaks the Uprising. The
  Partisans surrender by destroying weapons and
  discarding any Nazi uniforms in their possession.
  The Polish resistance managed to supply Home
  Army IDs to communist units and Jewish fighters
  who could not escape the surrender.
  OCTOBER 1-5TH
  On October 1st during a six-hour cease-fire,
  8000 civilians evacuate the Srodmiescie district.
  Emissaries of General ‘Bor’ Komorowski sign the
  capitulation agreement in the presence of
  General von dem Bach.
  All fighting in Warsaw ceases at 8: 00 p.m. on
  October 2, 1944. The official end of the Warsaw
  Uprising.
  AFTERMATH
  Approximately 22,000 Polish soldiers were
  killed and a quarter of million civilians were
  murdered, Nazis losses totaled 26,000 men. In
  retaliation Hitler orders Warsaw razed to the
  ground and all civilians forced to leave the city.
  Approximately 50,000 civilians who were consid-
  ered rebellious are sent to prison camps and an
  additional 150,000 were transported to forced
  labor camps.
  There is systematic looting from the ruined
  city and anything of value not already taken by
  the Wehrmacht, SS or Soviet and Ukrainian
  bandits is taken away. Approximately 33,000
  railway wagons filled with furniture, personal
  belongings and factory equipment left
  Warsaw. Special Nazi troops known as
  ‘Verbrennungs und Vernichtungskommando’
  (burning and destruction detachments) moved
  into the ruins and began destroying the city.
  Entire blocks of abandoned houses were set
  on fire with monuments and government
  buildings blown up.
  On January 17th 1945 the Red Army with
  General Berling’s Polish First Army enter the
  deserted ruins of Warsaw.
  
  W E I R D W A R S -  W A R S A W G O D S
  O F D E S T R U C T I O N
  7
  WAR TORN WARSAW
  Directed by the Home Army, thousands of
  people have been mobilized to help in the upris-
  ing by putting out fires, and clearing debris from
  the streets. Partisan forces have erected many
  barricades at main street junctions throughout
  the city. Barricades made of rubble, sandbags
  and wrecked trams help to halt the Nazi
  advance. Breaking through cellar walls into
  sewers and digging tunnels has created and
  underground communication network. It is pos-
  sible to travel between streets and even districts
  by using this underground system.
  MOVING THROUGH THE RUINS
  People on foot may move through the difficult
  
  W E I R D W A R S -  W A R S A W G O D S
  O F D E S T R U C T I O N
  8
  and dangerous ruins, though much slower than
  traversing any open or clear terrain. Heroes,
  Monsters and Ally’s may move half of their normal
  speed. Tracked vehicles may move through rubble
  with one quarter of their speed. Wheeled vehicles
  can only travel along cleared roads. 
  THE SEWERS
  From the end of August, partisans and civil-
  ians use the sewers for traveling throughout the
  city. The clearance of the passages varies; the
  smallest used is 3’ high and 2’ wide. The floor is
  very slippery and covered with debris, including
  human remains. Partisans control sewer traffic
  by issuing permits and guarding the manholes.
  Since most traffic is ‘one way’ and with passing
  impossible in places, schedules were created to
  organize the flow. 
  Realizing that the partisans are using the
  sewers, the Nazis continually try and disrupt
  these valuable communication routes by throw-
  ing in hand grenades, pouring acrid gas, laying
  mines, building obstacles, and igniting dumped
  gasoline. Any party taking a wrong turn or
  making a careless exit to the surface are usually
  met with a Nazi welcoming committee.
  The squalid conditions attract vermin includ-
  ing rats, fleas and outbreaks of devil’s lice. Some
  partisans report sightings and attacks by myste-
  rious and unnatural creatures deep in the
  sewers. These rumors are confirmed when a
  Basilisk attacks several partisans during a
  journey through the sewers. Many say that
  Urlehog the Nazi Goddess of Disease summoned
  this vermin and the sewer dwelling monsters.
  These vermin introduce many natural and unnat-
  ural diseases, which are quickly spreading
  throughout the population.
  SEWER SLIME
  A stagnant luminescent scum, sewer slime is
  a methane rich putrid substance that lies on the
  surface of the water and provides an independ-
  ent light source for sewer travelers. Highly
  explosive when exposed to gunfire or a naked
  flame, it causes an extra 3d6 damage in the
  immediate area (use the small burst template).
  At the center of the sewer system this slime
  becomes an almost vitreous green mud. Any
  heroes wandering into it must make a Strength
  roll or become stuck. 
  DISEASES
  The sewers of Warsaw are heavily used and a
  squad traveling through them is at great risk of
  contracting one of the many diseases rife in this
  acrid place. Typical diseases encountered include
  Typhus, the Plague and even supernatural afflic-
  tions such as Mystic Bile (see below). Contraction
  of each disease is dependant upon the situation
  the hero encounters. For example a squad
  encountering a swarm of rats must make a Vigor
  roll. Failure results in the hero becoming infected.
  Typhus (-2): Contracted through ingesting foul
  water, heroes drinking infected water supplies or
  simply swallowing sewer water after having
  failed an action roll in the sewers are forced to
  make a Vigor roll. Failure results in the hero
  becoming infected. The infected partisan
  becomes exhausted after 10 days and Suffers
  death within 1d6 weeks.
  Plague (-4): Contracted through bites from
  
  W E I R D W A R S -  W A R S A W G O D S
  O F D E S T R U C T I O N
  9
  animal carriers such as rats. Whenever a char-
  acter encounters a rat swarm and is either
  Shaken or wounded the victim must make a
  Vigor roll. The infected individual becomes
  Exhausted after 2 days and death from infection
  occurs within 2d6 days.
  RAT SWARM
  Attributes: Agility d10, Smarts d4 (A), Spirit
  d12, Strength d8, Vigor d10
  Skills: Notice d6
  Pace: 10; Parry: 4; Toughness: 7
  Special Abilities:
  Bite: Swarms inflict hundreds of tiny bites
  every round to their victims, hitting auto-
  matically and causing 2d4 damage to every-
  one in the template. 
  Split: Some swarms are clever enough to
  split into two smaller swarms (using a Small
  Burst Template) should their foes split up.
  The Toughness of these smaller swarms is
  lowered by –2 (to 5 each).
  Swarm: Parry +2; Because the swarm is
  composed of scores, hundreds, or thou-
  sands of creatures, cutting and piercing
  weapons do no real damage. Area-effect
  weapons work normally, and a character
  can stomp to inflict his damage in Strength
  each round. Swarms are usually foiled by
  jumping in water.
  Disease: Plague.
  Mystic Bile (-3): Mystic Bile is a magical virus
  carried in sewer slime. Any contact with bare
  skin forces the character to make a Vigor roll. As
  a one-time event, soldiers infected suffer the
  loss of one die of Vigor in 2d6 days. Infected
  heroes are Exhausted after the same time period
  and if your Vigor drops below 1d4 then you die.
  Symptoms include constant vomiting, gray facial
  sores and a greenish shine to the pupils of the
  victim’s eyes. The only cure for Mystic Bile is
  through magical healing.
  FOOD AND ELECTRICITY
  Acquiring food supplies for your characters
  will also prove difficult. The Nazis have starved
  Warsaw for nearly five years and are preventing
  food reaching the civilian population who are
  quite literally starving to death. 
  The main power station, (seized by the Poles
  during the first day of the rising) is working nor-
  mally, although it is under continuous enemy fire
  resulting in regular power failures in most areas
  of the city.
  NAZI FORCES
  Mustering as many units as they can, the
  Nazis are attempting to crush the resistance.
  Forces are mostly made up from policemen and
  SS troops. The latter includes the Dirlewanger`s
  Penal Brigade, and Kaminski’s RONA brigade
  who have a reputation for brutality. Fighting
  alongside the regular soldiers the Nazi’s are
  swelling their numbers with reanimants, fexts
  and brutes. A few of the best Blood Mages from
  the Radom training ground have been sent to
  Warsaw and their black magic is aiding the Nazi
  troops. They are also known for summoning
  ghosts and demons and it is thought that these
  horrors are infesting the streets of Warsaw. 
  NEW MONSTERS
  DEVIL LICE
  Nazi scientists discovered a way to breed
  
  W E I R D W A R S -  W A R S A W G O D S
  O F D E S T R U C T I O N
  10
  large lice (about a foot long in length), which
  have an insatiable taste for human blood. During
  experimentation several specimens escaped into
  the sewer system and have successfully colo-
  nized many areas of the sewers. 
  Attributes: Agility d10, Smarts d4 (A), Spirit
  d4, Strength d4, Vigor d6
  Skills: Fighting d6, Notice d4, Stealth d8
  Pace: 6; Parry: 5; Toughness: 4
  Special Abilities:
  Fearless: Devil Lice never suffer from Fear
  effects.
  Blood Drain: Once a hero has been bitten
  they must make a Vigor check each round or
  become fatigued. After 6 rounds, the louse
  detaches having drunk its fill. If a victim
  fails four Vigor checks and passes through
  each level of Fatigue (Fatigue, Exhausted,
  Incapacitated and death) then death results
  for the unlucky hero.
  Armor: +1. Thick carapace.
  Size: -2. Attackers must subtract 2 from
  their attack roll.
  Leaping: Devil Lice can leap up to 9” in a
  straight line in place of their normal move
  (this doesn’t count as Running).
  Disease: Typhus.
  WARSAW BASILISK
  There have been many tales of a horrible sewer
  dwelling monster living deep under the streets of
  Warsaw. These legends started in 1587 when a
  Basilisk killed three people. A man wearing a mir-
  rored suit supposedly killed it. The creature actu-
  ally survived this encounter and withdrew to a
  deeper level of catacombs deep under Warsaw.
  The war has tempted the creature back up to the
  higher levels due to a mountain of ready food and
  has even returned with its offspring.
  The Basilisk has the head of a bird but the eyes
  of a toad, its body and wings are colored yellow
  with blue, red, and green specks. Its long, yellow
  feet are those of a rooster, but its curved tail
  resembles that of a snake. It is said that the only
  way of killing a Basilisk is by using mirrors to
  reflect its deadly gaze. Fortunately grenades,
  flamethrowers and guns also work just fine. 
  Attributes: Agility d8, Smarts d6, Spirit d10,
  Strength d4, Vigor d6
  Skills: Fighting d8, Notice d10, Guts d10,
  Sneak d10
  Pace: 6; Parry: 5; Toughness: 4
  Special Abilities:
  Beak: Str+2.
  Death Gaze: Treat the Basilisk’s deadly gaze
  as the Bolt power causing 3d6 damage. This
  costs the Basilisk zero Power Points and the
  creature uses Notice as it’s arcane skill. 
  A hero using a mirror against the Basilisk
  must make an opposed Agility roll against
  Basilisks Notice roll. Success automatically
  inflicts the 3d6 Bolt damage on the Basilisk.
  The body of anyone killed by the Basilisk
  immediately swells and turns yellow. 
  Size: -1.
  LAST ULAN - POLISH CAVALRYMAN
  The Last Ulan is an undead cavalryman raised
  and controlled by the evil Blood Mage Meindel.
  An incarnation of a soldier killed during 1939,
  this monster is still wearing his tattered and
  bloodstained Polish uniform, with an English
  styled helmet. Under that helmet is the rotten
  face of a dead man. The undead Ulan is armed
  with a rusty, bloodied cavalry sabre, a lance, and
  has a number of grenades. He rides a large and
  fearless undead horse, which is immune to
  wounding whilst the Last Ulan is alive. Meindel
  
