TEXT: LEG1104
  
  W E I R D W A R S -  D E M O N I C A R T I L L E R Y
  2
  INTRODUCTION
  Welcome to Demonic Artillery, a new Mission
  Manual from Legion Publishing for Pinnacle
  Entertainment Group’s Weird
  Wars roleplaying game.
  As with other titles in this
  series, Demonic Artillery
  contains a complete Weird
  War II mission along with
  new rules and character
  choices appropriate for
  the mission’s setting.
  BATTLE OF THE
  BULGE
  As one of Hitler’s last
  major 
  offences 
  in
  Europe, The Battle of the
  Bulge was the climax of
  a push by the Nazis
  through the Ardennes
  hills in an attempt to
  crush the western allies.
  Although 
  Britain, 
  the
  weaker 
  of 
  the 
  two
  western allies, was the
  ultimate target it was
  the American forces that were
  the subject of the attacks. The strategic aim of the
  offensive was to create a ‘corridor’ of Nazi troops
  and tanks through the Ardennes hills towards the
  sea at Antwerp. The result would be the isolation
  and destruction of between twenty five to thirty
  British divisions to the north.
  This adventure is set during the Battle of the
  Bulge, between 16th and the 24th December
  1944 though it can easily be moved to another
  time or theater with a little modification. It pres-
  ents an alternate reason to why Hitler sought to
  launch a counterattack in the Ardennes.
  The adventure is suitable for a party of four to
  six soldiers of 5th to 6th level. Adjust the number
  or level of opposition for stronger or weaker
  parties accordingly. The soldiers should not be
  OSI members.
  The first part of the tale begins with the soldiers in
  the town of St Vith. The Nazi advance has pushed the
  allies back and they are trying to hold the town. Due
  to an administrative error, a train of much-need sup-
  plies has been sent to the railway station-which the
  Nazis are on the verge of capturing.
  Once at the station, the soldiers discover the
  train has not yet arrived! Until it does, they can’t
  leave. While waiting in the cold, the soldiers
  come under artillery fire and discover the Nazis
  have a new weapon-living fire! These are in fact
  fire elementals bound into artillery shells using
  magic. As the train arrives, its boiler bone dry,
  the Nazis launch a fierce assault. Whatever
  happens, the train must not fall into Nazi hands.
  Having survived the assault, the soldiers are
  given a new mission. The position of the artillery
  base responsible for firing the new shells has
  been discovered and the unit is sent to destroy
  the guns and bring back an incendiary shell for
  examination. This is a “simple” commando raid.
  Finally, as the Battle of the Bulge dies down,
  the group is sent to a location behind enemy
  lines to destroy the “factory” creating these new
  shells. In actuality, the Nazis have opened a gate
  to the Elemental Plane of Fire and are capturing
  fire elementals.
  The stats and rules you
  need 
  are 
  presented 
  for
  Pinnacle’s classic d20 Weird
  Wars system and Great White
  Games’ Savage Worlds sys-
  tem, 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 -  D E M O N I C A R T I L L E R Y
  3
  This is the secret behind the Bulge-Hitler
  needs the portal open as long as possible to build
  up a stockpile of elemental weapons and can’t
  allow the Allies to discover his dark secret.
  THE WEATHER
  Thick fog, heavy snow, and freezing tempera-
  tures mark the Battle of the Bulge. Allied aircraft
  are grounded, winter clothing is in short supply,
  and lighting a fire attracts enemy artillery and
  sniper fire. Cold food, uncomfortable nights, and
  the risk of hypothermia are constant threats. For
  an accurate portrayal of the conditions watch
  Band of Brothers during the siege of Bastogne,
  this takes place during the Bulge.
  Unless the soldiers are already carrying winter
  gear they risk freezing as none is issued. Every
  hour spent below 40 degrees F an unprepared
  soldier must make a Fortitude saving throw at
  DC15 +1 for every previous check. Failure means
  the victim suffers 1d6 points of subdual damage.
  Soldiers with the Wilderness lore skill receive a
  bonus to the saving throw and may be able to
  apply this bonus to their comrades as well. Any
  soldier taking subdual damage from cold expo-
  sure is considered to have either frost bite or
  hypothermia and is considered to be Fatigued. 
  Fatigued soldiers cannot run or charge and
  suffer a -2 penalty on their Strength and Dexterity
  checks. Any soldier failing a second check and suf-
  fering further points of subdual damage is deemed
  Exhausted and moves at half normal speed suffer-
  ing a massive -6 penalty to their Strength and
  Dexterity checks. An Exhausted solder is merely
  Fatigued if he rests and takes shelter for one hour.
  A Fatigued soldier must rest and stay out of the ele-
  ments for a total of eight hours to shake his subdual
  damage and his Fatigue.
  At the War Master’s (WM) discretion and
  depending on the abilities of the soldiers, fog or
  snowfall is present during the entire adventure.
  All troops, whether in the open or using buildings
  as cover, are considered to be at one-half con-
  cealment.
  NEW MILITARY PRESTIGE CLASSES
  EXPLOSIVES EXPERT
  The Explosives Expert is a specially trained
  member of the unit with a sophisticated under-
  standing of various explosives and charges and
  their application in the battlefield. The Explosives
  Expert is often in the front line where a quick
  breach in defenses is required.
  Hit Die: d10
  Requirements: Dex 12+, Con 14+, Int 12+,
  Move Silently: 6 ranks, Hide: 6 ranks
  Class Skills: Artillery (Int), Climb (Str),
  Concentration (Con), Craft (Int), Demolitions
  (Int), Disable Device (Int), Disguise (Cha),
  Driving (Dex), Escape Artist (Dex), Hide
  (Dex), Intuit Direction (Wis), Jump (Str),
  Listen (Wis), Mechanic (Int), Move Silently
  (Dex), Open Lock (Dex), Search (Int), Spot
  (Wis), Sense Motive (Wis), Swim (Str), Use
  Rope.
  Skill points each additional level: 6 + your
  Level
  1
  2
  3
  4
  5
  6
  Base Atk
  +1
  +2
  +3
  +4
  +5
  +6
  Fort
  +2
  +3
  +3
  +4
  +4
  +5
  Ref
  +0
  +0
  +1
  +1
  +1
  +2
  Will
  +2
  +3
  +3
  +4
  +4
  +5
  Special
  Automatic Weapons
  Proficiency, Gunnery
  Bonus Feat
  Bonus Feat
  Bonus Feat
  Bonus Feat
  Bonus Feat
  
  W E I R D W A R S -  D E M O N I C A R T I L L E R Y
  4
  character’s Intelligence modifier.
  Class Features: Attaining each new level
  allows the Explosives Expert to gain a bonus feat.
  This rapid advancement reflects the soldier’s
  vast training in all fields of weapons and explo-
  sives. The bonus feats must be taken from the
  following list: Firearms, Flamethrower, Forward
  Observer, Gyrostabilizer, Incoming!, Mortar
  Proficiency, 
  Mechanized 
  Infantry, 
  Rocket
  Launcher, Tactician, Tracked Vehicle, Wheeled
  Vehicle. 
  First level Feats: Automatic Weapons
  Proficiency, Gunnery
  RADIO OPERATOR
  The Radio Operator (RO) survives on being
  alert to his squad’s needs and acting on his own
  initiative, wits and resourcefulness. Contacts are
  vital to the success of the Radio Operator and
  this soldier is highly skilled in creating lines of
  communication between his squad and rein-
  forcements.
  Hit Die: d8
  Requirements: Wis13+, Cha 12+, Move
  Silently: 6 ranks, Hide: 6 ranks
  Class Skills: Artillery (Int), Bluff (Cha), Combat
  Medicine (Wis), Disable Device (Int),
  Driving (Dex), Disguise (Cha), Escape Artist
  (Dex), Gather Information (Cha), Hide (Dex),
  Intuit Direction (Wis), Intimidate (Cha),
  Knowledge: Engineering (Int),Leadership
  (Cha), Listen (Wis), Move Silently (Dex),
  Speak Language (Int), Spot (Wis), Sense
  Motive (Wis), Swim (Str).
  Skill points each additional level: Choose a
  number of skills equal to 4 + your character’s
  Intelligence modifier.
  Class Features: Attaining levels allows the
  Radio Operator to gain bonus feats. These bonus
  feats must be taken from the following list:
  Command, Eagle Eyed, Eye For Terrain, Firearms
  Forward Observer, Incoming!, Natural Born
  Leader, Parachute, Rank, Tactician, Tracked
  Vehicle, Wheeled Vehicle. 
  Contacts: A canny RO is able to do whatever it
  takes to operate his machine and get help. As the
  RO improves in his art he can tease more and
  more help from the jaws of an otherwise hope-
  less situation. For each Contacts check the RO
  makes a Gather Information roll and refers to the
  table below:
  Aid
  DC
  Air Drop
  18
  Backup:light
  16
  Backup:Moderate 19
  Backup:Heavy
  20
  Troop Information 16
  Extraction
  20
  Safehouse
  20
  Air-Drop: The RO can call for a 10x10’casket of
  weapons, ammo or supplies.
  Backup: The RO calls his superiors at HQ and
  persuades them to send reinforcements (Light:
  1-10 infantry, Moderate: 10-20, Heavy: 20-30 + a
  vehicle). If the PO succeeds an Intimidate roll he
  may reduce the DC required by 1.
  Extraction: In extreme circumstances the PO
  can request his team be extracted to a safe site.
  Level
  1
  2
  3
  4
  5
  6
  Base Atk
  +1
  +2
  +3
  +4
  +5
  +6
  Fort
  +2
  +3
  +3
  +4
  +4
  +5
  Ref
  +0
  +0
  +1
  +1
  +1
  +2
  Will
  +0
  +0
  +1
  +1
  +1
  +2
  Special
  Command Voice,
  Contacts 1/day
  Contacts 2/day
  Bonus Feat
  Contacts 3/day
  Bonus Feat
  Bonus Feat
  
