TEXT: Uncanny War Stories X! 
   
   
   
  Simon Washbourne | Beyond Belief Games 
  
  Welcome to Uncanny War Stories - X! 
  Gut-ripping action! Spine-chilling exploits! Hair-raising thrills! Gruesome tales of combat and adventure using 
  familiar rules! Who wants to read through reams of text just to get to the action? No-one right? These rules 
  assume you know how to role play. They assume you know about “Golden Age” comic book pulp war fiction 
  (heroic deeds through a retro lens). They assume you know how OSR products work. There, it’s done. You know 
  how to play already. Just get on with it. Krump! Kaboom! Rat-a-tat-tat! 
  Ability Scores 
  The standard way to create ability scores is to roll 3d6 in the order listed below: 
    
  Strength: You can use your Str bonus to modify your “to-hit” and damage results in melee. 
  Intelligence: You can use your Int bonus to give you bonus languages. Talismen receive a bonus level 1 spell with an Int of 
  15+. 
  Wisdom: You can use your Wis bonus to protect your Sanity against horror saving throws. Para-Medics receive a bonus level 1 
  spell with a Wis of 15+. 
  Constitution: You can use your Con bonus to gain additional hit points on each HD. Hit Die (HD) are rolled with a d4, d6, d8 
  or d10. 
  Dexterity: You can use your Dex bonus to modify your “to-hit” number with ranged (also called “missile”) weapons and 
  modify your character’s armor class. 
  Charisma: Characters with a Cha of 15+ start the game with a rank if they are in the military 1-3 Corporal, 4-5 Sergeant,  
  6 Master Sergeant. If a Leader, then 1-3 Lieutenant, 4-5 Captain, 6 Major. 
  Attribute Bonus  
  Attributes scores of 13-15 have a bonus of +1; 16-17 get +2 and 18 gets +3. 
  Attribute scores of 5-7 have -1 and 3-4 have -2. 
  Sanity 
  This statistic represents the PC’s descent from a stable and healthy mental state into confusion and mental instability. As 
  characters encounter abnormal creatures, witness horrific events and master forbidden knowledge, their sanity score, and their 
  ability to function as a normal member of the human race, deteriorates. 
   
  A characters starting sanity (San) is Cha x 5. This score represents a starting character’s current San, as well as the upper limit 
  of San that can be restored by medical treatment. After creation, a character’s current San often fluctuates considerably and 
  might never again match starting sanity. A change in a character’s Cha score changes his or her starting San in terms of what 
  treatment can restore. Current San, however, does not change if Cha rises or falls. 
   
  Each time a character advances in level he or she recovers 1 San and raises starting San by 1 point. 
  Armor Class 
  Armor Class (AC) rates how difficult it is to hit and be hit. It is set out as AC XX; the XX represents the armor class and determines 
  how easy/difficult it is to hit that AC. There isn’t much in the way of armor in this genre, so some classes get bonuses to their AC. 
  Example: An unarmored man would be AC10, while one with a Dex of 13 would be AC11. 
  Levels 
  Characters gain levels by completing adventures. After completing two adventures, a character progresses to 2nd level in their 
  chosen class. Upon completing three more adventures, a character progresses to 3rd level and so on.  
  Saving Throw 
  This number is used to resist the effects of threats and other things that can harm your person, like mental attacks, horror, falls 
  and evasions, toxins, environmental dangers and so on. You also use this number to perform tasks/class abilities (called Task 
  Checks). Some tasks can be attempted by anyone at the GMs discretion, using the basic number, and others receive a bonus if it is 
  within their class abilities.   
   
  
  Covert 
  The Covert is a spy or agent whose job it is to gather information – often well into enemy 
  territory. 
  Hit Dice: 6 HP at 1st level, then 1d6 at each level thereafter. 
  Saving Throw: 15 at 1st level, 14 at 2nd, 13 at 3rd, 12 at 4th, 11 at 5th and 
  10 at 6th level. Coverts also get +1 on Saving Throws vs. interrogation 
  and being lied to. 
  Basic Hit Bonus (BHB): +1 at 3rd level, +2 at 5th level. 
  AC Bonus: +1 at 1st, +2 at 3rd and +3 at 5th level. 
  Weapons: Coverts can use any pistol or smg.  
   
  Coverts have class abilities as follows: 
   
  Assess: Coverts are able to study another individual for a few minutes and work out something about them; 
  such as their class, their level, maybe any hidden agendas and anything else the GM sees fit to divulge. They 
  receive +2 to their task roll for this. 
   
  Contacts: You have one contact at 1st level and gain another one at 2nd level and plus one at each level 
  thereafter. The contact can be from a range of backgrounds – usually in the resistance, but other services 
  (Navy, Air Force, Marines etc.) would be appropriate. They could even have contacts in the enemy services. 
  These contacts generally have some useful information or can help out the character in some way (providing 
  a safe house, weapons, information etc.) that they will freely give to the character provided it is within the 
  realms of information they might have access to.  
   
  Covert skills: Coverts have +2 to succeed at Disguise, Opening Locks, Notice, Pick Pockets, Hiding in 
  Shadows and Moving Silently.  
   
  Forged Papers: The Covert can obtain easily-forged documents like travel passes, ration coupons, etc. 
  More intricate documents like money are beyond the abilities of most Covert forgers. The exact quality of the 
  forgery is up to the GM. 
   
  Surprise Attack: When attacking from behind or by stealth, the Covert gets +4 to hit and x2 damage. This 
  rises to x3 damage at 6th level. 
  Recon 
  Recons are sneaky, fast and observant. They often operate in advance of the main group to 
  check the lay of the land and make sure they aren’t walking into an ambush .  
  Hit Dice: 8 HP at 1st level, and 1d8 per level thereafter. 
  Saving Throw: 14 at 1st level, 13 at 2nd, 12 at 3rd, 11 at 4th, 10 at 5th and 9 at 6th level. Recons get +1 on Saving 
  Throws vs. death and evasion. 
  Basic Hit Bonus (BHB): +1 at 2nd level, +2 at 4th level and +3 at 6th level. 
  AC Bonus: +1 at 1st, +2 at 3rd and +3 at 5th level. 
  Weapons: The Recon can use any weapon. 
     