  W E I R D W A R S -  W A R S A W G O D S
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  11
  controls the Last Ulan through wielding this
  undead creature’s bloodied saber. When com-
  manded the Ulan charges bringing death and
  destruction with equal savagery with his lance
  and grenades. Any heroes encountering the last
  Ulan must seize his bloodied saber in order to
  gain control of him.
  Attributes: Agility d8, Smarts d10, Spirit
  d12, Strength d6, Vigor d10
  Skills: Fighting d10, Guts d12, Intimidation
  d10, Notice d8, Shooting d6, Riding d12,
  Throwing d10.
  Pace: 8; Parry: 5; Toughness: 7
  Edges: Arcane Resistance, Harder to Kill,
  Improved Level Headed, Block, Improved Frenzy.
  Gear: Saber (Str+1d10), Grenades 12
  Special Abilities:
  Undead: +2 Toughness. +2 to recover from
  being Shaken. Called shots do not cause
  extra damage. Arrows, bullets, and other
  piercing attacks do half-damage. Immune to
  disease and poison. 
  Grenades: These have a range of 3/6/12 and
  explode in a Medium Burst Template,
  causing 3d6 damage to all within. The Last
  Ulan has 12 of these hellish grenades in a
  saddlebag. 
  Charge: If Last Ulan moves within 30 feet (6
  squares) toward his foe, he adds +4 to his
  damage roll. He attacks any Nazi units or at
  soldiers or anyone wearing Nazi uniforms
  on sight. 
  Immunity: Last Ulan cannot be wounded,
  Shaken or killed by Nazis. 
  Fearless: Immune to Fear and Intimidation
  effects.
  
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  Horse: The horse is immune to wounds but
  dies when the Last Ulan is defeated. When
  riding his horse the Last Ulan gains the Fleet
  Footed Edge. 
  Movement: The Last Ulan has two movement
  rates, 8” when he is on the horse and 6”
  when on foot.
  WARSAW GOLEM
  Amidst the destroyed ghettos, the bombs have dis-
  turbed and uncovered a number of secrets which
  have lain dormant for many years. One of these is a
  Golem, a clay statue that can be commanded.
  Approximately five feet tall, the Warsaw Golem
  resembles a biblical figure made from local clay. Any
  Chaplain can manipulate the Warsaw Golem. 
  Attributes: Agility d6, Smarts d4, Spirit d6,
  Strength d10+3, Vigor d8.
  Skills: Fighting d8, Intimidation d6.
  Pace: 5; Parry: 7; Toughness: 10
  Special Abilities:
  Fists: Str +2.
  Armor: +4 Thick skin.
  Construct: 
  Add +2 when attempting to recover from
  being shaken.
  Constructs do not suffer additional damage
  from called shots.
  Bullets and other piercing attacks do half-
  damage as constructs generally have no
  vital organs.
  Construct Wild Cards never suffer from
  Wound Modifiers.
  Constructs do not suffer from disease or
  poison.
  PLAYING HEROES IN WARSAW
  This scenario deals primarily with Polish sol-
  diers in a Warsaw campaign setting. However
  should you wish to use your own seasoned allied
  veterans here are a few ideas for their insertion
  into the Warsaw conflict: 
  1. Air Drop - Accompanying a crack unit of para-
  troopers, your team’s expertise is required to
  shed light upon some bizarre resistance
  reports of a strange creature haunting the
  city sewers. The creature turns out to be the
  Basilisk. OSI leaders believe that by harness-
  ing the creatures’ deadly gaze they can
  create a terrible force with which to finally
  defeat the Nazi menace. This could be an
  entirely new mission for your heroes. 
  2. Spies like us - Already a member of the resist-
  ance forces in Warsaw, your team works as a
  covert group of Double Agents in the Nazi
  occupied areas of the city. 
  3. POW - As a group of allied prisoners the
  heroes have finally completed their escape
  tunnel and plan to break out into the tunnels
  of Warsaw. Aided by the Polish resistance,
  you get a chance of revenge. This tunnel
  could be the one which is discovered in the
  POW camp marked on Map 2 (page 17). If you
  extend it and bring it outside the camp, it
  could be a covert entrance into the camp.
  WARSAW PROFESSIONAL EDGES
  Kedyw* Operative 
  (*Kedyw is an AK diversion group) 
  As a member of a young group of guerrilla sol-
  diers you survive on your quick thinking and
  knowledge of the city. You gain a +2 to all
  Tracking, Stealth and Survival rolls in towns,
  ruins and underground. If you do not have the
  Stealth or Survival skills then you do not get a -2
  penalty on any unskilled rolls.
  Requirements: Novice, Spirit d6, Knowledge:
  Area (Warsaw) d6, Smarts d6, Tracking d6. 
  
  W E I R D W A R S -  W A R S A W G O D S
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  13
  Partisan Fighter
  The Partisan Fighter survives on their wits and
  resourcefulness. Unique to the environment in
  Warsaw, Partisans are fierce urban warriors who
  are forced to make guns and flamethrowers from
  household materials. Contacts are vital to the
  success of the AK and the Partisan Fighter is
  highly skilled in creating lines of communication
  between Warsaw and the outside world.
  Partisan Fighters gain a +2 to all Stealth and
  survival rolls and also gain +3 to Streetwise and
  Repair rolls.
  Requirements: Novice, Spirit d6, Knowledge:
  Area (Warsaw) d6.
  AK Officer 
  Originating from varied backgrounds, the AK
  Officer is always smart and dedicated to the
  cause. Highly motivated, AK Officers always
  inspire their troops in whatever action they
  partake. If the Officer succeeds a Smarts roll at -
  4 then any soldier under a direct order of an AK
  Officer gains a +2 bonus to all skill rolls whilst
  remaining in their presence. 
  As an AK Officer the hero can take any pistol or
  SMG with one magazine (about 40 bullets) at the
  beginning of the game and is the leader of their
  squad. 
  Requirements: Novice, Command, Smarts d6,
  Charisma +1, Knowledge: Tactics 
  BACKGROUND EDGES
  Armed 
  Your character is a resourceful and lucky
  soldier. He bought, stole, constructed or found a
  gun, and managed to get ammo for it! You start
  with a knife but you can roll on the Weapons
  Table below to gain an extra weapon. You also
  have 2 improvised grenades, 2 Molotov cocktails
  or one Stielhandgranade. 
  Roll d10
  VIS P-35 9mm with 40 bullets (treat like
  M1911A1)
  Parabellum Luger P-08 9mm with 40 bullets
  P-38 Walther 9mm with 40 bullets
  Revolver Nagant 7,62 mm. with 40 bullets
  Mauser Rifle Kar98k with 15 bullets and
  bayonet (exchange for knife) 
  Blyskawica SMG with one magazine (32
  bullets)
  MP40 (40 bullets)
  Requirements: Novice.
  Heavy Weapon Specialist 
  You have been trained as a heavy weapon spe-
  cialist. You can take Shooting: Flamethrower,
  Heavy Machine Gun or PIAT grenade launcher.
  You also start with one of these weapons and one
  magazine/fuel tank. In the case of the PIAT you
  have 10 grenades. Only one person in the group
  can take this Edge. 
  Requirements: Seasoned, Shooting d6.
  COMBAT EDGES
  Urban fighter
  Requirements: 
  Seasoned, 
  Shooting 
  d6,
  Fighting d6, Knowledge: Area (Warsaw) d6.
  You know your city very well and you can use
  that knowledge against your enemies. You can
  test your Knowledge: Area at the beginning of the
  combat and if it is successful, your character is
  considered to have one more level of cover and
  gains the Burrow ability (6” a turn).
  Supply Drop
  Requirements: Novice, Officer, Charisma 1+ 
  1
  2-3
  4-5
  6-7
  8
  9
  10
  
  W E I R D W A R S -  W A R S A W G O D S
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  14
  Air supply is vital in Warsaw due to the siege
  situation. Luckily for the men under your
  command you have a contact with the allies and
  can request airdrops with a successful
  Persuasion roll (-1, though the Warmaster is free
  to modify the difficulty depending upon the cir-
  cumstances). Only a single request can be made
  per adventure and it must be feasible. Practical
  requests include a single medical kit, a single
  heavy weapon such as a bazooka and a small
  number of shells. The plane is most likely to be a
  large transport aircraft or a bomber taking a
  detour for this secondary objective.
  NEW HINDRANCE
  Communist (Minor)
  You are a member of Gwardia Ludowa or Armia
  Ludowa (communist versions of Armia Krajowa).
  You are not trusted within your own ranks and
  your fellow soldiers treat you with caution. 
  WEAPONS OF WAR(SAW)
  NEW WEAPONS
  Nagant M1895
  Standard Nagant M1895 double action revolver.
  The Nagant brothers designed these revolvers in
  Belgium in the late 1880s. The Russian govern-
  ment adopted the Nagant revolver in 1895, and
  local production began in 1898. It was a standard
  Russian sidearm until 1930, but it as widely used
  and manufactured during World War II. The
  M1895 had some unusual and interesting fea-
  tures, one of which was a gas sealed cylinder,
  which made the Nagant a rare example of revolver
  suitable for a silencer. Being somewhat compli-
  cated and relatively slow to reload, with ammuni-
  tion of marginal power: Nagants were otherwise
  good guns, reliable, accurate and quite popular
  among the troops.
  WEAPONS TABLE (THE FOLLOWING WEAPONS ARE AVAILABLE IN WARSAW)
  Weapon 
  Range 
  Damage 
  RoF
  Ammo
  Rounds Notes
  Nagant Revolver 
  10/20/40 
  2d6 
  1 
  7.62mm 
  7 
  Revolver, AP 1
  VIS WZ35 
  12/24/48
  2d6+1
  1
  9mm
  9 
  Blyskawica SMG
  5/10/50 
  2d6
  3
  9mm
  32 
  *Fire on full auto only
  Bren Gun 
  12/24/240 
  2d8 
  3 
  .303 
  20
  Sturmgehwehr 44 
  24/48/96 
  2d8-1 
  3 
  7.92 
  30
  Sten 
  10/25/45 
  2d6 
  3 
  9mm 
  32
  MP40 
  12/24/48 
  2d6 
  3 
  9mm 
  32
  Kar98k 
  10/20/100 
  2d8 
  1 
  7.92 
  5
  Luger 
  5/10/50 
  2d6-1 
  1 
  9mm 
  8
  Colt 1911 
  5/10/50 
  2d6 
  1 
  .45 
  7
  Potato Masher 
  5/10/20 
  3d6 
  1 
  na 
  1 
  Small Burst Template
  Molotov 
  5/10/20 
  6d4 
  1 
  na 
  1 
  Small Burst Template 
  PIAT 
  12/20/100 
  5d6 
  1 
  na 
  1 
  Small Burst Template
  MG42 
  12/18/140 
  2d8 
  3 
  7.92 
  20
  