  W E I R D W A R S -  D E M O N I C A R T I L L E R Y
  5
  Extraction cannot be influenced by an
  Intimidation roll and requires a landing site and
  sufficient air support. 
  First level Feats: Command Voice, Contacts.
  OPTIONAL ARTILLERY RULES
  Listed below are stats for major artillery
  sources used during the Battle of the Bulge.
  Anti Tank guns
  The hero must remain in radio contact with the
  artillery battery for the complete duration.
  NAZI ARTILLERY
  The WM controlling the Nazi artillery uses the
  Artillery skill of the Nazi Commanding Officer to
  assault the allied targets and ultimately our
  heroes. The WM uses the same rules for the Axis
  forces.
  Adjusting Fire
  The barrage lasts 1d6 rounds then the respec-
  tive CO can allow the barrage to continue each
  round in the same location, or he can adjust the
  target point. To spot a new target point within
  2d10 yards of the original the C.O. must make
  another Artillery check at DC15. Failing this
  check the attack is centered on a new target
  point 2d10 yards in a d12 direction from the
  desired one. If the barrage is not used in a round
  it must be called in again. 
  Artillery vs Vehicles
  Artillery rounds plunge down from above at a
  steep angle. This can be dangerous for vehicles
  struck by artillery rounds.
  If a vehicle is enclosed, there is a good
  chance the round may strike its relatively weak
  deck Armor. Roll a d6 if the vehicle is within the
  target area. If the roll is 4-6, resolve the attack
  against half the vehicles’ weakest armor
  (rounded down). If the roll is even it strikes the
  side Armor.
  Destroying Buildings
  To keep things Fast! Furious! and Fun!, treat a
  buildings’ walls as with a Hardness of 5 for
  wood, 8 for brick, 10 for stone, and 15 for rein-
  Type 
  M1 57mm
  AP
  HE
  M5 76.2mm
  AP
  HE
  Tungsten
  Range
  200yd.inc.
  200yd.inc.
  200yd.inc.
  200yd.inc.
  200yd.inc.
  Burst
  4
  6
  Notes
  PV65/3; Critical x2
  PV 15/2 Critical x2
  PV 100/3 Critical x2
  PV 20/2 Critical x2
  PV 215/2 Critical x2
  Damage
  6d10
  5d8/6d6
  8d10
  7d8/5d8
  8d10
  BOMBS
  Only bombs used to simulate certain explo-
  sions are included here. Burst radius is given in
  yards but does not stop at 50 yards. Keep halving
  the damage for each 10 additional yards. 
  Damage is fixed. Soldiers may make a Reflex
  save DC 15 to throw themselves prone and take
  half damage. Soldiers in total cover, such as a
  building or below ground level in a crater, take
  only one-quarter damage.
  Bomb
  100
  500
  Impact
  175
  880
  10
  175
  880
  20
  88
  440
  30
  44
  220
  40
  22
  110
  50
  11
  55
  ALLIED ARTILLERY
  During the game a player may be selected to
  direct Aliied artillery fire. The player must ‘Call
  In’ the strike by making an Artillery check. The
  number of combat rounds it takes for a shell to
  fall on its target is equal to 10 minus 1 for every
  five points the soldier gets on his skill check.
  
  W E I R D W A R S -  D E M O N I C A R T I L L E R Y
  6
  PART ONE: THE RAILWAY STATION
  MISSION BRIEF
  The following mission brief should be given to
  the highest ranked character. At his option, his
  second-in-command may also attend.
  It is barely 0600 hours on the morning of
  20 December 1944, the fog is thick,
  snow lies on the ground, the tempera-
  ture is below freezing, and you have
  been called into the offices of your
  company commander, Major Stevens; a
  tired-looking man who has undoubtedly
  had little sleep since the Nazi attack
  began four days ago. He glances up from
  behind his desk as his aide, a corporal,
  shows you into the office. He gestures
  for you to be seated on the chair in front
  of his desk. A few silent minutes pass
  before he places the paper he is study-
  ing to one side and diverts his attention
  to you.
  “Ah, thank you for coming so quickly. It
  seems that the Nazi attack is a major
  offensive. They really caught up napping
  this time and are dangerously close to
  capturing the railway station east of St
  Vith. Logistical command, in their infi-
  nite wisdom, delivered a trainload of
  supplies and ammunition to the station
  only last night and if we do not act
  quickly it falls into enemy hands.
  “You and a small group of your men have
  been charged with retrieving the wagons
  before they are captured or destroying
  them if capture seems inevitable. We
  have had no reliable contact with the
  forced concrete. The Armor Value listed for a
  typical building is for shooting through it as well
  as for reducing damage when blowing them up.
  Typical Building
  Type
  Wood
  Brick
  Stone/Concrete
  Penetrate 
  AV
  5
  10
  10/15
  Wall 
  Hardness
  8
  8
  10/15
  Damage Points 
  (Undamaged)*
  100
  250
  300
  *When a building reaches “Incapacitated,” it collapses.
  BARBED WIRE
  All sides in the war use barbed wire to deny
  troops access to areas and to delay passage.
  Tanks can pass through razor wire without
  effect, though they leave a mass of squashed-
  and 
  still 
  dangerous-wire 
  behind 
  them.
  Explosives are frequently employed to clear
  thickets of wire, but such methods alert nearby
  defenders.
  Soldiers slipping through barbed wire defens-
  es must make a Dexterity roll every 2 yards or
  one game inch of movement through the wire to
  avoid becoming entangled and cutting them-
  selves on the sharp prongs. On a success, the
  soldier slips through the wire unharmed.
  With a failure, the soldier has become
  snagged and suffers 1d6 damage. A second
  Dexterity roll is required to free him from the
  strand
  Should any roll be a failure, the soldier has
  managed to wrap the wire around him and
  suffers 2d6 damage. He may attempt to free
  himself but suffers a –2 penalty and takes a
  further 2d6 damage each round he struggles or
  takes another action involving any sort of move-
  ment. Laying still causes no damage, but it also
  means the character is a sitting duck.
  Barbed wire can be cut through with wire cutters
  at the rate of 2 yards, or one inch, per action.
  
  W E I R D W A R S -  D E M O N I C A R T I L L E R Y
  7
  station since last night, but we believe
  our boys still hold it against the Nazis.
  “My corporal has a few supplies that
  may be useful for your mission. He also
  has the maps of how to each the station.
  He’ll also answer any questions you may
  have. That is all”. He waves you away
  with a casual flick of his hand before
  returning to his reports.
  “Oh, before you go,” he adds as you
  salute and prepare to leave, “you may be
  interested to know that the Nazi 6th
  Panzer Army is assaulting the station.
  Watch out for their tanks!”
  The corporal, Bert Canelli, is waiting outside
  when the character leaves the office and shows
  him to a small pile of equipment; one medical kit
  with 8 uses remaining, ten hand grenades, one
  light satchel charge, a bazooka with three war-
  heads, and enough ammunition to bring every-
  one to four magazines in their preferred weapon.
  He also presents a map, which shows the
  railway station almost completely surrounded by
  Nazi forces. The station is roughly three hours
  walk away (no vehicles are available as the
  allies are withdrawing) and the squad is to leave
  immediately.
  Just before the officer leaves, Corporal Canelli
  opens his desk drawer, reaches in and pulls out
  an almost full liter bottle of bourbon. With a long
  and somewhat sad look at the bottle, he hands it
  over to the character.
  “I’ve been saving this for a rainy day. Heck,
  I reckon you’ll appreciate it more than me.
  Please, take it with my compliments. I just
  wish I were coming with you”.
  THE STATION
  PLATFORM HELL
  The railway station is little more than a rural
  station with a few warehouses surrounded by a
  single coil of barbed wire. The trip to the station
  should be uneventful—given the battle that lays
  ahead the party should be in top fighting form
  when they arrive.
  As the party nears the station they can see
  columns of smoke rising from its position, accom-
  panied by the smell of burning wood and flesh.
  There are no obvious sounds of gunfire or vehi-
  cles. Should they walk up the road, they soon spot
  the American flag fluttering over the platform; a
  guard on the gate wears an American uniform. As
  the party draws nearer the guard spots them,
  salutes, and rushes over to greet them.
  “Hi, guys! Are you the vanguard for the
  support column? Where are the tanks?
  How much ammunition and food have you
  brought? 
  Do 
  you 
  have 
  cigarettes?
  Chocolate? Mail from home? Come on,
  stop holding back!”
  The private is quite shocked to hear that the
  soldiers are the only reinforcements being sent
  and that they are only here to rescue the supplies
  and ammunition. If asked who is in charge, he
  gestures to his NCO, who is currently manning
  the machine gun nest. “Master Sergeant Davies
  is our highest rank now. The captain and the
  radio operator were killed by a shell last night.’
  TALKING TO THE SURVIVORS
  Give the soldiers a copy of Map 1, which fea-
  tures the railway depot.
  
  W E I R D W A R S -  D E M O N I C A R T I L L E R Y
  8
  The sergeant, if called, leaves his machine
  gun nest, bringing his rifle with him though, and
  comes over to see the new arrivals. Unshaven,
  out of uniform, and with a cigarette hanging from
  the corner of his mouth, he salutes casually and
  says, “How can we help you, sir?” The sarge isn’t
  “anti-officer,” he’s just aware that high
  command is not going to reinforce a remote
  railway station when there are other targets of
  value to protect.
  The following questions are typical of those
  the party is likely to ask, along with the
  sergeant’s answers. Use them, the map, and the
  key to answer other questions. When the party
  starts asking questions he gestures to the nearby
  warehouse and says, “We’d better get in there.
  They’re likely to start shelling us again soon and
  those infernal incendiaries are dangerous if
  you’re in the open”.
  Soldiers may make Intelligence checks (DC
  17) or Artillery checks (DC 12) to discover the
  artillery pieces don’t fire incendiary shells—they
  are dropped from aircraft.
  A selection of questions and answers are
  shown below. 
  Q: Who is in charge?
  A: “I guess I am, sir. Our officer, Captain
  Dardanelli, was blown to pieces last night. The
  
