TEXT: - The War As It Stands -
  It’s June 28th, 1941. The German juggernaut 
  has crushed through Soviet defenses at the border 
  and is advancing rapidly through the Baltic.
   Following the Battle at Raseiniai, in which the 
  German 41st Panzer Corps not only withstood 
  the counterattack by two heavy tank corps, 
  it annihilated them, the characters have been 
  ordered to defend a position near Daugavpils, 
  with orders to hold off the German advance. 
  Retreat is not an option.
  The heroes’ company has been deployed along 
  the road leading up to a bridge across Daugava 
  River. They are in a hastily constructed position, 
  with sandbags, earth walls and a wooden roof 
  mostly there to camouflage it against Stuka 
  bombers. There are is also a lieutenant who is 
  scared witless, but is even more afraid to go 
  against his orders of holding until relieved, as 
  well as a number of extras equal to twice the 
  number of heroes.
  The Russians are equipped with standard rifles, 
  two grenades for each as well as a 1-K 37mm anti-
  tank-gun (Range 50/100/200, AP 4d8, HE 3d6, 
  AP 4, HE 3, RoF 1, HE Burst Med, Reload 1, 
  Notes: HW, 3 Crew).
  Once settled into the position give the heroes a 
  chance to plan their defense before the Germans 
  attack with a full company of German Pzkpfw 
  IIIs, which has sped ahead of the main Panzer 
  Corps troops. Play out a few rounds of combat, 
  but it should become quickly very clear that the 
  Russians are out-gunned. If the heroes suggest 
  a retreat, their lieutenant draws his pistol and 
  declares he’ll shoot anybody who leaves. Before 
  anybody can react to this threat, the heroes’ 
  position is directly hit with a shell. Let everybody 
  roll for Strength. Failure means they take a 
  wound, a critical failure means two wounds. The 
  blast causes everyone to lose consciousness for a 
  moment.
  - All turns black... -
  Then read them the following:
  Your ears are ringing, then the pain hits 
  you and you blink, once, twice. A thick cloud 
  of fog, no dust, hangs over you and you can 
  barely make out your surroundings. You bring 
  your hands up to your eyes to find that they’re 
  covered in blood and dirt. Someone grabs you 
  and pulls you up and then you see the body of 
  your lieutenant, torn up, the face frozen in an 
  unbelieving expression. Through the ringing 
  you can hear young Yevgenij shouting for his 
  mother, blood spurting from the stumps of his 
  arms. Another shell explodes to the right, you 
  barely notice the ground shaking. Then you 
  hear the engines of the German tanks closing 
  in. Time to go!
  As the heroes stumble from the wreckage 
  of their bunker into the thick smoke from the 
  explosion, they see more Russian troops have 
  arrived on the scene, but a successful Notice 
  check reveals that these troops are not wearing 
  Soviet uniforms, but makeshift leather armor 
  and the like, armed with spears, axes, flails, clubs, 
  maces, and swords.
  A lone cavalry officer appears, riding across 
  the front of the troops, his reddish-blond hair 
  bound by a gold band across his brow, his full 
  beard meticulously cut. He raises his sword high 
  up and yells:
  My friends, I know you are tired! You ran all 
  night, now by day you’ll make a stand! Those 
  who come to us sword in hand will die by the 
  sword! On that Russia stands and forever will 
  we stand! We will stop them here today! I 
  won’t let those dogs set one foot on Russian soil!
  Then he turns his horse around and charges 
  through the smoke in the direction of the 
  German lines. If the heroes follow through the 
  smoke, they see the tanks are gone, but there 
  are hundreds of mounted knights, wearing fully 
  enclosed helmets with crooked horns, white 
  surcoats with black crosses over their plate armor.
  The infantry cheers and surges forward to 
  meet the knights, shouting “Newskij! Newskij!”, 
  sweeping up the characters in their wake, driving 
  the heroes towards the mounted men.
  - An Engagement - 
  Transformed
  The heroes find themselves in the middle of a 
  medieval battle, but with their modern weapons 
  still in their possession and working. The battle 
  rages all around them, but don’t bother with the 
  mass battle rules. Focus solely on the characters 
  and their actions. Dozens of Russian soldiers are 
  killed or wounded in the fight, while Teutonic 
  knights get dragged from their saddles and 
  clubbed to death. As soon as the heroes take their 
  first offensive action, give them a benny—they 
  just might need it!