  Recons have class abilities as follows: 
   
  Surprise Attack: When attacking from behind or by surprise (including by sniper fire), the Recon gets +4 
  to hit and x2 damage. This rises to x3 damage at 6th level. 
   
  Recon Skills: The Recon has a +2 to succeed at Climbing, Finding/Removing Booby Traps, Notice, Hiding 
  in Shadows, Track and Moving Silently.  
   
  Vehicles: Recons can drive wheeled and tracked military vehicles at +2 to their Task Check. 
   
   
  
  Leader 
  The leader has had officer training and has learned how to get the best out of his troops and 
  exploit enemy weaknesses. 
   
  Hit Dice: 8 HP at 1st level, and 1d8 at each level thereafter.  
  Saving Throw: 15 at 1st, 14 at 2nd, 13 at 3rd, 12 at 4th, 11 at 5th and 10 at 6th level. The Leader also gets +1 on Saving 
  Throws vs. death, horror and evasion. 
  Basic Hit Bonus (BHB): +1 at 2nd level, +2 at 4th and +3 at 6th. 
  AC Bonus: +2 at 1st, and +1 at 3rd and 5th level 
  Weapons: The Leader can use any weapons.  
   
  The Leader gets the following class abilities: 
   
  Radio for Support: Once per 2 levels per adventure, the Leader can call for air or artillery support. 
   
  Command:  Once per adventure, Leaders can enable their troops to make a second Saving Throw vs. 
  Magical or fear-like effects by using their command ability as long as their troops can hear them. They can do 
  this twice at 4th level. 
   
  Tactician:  Leaders can assess a tactical situation or ambush to provide a number of their troops equal to 
  the Leader’s level with a +1 modifier to their attack and damage rolls. They can do this once per two levels 
  per adventure. 
   
  Weapon Trained: Leader can choose one weapon type (revolver, heavy revolver, smg, rifle etc.) with 
  which they receive +1 to hit and damage. 
  Grunt 
  Grunts are the ultimate soldier – they prefer to meet the enemy head on with the best 
  firepower at their disposal or with their bare hands if necessary 
   Hit Dice: 10 HP at 1st level, and 1d10 at each level thereafter.  
  Saving Throw: 15 at 1st level, 14 at 2nd, 13 at 3rd, 12 at 4th, 11 at 5th and 10 at 6th 
  level. Grunts also get +1 on Saving Throws vs. death, poisons, disease, horror and 
  interrogation  
  Basic Hit Bonus (BHB): +1 at 2nd level, +2 at 3rd, +3 at 4th,+4 at 5th and +5 at 
  6th level. 
  AC Bonus: +1 at 1st, +2 at 3rd and +3 at 5th level. 
  Armour & Weapons: Grunts can use any weapon. 
   
  Grunts get the following class abilities: 
   
  Combat Machine:  Grunts get one attack per level each round against 
  foes of 1 HD or fewer, using unarmed combat techniques and/or advanced 
  weapon training.  
   
  Grunt Skills: Most Grunts have had a physical profession of some sort before the army – they receive one 
  choice of the following at +2 to their roll: Mechanic, Dock Worker, Miner, Driver, Seaman, Builder, 
  Blacksmith, Lumberjack, Steeplejack etc.  
   
  Vehicles: Grunts can drive wheeled and tracked military vehicles at +2 to their Task Check. 
   
  Weapon Trained: Grunts can choose one weapon type (knife, fists, rifle, smg, mg) with which they receive 
  +1 to hit and damage. 
   
   
  
  Para-Medic 
  This is the guy that puts injured troops back together again – only the Para-Medic has 
  mystical powers in his protective and curative arsenal. 
  Hit Dice: 6 HP at 1st level and 1d6 per level thereafter. 
  Saving Throw: 15 at 1st level, 14 at 2nd, 13 at 3rd, 12 at 4th, 11 at 5th and 10 at 6th level. Para-Medics get +1 on Saving 
  Throws vs. death, magic and poison. 
  Basic Hit Bonus (BHB): +1 at 4th level. 
  AC Bonus: +1 at 2nd, +2 at 4th and +3 at 6th level. 
  Weapons: Para-Medics can use any handgun, rifle or smg. 
    
  Para-medics have class abilities as follows: 
   
  Occult Knowledge: Para-Medics have researched many mysteries and have a profound knowledge of the 
  supernatural. They receive +2 to task rolls involving these mysteries.  
   
  Spells: Para-Medics have some spells at their disposal – mainly of a protective or healing nature. At 1st level, 
  they can choose a level 1 spell. At 2nd level, they can choose another level 1 spell. At 3rd level they get a level 2 
  spell. At 4th level, they get another level 1 spell. At 5th level they get another level 2 spell. At 6th level, they get a 
  level 3 spell. 
  Para-Medic spells – level 1 
  Cure Wounds  
  Range: Touch         
  Duration: Immediate  
  This spell cures 1d6+1 hit points of damage. 
  Detect Magic  
  Range: 60 ft 
   
  Duration: 20 minutes  
  The caster can perceive the presence of magic. 
  Detect Evil  
  Range: 120 ft   
       
  Duration: 60 minutes  
  This spell enables the caster to detect evil creatures, thoughts, intentions or cursed objects. 
  Purify Food & Drink 
  Range: 10 ft   
       
  Duration: Immediate  
  All food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered 
  free of poison and disease. 
  Sanctuary 
  Range: Self   
       
  Duration: 1 minute per level 
  As long as the Para-Medic is doing nothing to endanger the enemy, the spell creates an aura that means the enemy will not 
  attack or otherwise engage the caster.  
  Spiritual Protection  
  Range: Caster only  
   Duration: 2 hours 
  Creates a magical field of protection around the caster to block out creatures with ill-intent, who suffer -2 penalty to hit. 
  The caster also gains +2 on Saving Throws against such attacks. 
  Undead Turning 
  Range: 60 ft  
    
  Duration: Concentration 
  This spell requires the caster to hold forth a cross of iron, bronze, silver or gold. The undead (or demon) will back away 
  from the caster whilst he concentrates and speaks appropriate words. The table below shows the level of the caster and the 
  number of undead that can be affected by the spell. 
   