  W E I R D W A R S -  D E M O N I C A R T I L L E R Y
  9
  damned shell also killed our radio operator.
  Irony is, it left the radio intact”.
  Q: When did the assault begin?
  A: “The Krauts began artillery attacks late last
  night, just before midnight. They’ve been shelling
  us every thirty minutes or so since then. We’ve
  heard tanks in the woods, but we’ve seen
  nothing”.
  Q: What is your unit strength?
  A: “We have fourteen men still alive—ten on
  the anti-tank guns, two submachine gunners,
  one rifleman, and myself. We weren’t meant to
  be here this long without support, so ammunition
  is low. Most of us have a few magazines left and
  a handful of grenades, but the anti-tank guns
  only have about a dozen shells left each and
  some of those are high explosive. Good for
  people, not so good for tanks I am afraid.
  Yesterday evening we numbered fifty”.
  Q: Which Nazi units are they?
  A: “We’re not sure. Although we have heard
  tanks we have seen nothing with any insignia on.
  Anyway, a Nazi is a Nazi. I don’t really care
  which unit he is from. They all die just as easily
  as each other”.
  Q: What are your current orders?
  A: “The last order we had was to hold until
  reinforcements arrive. Like I said, we don’t have
  a qualified radio operator, so I guess we’ll follow
  you from now. What are your orders?”
  Q: Where is the supply train?
  A: “What supply train? The last train left two
  days ago. We have not seen one since. The
  captain did mention something about supplies,
  but he never mentioned a train. What fool organ-
  ised that little present for the Nazis?”
  Q: What are those scorch marks?
  A: “Some kind of new secret weapon the
  Nazis have unveiled against us. It’s our special
  privilege to witness their first use. Strangest
  thing I ever saw, sir, but I would swear that the
  fire headed towards buildings and men, as if
  picking them out, like the fire was aware of
  their presence”.
  Q: Are you sure they were incendiary shells?
  A: “Of course I’m sure; I watched two of them
  take out our barracks and a warehouse. At least
  twenty of my men died from those incendiary
  weapons and we haven’t heard a single plane in
  days. If you don’t believe me examine the areas
  yourself”.
  Q: What are our chances of holding the
  station?
  A: “Slim at best. From what we have been able
  to determine only the road you traveled by is
  safe, and that could fall at any moment. We have
  no idea how many men and tanks and currently
  in the area, but my guess is that we are at the
  business end of a major assault”.
  THE RAILWAY STATION
  BUILDINGS AND GUN EMPLACEMENTS
  Anyone trapped inside a demolished building
  suffers 2d6 damage if wooden and 4d6 damage
  for more sturdy structures.
  The following buildings and equipment are
  clearly marked on map 8. Any of the infantry
  present happily gives the party a “guided tour,”
  answering any questions as best he can.
  1. Fuel Tanks: intact; AV 5, DP 25: The fuel
  tanks are all half full of diesel intended for
  American armored divisions. AP shells fired at
  the tanks can puncture the outer shell and cause
  the fuel to leak until the damage points are
  
  W E I R D W A R S -  D E M O N I C A R T I L L E R Y
  10
  exceeded, at which point they explode. In addi-
  tion, HE shells can ignite the fuel if they over-
  come the armor of the tanks.
  Exploding tanks act as a 100lb bomb explod-
  ing on that point and set fire to everything within
  the burst radius.
  2. Warehouse: virtually destroyed; AP 10, DP
  51: Formerly a stone warehouse, there is very
  left except for some smoldering remains. Just to
  the east of the buildings is an impact crater sur-
  rounded by several small burnt patches. 
  If the Soldiers do not get the clue from the map
  have them make a Spot check at DC 12 to identify
  the charring. The corpses in the immediate vicin-
  ity also show signs of burning. An Artillery check
  DC 12 reveals that the crater pattern is inconsis-
  tent with HE rounds and incendiary bombs.
  3. Gun Emplacement 1: The first gun emplace-
  ment is surrounded by sandbags on three sides
  and contains an M1 57mm anti-tank cannon
  nestled behind. The cannon has five HE and four
  AP shells, and requires four crew. The sandbags
  have an Armor Value of 4.
  4. Warehouse: virrtually destroyed; AV 10, DP
  68: This large warehouse is partially destroyed;
  artillery shells having taken their toll and caused
  the central area to collapse. The rubble can be
  used for cover, but reaching the best areas
  requires a Climb check DC 10 to avoid collapsing
  the rubble further and taking 2d6 damage.
  5. Platform: slightly damaged; AV 5, DP 235:
  This wooden platform building houses offices
  and dining areas for the workers, as well as a
  ticket office. So far the platform has taken one
  direct hit and one near miss.
  6. Water Tower: Full of water, the tower is used
  by trains to refill their boilers simply by driving
  under it. Although the tower cannot be moved,
  the water can be released simply by pulling a
  lever. This covers a 4-yard area. Anyone caught
  under the cascade may make a Reflex save DC
  12 to avoid taking 1d6 damage. This is the only
  water supply left and is handy for filling buckets
  when incendiary shells land.
  A fire elemental lured under the tower and
  drenched with water takes 3d6 damage per
  round it remains under the waterfall.
  7. Cargo Lift: AV 5, DP 10: Formerly used to
  remove cargo from trains for transferal to the
  warehouses, the lift now stands idle. The control
  cabin at the top makes an excellent observation
  platform but is incapable of withstanding many
  hits from large caliber weapons.
  8. Vehicles: There are only two vehicles left at
  the station aside from the train. One is a Jeep
  with no weapons, which is parked by the north-
  ern perimeter, the second is a 2 1/2-ton truck
  parked behind the cargo lift, which has taken
  damage from shrapnel and has 26 damage
  points remaining.
  9. Warehouse: slightly damaged; AV 10, DP
  217: Now empty of all its stock, the warehouse
  makes a convenient shelter from artillery attacks
  and the only safe place to take a rest. Although
  the warehouse has taken no direct hits, it is
  slightly damaged by near misses and most of the
  glass in the windows has shattered.
  110. Barbed Wire and Entrance: The barbed
  wire is a standard single coil array requiring a
  Reflex save DC 10 to crawl through. Except
  where blown apart and at the road entrance it
  completely surrounds the station. The front
  entrance has limited protection from tanks by
  way of hedgehogs, but there are no mines.
  11. Workers’ Huts: destroyed:
  Formerly
  wooden barrack-style huts for the warehouse
  
  W E I R D W A R S -  D E M O N I C A R T I L L E R Y
  11
  workers, there is nothing left except for some
  smoldering remains. Just to the north of the
  buildings is an impact crater surrounded by
  several small burnt patches. A successful
  Artillery check (DC 12) reveals that the crater
  pattern is inconsistent with HE rounds and incen-
  diary bombs.
  12. MG Nest: Surrounded on three sides by
  sandbags, the nest contains a tripod-mounted
  M2 heavy MG with two full belts of ammunition.
  The sandbags have an Armor Value of 4.
  13. Gun Emplacement 2: The second gun
  emplacement is surrounded by sandbags on only
  two sides, and contains an M5 76.2mm AT gun.
  There are three HE, six AP shells, and two Tungsten
  shells left. The M5 requires six crew members and
  the sandbags have an Armor Value of 4.
  14. Signal House: damaged; AP 5, DP 12: The
  signal house has been damaged by artillery fire
  but is still operational. Currently the tracks are
  set so that they all run straight. Track three has
  taken two artillery hits and any train using the
  rails crash at this point. It takes two rounds for
  the tracks to switch—one round to move the
  lever and another for them to actually move.
  15. Oil Drums:: AV of 5: There are around eighty
  oil tanks in the pile and all are empty and rusted.
  The drums have two immediate uses—one is to
  provide cover, and the other is to scare the Nazis,
  who don’t know they are empty. Shots that strike
  any drums may penetrate the armor to strike
  hiding opponents.
  PRE-PLANNED EVENTS
  The following events take place at rough
  preset times, but can be moved around as the
  WM sees fit to keep the pace of the adventure
  going. Although hard pressed for time, the party
  should have some time to themselves to formu-
  late a plan and recover after Nazi assaults are
  beaten back.
  INCOMING!
  After the party has had some time to talk to the
  defenders and get the gist of the situation have a
  barrage of Nazi artillery land on the station. The
  artillery has a targeted point situated directly on
  the 57mm cannon and all rounds deviate from
  there as normal. 
  There is a 1 in 6 chance that any shell that
  lands is an incendiary, in which case see the
  special section Fire! Fire! (p.11). This event can
  be re-used as and when you feel like giving the
  party something to think about, but at least
  fifteen minutes of game time should pass
  between any barrages.
  150 mm howitzer battery: 10d8 damage, burst
  30 ft (10y), deviation 2d20 y, 1d2 shots per
  round, 1d4 rounds duration.
  CALLING FOR BACKUP
  The American army in this sector isn’t really
  able to reinforce any areas with ease. The radio
  in the main station building still works and there
  is limited artillery support generally available if a
  forward observer can call it in: 10 or higher on a
  d20 for it to be instantly available. If the forward
  observer merely asks them to shell the station (!)
  the allied artillery have preset points targeted at
  the end of the second-longest rail line; all shots
  deviate from there as normal.
  Note that the duration is lower than normal
  because of ammunition shortages. Asking for
  troop or tank reinforcements resorts in a short
  
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  12
  PANZERS ROLL!
  At some point in the adventure before the train
  arrives, the Nazis launch a probing attack comprising
  fifteen infantry, one officer, and two Panzer IVJ tanks
  Panzer IVJ Tank AC: 12, Damage Points: 75, Size:
  Huge, Cruising Speed 35, Range: 125 miles,
  Weapons: 75L48 cannon (turret), MG34 (bow),
  MG34 (coaxial), Ammo: Max 87 (HE35, AP 42,
  Smoke 10), 7.92mm 2000, Crew: 5
  (Commander, Gunner, Driver, Assistant Driver,
  Loader), Armor-Turret: 50/35/30, Upper Hull:
  80/30/20, Lower Hull 80/30/20, Deck 12,
  Suspension: 30, Special: Smoke mortar.
  The Nazis aren’t yet ready for their main assault,
  and retreat if they take more than 50% casualties. If
  the attack is easily defeated, have the Nazis launch
  another one a few hours later from the north.
  When the assault starts assign the NPCs to the
  soldiers as evenly as possible to use as secondary
  soldiers. Feel free to override any decision that goes
  against rational human thinking (like sacrificing
  themselves just to save a PC).
  Should the Nazis force the allies from the station,
  the soldiers must either find a way to destroy the
  train or launch a counterattack. If the train is
  destroyed, this part of the adventure is over.
  HERE COMES THE TRAIN
  The train can arrive at the station at any
  point during the adventure, but should do so
  before a full assault takes place (it gives the
  PCs a fighting chance). Roll a d4 to see which
  track it arrives on. Unless halted by the PCs, it
  stops at the end of the line or at a crater. As
  snort and then the curt response, “From where,
  pal? From where?”
  105 mm howitzer battery: 5d8 damage, burst
  20 ft., deviation 2d10 yards, 1d4 shots/round,
  1d6 duration [[SW: see sidebar]].
  FIRE! FIRE!
  This section should only be use when an artillery
  barrage indicates that an incendiary shell has
  landed. Normally artillery rounds fire high explosive
  shells, but the Nazis are experimenting with a new
  incendiary shell, containing not a chemical incendi-
  ary but fire elementals!
  When an incendiary shell hits, it explodes for 5d8
  damage in a 5-yard burst area and launches1d6
  smaller canisters; each containing a small fire ele-
  mental. There is a 25% chance that only 1d2 canisters
  are scattered but each of these contain a large fire
  elemental. These canisters scatter randomly in a d12
  direction 2d6 yards from the initial impact point. On
  landing, they crack open, releasing their deadly cargo.
  For the most part, the fire elementals look like
  sheets of flame, but Soldiers looking at them should
  make a Spot check DC 15 to notice two small
  patches of intense blue fire that resemble eyes. Each
  elemental heads towards a flammable target,
  whether that is a human or a building, starting the
  round after they are released.
  Soldiers paying attention who make a successful
  Spot check DC 10 realize that not only is the fire
  moving as a whole, rather than spreading, but it can
  move against the wind! The first time a character
  sees this happening he must pass a save DC 13 or
  suffer Fear.
  Soldiers checking the incendiary canisters may
  make a Search check DC 12 to notice small mark-
  ings on the inside. The glyphs are in no language
  they recognize, but are useful corroborating evi-
  dence for their report.
  