  W E I R D W A R S -  W A R S A W G O D S
  O F D E S T R U C T I O N
  15
  Vis wz. 1935 
  Vis wz. 1935 stands for ‘Wilniewczyc’ and
  ‘Skrzypinski’ model of 1935. It was changed to
  VIS meaning ‘strength’. Originally, manufactured
  in Poland; it appears very similar to the famous
  Colt/Browning M1911 design, but is internally
  different. The Vis wz. 1935 is a recoil operated,
  locked breech pistol that uses the Browning ‘lin-
  kless’ locking principle. During WW2 some were
  manufactured for the Nazi Military in Austria
  using original Polish made parts. 
  Blyskawica SMG
  This Polish machine pistol was largely pro-
  duced in secret workshops across Warsaw. It
  was based on the English STEN Mk II but could
  only be fired on full-auto. It is estimated that
  since 1943 until the Warsaw Uprising about 1000
  sets of parts had been produced, which is
  enough for about 440-460 machine guns. No
  other occupied country in Europe produced its
  own machine pistols.
  Haunted Nagant Revolvers
  Haunted Weapon: ‘Emile’ and ‘Leon’ Nagant
  double action revolvers. 
  The two gunsmith brothers, Emile and Leon
  Nagant were divided by their love for a beautiful
  French girl. Their disagreement ended as a duel
  in which they killed one another with these
  weapons. The distraught French maid was so
  grief ridden she took her own life. That night the
  girl’s gypsy mother summoned the souls of the
  departed gunsmiths and made a pact with the
  Devil. Her daughter was saved from her sin in
  return for the souls of the foolish men who were
  to be forever bound in the metallic purgatory of
  their own weapons, cursed to do the Devil’s evil
  work forever.
  Appearing almost identical to the standard
  Nagant revolvers each gun bears the engraved
  name and silhouette of the brother whose soul is
  bound to it. Each gun does a diabolic 3d6
  damage and when combined, the hero gains the
  combat edge Florentine giving a +1 Shooting
  bonus as the air is filled with lead! heroes who
  already have this edge gain +2 to their Shooting
  skill with these weapons. 
  However these abilities come at a price. When
  a hero first handles a haunted Nagant revolver,
  they must survive its attempts at controlling
  them. Make a skill check opposing the gun’s
  Spirit (d8) with the Spirit of the hero. Make this
  check every time the revolver is handled. If both
  guns are held then the combined Spirit skill of
  Emile and Leon totals d12. Any soldier controlled
  by Emile or Leon is manipulated as the arcane
  power Puppet, and as the spirits are completely
  insane the Warmaster should direct the charac-
  ter into a frenzied killing spree!
  GODS OF DESTRUCTION
  WAR MASTERS BRIEF
  The heroes belong to a 15-man platoon named
  “Alek” of the 2nd Company of the 80 man battal-
  ion called “Zoska”; a unit of freedom fighters
  formed during the Nazi occupation. The fighters
  are stationed at the Partisans HQ, an abandoned
  school on King Street (see map 2, page 17). The
  heroes are required to attack the Gesiowka POW
  camp on Goose Street and aid in the liberation of
  the 300 or so prisoners held there. 
  
  W E I R D W A R S -  W A R S A W G O D S
  O F D E S T R U C T I O N
  16
  PART ONE: LIBERATORS
  At 09: 00 A.M on the fifth day of the uprising
  the battalion leader Captain Jan, summons both
  officers and soldiers to announce a new objec-
  tive for the company. Read this to your players: 
  Listen up soldiers! I have a dangerous
  mission for you. We have captured a
  Gestapo officer who has informed us that
  the Nazis plan to execute the remaining
  prisoner of the Gesiowka prison camp.
  You have to take that camp and liberate
  the 300 POWs held there. All prisoners
  are Polish AK and some Allied airmen. We
  were also told that the SS have been tor-
  turing them. We cannot allow the Nazis to
  kill these brave men! Taking the camp is
  also important strategically as we could
  use their weapons, eliminate the Nazi
  guard tower threat and strengthen our
  numbers. You’ll be accompanied by a
  captured 
  Panther 
  tank 
  codenamed
  “Magda”. Action starts at the main gate
  at 10: 30 am with the tank destroying the
  guard towers and bunkers. Your platoon
  will storm the camp. Your main objective
  is to take the administration building
  intact.
  Ammunition is in short supply so remem-
  ber - one shot, one Nazi! OK, boys and
  girls, rest now. May God be with you! You
  are dismissed. 
  PLAN OF ATTACK
  It is advised that one hero should be in
  command of the platoon and perhaps assign up
  to two characters as lieutenants each in charge
  of a smaller group. This way it is possible for the
  squad to have a greater say over their plan of
  attack and get more out of the mission. It is also
  recommended that the tank crew be a part of
  platoon “Alek” and under the direct control of a
  single player.
  Now your players have a chance to plan their
  assault. Ask them how they intend to capture the
  administration building once inside the complex. 
  Players are advised to hide behind “Magda”
  for a few meters, and then they should hide
  behind the destroyed bunkers - the signal is the
  tanks first shot. 
  APPROACHING THE PRISON CAMP
  The area directly in front of the prison is a
  wasteland of broken walls and rubble making
  the road the best route for the tank’s approach.
  There are a few factory buildings (see map 2,
  page 17) on either side of the road that are for
  the most part in tact. Wise captains should send
  their best snipers into these buildings to cover
  the approach of the main group following the
  tank. Any Polish sniper entering one of these
  buildings is at risk of encountering 1d4 SS sol-
  diers within. 
  SS SOLDIER
  Attributes: Agility d6, Smarts d6, Spirit d6,
  Strength d6, Vigor d6
  Skills: Boating d6, Fighting d6, Guts d6,
  Intimidation d8, Notice d6, Shooting d8,
  Swimming d6, Taunt d6
  Charisma: 5; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Bloodthirsty, Mean, Vow (the
  Third Reich) 
  Gear: MP40 (Range: 12/24/48; Damage:
  2d6; RoF: 3; Shots: 32) 3 extra magazines.
  As the War Master it falls upon you to use the
  
  W E I R D W A R S -  W A R S A W G O D S
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  W E I R D W A R S -  W A R S A W G O D S
  O F D E S T R U C T I O N
  18
  Nazi guard towers to ‘soften up’ platoon Alek as
  they approach by concentrating Nazi fire upon
  the heroes allies. The hero controlling the tank
  crew should focus on the Nazi guard towers to
  clear a path as the platoon breaches the gates.
  Remind the group that Magda only has 13 shells
  so each shot is vital. 
  ACTION!
  At 10: 30am the tank rumbles its way towards the
  Main Gate. Have the heroes position their men and
  conduct any random encounters with SS hiding in
  the buildings and ruins. As the platoon reaches the
  first barricade the Nazis begin to fire at them. 
  There are about 80 SS soldiers inside the
  camp not counting the “surprise” awaiting the
  squad in the White House administration build-
  ing. Ensure that the heroes platoon encounters
  only between 40 and 50 SS soldiers as the other
  platoon takes care of the rest. SS should be
  guarding the camp both in towers and on the
  ground in sand bagged redoubts. Each trench
  should contain 5 SS soldiers. If the heroes clear
  these entrenched Nazis they should be met with
  a volley of gunfire from the pockets of guards in
  each prison block as they approach.
  PZ.KPFW. V “PANTHER” AUSF. G - SD.KFZ.
  171 “MAGDA” 
  Acc/Top Speed: 5/12; Toughness: 29/20/20
  (14/5/5); 
  Crew: 4; Cost: Military only
  Notes: Heavy Armor; Tracked
  Weapons: 
  75L60 gun (Ammo: 8HE, 5AP) (Treat as
  75L48 with AP 17 for AP rounds)
  7.92 Coax MG (1000 rounds)
  7.92 Bow MG bow (1000 rounds)
  THE PRISON CAMP
  The prison camp is divided into two main blocks
  constructed from wood (see map 2, page 17). Each
  block holds approximately 175 men of many
  nationalities. heroes searching through each block
  discover that this prison is a bizarre place. 
  NORTH BLOCK
  Each of the four rooms in this block are bereft
  of any kind of bunks or furniture. 
  As you enter the building, you find that all the
  POWs are chained like animals to the floorboards
  and seem to be painting strange and dark
  symbols onto their bodies and onto parchments
  that lie around the floor. The Slavic word
  Czernobog can be discerned from amongst their
  maddened scribbles. 
  The Nazis are preparing the prisoners for
  some kind of dark ritual. When the preparations
  are complete they will move the prisoners to a
  new location.
  Each room is guarded by 2 SS troops. All doors
  are locked and require a lockpick roll to open
  them. Room 1 on map 2 hides a secret. Any hero
  succeeding a Notice roll in here realizes that
  there is barely any wood from the destroyed furni-
  ture. This is because it has been used to build an
  escape tunnel hidden beneath the floorboards.
  The prisoners here have unlocked their manacles
  and when the SS are not present, they dig. Any
  heroes questioning the POWs learn that they have
  only reached the walls of the White House. Troops
  entering the North Block prior to the assault on the
  