   
   
   
  
  Type 
  1 
  2 
  3 
  4 
  5 
  6 
  Skeleton 
  2d4 
  2d6 
  3d6 
  D 
  D 
  D 
  Zombie 
  1d6 
  2d4 
  2d6 
  3d6 
  D 
  D 
  Ghoul 
  1d4 
  1d6 
  2d4 
  2d6 
  3d6 
  D 
  Wight 
  1d3 
  1d4 
  1d6 
  2d4 
  2d6 
  3d6 
  Wraith 
  1 
  1d3 
  1d4 
  1d6 
  2d4 
  2d6 
  Fiend 
  * 
  1 
  1d3 
  1d4 
  1d6 
  2d4 
  Vampire 
  * 
  * 
  1 
  1d3 
  1d4 
  1d6 
  Demon 
  * 
  * 
  * 
  1 
  1d3 
  1d4 
  D= automatically destroyed             *=Cannot affect 
    
  Para-Medic spells – level 2 
  Find Booby Traps 
  Range: 120 ft         
  Duration: Immediate  
  You sense the presence of any trap within range that is within line of sight. 
  Gentle Repose 
  Range: Touch 
   
  Duration: 10 days  
  You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. 
  Protection from Poison  
  Range: Touch  
   Duration: 1 hours 
  Neutralizes any poison in the person touched and gives +2 to Saving Throws against poison for the duration 
  Silence 
  Range: 120 ft  
    
  Duration: Concentration 
  For the duration, no sound can be created within or pass through a 20-ft-radius sphere centered on a point you choose 
  within range. 
  Para-Medic spells – level 3 
  Dispel Magic 
  Range: 60 ft 
     
  Duration: Immediate 
  This spell cancels magical spells and effects (even from talismans). It will only negate the spells of a lower level caster. 
  Witch Sight 
  Range: 150 ft  
   
  Duration: 1 minute per level 
  This spell makes your eyes glow blue and allows you to see magical auras, the true form of shape changed beings, invisible 
  objects/creatures and other similar things at the GM’s discretion. 
  Tongues 
  Range: Self  
   
  Duration: 1 hour per level 
  You can speak and understand any language spoken during the time the spell lasts 
  Magic Circle 
  Range: 10 ft radius 
  Duration: 1 hour 
  You draw a circle on the floor that no demon or undead creature can pass 
   
  Talisman 
  A strong-willed individual with powers of mysticism and knowledge of the occult  
  Hit Dice: 4 HP at 1st level, and 1d6 at each level thereafter.  
  Saving Throw: 14 at 1st level, 13 at 2nd, 12 at 3rd, 11 at 4th, 10 at 5th and 9 at 6th level. The Psychic also gets +1 on 
  Saving Throws vs. magic and horror. 
  
  Basic Hit Bonus (BHB): +1 at 4th level. 
  Ac Bonus: +1 at 2nd, +2 at 4th and +3 at 6th level. 
  Weapons: The Talisman can use any pistol, dagger or cane. 
   
  Talismen have additional class abilities as follows: 
   
  Occult Knowledge: Talismen have researched many mysteries and have a profound knowledge of the 
  supernatural. They receive +2 to task rolls involving these mysteries.  
   
  Create Talismans: Talismen are able to imbue rings, amulets and other objects with magical properties. 
  Between adventures, they can work on one item into which they can place a spell or a power they know, as 
  long as they are doing nothing else in that time.  
   
  Spells: Talismen have magic spells that they learn from their mentors and from ancient texts. These spells 
  are powered by mysterious forces that pervade the universe. Talismans have two level 1 spells at 1st level. At 
  2nd level, you can add another level 1 spell.  At 3rd level, you can add a level 2 spell. At 4th level, you can add 
  another level 1 spell. At 5th level you can add another level 2 spell. At 6th level, you can add a level 3 spell.  
  Talisman spells – Level 1 
  Detect Magic  
  Range: 60 ft 
   
   
  Duration: 20 minutes  
  Caster can perceive the presence of magic. 
  Charm Person 
  Range: 30 ft 
   
   
  Duration: 10 minutes per level  
  This spell puts a person under the direct influence of the Talisman. The target gets a saving throw. 
  Disguise Self 
  Range: Self 
   
   
  Duration: 10 minutes per level  
  You can alter your appearance (and clothing) to look like a specific individual that you know or can see or to that of a 
  “generic” person. 
  Magic Bolt 
  Range: 150 ft 
   
   
  Duration: Instantaneous  
  A magic dart of magic energy flies where the caster directs, hitting the target, automatically causing 1d6 damage. There is no 
  saving throw. At 3rd level, two such darts are produced. At 6th level, 3 darts are produced. 
  Magic Light  
  Range: Touch  
   
   
  Duration: 1 hour+10 min/level  
  The target object produces light about as bright as a lantern, to a radius of 30 ft. 
  Magic Shield 
  Range: Self 
   
   
  Duration: 1 minute per level  
  An invisible magic shield hovers in front of you.  It completely negates Magic bolts aimed at you. Otherwise it gives you an 
  armour class of 14, rising to 15 at 2nd level, 16 at 3rd level, 17 at 4th level, 18 at 5th level and 19 at 6th level. 
  Magic Sleep  
  Range: 60 ft  
   
  Duration: Gm’s discretion 
  This spell puts 1d6+1 normal people of 1HD or less (citizens, thugs, cops etc.) into an enchanted slumber with no saving 
  throw. Alternatively, it can be aimed at a single npc who will get a saving throw.  
  Summon Animal 
  Range: 30 ft  
   
  Duration: 1 minute per level 
  The spell summons a normal animal that will do as you say whilst it is with you. Whilst it appears within 30 ft  of you it will 
  travel as far as it can (if ordered to) until the spell wears off. 
  Talisman spells – Level 2 
  Alter Self 
  Range: Self  
    
   
  Duration: 10 minutes per level  
  
  You can make yourself look like an animal (you gain no benefits, you just resemble the critter in question). 
  Knock – Lock  
  Range: 20 ft   
    
   
  Duration: Permanent until dispelled  
  The targeted door, gate, or portal can be opened or locked by this spell. A locked target is unlocked and opened (including 
  those locked by this spell). Targets locked by this spell can be unlocked by this spell or broken by brute force (GM’s 
  discretion). 
  Invisibility  
  Range: Touch   
   