  W E I R D W A R S -  D E M O N I C A R T I L L E R Y
  13
  soon as it grinds to a halt an artillery barrage
  commences, centered at the usual target—
  the forward observer does not have time to
  adjust the fire and it would reveal his pres-
  ence.
  The driver, a civilian, apologizes for his tardi-
  ness, blaming boiler trouble. Although the boiler
  is lit, there is no water. Worse, the train may have
  pulled in at the wrong track to refill quickly—
  only the far right hand track has access to the
  water tower. The train, according to the engineer,
  can only travel a mile or so at best before the
  boiler overheats and explodes.
  Topping up the boiler with water is going to
  take at least thirty minutes, once the driver
  has maneuvered the train to the right track.
  Should the train be seen to leave the station,
  the Nazis launch a Final Assault (see below).
  The train comprises three wagons—the first
  and last contain rations, while the middle one
  is packed full of ammunition and explosives.
  Blowing up the ammo wagon causes a
  massive explosion, which should be treated
  as a 500lb bomb exploding at that point.
  For the purposes of artillery strikes, a direct
  hit blows the wagon to pieces. Otherwise, the
  wagon has AP 5, DP 35. Any damage taken by
  the wagon has a chance of setting off the explo-
  sives equal to the damage taken times 3%.
  FINAL ASSAULT
  Twenty minutes after the train arrives the Nazis
  launch their final assault. Fifty infantry and three
  Nazi officers are supported by three Tiger tanks.
  Tiger VI Tank: AC: 12, Damage Points: 125,
  Size: Huge, Cruising Speed 35, Range: 62
  miles, Weapons: 88L56 cannon (turret),
  MG34 (bow), MG34 (coaxial), Ammo: Max
  92 (HE45, AP 45, Smoke 2), 7.92mm 2000,
  Crew: 5 (Commander, Gunner, Driver,
  Assistant Driver, Loader), Armor-Turret:
  100/80/80, Upper Hull: 100/80/80, Lower
  Hull 110/60/80, Deck 40, Suspension: 30,
  Special: Nahverteidgungswaffe.
  Wehrmacht Soldier: Medium Size Human,
  CR1, Class:Grunt 1, Hit Dice: d8(6hp),
  Initiative: +1, Speed: 30ft (6 squares), AC:
  12 (+1 Dex, +1Armor), Base Attack/
  Grapple: +1/-3, Attack: KAR-98K rifle at +3
  to hit (2d8 damage; PV –5; Critical 19-20/x2;
  Range increment 120; ammo 5M; bolt
  action; piercing damage); 2 with MP 40
  (2d6 damage; PV –10; Critical 19-20/x2;
  Range increment 30; ammo 32D), Full
  Attack: KAR-98K rifle at +3 to hit (2d8
  damage; PV –5; Critical 19-20/x2; Range
  increment 120; ammo 5M; bolt action;
  piercing damage); 2 with MP 40 (2d6
  damage; PV –10; Critical 19-20/x2; Range
  increment 30; ammo 32D), Damage: Above,
  Face/Reach 5ft by 5ft/5ft, Saves Fort +3, Ref
  +1, Will +0, Abilities Str11, Dex12, Con12,
  Int10, Wis11,Cha 10, Skills: First Aid +2;
  Hide +5; Move Silently +5; Spot +5, Feats
  Firearms Proficiency; Automatic Weapons
  Proficiency (2 with MP 40’s); Point Blank
  Shot; Rank: Grenadier; Simple Weapons
  Proficiency; Weapon Focus: KAR-98K or MP
  40. Possessions: KAR-98K or MP 40 (40 or
  60 rounds of ammo), helmet, uniform, 2
  stiehlhandgranate (grenades).
  The Nazis emerge from the woods and attack
  the station. Even if the train has taken on enough
  water, it takes five minutes or 30 rounds to get up
  a head of steam.
  
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  14
  The Nazis are desperate to capture the train
  intact. When the first wave suffers 50% casual-
  ties, a similar attack commences from the north.
  Only if the second wave suffers 75% casualties
  do the Nazis retreat.
  WRAPPING THINGS UP
  Whatever happens, the party should be given
  chance to retreat back to friendly lines before
  being overrun by the unstoppable might of the
  Wehrmacht. The journey is fraught with danger
  and you may wish to add extra encounters if the
  party is still strong and spoiling to kill some
  Nazis.
  Otherwise, allow the heroes to meet up with
  similar units heading to the relative safety of the
  town. None have encountered any incendiary
  shells of the sort used against the railway station
  and soldiers that tell their tale are urged not to
  mention such madness to their superiors.
  So long as their mission is successfully com-
  pleted their company commander is satisfied.
  The major dismisses any claims of weird activ-
  ity out of hand. Talk of a new incendiary shell for
  use with artillery does get passed back to HQ,
  however—if our soldiers do not mention the new
  shell then an NPC unit does.
  REWARDS
  If the train survives intact and escapes from
  the station to friendly lines give each surviving
  character a +2 bonus to medal award checks—
  HQ appreciates their heroic efforts. By itself,
  saving the train is not worth a medal chance—it
  is only a bonus. Allowing the train to be captured
  imposes a –2 penalty to decoration and promo-
  tion rolls.
  Also award each surviving character an addi-
  tional 250 experience points for saving the train
  and 25 experience points per NPC that escapes
  with them.
  PART TWO: SILENCE THE GUNS
  PLAYERS’ MISSION BRIEF
  The following mission brief should be given to
  the highest ranked character. At his option, his
  second-in-command may also attend. The briefing
  takes place the day after the previous mission.
  Since your mission at the railway station
  you have been kept busy fortifying the
  town in preparation for the forthcoming
  Nazi assault. Minor skirmishes with Nazi
  patrols and hiding from artillery barrages
  have been the orders of the day so far. A
  runner has recently arrived from HQ and
  you have been ordered to attend a meeting
  with your commanding officer. 
  Once again, you find yourself sat in the
  major’s office. If anything, the major looks
  even worse than last time you saw him. He
  is not alone this time. Standing in the dim-
  light at the rear of the office smoking a
  cigarette is a tall gentleman wearing the
  crisp, clean uniform of an intelligence
  captain. His frame is thin, his face white
  and gaunt, his eyes, just visible from
  under his cap, are dark and cold, and his
  face ravaged by a mass of old scars. He
  does not acknowledge your entrance.
  
  W E I R D W A R S -  D E M O N I C A R T I L L E R Y
  15
  “Lieutenant,” begins the major, sweat
  visibly forming on his brow though the
  temperature is far from warm, “further to
  your mission at the railway station and
  your reports of incendiary shells being
  used, HQ has ordered you to undertake
  another mission, this time behind enemy
  lines.
  “Our colleagues in military intelligence,”
  he snatches a furtive glance at the
  captain, “have located the position of the
  Nazi artillery base responsible for using
  these shells. You are to neutralize any
  further threat and return with one of
  these incendiary shells for study by our
  weapons experts. Our generals welcome
  any other useful information you can
  retrieve.
  “As usual, Corporal Canelli provides you
  with intelligence information and sup-
  plies. That is all. Carry on”.
  Corporal Canelli is waiting outside when the
  officer leaves the office and shows him to a
  small pile of equipment—one medical kit with
  
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  16
  six uses remaining, three hand grenades, two
  light satchel charges, four man-days of food, and
  enough ammunition to bring everyone in the
  squad to three full magazines in their main
  weapon. He also presents a map, which shows
  the artillery base, some eight miles behind the
  new frontline. 
  Should the officer question Canelli about the
  captain, he speaks only in a whisper and even then
  with one eye on the door to the major’s office.
  “He arrived this morning with your
  orders. Whoever he is, the major seems
  to fear him”.
  THE ARTILLERY BASE
  The trip takes roughly 8 hours on foot as there
  are no vehicles available and the squad must
  leave immediately. No encounters are planned,
  but feel free to add some if your group is experi-
  enced or high level. Give the soldiers Player
  Handout #2 (the map of artillery base).
  The following buildings and equipment are
  clearly marked on the map. The various sentries
  do change position slightly and the War Master
  should determine this as he sees fit.
  1. Corner Emplacements: AV 5, DP 40: The two
  corner emplacements are little more than square
  trenches covered by logs and topped with turf. A
  two-man MG42 crew is stationed in the emplace-
  ments at all times. Firing slits provide three quar-
  ters cover and allow for 360-degree fire,
  although it takes two rounds for the MG42 to be
  moved from face to face.
  2. Ack-Ack Cannons: Unmanned unless an air
  raid has been signaled, these two 88 mm Flak 36
  cannons are kept ready for immediate action.
  They require a crew of seven and when needed
  are manned by the off-duty guards or artillery
  crews. When not in combat use, there is a 10%
  chance per hour that the crew is at gun train-
  ing—otherwise they are in the barrack block.
  3. Radio Shack: AV 5, DP 60: Built from logs and
  turf and partially submerged, this wooden struc-
  ture serves as the radio room. The room is
  manned 24 hours a day and contains two rooms—
  the central radio room, complete with maps of the
  surrounding countryside, and a small barracks
  where the off duty radiomen can rest.
  At all times there is one wireless operator
  using the radio and a runner ready to carry mes-
  sages to the artillery officer. Treat both as stan-
  dard infantry with the following changes—
  remove Move Silently and add Wireless
  Telegraphy +4. Two similar personnel are sleep-
  ing in the mini-barracks and take three rounds to
  waken and grab their guns.
  There are two important pieces of information
  in the radio shack. The first is a letter to Nazi
  High Command asking why “troops carrying
  unusual flamethrowers have been supplied,” and
  the second a memo from a supply base asking
  for “reports on the effectiveness of the new
  incendiary shells”.
  There is a 65% chance during the day and 35%
  chance at night that the captain in charge of the
  camp is in here, organizing new supplies, check-
  ing fire orders, or keeping up with routine paper-
  work.
  4. Main Barracks: AVV 5, DP 240: The main bar-
  racks are broken down into three distinct areas.
  The first is the mess hall, which can seat thirty
  and has several stoves installed. Pots of food are
  generally bubbling away under the supervision of
  three cooks.
  