  W E I R D W A R S -  W A R S A W G O D S
  O F D E S T R U C T I O N
  19
  White House can attempt to use the tunnel as an
  alternative approach to the building. As an option-
  al extra, the Warmaster may have the heroes
  attacked by 1d6 burrowing Wichtlein: 
  WICHTLEIN
  Attributes: Agility d8, Smarts d6, Spirit d6,
  Strength d4, Vigor d6
  Skills: Fighting d4, Notice d4, Shooting d6
  Pace: 6; Parry: 4; Toughness: 5
  Gear: leather armor, tiny spear (Str +1).
  Special Abilities:
  Burrowing
  Size: -1
  SOUTH BLOCK
  Each room in this prison block is adorned with
  hanging charms and hideous voodoo dolls
  designed to keep the prisoners protected from
  any good spirits and prepare them for their ulti-
  mate sacrifice to the god of chaos! The prisoners
  are chained to their beds and are forced to listen
  to a hideous gramophone recording of a demonic
  spell chant. Any heroes entering this hut must
  make a Guts roll. Troops failing a Guts roll
  succumb to extreme nausea and suffer a –1
  penalty to all rolls for the remainder of the
  encounter and must roll on the Fright Table if the
  number rolled was a 1.
  Each room is guarded by up to 4 SS troops.
  LEANING TOWERS
  After the first four guard towers are destroyed
  Nazis start to escape from the remaining towers and
  retreat towards the eastern end of the camp. It is
  from here at the front of the White House the last of
  the SS guards make their stand. The Polish Panther
  also participates in the fight using an MG42. 
  SNIPER!
  The main goal for the heroes is to take the
  White House, a two-story building at the far side of
  the camp. As they approach it they are the targets
  of Hans Gruber, a sniper on the roof (see map 2
  page 17). If the heroes don’t manage to take out
  the sniper you can allow the tank crew to help
  them but the tank cannot cross the minefield in
  front of the building without being destroyed. Hans
  Gruber will try to escape if wounded. If he survives
  this skirmish then he is part of the guard perime-
  ter of the church (see page 25).
  HANS GRUBER, SNIPER
  Attributes: Agility d10, Smarts d6, Spirit d6,
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d8, Notice d8,
  Shooting d10, Stealth d8, Throwing d4
  Charisma: 5; Pace: 6 ; Parry: 5; Toughness: 5
  Hindrances: Loyal
  Edges:
  Marksman, Trademark Weapon
  (Gewehr 43)
  Gear:
  Gewehr 43 (Range: 24/48/96;
  Damage: 2d8; 10 shots; AP 2; SA), 4 extra
  loads of 7.92 ammunition, helmet
  THE ‘WHITE HOUSE’
  This building was once the residence of a
  distinguished Warsaw family who were
  arrested by the Nazis at the beginning of the
  war. Now used as the main administration
  block for the camp, this stately old house has
  fallen into disrepair. Troops avoiding the
  sniper shots and following the trail through
  the minefield in single file reach the adminis-
  tration building.
  
  W E I R D W A R S -  W A R S A W G O D S
  O F D E S T R U C T I O N
  20
  1. MAIN HALL
  In the administration building the heroes see a
  most unusual scene. In the main hall (see map 3)
  the ancient family portraits have been defaced
  and vandalized. It appears as though the Nazis
  have lost their minds and defiled anything
  vaguely connected with Polish history and honor.
  2. DINING ROOM
  There is a long table covered with a white
  tablecloth. A tureen filled with still warm soup,
  bottles of liquor and untouched plates sit on the
  dining table. Only the turned over chairs testify to
  the hasty retreat of the Nazis as an antique clock
  in the corner chimes eleven o’clock.
  3. KITCHEN
  Hot food has been spilled all over the floor and
  the stove is alight. The fire is beginning to get out
  of control. The house will burn down within five
  hours if it remains unattended. Within two hours
  the mansion is filled with smoke and every round
  thereafter the hero must make a Vigor roll or
  gain a fatigue level. 
  4. PARLOR
  It has been many years since the elite of
  Warsaw society were entertained here. Bright
  square patches of wall betray the theft of the
  valuable works of art that once hung there. On
  the southern wall is a fireplace that has not been
  used for some weeks. A squad investigating the
  rear of the fireplace must make a Smarts roll to
  notice that the wall is flimsy and about to col-
  lapse inwards! The POW’s tunnel from North
  Block (see map 2 page 17) follows the line of the
  southern wall of the White House and has
  caused the failure of the chimney. Anyone
  crawling through this tunnel must make a Notice
  or Smarts roll to find this entrance into the
  mansion. Unless the heroes brace the tunnel
  roof when attempting to push through the
  chimney they are at risk of collapsing the tunnel.
  
  W E I R D W A R S -  W A R S A W G O D S
  O F D E S T R U C T I O N
  21
  Troops caught under the falling dirt suffer 2d6
  crushing damage. Every round thereafter the
  hero must make a Vigor roll or gain a fatigue
  level for 2d6 hours. 
  The collapsed tunnel is irreparable.
  5. SITTING ROOM
  A room filled with books and manuscripts.
  The sitting room has many chairs and sofas in
  which to sit and enjoy the library of books. A
  successful Notice roll reveals a secret safe
  hole behind a slightly discolored brick in the
  eastern wall. Within is a small leather bound
  tome written in an indecipherable script. Only a
  Chaplain can read this book. It has obviously
  been overlooked by the Nazis and apparently
  reveals the location of the Spear of Destiny - if
  indeed any hero believes this hokum! The
  actual location of the spear is up to the War
  Master as it is simply a plot hook for a further
  campaign. 
  6. THE LANDING
  As the heroes approach the foot of the stair-
  well two SS soldiers emerge from bedroom 6
  and 7 respectively and open fire upon the
  platoon.
  7, 8 & 9 BEDROOMS
  These rooms contain an unmade bed, chair
  and bedside table. A 9mm Luger pistol with six
  rounds of ammunition can be found in one of
  these bedrooms. 
  10. STUDY
  The room used to contain all of the original
  owners most precious books and heirlooms. The
  room is now a wreck of upturned chairs and
  broken furniture. Books have been read and dis-
  carded and strange symbols have been painted
  in what appears to be blood upon each wall.
  11. MASTER BEDROOM
  In this room, sits the heroes target - SS-
  Sturmbannführer Erik Steinbach and his retinue -
  2 Waffen SS Reanimants. The SS Blood Mage
  rises in a furious rage and orders his zombie
  guards to kill the intruders!
  SS-STURMBANNFÜHRER ERIK STEINBACH
  BLOOD MAGE
  Attributes: Agility d8, Smarts d10, Spirit
  d12, Strength d6, Vigor d8
  Skills: Fighting d4, Healing d8, Intimidation
  d10, Guts d10, Persuasion d10+4,
  Shooting d10, Spellcasting d12, Stealth d8
  Charisma: -4; Pace 6; Parry: 4; Toughness:
  6; Power Points: 10
  Hindrances: Arrogant, Vow (the Third Reich) 
  Edges: Arcane Background (Blood Magic),
  Command, Imbue Runestones, Power Surge 
  Powerss: Armor (Algiz), Detect/Conceal
  Arcana, Light (Kenaz), Quickness (Raidho),
  Smite (Thurisaz), Stun (Reverse Berkana), 
  Gear: Runes: Algiz, Kenaz, Raidho,
  Berkana, Thurisaz, Reanimation fluid (used
  for his retinue), P-38 Walther, 4 clips,
  Summon Czernobog ritual, map of
  Warsaw’s Powisle with one point marked
  with X and hour 5 P.M., diary.
  SS REANIMANT
  Attributes: Agility d6, Smarts d4, Spirit d4,
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice
  d4, Shooting d6
  Pace: 4; Parry: 5; Toughness: 7
  
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  Special Abilities:
  Claws: Str.
  Fearless: Zombies are immune to fear and
  Intimidation effects.
  Undead: +2 Toughness. Called shots do no
  extra damage to such creatures. +2 to
  recover from being Shaken. Bullets, and
  other piercing attacks do half-damage. 
  Weakness (Head): Shots to a Zombie’s head
  are +2 damage, and piercing attacks do
  normal damage.
  Gear: MP40 (Range: 12/24/48; Damage:
  2d6; RoF: 3; Shots: 32).
  DEBRIEF
  Returning to HQ the AK examine the captured
  documents. One of which is a diary of the Blood
  Mage containing many entries and photographs
  of executions and torture with several communi-
  cations between Stienbach and Himmler. The last
  entries are very interesting. They reveal the
  Mage was promoted two weeks ago after finding
  a place where the protectors of Warsaw once
  entombed an old Slavic god named Czernobog
  during a supernatural ritual. Captain Jan sum-
  marizes these entries to his officers: 
  The Blood Mages research found that sacrific-
  ing a great number of people would bring
  Czernobog The Dead God back to life! The Ritual
  needs a mass human sacrifice; Steinbach’s
  notes estimate that more than 300 lives have to
  be taken! After reporting this to Himmler he
  requests the help of other blood mages to suc-
  cessfully conduct this dark ritual. Himmler has
  sent Steinbach the help he requires and on the
  3rd of August, authorizes him to carry out
  “Operation Czernobog”. The specifics of the
  ritual are omitted from this diary.
  As of the 5th of August the only remaining
  entry is a telegraph from Berlin with one word -
  BEGIN - and the signature H.H. 
  Other fragments of information that can be
  found inside including a description of a
  machine capable of harnessing the energy of the
  god Czernobog. It appears like a giant metal
  drum that may be transported on the back of a
  vehicle. 
  LAIR OF THE DEAD GOD
  The squad now have a second vital mission in
  which Captain Jan orders their platoon to stop
  this ritual of madness! Have the Captain make
  the platoon size up to ten if fewer returned from
  the assault on the prison camp. If the platoon
  numbers over ten then allow the heroes to keep
  the extra men as a reward. 
  The squad has about 3 hours to reach the
  probable ritual site, a Church on Powisle (SEE
  MAP 1). If they don’t have a Chaplain in the group
  Jan gives the order for the battalion’s priest,
  Stashek, to accompany the platoon. 
  The plan is quite simple; first the heroes must
  enter the sewer system in order to negotiate the
  more dangerous areas of the city. Using a guide
  that once worked in the sewers the heroes are
  taken to Mariensztadt Street situated just two
  streets from the church they seek. They must
  also guide the Chaplain through the sewers
  intact. If a Chaplain survives to reach the church
  each hero gains one bennie. The squad are also
  given a basic map in case of complications. Use
  