   
  Duration: Until dispelled or an attack is made 
  The object of this spell (being or thing) becomes invisible and cannot be seen. Someone who is invisible cannot be attacked 
  unless its approximate location is known, and then all attacks are made at -4 to hit. If the invisible person makes an attack, 
  the invisibility is ended. Otherwise it lasts until removed by the caster. 
  Levitate 
  Range: 60 ft 
     
   
  Duration: 1 minute per level 
  The spell allows you to move yourself, another person (or animal) or object up and down as you wish. A saving throw can be 
  made by an unwilling target or if a targeted object is in someone’s possession. 
  Magic Darkness 
  Range: 60 ft   
   
  Duration: 10 minutes per level 
  The Talisman creates an area of darkness up to 20 ft away, which has a radius of 30 ft +10 ft per level. The caster can see in 
  the darkness but anyone else’s vision is completely impaired (most super senses are helpful in the darkness). The spell 
  completely dispels any light spell in the area (unless the light spell was cast by a higher level caster). 
  Spider Climb 
  Range: Touch 
     
   
  Duration: 10 minutes per level 
  The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. 
  Talisman spells – Level 3 
  Animate Dead 
  Range: Touch 
     
   
  Duration: Immediate 
  You can raise recently dead folks (zombies) or long-dead corpses (skeletons) and command them at will. You can only 
  maintain as many undead as you have HD. 
  Dispel Magic 
  Range: 60 ft 
     
   
  Duration: Immediate 
  This spell cancels magical spells and effects (even from amulets). It will only negate the spells of a lower level caster. 
  Magic Flight 
  Range: Touch  
   
   
  Duration: 1 hour per level 
  This spell enables the subject to fly at 120 ft per round or 60 mph out of combat. 
  Summon Supernatural Creature 
  Range: 30 ft  
   
  Duration: 1 minute per level 
  The spell summons a creature from the “supernatural & weird” list that will do as you say whilst it is with you. Whilst it 
  appears within 30 ft of you it will travel as far as it can (if ordered to) until the spell wears off. 
  Water Breathing 
  Range: Touch  
   
   
  Duration: 2 hours per level 
  The subject can breathe underwater as they can on land. The spell also provides complete protection against the pressures of 
  deep water.  
  Witch Sight 
  Range: 150 ft  
   
  Duration: 1 minute per level 
  This spell makes your eyes glow blue and allows you to see magical auras, the true form of shape changed beings, invisible 
  objects/creatures and other similar things at the GM’s discretion. 
   
    
  
  Enemies and NPCs 
  Civilian 
  AC: 10 
   
   
  HD: 1d6-1            Attacks: unarmed 1d3         
  Move: 12 
  The citizen is a normal person – a shop assistant, nurse, lawyer, gardener, student, taxi driver, and banker and so on. 
   
  Soldier 
  AC: 11  
   
   
  HD: 1d6  
  Attacks: Rifle 1d8 (or smg 1d6x3) Move: 12  
   
  Officer 
  AC: 11  
   
   
  HD: 1d6+1  
  Attacks: pistol 1d6 
   
  Move: 12 
  Special: Choice of one Leader class ability 
   
  Gestapo Agent 
  AC: 11  
   
   
  HD: 1d6  
  Attacks: light pistol 1d6-1  
  Move: 12 
  Special: Choice of one Covert class ability 
   
  Nazi Necromancer 
  AC: 11  
   
  HD: 1d6+2  
   
  Attacks: Dagger 1d4, pistol 1d6 
  Move: 12 
  Special: 2 level 1 Talisman spells and a level 2 spell.  
   
  Nazi Necromancer Officer 
  AC: 11  
   
  HD: 3d6+1           
  Attacks: Staff 1d6    
   
  Move: 12 
  Special: 2 level 1 spells, 1 level 2 spell and a level 3 spell. 
  The Cultist Leader is the top man in the Cult. He is a powerful foe and will give the heroes a whole 
  lot of problems.  
  Animals 
   
  Ape 
  AC: 13 
   
  HD: 3d6  
   
  Attacks: Claws 1d6 (x2) 
   
   
  Move: 12 
   
  Bear, Black 
  AC: 13 
   
  HD: 3d6+1  
   
  Attacks: Claws 1d4+2 (x2) 
   
  Move: 14 
   
  Bear, Grizzly 
  AC: 14 
   
  HD: 4d6+4  
   
  Attacks: Claws 1d6+2 (x2) 
   
  Move: 14 
   
  Cat, Big 
  AC: 14 
   
  HD: 2d6+1 
   
  Attacks: Claws 1d6 (x2) 
   
   
  Move: 14 
   
  Cat, Small 
  AC: 13 
   
  HD: 1d4-1  
   
  Attacks: Claws 1d4-2 (x2)  
   
  Move: 12 
  Dog, Guard 
  AC: 13 
   
  HD: 1d6+2  
   
  Attacks: Bite 1d6+1 
   
   
  Move: 14 
   
  
  Hawk 
  AC: 15  
   
  HD: 1d4  
   
  Attacks: Claws 1d3 (x2) or peck 1d4 
  Move: 4/20 
   
  Horse 
  AC: 12 
   
  HD: 2d6+2 
   
  Attacks: Hooves 1d6 
   
   
  Move: 18 
   
  Eagle 
  AC: 14 
   
  HD: 1d6  
   
  Attacks: Claws 1d4 (x2) or peck 1d4+1 
  Move: 4/22 
   
  Snake, Poisonous 
  AC: 15  
   
  HD: 1d4  
   
  Attacks: Bite 1d3-1 + poison 
   
  Move: 9 
   
  Snake, Constricting 
  AC: 13 
   
  HD: 2d6+2  
   
  Attacks: Bite 1d4-1 
   
   
  Move: 9 
  Special: Constriction - if hit, the character is grabbed and takes 1d3 damage per round until they escape 
   
  Wolf 
  AC: 11  
   
  HD: 1d6+1  
   
  Attacks: Bite 1d6  
   
   
  Move: 12 
   
  The Supernatural and the Weird  
  Death Ravens 
  AC: 12 
  HD: 1d6-1  
  Attacks: Claws 1d3-1 (x2), peck 1d3  
  Move: 6/16 (fly) 
  San Loss: 0/1 
  Special: These appear as a sign of ill omen. If looked at, the character will receive a -1 penalty 
  on all saving throws for the rest of the adventure. 
   