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  17
  The second is the infantry barracks and con-
  tains room for twenty men. At most times there
  are almost a full contingent in here sleeping or
  relaxing.
  The third area contains six double bunks for
  the artillery crews, who are either in here
  resting, in the mess hall, or manning their guns.
  They work whenever needed and keep no fixed
  patterns.
  Finally, there is a small room at the back with
  three bunks present for the SS detachment. This
  contains three off duty “flamethrower” operators.
  All personal equipment is kept in kit bags,
  save for posters of pin-ups or photos of loved
  ones, which are stuck to the walls. There is no
  armory—all weapons are kept loaded and ready
  for instant use by the bunks.
  4. Officers’ Barracks: AV 5, DP80: The officers’
  barracks contains a small kitchen manned by
  two riflemen, a lounge where the officers can
  smoke and drink brandy, and two bedrooms—
  one for the artillery officer and one for the com-
  manding officer.
  If the captain is not in the radio room, then he
  is present in this area. Likewise, the lieutenant is
  here if the guns are not currently manned.
  A Kubelwagon is parked outside. The keys are
  in the ignition.
  5. Artillery Emplacements: The two artillery
  emplacements are surrounded by sandbags on
  three sides, which provide AV 4 for the six
  crewmembers of the 155 mm howitzers. In
  general there are 1d6 rounds of ammunition kept
  above ground ready for immediate use—there is
  a 20% chance that any shell is an incendiary
  shell.
  Additional shells are taken from the armored
  bunker in the handcarts—if an incendiary shell
  is picked, a “flamethrower” soldier accompa-
  nies the shells back to the artillery position until
  it has been successfully fired.
  Each crewmember is armed with a Walther P38
  pistol rather than a Kar 98k. An artillery officer—a
  Wehrmacht leutnant—is always on duty when the
  guns are manned. He receives messages for fire-
  support missions from the wireless runner.
  Wehrmacht leutnant (see page 27 for stats)
  There is a 75%chance during the day and a
  25% chance at night that the artillery crew is
  manning the guns when the PCs arrive in the
  area. If this is the case, they remain at their
  station for 1d6 hours during the day and 1d3
  hours at night.
  For each hour roll a d%—01-30 guns do not
  fire that hour, 31-80 guns fire once, 81-92 guns
  fire twice, 93-98 guns fire three times, 99-100
  guns fire four times. The boom of the guns gives
  a +2 circumstance bonus to Move Silently rolls
  for 1d4 rounds after firing—the guards are tem-
  porarily deafened.
  6. Trucck Park: Three Opel-Blitz trucks are kept
  in this fenced area at all times, primarily for
  rapid redeployment of the artillery pieces, rather
  than for the infantry. The trucks are kept in excel-
  lent working order, have a full tank of gas, and
  the keys are in the ignition. There is always a
  rifleman patrolling the area.
  6. Opel-Blitz Trucks: AC 12, Damage 40, Size
  Huge, Cruising 75 (15”), Armor 2 everywhere,
  Suspension 20
  7. Toilet: AV 3, DP 4: A simple wooden struc-
  ture, there is a 25% chance that the toilet is in
  use whenever the party attacks the base. Anyone
  using the toilet needs 2d6 full rounds to finish,
  dress, and be ready for action.
  8. Kubelwagon: AC 14, Damage 20, Size Large,
  
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  18
  Cruising 90 (18”),Range 150 miles, Armor 2/2/2,
  Dexk 2, Suspension 20, Weapon None.
  9. Armored Bunker: AC 15, DP 320: The
  armored bunker extends some fifteen feet
  underground to the magazine, which contains
  around 200 shells, a quarter of which are incen-
  diary shells. Access is via a thick steel door,
  though only the workers use it—shells reach
  the surface via a lift. There is no form of inter-
  nal fire extinguisher—if an elemental escapes,
  the “flamethrower” troops enter using their
  own keys and hose the area down.
  Guarding the armored bunker are three
  infantrymen armed with modified flamethrowers
  that fire liquid nitrogen. All three are members of
  the Waffen SS and rarely mix with the other men.
  Due to the explosive nature of the incendiary
  shells, these personnel are vital to the safe oper-
  ation of the artillery. As noted above, if an incen-
  diary shell is picked, a “flamethrower” soldier
  accompanies the shells back to the artillery posi-
  tion until it has been successfully fired.
  Any explosive thrown into the bunker via the
  lift has a percentage chance equal to the
  damage it causes of causing a chain reaction,
  blowing the bunker to pieces and spreading
  debris over a wide area—count as a 100lb bomb
  exploding as ground level.
  10. Entrance: Guard Hut; AV 5, DP 36: Two rifle-
  men and a third soldier manning a tripod-
  mounted MG34 guard the entrance at all times.
  Any vehicle approaching is stopped and checked
  but, unless there is a discrepancy in the papers
  or the cargo is unexpected, the guards wave it
  through without too much scrutiny. The two signs
  at the entrance are simply unit markers.
  The barbed wire surrounding the camp is
  equivalent to two Dannert coils and requires a
  Reflex save DC 10 to crawl through. Four
  infantrymen patrol the wire, day and night.
  11. Drums: AP 5: There are roughly thirty
  empty water drums in the pile. The drums can
  provide cover. Shots that miss the target because
  of the cover bonus have struck the drum and may
  still penetrate.
  12. Suupplies: Kept under heavy tarpaulins are
  piles of dried foods, cans of meat and vegeta-
  bles, medical supplies, and so on. All of the fresh
  food is kept in the mess and the ammunition in
  the armored bunker. An infantryman is detailed
  to patrol the area to stop theft.
  ALARM!
  The general alarm is raised when the base
  comes under attack, which is not something the
  Nazis are expecting. When the alarm is raised,
  the off duty guards are roused and begin arming
  themselves—this takes 12 rounds, regardless of
  the time of the day the heroic team launches
  their attack. If the artillery is unmanned, the
  crew also arm themselves for battle. On the off
  chance the squad attacks during an artillery
  barrage, the crew continues with their fire
  mission for as long as possible.
  The soldiers begin heading towards the sound
  of any firing or explosions, taking cover behind
  obstacles as needed and acting intelligently.
  Though unlikely to surrender, they have no com-
  pulsion about (a) mounting a strong defense in
  the buildings or (b) withdrawing until reinforce-
  ments arrive.
  Once the alarm is raised, the heroes have six
  rounds to neutralize the radio before an SOS is
  broadcast to divisional headquarters. A company
  
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  19
  of 50 infantry men and two Panzer IVJ tanks are
  dispatched within five minutes of the alarm
  being raised and arrives in just under twenty
  minutes.
  A sneak attack has a good chance of gaining
  the squad access to the compound, whereupon
  they can wreak havoc as they wish. Note that the
  base is well-illuminated at night, but there are
  blind spots—the base is not impregnable.
  THE GREAT ESCAPE
  Once the heroes have captured an incendi-
  ary shell they must make their way back to
  friendly lines. Bearing in mind that an
  artillery shell of this caliber weighs in the
  region of 150 lbs, they have a hard time
  lugging it around by hand. If they haven’t
  blown up all the vehicles in the compound,
  they can use one of these to make their
  escape. As the party reaches the woods,
  three Nazi motorcycles with sidecars mount-
  ing MG42s intercept them. The chase is on!
  Run the chase using the standard rules,
  making it as exciting as possible. The WM
  should feel free to put in obstacles as he sees
  fit, such as a fallen tree to avoid, a patch of ice
  
  W E I R D W A R S -  D E M O N I C A R T I L L E R Y
  20
  on the trail, or a small ditch to jump.
  The chase should be a close-run thing, with
  motorcycles exploding as they skid out of control,
  soldiers blasting away from the rear of their vehicle,
  and Nazi bullets ripping through the vehicle. 
  Driving conditions are atrocious. The following
  penalties apply—Light Snow or Rutted Road
  each incur penalties of–2. If the WM is feeling
  callous, he can also impose penalties for fog and
  ice with -4 and -6 penalties respectively.
  BMW R-75 with Sidecar
  AC: 13, Damage Points: 15, Size: Large,
  Cruising Speed: 90, Weapons: MG42,
  Ammo: 7.92 mm (250 rounds), Crew: 2+1
  (driver, sidecar gunner), Armor—Hull: 2,
  Sidecar: 2, Suspension: 10
  WRAPPING THINGS UP
  In order to count this as a completely suc-
  cessful mission the team must (a) knock out both
  artillery pieces and (b) bring back a live incendi-
  ary shell for examination. 
  Upon returning to company HQ with the
  shell, you find a team of MPs waiting
  besides a regular army truck. An army intel-
  ligence lieutenant orders your men to place
  the shell on the truck. Once the shell is
  safely aboard, the MPs climb in, while the
  officer walks around to the cab. As soon as
  the door closes, the truck starts up and
  heads off. Corporal Canelli appears from
  inside the command post and beckons your
  officer inside for a debriefing.
  Both the major and intelligence captain
  are present, although neither are paying
  the other much attention. As you enter,
  the major orders to sit and explain what
  occurred on your mission, leaving
  nothing out. As you begin to speak, the
  major starts taking notes.
  Let the character recount the events as
  he sees fit before continuing.
  With the debriefing over, the major signs
  your report and asks you to do the same.
  As you hand it back, the captain snatches
  it from you, quickly scans through, and
  then tears it into small pieces, letting the
  fragments drift onto the mud floor. He
  turns his gaunt face to you.
  “Thank you lieutenant for your loyal
  service. Were Eisenhower here I am sure
  he would personally congratulate you for
  your brave efforts and total dedication to
  the cause. This mission is over and need
  never be spoken of again to anyone but
  myself. Is this clear? Good. Then please
  return to your unit until you are called
  again. Corporal Canelli has a bottle of
  bourbon for each of your men, compli-
  ments of military intelligence”. 
  He then stares coldly until you rise,
  salute and leave. As you turn towards the
  door you see the major look at the
  captain, his eyebrows, highlighted with
  cold sweat, rising as if asking a silent
  question. The captain nods once and the
  major’s head slumps slightly. Then you
  are out of the door and into Corporal
  Canelli’s office.
  