  W E I R D W A R S -  W A R S A W G O D S
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  23
  the sewer layout provided in this Active
  EbookTM. Each player is allowed to take a cap-
  tured MP40 and 3 spare clips. If he is present,
  the hero or ally with a heavy weapon also gets a
  full belt of ammo for his machine gun and any
  character with a flamethrower gets a new fuel
  tank. 
  ROAD TO HELL
  The journey from HQ to the sewer entrance
  should involve at least one random encounter
  (see Appendix 1: ‘Streets and ruins of Warsaw’).
  Navigating around the various street barricades
  takes about 40 minutes to get to the sewer
  entrance. Once at the sewer entrance the heroes
  begin their subterranean journey. As expected
  they encounter difficult terrain as the sewers are
  creepy and the smell is almost unbearable. All
  heroes must make a Vigor roll at the start of any
  encounter within the sewers or be Shaken.
  Heroes with any kind of mask may ignore this
  roll.
  THE SEWER JOURNEY
  After 1 hour of travel in the cramp sewer con-
  ditions the squad encounter a wandering
  Basilisk. Read the following section to the
  players: 
  As you work your way through the network of
  sewers you begin to hear a foul screeching noise
  coming from the tunnel ahead. 
  Anyone soldier with Knowledge: area
  (Warsaw, Arcane History or Legend) can roll to
  identify the sounds of this Basilisk. Turning the
  corner puts the lead heroes at risk of its petrify-
  ing gaze. Using mirrors enables resourceful
  heroes to reflect its gaze and kills the beast.
  WARSAW BASILISK
  Attributes: Agility d8, Smarts d6, Spirit d10,
  Strength d4, Vigor d6
  Skills: Fighting d8, Notice d10, Guts d10,
  Sneak d10
  Pace: 6; Parry: 5; Toughness: 4
  Special Abilities:
  Beak: Str+2.
  Death Gaze: Death Gaze: Treat the Basilisk’s
  deadly gaze as the Bolt power causing 3d6
  damage. This costs the Basilisk zero Power
  Points and the creature uses Notice as it’s
  arcane skill. 
  A hero using a mirror against the Basilisk
  must make an opposed Agility roll against
  Basilisks Notice roll. Success automatically
  inflicts the 3d6 Bolt damage on the Basilisk.
  The body of anyone killed by the Basilisk
  immediately swells and turns yellow. 
  Size: -1.
  TRAP!
  When the squad emerges from the sewer in
  Mariensztadt Street they are about two blocks
  away from their target. With the ruined church in
  sight the heroes cross paths with a group of
  Nazis led by a blood mage named Meindel.
  Meindel has raised a powerful being from the
  dead of his fallen enemies. The last Ulan can be
  summoned by shouting the words ‘Death or
  Glory’ in Polish whilst wielding his bloodied
  saber. Meindel calls upon his undead protector
  as soon as he encounters the platoon. Read the
  following passage to the players: 
  The Nazi officer raises a bloodied saber
  and shouts the words “Death or glory!” in
  Polish. An old Polish Cavalry trumpet
  
  W E I R D W A R S -  W A R S A W G O D S
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  24
  sounds a charge and the sound of a gal-
  loping horse can be heard. Suddenly from
  behind him amid the smoke of burning
  houses a shadowy horseman appears. He
  wears an old Polish uniform and is armed
  with a rusty lance. This is the Last Ulan of
  common Warsaw legend. 
  SS BLOOD MAGE “MEINDEL”
  Attributes: Agility d8, Smarts d10, Spirit
  d12, Strength d6, Vigor d8
  Skills: Fighting d4, Healing d8, Intimidation
  d10, Guts d10, Persuasion d10+4, Shooting d10,
  Spellcasting d12, Stealth d8
  Charisma: -4; Pace 6; Parry: 4; Toughness:
  6; Power Points: 10
  Hindrances: Bloodthirsty, Vow (the Third
  Reich) 
  Edges:
  Arcane 
  Background 
  (Blood
  Magic), Command, Imbue Runestones
  Powerss: Fear (Laguz reversed), Armor
  (Algiz), 
  Puppet 
  (Mamaz), 
  Obscure
  (Laguz)
  Gear: MP40 (Range: 12/24/48; Damage:
  2d6; RoF: 3; Shots: 32), 3 extra maga-
  zines; the bloodied saber of the Last
  Ulan, Laguz, Algiz, Mamaz, Laguz.
  
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  4 SS SOLDIERS GUARDING THE MAGE.
  Attributes: Agility d6, Smarts d6, Spirit d6,
  Strength d6, Vigor d6
  Skills: Boating d6, Fighting d6, Guts d6,
  Intimidation d8, Notice d6, Shooting d8,
  Swimming d6, Taunt d6
  Charisma: -; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Bloodthirsty, Mean, Vow (the
  Third Reich) 
  Gear: MP40 (Range: 12/24/48; Damage:
  2d6; RoF: 3; Shots: 32) 3 extra magazines.
  THE LAST ULAN
  Attributes: Agility d8, Smarts d10, Spirit
  d12, Strength d6, Vigor d10
  Skills: Fighting d10, Guts d12, Intimidation
  d10, Notice d8, Shooting d6, Riding d12,
  Throwing d10.
  Pace: 8; Parry: 5; Toughness: 7
  Edges: Arcane Resistance, Harder to Kill,
  Improved Level Headed, Block, Improved
  Frenzy.
  Gear: Saber (Str+1d10), Grenades 12(he
  can throw one grenade every two rounds) 
  Special Abilities:
  Undead: +2 Toughness. +2 to recover from
  being Shaken. Called shots do not cause
  extra damage. Arrows, bullets, and other
  piercing attacks do half-damage. Immune to
  disease and poison. 
  Grenades: These have a range of 3/6/12 and
  explode in a Medium Burst Template,
  causing 3d6 damage to all within. The Last
  Ulan has 12 of these hellish grenades in a
  saddlebag. 
  Charge: If Last Ulan moves within 30 feet (6
  squares) toward his foe, he adds +4 to his
  damage roll. He attacks any Nazi units or at
  soldiers or anyone wearing Nazi uniforms
  on sight. 
  Immunity: Last Ulan cannot be wounded,
  Shaken or killed by Nazis. 
  Fearless: Immune to Fear and Intimidation
  effects.
  Horse: The horse of the Last Ulan is immune
  to wounds but dies when he is defeated.
  When riding his horse the Last Ulan gains
  the Fleet Footed Edge. 
  Movement: The Last Ulan has two move-
  ment rates. 8” when he is on the horse and
  6” when off.
  The squad may realize that seizing control of
  the bloodied saber held by Meindel may influ-
  ence the Last Ulan. This also prevents them from
  being the target of the Last Ulan. As soon as the
  saber falls into the squads hands the mysterious
  rider immediately attacks the Nazis. 
  CHURCH OF THE DEAD GOD
  This is the big showdown. Himmler’s Blood
  Mages are attempting to harness the energy of
  the dead god when he is finally brought to life.
  By binding his evil spirit to a copper conductor
  the Nazis hope to channel the evil power into a
  machine designed by the most depraved minds
  in the Third Reich. 
  1 & 6. MAIN ENTRANCE/ NORTH ENTRANCE
  There are about 10 SS troops guarding the
  Church (see map 4, page 26). The church is now
  a rather big pile of debris with only the 20’ walls
  surviving after its recent bombing.
  TEN SS SOLDIERS
  Attributes: Agility d6, Smarts d6, Spirit d6,
  Strength d6, Vigor d6
  
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  26
  Skills: Boating d6, Fighting d6, Guts d6,
  Intimidation d8, Notice d6, Shooting d8,
  Swimming d6, Taunt d6
  Charisma: -; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Bloodthirsty, Mean, Vow (the
  Third Reich) 
  Gear: MP40 (Range: 12/24/48; Damage:
  2d6; RoF: 3; Shots: 32) 3 extra magazines.
  The SS are divided into two groups; one group
  guards both street entrances and the other is
  inside the ruined church. The group of SS troops
  on the street confronts the heroes attempting to
  gain access to the church interior. If the troop
  attempts to enter the Western entrance they are
  hampered by sniper fire in area 5 of the church
  (see map 4). Once half the Nazi troops are killed
  or wounded they retreat into the church ruin via
  the nearest entrance. 
  At the end of this combat the Last Ulan falls
  from his steed and crumbles to dust, his bloodied
  saber rusting to pieces before the heroes’ very
  eyes!
  2. NAVE
  Bound to upturned pews are around three
  hundred starved prisoners and they are painted
  in evil scripts. These poor souls have been
  brought to the church as part of the collective
  sacrifice. Guarded by 10 soldiers; the POWs are
  scared, sedated and unable to move. 
  3 & 4. THE CRYPT ENTRANCES
  Our heroes can see a few workers (probably
  more prisoners from Pawiak) clearing piles of
  rubble. They are looking for the entrance to the
  North Crypt. It takes five men two hours and a
  
  W E I R D W A R S -  W A R S A W G O D S
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  27
  successful Notice roll to uncover either crypt
  entrance. A successful Smarts roll enables a
  hero to recall an old legend when they were
  young. That legend tells of a two crypts below the
  church that lead to ancient dungeons.
  5. WEST CHAPEL
  A Nazi sniper is stationed in the destroyed
  arch window in the southern wall of the West
  Chapel. If Hans Gruber (See page 19) survives
  from the earlier attack on the camp then he
  arrives to take revenge on our heroes. If he per-
  ished then use the stats below for a Waffen-SS
  Sniper. From here the sniper can ‘pick off’
  anyone in the street to the west. Targets within
  the Nave receive a -1 bonus for light cover. Any
  hero attempting to shoot the sniper does so at -4
  due to his heavily covered position.
  WAFFEN-SS SNIPER
  Attributes: Agility d10, Smarts d6, Spirit d6,
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d8, Notice d8,
  Shooting d10, Stealth d8, Throwing d4
  Charisma: -; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Loyal
  Edges:
  Marksman, Trademark Weapon
  (Gewehr 43)
  Gear:
  Gewehr 43 (Range: 24/48/96;
  Damage: 2d8; 10 shots; AP 2; SA), 4 extra
  loads of 7.92 ammunition, helmet
  7. HIGH ALTAR
  When the heroes approach the High Altar read
  the following description to the players: 
  As you clamber over the rubble that was
  once the roof of the church, you witness
  a horrific sight. Guarded by 5 soldiers is
  a man in a bright red robe, which has a
  swastika, emblazoned on it! The half-
  crazed man towers over the altar with his
  arms outstretched. Channeling his dark
  force through the prisoner crucified
  behind him, the mage completes a
  strange chant. Suddenly all of the prison-
  ers in the Nave cry out in blood-chilling
  terror. They scream as bolts of energy
  shooting from the Blood Mages’ fingertips
  hit their bodies! 
  The Blood Mage is nearing completion of the
  ritual as the squad enter the Nave. If the heroes
  do not act and stop the ritual within one hour all
  of the prisoners are sacrificed and the evil god is
  raised from below. If the heroes are unsuccess-
  ful then read the following section: 
  The raw energy of Czernobog begins to
  force its way out from deep within its
  prison in the crypt dungeon below, up
  through the floor of the Nave. The scene
  is a hideous light show of green sparks
  as the god’s essence is channeled along
  scaffold-like constructions and through
  the walls of the East Chapel. Now that
  the church is lit up, you can see situated
  outside the walls of the east chapel an
  amphibious Nazi vehicle. Atop this
  vehicle sits the machine that you guess
  is 
  used 
  to 
  hold 
  the 
  essence 
  of
  Czernobog. 
  This machine is connected to the cables
  within the church until five minutes after the god
  is summoned and he has been successfully
  ensnared. Five Nazi guards then dismantle the
  10-foot rod connecting the machine and attempt
  to drive the vehicle into the Vistula and upstream
  towards the Nazi held areas.
  