  Demon-Dogs 
  AC: 13 
  HD: 2d8+2  
  Attacks: Bite 1d6+3 
   
   
  Move: 14  
  San Loss: 1/1d3 
  Special: They are unaffected by Magic Sleep and are immune to mundane weapons. Silvered 
  weapons cause half damage. 
  These hounds are large and black with red eyes and slavering maws. 
   
  Demons 
  These creatures are from the underworld. They are sometimes summoned, especially by Nazi Necromancers and, occasionally, 
  they are bound to items, like swords, guns or even tanks and aircraft. As such, some of the special powers demons have are 
  effectively transferred to the item or vehicle (as determined by the GM; so a Panther Tank could become immune to mundane 
  weapons, for e.g. Demons come in all shapes and sizes and many different forms. There are several levels of Demon and many 
  more besides these few examples: 
   
  Fiends 
  AC: 14 
  HD: 3d8+3 
  Attacks: Claws 1d4 (x2), bite 1d6 
   
  Move: 10 
  San Loss: 1d3/1d6 
  Special: Immune to mundane weapons. Silvered weapons do half damage. Immune to Magic Sleep and Magic Charm. Alter 
  Form. 
  Fiends are the most numerous type of Demon. They are often reddish in colour and take a man-like form. They usually also have 
  horns and cloven hooves. 
   
   
  
  Lemures 
  AC: 12 
  HD: 2d8+3 
  Attacks: Claws 1d4 (x2), bite 1d6 
   
  Move: 10 
  San Loss: 1/1d4 
  Special: Regenerate 1HP per round. 
  Lemures are also numerous. They are vaguely humanoid and their bodies are disgusting and malleable.  
   
  Demon, Rank I 
  AC: 15  
  HD: 5d8+3 
  Attacks: Claws 1d4 (x2), bite 1d6 
   
  Move: 10 
  San Loss: 1d4/1d6 
  Special: Immune to mundane weapons. Immune to Magic Sleep and Magic Charm. Alter Form.  
   
  Demon Rank II 
  AC: 16 
  HD: 7d8+3 
  Attacks: Claws 1d4 (x2), bite 1d6 
   
  Move: 10 
  San Loss: 1d4/1d8 
  Special: Immune to mundane weapons. Immune to Magic Sleep and Magic Charm. Alter Form. Regenerate 1HP per round. 
   
  Baaloog 
  AC: 17  
  HD: 9d8+3 
  Attacks: Sword 2d6+2, whip 2d6  
  Move: 6/15 (fly) San Loss: 1d6/2d6 
  Special: Immune to spells and mundane weapons. Regenerate 2HP per round. 
  Baaloog resembles a vast Minotaur from Greek myth with bat-like wings and a forked tail. Baaloog burns with the fires of hell. 
  Spells of 1st and 2nd level don’t affect them at all and level 3 spells work only 4 in 6 times. If the whip hits its target (up to 30 ft 
  away), the victim is entangled and pulled to Baaloog’s body, where it takes a further 3d6 fire damage.  
   
  Doppelganger 
  AC: 14 
  HD: 4d6  
  Attacks: Claws 1d6 (x2) 
   
   
  Move: 9  
  San Loss: 1/1d3 
  Special: Saving throw vs. magic at +5. Disguise Self (as Talisman spell). Immune to Sleep and Charm. 
  Normal form is a kind of grey, vaguely humanoid being with no facial features. 
   
  Ghoul 
  AC: 13 
  HD: 2d6+1  
  Attacks: Claws 1d3 (x2), bite 1d3 
   
  Move: 10 
   
  San Loss: 1/1d3 
  Special: Immune to charm and Magic sleep spells. Paralyzing bite causes victim to become unable to act for 6 rounds. Saving 
  throw allowed for just one round of immobilization. 
   
  Mummy 
  AC: 16 
  HD: 5d6+1  
  Attacks: Touch  
   
   
  Move: 9  
   
  San Loss: 1d3/1d8 
  Special: Immune to Charm and Magic Sleep. Their touch inflicts a rotting disease which causes wounds to heal at half their 
  normal rate. 
   
  Skeleton 
  AC: 12 
  HD: 1d6  
  Attacks: Claws 1d3 (x2) or by weapon 
  Move: 12 
   
   
  San Loss: 1/1d3 
  Special: Immune to Charm Person and Magic Sleep spells. Half damage from bullets and edged weapons. 
   
  Werewolf 
  AC: 14 
  HD: 3d6 – 5d6  Attacks: Bite 1d6 or Claws 1d4 (x2)  
  Move: 14  
   
  San Loss: 1/1d3 
  Special: Immune to mundane attacks. If bitten by a werewolf you become a werewolf (saving throw allowed). Their powerful 
  sense of smell enables them to track at +4. 
   
  Wight 
  AC: 14 
  HD: 3d6  
  Attacks: Touch*  
   
   
  Move: 9  
   
  San Loss: 1/1d4 
  Special: Immune to mundane attacks. Silvered weapons do half damage. Unaffected by Magic Sleep and Magic Charm. Touch 
  causes a level drain (saving throw allowed) 
   
   
  
  Wraith 
  AC: 16 
  HD: 4d6  
  Attacks: Touch*  
   
   
  Move: 24  
   
  San Loss: 1/1d6 
  Special: Immune to mundane attacks. Unaffected by Magic Sleep and Magic Charm Touch causes a level drain (saving throw 
  allowed). 
   
  Vampire 
  AC: 16 
   
  HD: 4d6 - 8d6  
  Attacks: Strike 1d6, Bite 1d4 +special 
  Move: 12  
  San Loss: 1d4/1d10 
  Special: Immune to Charm Person and Magic Sleep. If they incapacitate their enemy, they will try to 
  feed off them – that is drink their blood (causing a level drain – saving throw allowed). This increases 
  their Str by 1d4, Dex by 1D4 and adds 10 HP for the day. They can choose whether to turn their prey into 
  a vampire, under their control. Regenerate 3HP per round. 
   