  W E I R D W A R S -  D E M O N I C A R T I L L E R Y
  21
  REWARDS
  If the heroes accomplish both parts of their
  mission they manage to avoid the captain’s dis-
  pleasure. Medals should be calculated as normal,
  although completing both aspects and retrieving
  the paperwork from the radio shack is worth a +2
  bonus. No “Officer…” or “NCO Witnessed Act”
  bonuses apply if this was all a character achieved
  with regards to medal bonuses.
  Failure to achieve the mission objectives gives
  a one-time –4 modifier to any promotion or medal
  chance for this particular mission.
  Award survivors an additional 250 experience
  points each.
  PART 3: THE GATES OF HELL ARE OPEN
  PLAYERS MISSION BRIEF
  The following mission brief should be given to
  the highest ranked character. At his option, his
  second-in-command may also attend.
  It is 27 December and the Battle of the
  Bulge has ended. The fog lifted three days
  ago, and allied aircraft made short work
  of the advancing Nazi tank columns. St
  Vith fell on 21 December, despite your
  successful mission against the artillery
  base. Since then, your unit has been
  beaten back to Malmedy, where you are
  now camped.
  Your sleep is rudely interrupted when a
  runner from HQ arrives and asks you to
  report to the major’s office immediately. 
  Major Stevens appears pale and gaunt, his
  eyes red with sleep deprivation. He looks up
  as you enter and beckons you to be seated
  in the now familiar chair in front of his
  desk. Out of the shadows, behind the major,
  steps the intelligence captain you saw
  before; his scarred face, illuminated from
  below by the major’s table lamp, has an
  almost ghostly appearance.
  “Good morning, lieutenant,” he says,
  ignoring the higher-ranking major. “My
  name is Captain Blake, military intelli-
  gence. That shell you brought back
  proved most interesting to our scientists.
  Your skill has not gone unnoticed by
  those in power.
  “Our 
  intelligence 
  operatives 
  have
  observed strange happenings in the
  woods not far from Losheim. As you are
  no doubt aware, allied forces were right
  on the doorstep when the Nazis attacked.
  We believe it is where these incendiary
  shells are being produced. The site was a
  former sulfur mine, closed down long ago
  for safety reasons. The Nazis are using
  the sulfur as a key element in their
  weapons”.
  He pauses to light a cigarette. The rasp of
  match on striking paper causes the major
  to jump, as if startled. There is a pause as
  he inhales smoke deep into his lungs and
  blows it out again, a blue cloud now hov-
  ering in front of him.
  “Command wishes for a small team to
  investigate the site and confirm its
  purpose. When the orders came across
  my desk I remembered you. You have
  been involved with this since the begin-
  ning and I found it fitting that you should
  have the final word. You are to travel to
  
  W E I R D W A R S -  D E M O N I C A R T I L L E R Y
  22
  this site and perform an in-depth recon-
  naissance. Should the site, in your
  opinion, pose a threat to the safety of the
  allied armies, you are ordered to destroy
  it at all costs.
  “Corporal Canelli has additional supplies
  that you may find helpful. You are to leave
  immediately; a truck has been made
  available for your use. Dismissed”.
  You feel the captain’s cold eyes follow
  you all the way to the door. Even with the
  door closed you can almost feel his cold
  gaze and you involuntarily shiver.
  Outside, Corporal Canelli salutes, then
  points towards a large crate in the corner
  of his office.
  “In there you’ll find two large satchel
  charges, enough ammunition to bring
  your team to five clips each, ten hand
  grenades, a medical kit, with only seven
  doses of drugs left I’m afraid, and, com-
  pliments of the captain, a reconnais-
  sance photo of the area. Supplies are still
  low, and it’s the best we could rustle up
  
  W E I R D W A R S -  D E M O N I C A R T I L L E R Y
  23
  at short notice. A deuce-and-a-half is
  ready outside. Good luck, sir”.
  With that he stands to attention, salutes
  smartly, and then shakes you firmly by the
  hand. You swear you see a tear in his eyes.
  Give the soldiers Player Handout #3: the map
  of site. The map shows a fiery glow partially con-
  cealed by trees. The whole area is hilly forest
  with a single dirt track providing access. A pair
  of trucks can be seen through the canopy.
  THE SITE
  The site is not an old factory or sulfur mine but
  a small clearing in the woods. Perhaps sixty feet
  across and marked by four standing stones a
  fiery portal stands as large as a house.
  Around the edge, ten SS soldiers wearing
  standard uniforms stand guard. They are more
  interested in the portal than watching for poten-
  tial outside threats, and receive a –4 penalty to
  all Listen & Spot checks until they detect an
  intruder. Six are armed with StG 44s, while the
  remaining four are split into two-man teams,
  each armed with a tripod-mounted MG42 in addi-
  tion to their standard gear.
  Near the portal, an SS officer in a colonel’s
  uniform stands with his head bowed, chanting in
  an archaic tongue, while all around him six sol-
  diers in asbestos suits grab small fire elementals
  emerging from the flaming portal and shove them
  into modified artillery shells. The catchers are not
  armed—the heat would melt their weapons but
  their suits can resist 10 points of fire damage
  Four SS soldiers, also in asbestos suits, use mod-
  ified flammenwerfers to herd the elementals toward
  the catchers with short bursts of liquid nitrogen.
  The colonel is a blood mage. The Waffen SS
  soldiers are all Veterans.
  G. Veteran Waffen SS soldiers (see page 27 for
  stats)
  SFE. Small fire elementals (see page 26 for stats)
  BM. Blood mage (see page 28 for stats)
  1. Trucks: Two Opel-Blitz trucks lie idle at the
  edge of the clearing. The keys are in the ignition.
  In the back of the first truck are the uniforms and
  weapons of the soldiers catching the elementals.
  2. Fiery Portal: The fiery portal fills an area 30
  feet in diameter. Any non-fire elemental within 5
  feet suffers 4d6 damage per round due to the
  heat and must make a Reflex save (DC 15) to
  avoid catching fire.
  2. Standing Stones: The four standing stones
  surrounding the gateway are engraved with
  runes. They are what keep the gateway open—
  the blood mage uses his magic to prevent larger
  creatures trying to escape to Earth. The stones
  touch the “corners” of the portal—planting
  explosives on them requires a character to enter
  the heat zone around the portal.
  
  W E I R D W A R S -  D E M O N I C A R T I L L E R Y
  24
  Each stone has AV 8 and 100. Two must be
  destroyed to close the portal, but it can be reac-
  tivated in the future if the stones are replaced.
  Destroying all four seals the portal forever.
  The portal vanishes with a faint “pop” when
  two or more stones are destroyed. Any elemental
  outside the portal is trapped on Earth.
  3. Artillery Shells: The shells are not primed with
  explosives but are instead designed to house, and
  contain, fire elementals. A single grenade causes
  enough damage to destroy them. Unfortunately,
  some of the shells already contain elementals—if
  destroyed, they release a total of 2d6 small fire ele-
  mentals, which immediately go on the rampage
  and attack the nearest human target.
  THE HELL BEAST
  Killing the blood mage should appear to the
  soldiers as the most obvious way of stopping the
  ritual and closing the portal. Unfortunately, the
  reverse is true—the blood mage is the only thing
  keeping the larger inhabitants of the portal from
  escaping! So long as the portal is open, he keeps
  chanting until either he dies or he fails a
  Concentration roll. At this point, read the follow-
  ing text to the players—alter the text depending
  on the state of the mage.
  The colonel shrieks in pain as your
  bullets rip through his flesh. He turns
  toward you, and hisses in broken English,
  “Fools! Now we are all dead”. No sooner
  has he finished speaking, when a jet of
  fire erupts from the gateway. He barely
  manages to avoid the blast, and begins
  running for the trees.
  The SS soldiers hesitate momentarily,
  and then flee in terror as a gigantic
  humanoid made entirely of fire steps
  through the portal. The snow around him
  melts into steam, the fresh grass beneath
  turns black and begins to smoke, and the
  air shimmers from the terrific heat it
  projects. With a howl, the fiend turns its
  attention on you.
  The creature is a greater fire elemental (see
  Bestiary, page 26). If not stopped, it rampages
  through the countryside and takes dozens,
  maybe hundreds of lives, before it is finally
  killed. Seeing the beast requires a Fortitude save
  (DC 17) to avoid Fear.
  Greater fire elemental (see page 26 for stats)
  The blood mage sees the greater elemental as a
  boon, and turns his attention to the soldiers as soon
  as he reaches the relative safety of the forest.
  If the group is heavily armed, has more than
  six players, or contains high-level soldiers, the
  WM should throw in a few small or large fire ele-
  mentals as well—assuming the portal is still
  open. The fight should be dramatic, not over in a
  few rounds.
  WRAPPING THINGS UP
  Assuming the squad blows up the portal to the
  Elemental Plane of Fire, Blake is very pleased
  with their mission and praises them as “true
  American heroes”. If they fail to return, then are
  mentioned in secret memos only. Either way, the
  mission is listed as a “raid on a Nazi ammunition
  depot with the aim of slowing any possible
  second wave of the Nazi offensive”.
  Should any of the team survive, Blake orders
  them to report to Major Stevens’ office late at
  night. Stevens is not present nor does Blake
  