  W E I R D W A R S -  W A R S A W G O D S
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  28
  SS BLOOD MAGE (THE SACRIFICIAL PRIEST) 
  Attributes: Agility d8, Smarts d10, Spirit
  d12, Strength d6, Vigor d8
  Skills: Fighting d4, Healing d8, Intimidation
  d10, Guts d10, Persuasion d10+4, Shooting
  d10,
  Spellcasting d12, Stealth d8
  Charisma: -4; Pace 6; Parry: 4; Toughness:
  6; Power Points: 10
  Hindrances: Bloodthirsty, Vow (the Third
  Reich) 
  Edges: Arcane Background (Blood Magic),
  Inspire, Rapid Recharge
  Poweers: Bolt (Hagalaz), Light (Kenaz),
  Obscure (Laguz), Quickness (Raidho), Stun
  (Reverse Berkana) 
  Gear:
  Runes: Kenaz, Laguz, Raidho,
  Berkana, Hagalaz. 
  5 SS SOLDIERS GUARDING THE MAGE.
  Attributes: Agility d6, Smarts d6, Spirit d6,
  Strength d6, Vigor d6
  Skills: Boating d6, Fighting d6, Guts d6,
  Intimidation d8, Notice d6, Shooting d8,
  Swimming d6, Taunt d6
  Charisma: -; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Bloodthirsty, Mean, Vow (the
  Third Reich) 
  Gear: MP40 (Range: 12/24/48; Damage:
  2d6; RoF: 3; Shots: 32) 3 extra magazines.
  8. EAST CHAPEL
  Any surviving Nazi soldiers withdraw to the
  East Chapel when all of the Blood Mages are
  dead or when most of the soldiers are out of
  action. Standing in the East Chapel is the over-
  seer Morgvaus the Nazi occult leader in
  Warsaw. Morgvaus was killed during World War
  I and was ressurected through the magic of the
  blood mages. His knowledge of the ancient
  occult was legendary at the turn of the century
  and Hitler found a way to tap into it. With
  electromechanical pulses keeping his brain
  alive; Morgvaus is now an entirely mechanical
  man. Morgvaus is tireless in his pursuit of evil
  and chaos.
  Any squad member identifying Morgvaus by
  succeeding a Common Knowledge roll (+2)
  must make a Guts roll or consult the Fright Table
  for their reaction. 
  STANDARTENFÜHRER- MORGVAUS
  Attributes: Agility d6, Smarts d12, Spirit
  d12, Strength d12+2**, Vigor d8
  Skills:
  Fighting d12+1, Healing d8,
  Intimidation d10, Guts d10, Persuasion
  d10+4, Shooting d10, Spellcasting d12,
  Stealth d6.
  Charisma: -6; Pace 6; Parry: 8; Toughness: 9;
  Hindrances: Ugly, Overconfident, Vow (the
  Third Reich) 
  Edges: Arcane Background (Blood Magic),
  Improved Arcane Resistance, Command,
  Followers, Harder to Kill, Soul Drain,
  Combat Reflexes
  Powers: Burst (Thurisaz), Barrier (Algiz),
  Quickness (Raidho), Entangle (Nauthiz)
  Power Pooints: 15 
  Gear: ‘Leon’ Nagant double action revolver
  (stats and description for this haunted
  weapon are found in the section entitled
  Weapons of War), 1d6 Runestones (War
  Master’s choice), further details of Hitler’s
  plans to discover the Spear of Destiny
  including an ancient map (appropriate to
  the heroes current campaign).
  Special Abilities:
  Fear: All who gaze upon Morgvaus must
  make a Guts roll or consult the Fright Table
  
  W E I R D W A R S -  W A R S A W G O D S
  O F D E S T R U C T I O N
  29
  in the SW core rulebook for their response.
  Armor: Morgvaus gains an automatic 3
  points of armor due to his metal skin. 
  Wall Walker: Spiked hands and feet allow
  Morgvaus to scale walls by mechanical
  means, only needing to make a Climbing roll
  when under extreme pressure (such as
  simultaneously fighting). 
  Mechanical Strength: D12+2.
  Morgvaus is arrogant and only flees when his
  mission to ensnare the god is completed or if his
  situation is grave. 
  Morgvaus at first attempts to flee in the
  amphibious vehicle located behind the ruined
  eastern wall. Only if given no choice does the
  Nazi commander use his spiked feet to climb the
  ruined walls. Should his men and mages all be
  destroyed he disappears back into the jungle of
  the ruined city. The mechanical body of
  Morgvaus is open to a special attack if the
  players discover his weakness. If he is Shaken
  the opponent can attempt to make a single
  Lockpicking roll (-4) to halt the clock like mech-
  anism in his chest. This renders Morgvaus
  Incapacitated.
  FIVE SS SOLDIERS
  These troops areguarding Morgvaus and the
  amphibious vehicle.
  Attributes: Agility d6, Smarts d6, Spirit d6,
  Strength d6, Vigor d6
  Skills: Boating d6, Fighting d6, Guts d6,
  Intimidation d8, Notice d6, Shooting d8,
  Swimming d6, Taunt d6
  Charisma: -; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Bloodthirsty, Mean, Vow (the
  Third Reich) 
  Gear: MP40 (Range: 12/24/48; Damage:
  2d6; RoF: 3; Shots: 32) 3 extra magazines
  NAZI AMPHIBIOUS VEHICLE
  Acc/Top Speed land: 10/20, Water: 3/10;
  Toughness: 13(2); Crew: 7
  Weapons: 
  7.92 Coax MG forward mounted (500
  rounds)
  RAGE IN THE MACHINE!
  The Nazi machine is a jet engine prototype
  akin to those on the V1 flying bomb encased in a
  
  W E I R D W A R S -  W A R S A W G O D S
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  30
  lead lined tank. Put simply the energy of the dead
  god is used like fuel and continually injected
  through the jet; thus keeping the powers of the
  furious deity in check. Those with the scientific
  knowledge and ability can harness this great
  power. Should the squad capture the machine
  with Czernobog trapped within they may create a
  weapon of great power. First the hero must
  succeed a Knowledge (Science) roll at –3 and a
  Guts roll at –2. Failure of Knowledge roll leaves
  the soldier bewildered as to the nature of this
  harnessed power and may not attempt it again.
  Any further attempt at creating a weapon by the
  same hero results in the release of Czernobog’s
  Evil spirit. Failure of the Guts roll causes tempo-
  rary insanity in the hero and he is unable to
  perform anything but the simplest cerebral tasks
  for 1d8 days. Heroes succeeding in creating a
  weapon manage to produce one of two designs
  within a single week. The first is a powerful laser
  cannon, the second a multiple use blast device
  with the machine at its center.
  LASER CANON
  Range: 50/100/200; Damage 4d6; Rof: 6;
  Weight; 20; Shots 300; Min Str: d8; Auto.
  BLAST MACHINE
  Range: large blast template; Damage: 5d6;
  Weight 40; 16 charges; radio operated from
  a max distance of ½ mile.
  CZERNOBOG’S EVIL SPIRIT
  As a god, Czernobog is all-powerful. However,
  the Nazi spell was not enough to completely
  release him from his spiritual ‘tether’ in the
  underworld; but his weakened spirit is still a
  powerful adversary. Appearing as a cloud of
  green dust Czernobog’s Spirit has qualities
  similar to those of an elemental: 
  Attributes: Agility d12, Smarts d12, Spirit
  d12, Strength d10, Vigor d8. 
  Skills: Fighting d10.
  Pace: -; Parry: 7; Toughness: 6 
  Special Abilities:
  Fear: Czernobog causes intense fear in
  many by his presence. All heroes must make
  a Guts roll or consult the Fright Table in the
  SW core rulebook for their reaction.
  Electrical Strike: A searing blast of green
  electrical energy using the Cone Template.
  Heroes within the cone must beat the spirit’s
  Shooting roll with Agility or suffer 2d10
  damage.
  Ethereal: Able to move through any non-
  solid surface. Czernobog can seep through
  cracks in doors, bubble through water, and
  rush through cloth.
  Quasi-Elemental: No additional damage
  from called shots; Fearless: Immune Fear
  effects; Immune to disease and poison.
  Flight: Czernobog flies at a rate of 6” with a
  climb rate of 4”. 
  Invulnerability: Immune to all non-magical
  attacks except fire. A torch or lantern deals
  1d6 damage but is instantly extinguished if
  it hits. 
  Push: Czernobog can push a single target
  1d6” directly away by concentrating a
  directed electrical charge away from him.
  The victim may make a Strength roll against
  the attack, with each success and raise
  reducing the amount he’s moved by 1”.
  9. TOMB
  The tomb of an unknown soldier rests in the
  northeastern corner of the church and it bears
  the emblem of the Warsaw mermaid.
  