  Play out as many rounds of combat as you 
  like, with 10 rounds being a good number, but 
  adjust it to reflect how well the heroes are doing. 
  Whenever you decide the last round has been 
  played, the Teutonic knights retreat from the 
  field of battle. Nevskij raises his sword again 
  in triumph and cries out: “We’ve won the day! 
  Glory to Russia and to all of us! Our blood was 
  not spilt in vain! ” And the soldiers answer with 
  “Newskij! Newskij!” again—the heroes might 
  just chime in as well.
  Hitler’s Knights
  Hitler’s Knights
  Relive a desperate hour of Russian defense during a desperate hour of Russian defense. 
  Use Russian Weird War II characters or make your own with the Test Drive Rules from www.peginc.com.
  Savage Worlds, Weird Wars, Weird War II, One Sheets, Pinnacle Entertainment Group, Great White Games, and 
  all related marks and logos are Copyright Great White Games. ©2010. All rights reserved.
  A Savage Worlds One Sheet™ By Markus Finster  
  for use with Weird War II™ or as a World War II curiosity
  www.peginc.com
  www.peginc.com
  
  Suddenly, the medieval Russians are gone. From the east, a few 
  Russian tanks arrive, accompanied by infantry troops. When the 
  heroes look around, they see the German tanks retreating to the 
  west, while the field is littered with burning tanks and dead German 
  soldiers. 
  - Aftermath -
  What’s left of the heroes’ company is pulled back across the 
  Daugava River. If they tell anybody about their experience, they 
  will be segregated from the other troops. The characters will be 
  interviewed by Commissar Boris Dragonuv of the NKVD (see The 
  NKVD in Weird Wars II for details), who suspects wild tales of the 
  supernatural as a sure sign of capitalist leanings. The Commissar 
  will be sure to keep an eye on the characters in the future. 
  Once this harrowing process is over and the heroes are released, 
  the BPO takes notice of the heroes, keeping an eye on them for the 
  future. Medical Kapitan Nadia Terminev, one of the BPO’s most 
  capable agents, is assigned to administer to any wounds suffered in 
  the battle or the subsequent interrogation. During her treatments, 
  she becomes friendly with the heroes, thus enabling her to gain 
  information in the future and guide them into situations that the 
  BPO wishes to know more about.
  Teutonic Knights
  These apparitions are merely disguising the fact that the heroes are in 
  truth fighting German tanks hand-to-hand.
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength d10, Vigor d10
  Skills: Fighting d10, Intimidation d8, Notice d6, Riding d10, Taunt 
  d8
  Charisma: 0; Pace: 6; Parry: 7/9; Toughness: 10 (3)
  Hindrances: Arrogant
  Edges: Combat Reflexes, Frenzy, Improved Level Headed
  Gear: Plate armor (+3), full helm (+3), large shield (+2 Parry), long 
  sword (Str+d8), dagger (Str+d4)
  - What Are You Waiting For? -
  Want to try out the game before you drop your dough 
  on the book? No problem. Get the Test Drive rule from 
  our web site at www.peginc.com. With a One Sheet 
  adventure, the Test Drive rules, and a few heroes, you 
  can get a flavor for Weird War II and the award-winning 
  Savage Worlds game system without spending a dime. 
  Keep checking back for more One Sheets for Weird 
  War II and our other Savage Worlds settings.
  Warhorse
  Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength d12+2, 
  Vigor d10
  Skills: Fighting d8, Guts d8, Notice d6
  Pace: 8; Parry: 6; Toughness: 10
  Special Abilities
  • Fleet Footed: War horses roll a d8 when running instead of a d6.
  • Kick: Str+d4.
  • Size +3: Warhorses are large creatures bred for their power and 
  stature.
  Check out Weird War II and other Exciting Savage worlds setting
  Check out Weird War II and other Exciting Savage worlds setting
  at www.peginc.com
  at www.peginc.com
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Weird Wars/Weird War II/Savage Worlds - Weird Wars - Weird War II - One Sheet - Hitler's Knights.pdf