  W E I R D W A R S -  D E M O N I C A R T I L L E R Y
  25
  answer any questions pertaining to his where-
  abouts or his health.
  Blake tells them, in an overtly threatening
  manner: 
  “You’re to remember that you took part in
  a raid on a Nazi ammunition dump behind
  enemy lines and nothing more. Your
  mission was a success. Revealing any of
  the more “unusual” aspects of your
  mission is viewed as treason and treated
  accordingly. I trust I am clear on this
  matter and need not mention it again?”
  Should any PC decide to blab to his comrades
  then he is arrested, dragged off, and shot for
  treason. No trial, no appeal, no mercy, no dice rolls.
  REWARDS
  Successfully completing the primary objec-
  tive, i.e. the destruction of the portal, is worth a
  +4 modifier to the chance of earning a medal,
  for this mission only, and a one-off bonus of 1000
  experience points. Failure to achieve the primary
  objective gives a one-time –4 modifier to any
  promotion or medal rolls for this particular
  mission.
  Regardless of whether or not he has gained a
  level, the highest-ranked surviving character
  gains an immediate promotion check. If at the
  end of the mission he gains a level, then he
  receives two chances for promotion, though he
  is still only promoted one rank.
  If you feel the soldiers are ready, Blake
  assumes command of the unit and begins groom-
  ing them for admission into OSI. Run a few weird
  adventures, and then allow them to join OSI as
  full members.
  D20 BESTIARY
  MASTER SERGEANT TOM DAVIES
  CR 4; Medium Humanoid (human); HD
  4d10+4; hp 24; Init +1 (Dex); Spd 30 ft; AC
  12 (+1 Dex, +1 helmet), touch 11, flat-
  footed 11; Base Atk +4; Grp +5; Atk +5
  melee (1d3+1/19-20, dagger) or +6
  ranged (2d6+4/19-20, Tommy gun); Full Atk
  +5 melee (1d3+1/19-20, dagger) or +6
  ranged 
  (2d6+4/19-20, 
  Tommy 
  gun);
  Space/Reach 5 ft./5 ft.; AL NG; SV Fort +5,
  Ref +2, +3; Str 12, Dex 13, Con 12, Int 10,
  Wis 11, Cha 10.
  Skills and Feats: Driving +2, Heal +2, Hide
  +8, Move Silently +8, Search +3, Spot +8;
  Automatic Weapons Proficiency, Firearms
  Proficiency, Point Blank Shot, Rank:
  Sergeant, Rapid Shot, Simple Weapons
  Proficiency, Weapon Focus (M1 rifle),
  Weapon Focus (Tommy gun), Weapon
  Specialization (Tommy gun), Wheeled
  Vehicle Proficiency
  Languages Spoken: English.
  Possessions: Tommy gun, 2 magazines,
  helmet, uniform, 3 grenades
  ALLIED RIFLEMEN (11)
  CR 1; Medium Humanoid (human); HD
  1d10+1; hp 6; Init +1 (Dex); Spd 30 ft; AC
  12 (+1 Dex, +1 helmet), touch 11, flat-
  footed 11; Base Atk +1; Grp +2; Atk +2
  melee (1d3+1/19-20, dagger) or +3
  ranged (2d8/19-20, M1 rifle); Full Atk +2
  melee (1d3+1/19-20, dagger) or +3
  ranged (2d8/19-20, M1 rifle); Space/Reach
  5 ft./5 ft.; AL LN; SV Fort +1, Ref +3, +1; Str
  12, Dex 13, Con 11, Int 12, Wis 12, Cha 12.
  
  W E I R D W A R S -  D E M O N I C A R T I L L E R Y
  26
  Skills and Feats: Driving +2, Heal +2, Hide
  +5, Move Silently +5, Spot +5; Automatic
  Weapons Proficiency, Firearms Proficiency,
  Point Blank Shot, Rank: Private, Simple
  Weapons Proficiency, Weapon Focus (M1
  rifle) 
  Proficiency, 
  Wheeled 
  Vehicle
  Proficiency
  Languages Spoken: English
  Possessions: M1 rifle, 2 magazines, helmet, 2
  grenades, uniform
  ALLIED SUBMACHINE-GUNNERS (2)
  CR 1; Medium Humanoid (human); HD
  1d10+1; hp 6; Init +1 (Dex); Spd 30 ft; AC
  12 (+1 Dex, +1 helmet), touch 11, flat-
  footed 11; Base Atk +1; Grp +2; Atk +2
  melee (1d3+1/19-20, dagger) or +3
  ranged (2d6+2/19-20, Tommy gun); Full Atk
  +2 melee (1d3+1/19-20, dagger) or +3
  ranged 
  (2d6+2/19-20, 
  Tommy 
  gun);
  Space/Reach 5 ft./5 ft.; AL LN; SV Fort +1,
  Ref +3, +1; Str 12, Dex 13, Con 11, Int 12,
  Wis 12, Cha 12.
  Skills and Feats: Driving +2, Heal +2, Hide
  +5, Move Silently +5, Spot +5; Automatic
  Weapons Proficiency, Firearms Proficiency,
  Point Blank Shot, Rank: Private, Simple
  Weapons Proficiency, Weapon Focus
  (Tommy gun) Proficiency, Wheeled Vehicle
  Proficiency
  Languages Spoken: English
  Possessions: Tommy gun, 2 magazines,
  helmet, 2 grenades, uniform
  FIRE ELEMENTAL (SMALL)
  CR 1; Small Elemental (Fire, Extraplanar); HD
  2d8; hp 9; Init +5 (Dex, Feat); Spd 50 ft; AC
  15 (+1 size, +1 Dex, +3 natural), touch 12,
  flat-footed 14; Base Atk +1; Grp –3; Atk +3
  melee (1d4 plus 1d4 fire, slam); Full Atk +3
  melee 
  (1d4 
  plus 
  1d4 
  fire, 
  slam);
  Space/Reach 5 ft./5 ft.; AL N; SA: Burn; SQ:
  Darkvision 60 ft., elemental traits, immunity
  to fire, vulnerability to cold; SV Fort +0, Ref
  +4, +0; Str 10, Dex 13, Con 10, Int 4, Wis
  11, Cha 11.
  Skills and Feats: Listen +2, Spot +3; Dodge,
  Improved Initiative, Weapon Finesse.
  FIRE ELEMENTAL (LARGE)
  CR 5; Large Elemental (Fire, Extraplanar); HD
  8d8+24; hp 60; Init +9 (Dex, Feat); Spd 50
  ft; AC 18 (–1 size, +5 Dex, +4 natural),
  touch 14, flat-footed 14; Base Atk +6; Grp
  +12; Atk +10 melee (2d6+2 plus 2d6 fire,
  slam); Full Atk +10 melee (2d6+2 plus 2d6
  fire, 2 slams); Space/Reach 10 ft./10 ft.; AL
  N; SA: Burn; SQ: Darkvision 60 ft., elemental
  traits, immunity to fire, vulnerability to cold;
  SV Fort +5, Ref +11, +2; Str 14, Dex 21,
  Con 16, Int 6, Wis 11, Cha 11.
  Skills and Feats: Listen +5, Spot +6; Dodge,
  Improved Initiative, Mobility, Spring Attack,
  Weapon Finesse.
  FIRE ELEMENTAL (GREATER)
  CR 9; Huge Elemental (Fire, Extraplanar); HD
  21d8+84; hp 178; Init +12 (Dex, Feat); Spd
  60 ft; AC 24 (–2 size, +8 Dex, +8 natural),
  touch 16, flat-footed 16; Base Atk +15; Grp
  +28; Atk +22 melee (2d8+5 plus 2d8 fire,
  slam); Full Atk +22 melee (2d8+5 plus 2d8
  fire, 2 slams); Space/Reach 15 ft./15 ft.; AL
  N; SA: Burn; SQ: Damage reduction 10/–,
  darkvision 60 ft., elemental traits, immunity
  to fire, vulnerability to cold; SV Fort +11,
  Ref +20, +9; Str 20, Dex 27, Con 18, Int 6,
  Wis 11, Cha 11.
  
  W E I R D W A R S -  D E M O N I C A R T I L L E R Y
  27
  Skills and Feats: Listen +14, Spot +14;
  Alertness, Blind-Fight, Combat Reflexes,
  Dodge, Improved Initiative, Iron , Mobility,
  Spring Attack, Weapon Finesse, Weapon
  Focus (slam).
  WEHRMACHT OFFICER, VETERAN
  CR 4; Medium Humanoid (human); HD 4d8; hp
  12; Init +1 (Dex); Spd 30 ft; AC 12 (+1 Dex,
  +1 helmet), touch 11, flat-footed 11; Base
  Atk +4; Grp +4; Atk +4 melee (1d3+1/19-
  20, dagger) or +5 ranged (2d6/19-20,
  Walther PPK); Full Atk +4 melee
  (1d3+1/19-20, dagger) or +5 ranged
  (2d6/19-20, Walther PPK); Space/Reach 5
  ft./5 ft.; AL LE; SV Fort +1, Ref +2, +5; Str
  11, Dex 13, Con 11, Int 12, Wis 12, Cha 12.
  Skills and Feats: First Aid +4, Intimidate +8,
  Leadership +8, Move Silently +3, Search
  +4, Spot +8;; Automatic Weapons
  Proficiency, Command, Command Voice,
  Firearms Proficiency, Rank: Leutnant or
  Hauptmann, Simple Weapons Proficiency,
  Weapon Focus (PPK)
  Languages Spoken: Nazi
  Possessions: Walter PPK, 2 magazines,
  helmet, uniform
  WEHRMACHT SOLDIER
  CR 1; Medium Humanoid (human); HD
  1d10+1; hp 6; Init +1 (Dex); Spd 30 ft; AC
  12 (+1 Dex, +1 helmet), touch 11, flat-
  footed 11; Base Atk +1; Grp +2; Atk +2
  melee (1d3+1/19-20, dagger) or +3
  ranged (2d8/19-20, Kar 98k); Full Atk +2
  melee (1d3+1/19-20, dagger) or +3
  ranged (2d8/19-20, Kar 98k); Space/Reach
  5 ft./5 ft.; AL LE; SV Fort +1, Ref +3, +1; Str
  12, Dex 13, Con 11, Int 12, Wis 12, Cha 12.
  Skills and Feats: Driving +2, Heal +2, Hide
  +5, Move Silently +5, Spot +5; Automatic
  Weapons Proficiency, Firearms Proficiency,
  Point Blank Shot, Rank: Grenadier, Simple
  Weapons Proficiency, Weapon Focus (Kar
  98k) 
  Proficiency, 
  Wheeled 
  Vehicle
  Proficiency
  Languages Spoken: Nazi
  Possessions: Kar 98k, 4 magazines, helmet, 2
  stiehlhandgranate 24, uniform
  WEHRMACHT PANZER CREW
  CR 1; Medium Humanoid (human); HD
  1d10+1; hp 6; Init +1 (Dex); Spd 30 ft; AC
  11 (+1 Dex), touch 11, flat-footed 10; Base
  Atk +1; Grp +2; Atk +2 melee (1d3+1/19-
  20, dagger) or +2 ranged (2d6/19-20,
  Walther 
  P38); 
  Full 
  Atk 
  +2 
  melee
  (1d3+1/19-20, dagger) or +2 ranged
  (2d6/19-20, Walther P38); Space/Reach 5
  ft./5 ft.; AL LE; SV Fort +1, Ref +2, +7; Str
  12, Dex 13, Con 120, Int 10, Wis 11, Cha 10.
  Skills and Feats: Driving +5, Heal +2, Hide
  +2, Mechanic +5, Spot +5; Automatic
  Weapons Proficiency, Firearms Proficiency,
  Gunnery, Rank: Kannonier, Simple Weapons
  Proficiency, Tracked Vehicle Proficiency,
  Wheeled Vehicle Proficiency
  Languages Spoken: Nazi
  Possessions: Walter P38, 2 magazines,
  uniform
  WEHRMACHT ARTILLERIST
  CR 1; Medium Humanoid (human); HD
  1d10+1; hp 6; Init +1 (Dex); Spd 30 ft; AC
  12 (+1 Dex, +1 helmet), touch 11, flat-
  footed 11; Base Atk +1; Grp +2; Atk +2
  melee (1d3+1/19-20, dagger) or +3
  ranged (2d6/19-20, Walther P38); Full Atk
  +2 melee (1d3+1/19-20, dagger) or +3
  