  W E I R D W A R S -  W A R S A W G O D S
  O F D E S T R U C T I O N
  31
  THE NORTH & SOUTH CRYPTS
  Once the squad has found the buried
  entrance to the crypt they descend 25’ into a
  stone cellar like chamber with a low domed
  ceiling. At the center of each crypt stands a 5’
  tall stone statue of a mermaid holding a sword
  across her chest in a guarded pose of defi-
  ance. Have each hero make a Smarts roll to
  identify the Mermaid’s image as Sawa the
  symbol and mythical guardian of Warsaw. Only
  heroes making a successful Notice roll (-2)
  see that the flagstone floor around the statue
  is scarred and bloodstained! Directly beneath
  each statue is a secret tunnel leading to the
  crypt dungeon in which the dead god is
  entombed. 
  Moving either statue is difficult (Strength roll
  at -6) and requires a cooperative roll to ensure
  success. Once the heroes have moved the statue
  it reveals a dark hole no wider than 2’in diame-
  ter that leads deep into the tunnels of the crypt
  dungeon. The stone mermaid statues are
  guardians of the crypt and animate just one
  round after being moved. 
  TEARS IN A VIAL...
  Approximately five feet tall, made from local
  grayish stone, the mermaids are ‘dual’ elemen-
  tals and can alter form only once from stone to
  water. Any Chaplain can halt the Stone
  Mermaids in their tracks. When either halted or
  destroyed the mermaids crumble into dust
  leaving a tiny broken vial that once sat at the
  heart of each statue. Within the vial is a single
  tear from Sawa the legendary mermaid of
  Warsaw. This tear is the genesis for the water
  form of each mermaid. In order to manifest,
  each elemental must Seep through the flag-
  stones and into the water-filled tunnels of the
  crypt dungeon. Once emerged in river water
  they regain their water formed shapes ready to
  repel any intruders! 
  STONE MERMAIDS OF THE VISTULA
  Attributes: Agility d6, Smarts d4, Spirit d6,
  Strength d10, Vigor d10. 
  Skills: Fighting d8.
  Pace: 3; Parry: 6; Toughness: 11 (7 in water
  form).
  Special Abilities:
  Stone Mermaid Form: 
  Stone Sword: Str +2.
  Armor: +4. Thick stone skin.
  Elemental: No additional damage from
  called shots; Fearless: Immune from Fear
  effects; Immune to disease and poison.
  Water Mermaid Form: 
  Invulnerability: Immune to all non-magical
  attacks except fire. A torch or lantern deals
  1d6 damage but is instantly extinguished if
  it hits. 
  Seep: Able to squeeze through any porous
  gap as if it were Difficult Ground.
  Slam: Str +2, nonlethal damage.
  Elemental: No additional damage from
  called shots; Fearless: Immune from Fear
  effects; Immune to disease and poison.
  Waterspout: These water spirits are able to
  project a torrent of rushing water this auto-
  matically puts out any normal fires. Anyone
  within the cone must make a Strength roll at
  -2 or be Shaken.
  THE CRYPT DUNGEON
  The mermaid statues both guard this dungeon
  that is the place where the god Czernobog is
  
  W E I R D W A R S -  W A R S A W G O D S
  O F D E S T R U C T I O N
  32
  buried. The holes beneath each statue lead to a
  dank and cramped tunnel that stops abruptly at a
  craggy rock wall. The wall is impenetrable
  unless the squad notice the small seam weak-
  ened by last night’s bombing of the church. A
  cooperative effort of Strength rolls (-5) allows
  the heroes to break through into the dungeon.
  The acrid stench of death fills each tunnel and
  heroes failing a Guts roll succumb to extreme
  nausea and suffer a –1 penalty to all rolls for the
  remainder of the encounter and must roll on the
  Fright Table if the number rolled was a 1. After
  descending the natural stairs for 30’ the tunnels
  become flooded to chest height (about 4’) with
  the waters of the nearby Vistula River. It takes the
  Mermaids 2d10 rounds to reach these watery
  caves at which point they take their water
  guardian forms.
  1. This large cave has a myriad of stalactites
  hanging from the ceiling. Loosened by the
  bombing, the stalactites fall in a vicious shower
  at the slightest disturbance. Any hero traversing
  this cavern risks a chance of disturbing the sta-
  lactites by making loud sounds or firing their
  weapons. Injured heroes suffer 2d6 +2 of pierc-
  ing damage from the falling stalactites. By
  making a successful Agility roll to dive beneath
  the black waters the damage is halved. You can
  avoid taking damage from the falling stalactites
  if you get a raise on this roll. 
  2,4, & 5. These semi-submerged caverns are
  
  W E I R D W A R S -  W A R S A W G O D S
  O F D E S T R U C T I O N
  33
  covered in Sewer Slime and reek with the stench
  of death (for Sewer Slime see page 8). 
  3. Here lies the slumbering god of death,
  Czernobog. His spirit is encased in a pillar of
  black rock rising from the floor of the cave. A cir-
  cular wall of falling water surrounds the pillar. As
  soon as the wall is touched, it turns to ice as a
  barrier with a Toughness of 10. Embedded in the
  black pillar is a circular seal made from creamy
  jade. The barrier of water is a magical effect
  powered by this seal. It is effectively the combi-
  nation to the miracle Lock that keeps the Dead
  God ensnared. If the squad attempt to remove the
  seal by making a Strength roll the guardians
  immediately attack. 
  SAWA’S SEAL
  Any hero who carries this seal before him
  perhaps fastened to the front of an armored
  vehicle or on a shield has the power to manipu-
  late water. The seals’ power is akin to the sea-
  soned power Barrier.
  SAWA’S SEAL OF ELEMENTAL MANIPULATION
  Rank: Novice
  Range: 1d10
  Duration: Continuous
  Trappings: Vistula Water.
  The barrier of ice once formed has a tough-
  ness of 10 and can be used to protect the bearer
  or entrap an enemy. The barriers placement is a
  30’ diameter with the seal at its center. The effect
  of the barrier is continuous until the seal is
  removed from the crypt dungeon. Thereafter the
  seal must be doused in the water from the Vistula
  to trigger its power. Once breached the wall of
  ice shatters and the aggressors must endure a
  shower of icy needles: 
  ICY VISTULA NEEDLES
  Rank: Novice
  Power Points: 1-6
  Range: 1d10
  Duration: Instant
  The icy shower does 2d6 damage to all
  enemies within the circle of the former barrier.
  For each additional power spent may instigate a
  heavier shower doing a further 1d6 damage up to
  a maximum of 6d6 additional damage.
  Heroes who remove Sawa’s Seal gain an item
  of great power but have weakened the spiritual
  bindings of the dead god. If he has not been
  channeled into the Nazi machine, Czernobog
  stirs and he is able to smite those within the
  cavern in the form of a bright green electrical
  Blast. This Blast is centered on the hero current-
  ly holding the seal. The Blast deals 2d10 damage
  instantly to all uncovered targets within a small
  area template. 
  AFTERMATH
  That night, if the squad has not disturbed the
  crypt dungeon they dream of the mermaid Sawa
  who thanks them for the heroic deeds. Award
  each hero two additional experience points.
  Failure to stop the Nazi ritual means
  Czernobog’s power is ensnared upon the amphibi-
  ous vehicle within the Nazi machine. If Morgvaus
  escapes with the vehicle then he is able to cus-
  tomize the vehicle’s machine gun and within an
  hour it is able to act as a ray gun firing a green
  electrical charge dealing 3d6 damage. This
  
  W E I R D W A R S -  W A R S A W G O D S
  O F D E S T R U C T I O N
  34
  weapon has no ammunition and is inexhaustible.
  The Nazi commander hopes to reach a safe area.
  Here Morgvaus intends to have the machine
  removed and transported by truck to Berlin. 
  FURTHER ADVENTURE IDEAS
  There are two new weird adventure hooks that
  lead from completing this mission. The first is the
  pursuit of Morgvaus and the machine of destruc-
  tion into Berlin. Heroes following the machine
  must enter the heart of the Third Reich and steal
  or destroy Hitler’s newest weapon of destruction.
  Combine this with the potential Hindrance of
  making Morgvaus an Enemy and the heroes are
  consumed by a whole new campaign.
  The second plot hook is the search for the
  Spear of Destiny. Although just touched upon in
  this adventure, the search for this relic could
  lead the squad into a whole new area of the
  world and pit them against their new nemesis
  Morgvaus who is sent hot on their trail.
  APPENDIX 1:
  ‘STREETS AND RUINS OF WARSAW’
  Moving through the ruins is extremely danger-
  ous. Not only can players meet Nazi, Ukrainian or
  Russian troops, but they may also be a target for
  artillery fire and snipers.
  OPTIONAL RANDOM ENCOUNTERS
  Whilst traversing the streets and ruins of
  Warsaw roll a d10 every 20 minutes of Game time.
  1. Nazi troops – 1d6 Waffen-SS soldiers and an
  officer.
  2. Golem attack – A Warsaw golem attacks.
  3. Nazi troops – 1d6 Waffen-SS veterans and an
  officer.
  4. Reanimants – 1d4 zombie troops or 1d8
  undead civilians.
  5. Building collapse – Make an Agility role (-2).
  Failure results in 3d6 damage. A raise
  enables the hero to dodge the flying debris.
  6. Sniper - One sniper hiding in the nearby ruins
  attacks.
  7. Battle - 1d10 partisans are engaged in a pitch
  battle. 1d10 Waffen-SS soldiers and an
  officer. 
  8. Tank attack – A panzer tank blocks the way to
  your destination.
  9. Nazi troops – 1d4 Brutes
  10. Incoming – Artillery attack hits nearby. Make
  an Agility role (-4). Failure results in 3d6
  damage. A raise enables the hero to find
  cover.
  11. Devil Lice attack - 1d6 lice attack. 
  12. Last Rites - The last resting place for d6 par-
  tisans or d6 SS-men (They are still armed,
  one of them has a medical kit)
  RANDOM ENCOUNTERS TABLE - SEWERS
  Once the squad take to the sewers add some
  further encounters. Roll d8 every 20 minutes of
  game time.
  1. Rat Swarm – The heroes disturb a colony of
  rats.
  2. Poison gas! - Nazis used poison gas here. 
  3. Reanimants - A “cleaning squad” of k4 reani-
  mants 
  4. Lair of Basilisk – The squad discovers another
  Basilisk. 1 Basilisk attacks.
  5. Nazi troops - k4 Veterans, one with
  flamethrower
  6. Devil Lice - swarm of d6 louses.
  7. Fire! - Nazis set this part of the tunnels on fire.
  Use standard fire rules. 
  