  Vampires typically have two or three disadvantages and one advantage (they do not need to be 
  balanced) from Allies, Attractive, Immortality and Hideout (advantages) to Dependence, 
  Egotistical, Vulnerability, Weakness, Animal Aversion and Weird Appearance (Diadvantages). 
  The GM works out what this means in terms of the rules. 
   
  Vampires have a choice of extra abilities depending on their HD (one ability per HD) –summon 
  vampire bats, summon ghouls, gaseous form, Charm Person, Magic Flight, Magic Darkness, 
  Spider Climb and Magic Sight. 
   
  Vampire Bat 
  AC: 16 
  HD: 1d6  
  Attacks: Bite 1d3 +special  
   
  Move: 3/24  
   
  San Loss: 0/1 
  Special: Immune to Charm Person, Magic Sleep. When they attack their prey, they will attempt to latch onto them to feed on 
  their blood; they are hard to detach. This causes an automatic blood drain of 3 points per round, until detached (which requires 
  a Str check). 
   
  Zombie 
  AC: 11  
  HD: 2d6  
  Attacks: Strike 1d6, Bite 1d4 +special 
  Move: 6  
   
  San Loss: 1/1d4 
  Special: Immune to Charm Person and Magic Sleep spells. If they kill or incapacitate their enemy, they will try to eat them. 
  Anyone bitten by a Zombie will become a Zombie in 1d6 hours. A saving throw is allowed to prevent this. 
   
  Vehicles 
  Armored Car 
  AC: 14 
  HP: 25   
  Crew/Passengers: 3/0  
  Attacks: Small gun or mg  
  Move: 40 mph 
   
  Car 
  AC: 11  
  HP: 10   
  Crew/Passengers: 1/3  
  Attacks: None  
   
  Move: 50 mph 
   
  Cart 
  AC: 10 
  HP: 6 
   
  Crew/Passengers: 1/3  
  Attacks: None 
   
   
  Move: 15 mph 
  A small wooden four-wheeled wagon for transporting small cargoes or passengers. 
   
  Jeep/Kubelwagon 
  AC: 11  
  HP: 12  
  Crew/Passengers: 1/3  
  Attacks: None 
   
   
  Move: 60 mph 
  Some mount a machine gun 
   
   
  
  Motorcycle 
  AC: 11  
  HP: 4 
   
  Crew/Passengers: 1/1 
   
  Attacks: None 
   
   
  Move: 70 mph 
  Some have a sidecar which can mount a machine gun 
   
  Truck 
  AC: 12 
  HP: 16   
  Crew/Passengers: 1/10  
  Attacks: None  
   
  Move: 50 mph 
   
  Small Coastal Patrol Boat 
  AC: 12 
  HP: 15  
  Crew/Passengers: 4/0  
  Attacks: 1 small gun, 2 mgs 
  Move: 40 mph 
   
  Motor Patrol (Torpedo) Boat 
  AC: 15 
  HP: 65  
  Crew/Passengers: 12/0  
  Attacks: 1 medium gun, 2-4 mgs and 2 torpedo tubes. 
  Move: 40 mph 
   
  Tank Destroyer 
  AC: 14 
  HP: 30  
  Crew/Passengers: 3/0  
  Attacks: 1 large or medium gun, 1 mg.  
   
  Move: 30 mph 
   
  Tank, Light 
  AC: 14 
  HP: 28  
  Crew/Passengers: 3/0  
  Attacks: 1 medium or small gun, 1 mg.  
   
  Move: 30 mph 
   
  Tank, Medium 
  AC: 15 
  HP: 36  
  Crew/Passengers: 4/0  
  Attacks: 1 large 
  or medium gun, 2 mgs.   
  Move: 25 mph 
   
  Tank, Heavy 
  AC: 16 
  HP: 50  
  Crew/Passengers: 4/0  
  Attacks: 1 large gun, 2 mgs.  
  Move: 20 mph 
   
  Fighter Plane 
  AC: 13 
  HP: 25  
  Crew/Passengers: 1/0  
   
  Attacks: 4 mgs 
   
  Move: 300 mph 
   
  Mounted Weapons 
  Weapon 
  Damage 
  Rate of Fire 
  # of Shots 
  Range 
  Cost 
  Machine gun  
  1d10 
  3 
  1000 
  close 
   
  Small gun 
  3d4+1 
  2 
  500 
  close 
   
  Medium gun 
  3d6+3 
  2 
  400 
  medium 
   
  Large gun 
  4d8+6 
  1 
  300 
  far 
   
  Torpedoes Tubes 
  6d6+8 
  1 
  4/tube 
  medium 
   
  Note: PCs can operate these weapons as if they were their personal weapons (see combat charts). 
  Ranges for vehicle combat are abstracted as it’s hard to create without going into a lengthy new system for space combat (which isn’t the 
  purpose of this rpg. 
   
   
  
  Playing the Game 
  Time 
  A turn represents ten minutes, and a combat round is about 6 seconds.  
  Movement Rate 
  Base movement rate for all races is in terms of feet per combat round.  
   
  Characters move at 12ft. 
   
  Careful movement halves the rate, running doubles it. 
  Damage and Death 
  When a target is hit, the amount of damage is deducted from their hit points. When these hit points reach zero, the target dies, if 
  they fail their Death Save. Otherwise they are knocked out.  
  Note: If any of the damage is from fists or stunning weapons, the character doesn’t die but is knocked out. 
  Healing 
  In addition to medical means of restoring hit points, a character will recover 1 hit point per day of uninterrupted rest. 
  Saving Throws 
  A hazard may require you to make a Saving Throw.  A successful Saving Throw means that the individual avoids the threat or 
  lessens its effect. Each character class has a Saving Throw target number based on level. Roll that number or higher to succeed.  
  Monster Saving Throw: The target number is calculated by subtracting the monster’s HD from 19.  
  Horror 
  Sanity and insanity 
  Whenever you encounter a gruesome, unnatural or supernatural situation that requires a San roll, you must make a saving 
  throw to resist losing San (usually called a San save). The TN of the situation or horror indicates the San save needed to resist 
  the effects when you are initially exposed to it. Sometimes, even if you make the roll you lose some San, but not as much as you 
  would if you had failed. Potential San loss is shown as two numbers separated by a slash, e.g. 1/1d6. In this case, if you fail the 
  roll you lose 1d6 San and if you succeed you lost just one point. The monster descriptions set out how much San you lose when 
  you encounter them. 
   