  W E I R D W A R S -  D E M O N I C A R T I L L E R Y
  28
  ranged 
  (22d6/19-20, 
  Walther 
  P38);
  Space/Reach 5 ft./5 ft.; AL LE; SV Fort +1,
  Ref +3, +1; Str 12, Dex 13, Con 11, Int 12,
  Wis 12, Cha 12.
  Skills and Feats: Artillery +4, Driving +2, Heal
  +2, Move Silently +5, Spot +5; Automatic
  Weapons Proficiency, Firearms Proficiency,
  Gunnery, Rank: Grenadier, Simple Weapons
  Proficiency, Weapon Focus (Walther P38)
  Proficiency, Wheeled Vehicle Proficiency
  Languages Spoken: Nazi
  Possessions: Walther P38, 4 magazines,
  helmet, uniform
  WEHRMACHT MOTORCYCLIST
  CR 1; Medium Humanoid (human); HD
  1d10+1; hp 6; Init +1 (Dex); Spd 30 ft; AC
  12 (+1 Dex, +1 helmet), touch 11, flat-
  footed 11; Base Atk +1; Grp +2; Atk +2
  melee (1d3+1/19-20, dagger) or +3
  ranged (2d6/19-20, MP40); Full Atk +2
  melee (1d3+1/19-20, dagger) or +3
  ranged (2d6/19-20, MP40); Space/Reach 5
  ft./5 ft.; AL LE; SV Fort +1, Ref +3, +1; Str
  12, Dex 13, Con 11, Int 12, Wis 12, Cha 12.
  Skills and Feats: Driving +5, Heal +2, Hide
  +2, Move Silently +5, Spot +5; Automatic
  Weapons Proficiency, Firearms Proficiency,
  Mechanized Infantry, Rank: Grenadier,
  Simple Weapons Proficiency, Weapon
  Focus (MP40) Proficiency, Wheeled Vehicle
  Proficiency
  Languages Spoken: Nazi
  Possessions: MP40, 4 magazines, helmet, 2
  stiehlhandgranate 24, uniform
  WAFFEN SS FLAMMENWERFER SOLDIER
  CR 1; Medium Humanoid (human); HD
  1d10+1; hp 6; Init +1 (Dex); Spd 30 ft; AC
  12 (+1 Dex, +1 helmet), touch 11, flat-
  footed 11; Base Atk +1; Grp +2; Atk +2
  melee (1d3+1/19-20, dagger) or +3
  ranged (4d10, flammenwerfer); Full Atk +2
  melee (1d3+1/19-20, dagger) or +3
  ranged 
  (4d10, 
  flammenwerfer);
  Space/Reach 5 ft./5 ft.; AL LE; SQ Devotion;
  SV Fort +3, Ref +1, +2; Str 12, Dex 12, Con
  12, Int 10, Wis 11, Cha 10.
  Skills and Feats: Driving +2, Heal +2, Hide
  +5, Move Silently +5, Spot +5; Automatic
  Weapons Proficiency, Exotic Weapon
  Proficiency (“Flammenwerfer”), Firearms
  Proficiency, Point Blank Shot, Rank: SS-
  Rottenfuhrer, Simple Weapons Proficiency,
  Wheeled Vehicle Proficiency
  Languages Spoken: Nazi.
  Possessions: “Flammenwerfer*”, helmet,
  uniform
  * The modified flammenwerfer fires liquid
  nitrogen and is used against rogue fire ele-
  mentals. Initial damage is still 4d10, though
  subsequent damage is 2d10 in the second
  round and 1d10 in the third round.
  WAFFEN SS BLOOD MAGE
  CR 4; Medium Humanoid (human); HD
  6d8+6d6+15; hp 63; Init +1 (Dex); Spd 30
  ft; AC 12 (+1 Dex, +1 helmet), touch 11,
  flat-footed 11; Base Atk +9; Grp +9; Atk +9
  melee (1d3+1/19-20, dagger) or +10
  ranged (2d6/19-20, Walther PPK); Full Atk
  +9/+4 melee (1d3+1/19-20, dagger) or
  +11/+6 ranged (2d6/19-20, Walther PPK);
  Space/Reach 5 ft./5 ft.; AL LE; SQ Devotion;
  SV Fort +3, Ref +3, +10; Str 11, Dex 12,
  Con 12, Int 16, Wis 17, Cha 18.
  Skills and Feats: Bluff +11, Concentration
  +13, Diplomacy +11, Healing +9,
  Intimidate +10, Knowledge (arcana) +10,
  
  W E I R D W A R S -  D E M O N I C A R T I L L E R Y
  29
  Leadership +10, Move Silently +9, Sense
  Motive +10, Spellcraft +15, Spot +9,
  Swim +6, Use Magic Device +14;
  Command, Command Voice, Enlarge Spell,
  Extend 
  Spell, 
  Firearms 
  Proficiency,
  Heighten Spell, Rank: SS-Standartenfuhrer,
  Simple Weapons Proficiency, Toughness,
  Weapon Focus (PPK), Wheeled Vehicle
  Proficiency
  Special Qualities:
  * Blood Magic: The blood mage suffers no
  fatigue cost from casting spells.
  * Runes: The blood mage knows 9 runes:
  Ansuz, Ehwaz, Eihwaz, Kenaz, Laguz,
  Mannaz, Sowilo, Teiwaz, Wunjo.
  Languages Spoken: Nazi.
  Possessions: Walther PPK, 2 magazines,
  uniform, runestones, SS victory runes, ring
  enchanted with Eihwaz rune (v3.5: resist
  energy; V3.0: resist elements). 
  VETERAN WAFFEN SS-GRENADIERS
  CR 4; Medium Humanoid (human); HD
  4d10+4; hp 24; Init +1 (Dex); Spd 30 ft; AC
  12 (+1 Dex, +1 helmet), touch 11, flat-
  footed 11; Base Atk +4; Grp +5; Atk +5
  melee (1d3+1/19-20, dagger) or +6
  ranged (2d8+1/19-20, Sturmgewehr 44);
  Full Atk +5 melee (1d3+1/19-20, dagger)
  or +6 ranged (2d8+1/19-20, Sturmgewehr
  44); Space/Reach 5 ft./5 ft.; AL LE; SQ
  Devotion; SV Fort +5, Ref +2, +3; Str 12,
  Dex 13, Con 12, Int 10, Wis 11, Cha 10.
  Skills and Feats: Driving +2, Heal +2, Hide
  +8, Move Silently +8, Search +3, Spot +8;
  Automatic Weapons Proficiency, Firearms
  Proficiency, Point Blank Shot, Rank: SS-
  Rottenfuhrer, Rapid Shot, Simple Weapons
  Proficiency, 
  Weapon 
  Focus 
  (MP40),
  Weapon Focus (Sturmgewehr 44), Weapon
  Specialization (Sturmgewehr 44), Wheeled
  Vehicle Proficiency
  Languages Spoken: Nazi.
  Possessions: Sturmgewehr 44, 4 magazines,
  helmet, uniform, 2 stiehlhandgranate 24
  
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  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 #4 - Demonic Artillery, 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.
  $7.50 USA
  LEG1104
  THIS MISSION IS A TASTE OF HELL!
  The Battle of the Bulge is raging and your
  squad is ordered to prevent the capture of much-
  needed ally supplies. You must defend the vul-
  nerable supply trains against the Nazis’ most
  ferocious attacks!
  During this most crucial mission in this most
  crucial phase of the war in Europe, your team
  comes under devastating fire from what appears
  to be a new kind of artillery shell! The Nazis have
  unveiled a new and terrifying secret weapon,
  which could turn the tide of not only this battle,
  but of the whole war. It is up to your team to find
  a way to stop them.
  Set in the Battle of the Bulge, this wintry tale
  is suitable for a party of 4-6 soldiers of 5th to 6th
  level (or Seasoned Savage Worlds characters)
  and takes your players on a daring commando
  raid during one of the most important German
  offensives of WWII.
  Demonic Artillery is an adventure by Paul
  “Wiggy” Wade-Williams. In addition to the
  mission information, this ebook includes new
  creatures, rules for Pinnacle Entertainment
  Group’s Weird Wars WWII roleplaying game and
  Great White Games’ award winning Savage
  Worlds rules. This Mission Manual is one of a
  range of multi-statted products from Legion
  Publishing.
  
SOURCE: textdata/thevault/Savage Worlds/Weird Wars/Weird War II/Savage Worlds - Weird Wars - Weird War II - Adv - Demonic Artillery.pdf