  W E I R D W A R S -  W A R S A W G O D S
  O F D E S T R U C T I O N
  35
  8. Bodies - that place is last resting place for d6
  partisans. They are still armed; one of them
  has a medical kit. There is also still gas near
  floor, so you better watch out! 
  NAZI TROOPS
  These stats can be used for all Nazi troops in
  Warsaw (SS, RONA and Penal Brigade) 
  WAFFEN-SS SOLDIER, VETERAN
  Attributes: Agility d6, Smarts d6, Spirit d8,
  Strength d8, Vigor d8
  Skills: Fighting d8, Guts d8, Notice d8,
  Shooting d8, Throwing d6
  Charisma: -; Pace: 6 ; Parry: 6; Toughness: 6
  Hindrances: Loyal
  Edges: Command, Rock ‘n’ Roll, 
  Gear: Sturmgehwehr 44 (Range: 24/48/96;
  Damage: 2d8-1; RoF 3; 30 shots; AP 2), 4
  extra loads of 7.92mm ammunition, 2
  stiehlhandgranate 24 (Range: 5/10/20;
  Damage: 3d6; Medium Burst Template),
  helmet, uniform
  SS REANIMANT
  Attributes: Agility d6, Smarts d4, Spirit d4,
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice
  d4, Shooting d6
  Pace: 4; Parry: 5; Toughness: 7
  Special Abilities:
  Claws: Str.
  Fearless: Zombies are immune to fear and
  Intimidation.
  Undead: +2 Toughness. Called shots do no
  extra damage to such creatures. +2 to
  recover from being Shaken. Bullets, and
  other piercing attacks do half-damage.
  Gear: MP40 (Range: 12/24/48; Damage:
  2d6; RoF: 3; Shots: 32). After emptying mag-
  azine, use it as a club. 
  SS BRUTE
  Attributes: Agility d8, Smarts d4, Spirit d6,
  Strength d12, Vigor d12
  Skills: Fighting d6, Intimidation d6, Notice
  d4, Shooting d6
  Pace: 5; Parry: 5; Toughness: 9
  Gear: Sturmgehwehr 44 (Range: 24/48/96;
  Damage: 2d8-1; RoF 3; 30 shots; AP 2), 4
  extra loads of 7.92mm ammunition,
  Hindrances: Ugly, Mean.
  Edges: Brawny.
  Special Abilities:
  Claws: Str.
  APPENDIX 2: PREGENERATED HEROES
  OFFICER PORUCZNIK MARIAN PLASCYCA
  NICKNAME “JARIK”
  Rank: Seasoned
  Attributes: Agility d8, Smarts d8, Spirit d8,
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d8, Knowledge
  (demolition) d6, Knowledge (Nazi) d4,
  Notice d6, Shooting d8, Stealth d6,
  Persuasion d6, Throwing d6
  Charisma: 1; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Death wish (minor - there is no
  hope for freedom fighters, they are
  doomed),Heroic, Loyal
  Edges: Combat reflex, Command, Officer
  Gear:
  Sten (Range 12/24/48, Damage
  2d6+1, RoF 3, Ammo 9mm, Shots 32), 1
  spare clip, helmet, potato masher (5/10/20
  3d6 in Small Burst Template), knife (Str
  +1), one canister of gunpowder, impro-
  vised fuse, tools.
  
  W E I R D W A R S -  W A R S A W G O D S
  O F D E S T R U C T I O N
  36
  HEAVY (OSI AGENT)
  PODPORUCZNIK WITOLD KIEZUN, “WYPAD” 
  Rank: Seasoned 
  Attributes: Agility d6, Smarts d4, Spirit d6,
  Strength d8, Vigor d8
  Skills: Fighting d6, Guts d6, Knowledge
  (English) d6, Notice d6, Shooting d8,
  Throwing d4, Repair d6, Intimidation d8, d4
  Knowledge (occult) d4
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 7
  Hindrances: Habit (minor- use English
  words from time to time), Heroic, Loyal
  Edges: Brawny, Rock’n’roll
  Gear: Heavy weapon (MG42) (30/60/120
  2d8+1 RoF4 Ammo 200 AP2, Snapfire),
  ammo.
  Note - heavy weapons need two people to
  operate - here is shooter, other person
  should be an Extra. 
  SNIPER
  KAPRAL TOMASZ WISNIEWSKI, “KOT” 
  Rank: Seasoned
  Attributes: Agility d10, Smarts d6, Spirit d6,
  Strength d4, Vigor d6
  Skills: Fighting d6, Guts d6, Notice d8,
  Shooting d10, Throwing d6, Stealth d8,
  Survival (severs) d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 4
  Hindrances: Loyal, Small, Quirk - wants to
  take dog tags from the dead. 
  Edges: Luck, Armed, Marksman, Trademark
  weapon
  Gear: Kar ‘98 (Range 10/20/100, Damage
  2d8, RoF 1, Ammo 7,92, Shots 5), ammo.
  MEDIC
  DANUTA KIEZUN, “JOLA” (YOLA)
  Rank: Novice
  Attributes: Agility d6, Smarts d8, Strength
  d6, Spirit d8, Vigor d6
  Skills: Fighting d4, Guts d6, Healing d10,
  Notice d6, Shooting d6, Stealth d6,
  Throwing d4, Knowledge (Nazi) d6
  Charisma; 0; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Bad Eyes (minor), Curious,
  Loyal.
  Edges: Healer
  Gear: medical kit, Molotov cocktail (Range:
  5/10/20; Damage: 2d6; Small Burst
  Template), knife.
  GRUNT
  STARSZY SZEREGOWY MAREK WELNA, “REZUN”
  Rank: Novice
  Attributes: Agility d8, Smarts d6, Spirit d6,
  Strength d6, Vigor d8
  Skills: Fighting d6, Guts d6, Notice d6,
  Shooting d8, Throwing d6, Stealth d6
  Knowledge: Warsaw d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 6
  Hindrances: Loyal,Overconfident, Stubborn
  Edges: Armed, Hard to Kill
  Gear: P-38 Walther 9mm with 40 bullets, 2
  Molotov 
  cocktails, 
  (Range: 
  5/10/20;
  Damage: 2d6; Small Burst Template)
  GENERAL RESISTANCE SOLDIER
  Attributes: Agility d6, Smarts d4, Spirit d6,
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6, Knowledge
  (English) d4, Knowledge (Nazi) d4, Notice
  d6, Shooting d6, Stealth d6, Throwing d4
  Charisma: 0; Pace: 6 ; Parry: 5; Toughness: 5
  Edges: Armed
  Gear: Roll on weapons table, Molotov
  Cocktail (Range: 5/10/20; Damage: 2d6;
  Small Burst Template), Knife (Str+1)
  
  W E I R D W A R S -  W A R S A W G O D S
  O F D E S T R U C T I O N
  37
  The Last Round takes your players into the
  heart of darkest Africa, whether they make it
  out the other side is up to you! Leading a
  dwindling patrol of native soldiers across the
  rugged terrain of Portuguese East Africa, the
  heroes must face disease, exhaustion, hunger
  and thirst, and desertion. Things don’t get
  any better after breakfast!
  The only way to make it home is to fight to
  The Last Round!
  www.rpgnow.com - $8.50
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  What drives a man to kill? what horrors lurk
  inside the mind of a murderer? It's time for you
  to find out - and make it fast because a girl's
  life is at stake!
  In Out of Sight, a team of law enforcement pro-
  fessionals must risk their sanity and their very
  lives as they use an experimental technique to
  explore the twisted landscape of the killer’s
  mind. At stake is the life of the murderer’s last
  intended victim, and arrayed against them, all
  the horrors that plague the killer’s thoughts.
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  Savage Worlds is TM and © Great White Games.
  Savage Features are TM and © Legion Publishing. Produced
  under license by Legion Publishing.
  www.legionpublishing.co.uk
  42 pages - pdf format
  48 pages - pdf format
  LEG1201
  LEG1202
  WELCOME TO OUR FEATURE PRESENTATION
  OFFICIAL SAVAGE WORLDS
  LICENSED PRODUCTS FROM LEGION PUBLISHING
  TAKE A SAVAGE LOOK AT
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  W E I R D W A R S -  W A R S A W G O D S
  O F D E S T R U C T I O N
  38
  Something old lies in the frozen wastes of the
  arctic. Something older than the Soviet research
  station and the Nazis who have seized it. 
  In Ice Fang your hand-picked squad has to
  prevent that Hitler from gaining this ancient
  power. Here, in this barren desolate expanse
  of snow and ice, your team must face unnat-
  ural horror and natural disaster.
  www.rpgnow.com - $8.99
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  In the depths of the jungle, something moves
  for the first time in centuries. Long forgotten,
  the bridge has remained buried for countless
  years. But it has been discovered again by the
  imperial Japanese army. Can your band of
  heroes can put a stop to the enemy’s plans? 
  Bridge Across Time comes with both rules for
  D20 and Savage Worlds, you’ll find new mon-
  sters and material to take you into the heart of
  the jungle, where it isn’t only the enemy that’ll
  kill you.
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  Weird Wars is TM and © Great White Games.
  Mission Manuals are TM and © Legion Publishing. Produced
  under license by Legion Publishing.
  www.legionpublishing.co.uk
  41 pages - pdf format
  23 pages - pdf format
  LEG1101
  LEG1102
  MISSION MANUALS FOR YOUR TROOP
  OFFICIAL WEIRD WARS II
  LICENSED PRODUCTS FROM LEGION PUBLISHING
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  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based
  on original material by E. Gary Gygax and Dave Arneson.
  Mission Manual #3 - Warsaw Gods of Destruction, Copyright 2005, Legion Publishing.
  "Dungeons & Dragons(R) and Wizards of the Coast(R) are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used
  with permission."
  
  Requires the use of the Dungeons & Dragons (R) Third Edition Core Books, published by Wizards of the Coast, Inc. and Blood on the Rhine, published by
  Pinnacle Entertainment Group, Inc.
  Requires the use of the Savage Worlds rulebook, published by Great White Games.
  Legion Publishing, the Legion Publishing logo, Legionnaire, Active Ebooks and all related characters and elements are trademarks of Legion Publishing.
  $8.50 USA
  LEG1103
  SURVIVING WILL BE YOUR MAIN OBJECTIVE!
  This tough new mission is set during the
  Polish Warsaw uprising of autumn 1944.
  Nazi forces across Poland struggle to slow
  the advancing Russian troops. As the Red
  Army approaches Warsaw the heroic Polish
  underground army decides that this is the
  best moment to rise up against their Nazi
  oppressors. 
  After five years of Nazi occupation the sit-
  uation in Warsaw has grown desperate.
  Ammunition and supplies are in great
  demand and this sets the scene for an
  incredibly bloody battle. Our hero’s are
  thrust into this nightmare and are sent on a
  tough mission to liberate the prisoners of the
  Gesiówka prison camp. During this raid, they
  discover a horrific plot to resurrect an
  ancient power and our intrepid heroes will
  be fighting time as well as the Nazis to stop
  this horrific plan!
  Already considered to be one of the tough-
  est missions yet, Warsaw: Gods of Destruction
  will test every player to their limits! 
  Warsaw Gods of Destruction is a Weird
  Wars adventure by Piotr Korys. In addition to
  the mission, this ebook includes new crea-
  tures, rules for the d20 Weird Wars game by
  Pinnacle Entertainment Group. What's more,
  the book has been designed to be playable
  with Great White Games' Savage Worlds
  game system, and is one of a range of multi-
  statted games by Legion Publishing.
  
SOURCE: textdata/thevault/Savage Worlds/Weird Wars/Weird War II/Savage Worlds - Weird Wars - Weird War II - Adv - Warsaw God of Destruction.pdf