  Temporary insanity 
  If a character loses 5 or more San as the consequence of a single San save, he or she has suffered major emotional trauma. The 
  player must then make an Int ability roll; success means the investigator fully understands what has been seen and goes 
  temporarily insane for 1d10 hours. 
   
  If your investigator is temporarily insane, the GM gets to add a temporary phobia or mania to your sheet, most likely being 
  something related to what drove you mad in the first place (such as “fear of the dark”, “fear of confined spaces” or “fear of 
  blood”). 
   
  Permanent insanity 
  A character whose San falls below zero has become 
  permanently insane; the character becomes under the control 
  of the GM. Such a character can never become sane again – 
  they will probably be taken away by the authorities to be 
  locked in a padded cell never to see the light of day again. 
   
  Recovering sanity 
  The primary way you can recover sanity is through 
  psychoanalysis and long periods of rest and recuperation in a 
  quiet and safe location. This is assumed to happen between 
  adventures (unless you state your character is doing anything 
  else in that time); your character can recover 1d3 San lost 
  from past experiences. Otherwise, one point of lost SAN is 
  recovered when a character goes up a level. 
  
  Combat 
  When the party of adventurers comes into contact with enemies, the order of events is as follows: 
   
  Determine Initiative. 
   
  Party with Initiative acts first (using abilities, attacking, etc.) and results take effect. 
   
  Party that lost Initiative acts and their results take effect. 
   
  The round is complete; keep turn order for the next round if the battle has not been resolved. 
   
  Determine Initiative 
  At the beginning of a combat round, each side rolls Initiative on 1d6 - high roll wins. The winning side acts first; moving, 
  attacking and taking other actions. The losing side takes damage and casualties, and then gets its turn. Initiative rolls may result 
  in a tie. When this happens, player characters act first. 
   
  Melee Attack 
  A melee attack is an attack with hand-held weapons such as a dagger, gun, or cane. Two combatants within ten feet of each other 
  are considered to be “in combat.” 
   
  Missile Attack 
  Missile attacks are attacks with ranged weapons such as a gun or rifle. When using guns and ranged weapons to fire into a 
  melee, randomly determine friend or foe as your target; except Leaders, who can always avoid shooting their friends. 
   
  The Attack Roll 
  To attack with a weapon, the player rolls a d20 and adds any bonuses to the result. The total attack roll hits if equal to or higher 
  than the number shown on the table below. 
  Creature attack: Attack as a level 1 character, but add their HD to the attack roll. Creatures of less than 1 HD attack as 1st 
  level characters. 
   
   
   
   
  
  Missile Weapon Table 
   
   
  Melee Weapon Table                              
  Melee Weapon 
   
  Damage 
  Axe 
  1d8 
  Baseball bat 
  1d6 
  Dagger/knife 
  1d4 
  Brass knuckles 
  +1 to fist damage 
   Clubbed pistol 
  1d4 
  Clubbed rifle 
  1d6 
  Fencing foil 
  1d4+1 
  Fist* 
  1d3/1d4* 
  Machete 
  1d6 
  Nightstick 
  1d4 
  Staff 
  1d6 
  Sword 
  1d8 
  *Heroes always do at least 1d4 with their fists 
   
  Armor Table 
  Type 
  AC 
  Move 
  Notes 
  None 
  10 
  12 
  The character is wearing no protective covering 
  Trench coat/leather jacket 
  11 
  11 
  A tough-wearing coat that provides some protection 
  WW2 flak jacket 
  13 
  9 
  An item produced for WW2 airmen and soldiers – little used 
  Archaic leather 
  11 
  11 
  Included for “lost world” or similar scenarios 
  Archaic chain 
  13 (12) 
  9 
  Included for “lost world” or similar scenarios 
  Archaic plate 
  15 (13) 
  6 
  Included for “lost world” or similar scenarios 
   
   
   
  Weapon 
  Damage 
  Rate of Fire 
  # of Shots 
  Range 
  Thrown knife** 
  1d4 
  1 
  1 
  10ft 
  Homemade pistol** 
  1d4 
  1 
  1 
  10 ft 
  Light pistol** 
  1d6-1 
  1 
  5 
  15ft 
  Pistol** 
  1d6 
  1 
  6 
  20ft 
  Heavy pistol** 
  1d6+1 
  1 
  6 
  30ft 
  Smg** 
  1d6 
  3 
  32 
  50ft 
  Rifle** 
  1d8 
  1 
  16 
  30ft 
  Anti-tank rifle 
  2d6 
  1 
  5 
  300 ft 
  Machine gun 
  1d8 
  3 
  50 
  30ft 
  Heavy machine gun 
  1d10 
  3 
  100 
  200ft 
  Hand grenade* 
  3d6/2d6/1d6 
  1 
  1 
  20ft 
  Shooting or throwing beyond this range is at a –2 penalty to hit. The weapon cannot reach farther than twice this range. Outdoors, these range 
  increments are tripled.*Cause an explosion in a 10 ft radius. At a 20ft radius damage is reduced to 2d6 and up to 30 ft radius causes 1d6. Not 
  widely available unless playing a WW2 scenario. ** No use against tanks 
  
  Class Combat Tables 
   
   
  Class - Level 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  Grunt 1/Leader 1 
  Covert 1-2/Recon 1 
  Para-Medic 1-3/Talisman 1-3 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  Grunt 2/Leader 2-3 
  Recon 2-3/Covert 3-4 
  Para-Medic 4-6/Talisman 4-6 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  Grunt 3/Leader 4-5 
  Recon 4-5/Covert 5-6 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  Grunt 4/Leader 6/Recon 6 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  Grunt 5 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  Grunt 6 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
   
   
  Other Equipment & Gear 
  Item 
  Use 
  Backpack 
  Can put useful items in here 
  Binoculars 
  To see far away 
  Box camera 
  Good for still shots – on a tripod 
  Climbing rope 
  Handy for mountaineering 
  Compass, pocket 
  For finding one’s direction in the wilderness 
  Flashlight 
  Power to illuminate a strong beam of up to 30 ft; up to 60 ft is shadowy/unclear  
  Lock picks 
  Enables Coverts to “ply their trade” 
  Medicine case 
  Contains bandages, penicillin, tinctures etc. 
  Mess Kit 
  Stackable plates, mug and utensils 
  Paraffin lamp 
  Lights up a tent or about 20 ft around; up to 40 ft around shadowy and unclear 
  Pick Axe 
  For hacking at rock 
  Portable radio set 
  A portable set, that can transmit to a receiver within a range of about 50 miles 
  Scenex camera 
  Hand-held camera 
  Shovel/Entrenching Tool 
  For digging up or burying corpses 
  Signal Kit 
  Flare gun, 6 flares 
  Sleeping Bag 
  Issued to the military 
  Tent – large 
  For up to 8 people 
  Tent – small 
  For 2 people 
  Tool set 
  Hammers, screwdrivers, nails, wirecutters, etc. 
  Typewriter, portable 
  Useful for writing news stories and so on 
  Walkie-talkies 
  A pair of hand-held units that has a range of about 10 miles 
   
   
   
  
  Adventure Ideas 
   
  The characters are sent to intercept a train 
  carrying stolen art treasures back to the 
  fatherland. Only one of the treasures is a 
  peculiar 
  idol 
  required 
  by 
  the 
  Nazi 
  Necromancer Albrecht Hassel for some ritual 
  he has planned. He is on the train keeping an 
  eye on his precious cargo. 
   
   
  The characters are to meet a French resistance 
  leader (Maria Babin) in the small village of 
  Orador de Glana. When they arrive at the 
  village, it is a scene of massacre and nearly all 
  the villagers have been killed by members of 
  the 2nd SS panzer division. Most of the 
  division has moved on but a small unit under 
  Oberleutnant Sven Schroder remains to look 
  for survivors. Schroder is possessed by a rank 
  1 Demon (hence the massacre). One of the 
  survivors (now in hiding) is the resistance 
  leader the characters came to meet.  
   
   
  The characters (in vehicles) have broken down 
  near an empty French farm. A small patrol of 
  Germans has had the idea of stopping at the 
  farm for the night. In dealing with the 
  Germans, the characters find that the officer 
  had a strange book with unreadable text and 
  diagrams with an uncanny design. What is the 
  purpose of the book? What happens when 
  someone tries to contact the patrol on their 
  vehicle radio?   
   
   
  A German officer contacts the characters 
  (maybe via the group’s Covert?). He is 
  unhappy about the Nazi growing obsession 
  with demonology and necromancy and wants 
  the characters to help. He has leaned of a plot 
  to summon a demon in a small church on the 
  outskirts of a small French town. He knows 
  the Nazi Necromancer (maybe Albrecht 
  Hassel, if he wasn’t killed in the train in the 
  first adventure) is heading up the ritual and 
  there may even be some French cultists 
  joining them.   
   
   
  The characters are sent to rescue the English 
  Talisman Alfred Bannister from the clutches 
  of the Germans. He is held in a German 
  Schloss, Flavenstein. If they can’t rescue him, 
  their orders are to eliminate him as he has too 
  many secrets the Nazis would like to learn. 
   
   
  The characters learn about (or are told about) 
  a German U-Boat that has returned to its base 
  in Trondheim, Norway, from an expedition it 
  made to the North Pole. Just what has the U-
  Boat brought back that has got the Germans 
  all excited? The characters have to travel to 
  Norway to find out.  
   
   
  After a particularly bloody battle (or at the 
  end of a hard adventure) the characters are 
  looking to hold up for the night. They come 
  across a ruined castle on a hillside through the 
  trees, that looks a particularly good lookout 
  point and highly defensible. When they get 
  through the trees (which get thicker and 
  darker as they travel) they see the castle more 
  clearly and it doesn’t look as ruined as it did 
  from the road. Getting even closer, it clearly 
  isn’t ruined at all. The castle portcullis drops 
  down and the gate opens invitingly. What is 
  this creepy castle? Who owns it? Are their 
  secrets within? What are the weird sounds 
  coming from the dungeons below the castle? 
   
   
  The characters need to get somewhere fast at 
  night and the train station seems a good 
  option. Entering the station, they see a train 
  pull in to the platform and 20 men get off – 
  they all look like Adolph Hitler. What are all 
  these Hitler’s doing? Are they Doppelgangers?  
  Where are they going? 
   
   
  A factory in Germany is turning out “special” 
  Tiger tanks that seem all but impervious to 
  Allied guns and seem to “heal” even when they 
  are damaged. The characters are sent to the 
  factory to find out how the Germans are doing 
  this.  
   
   
  The characters are sent on a mission into 
  France, where they are ambushed. It’s like the 
  Germans knew they were coming. Is there a 
  traitor 
  in 
  the 
  ranks? 
  Have 
  the 
  Nazi 
  Necromancers found as spell that predicts the 
  future? Has the German High Command 
  somehow intercepted Allied messages? 
     
  
  Open Game Content 
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, 
  Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on 
  original material by E. Gary Gygax and Dave Arneson. 
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch 
  Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch 
  Swords & Wizardry Light, Copyright 2016, Erik Tenkar Stiene 
  Superheroes X! Copyright 2018, Simon Washbourne, Beyond Belief Games. 
  Black Books rpg, copyright Simon Washbourne 2016, Beyond Belief Games. 
  Superheroes X! Copyright 2018 Simon Washbourne, Beyond Belief Games 
  Space Adventures X! Copyright 2018 Simon Washbourne, Beyond Belief Games 
  Terror Tales X! Copyright, 2018 Simon Washbourne, Beyond Belief Games. 
  The Eerie West X! Copyright 2018 Simon Washbourne, Beyond Belief Games 
  Uncanny War Stories X! Copyright 2018 Simon Washbourne, Beyond Belief Games 
   
  Illustrations 
  All artwork in the Public Domain @ comicbookplus.com 
  
SOURCE: textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/Beyond Belief Games/Uncanny War Stories X.pdf