TEXT: The SS Valkyrie Brigade
  Hitler’s SS units are feared across Europe and North Africa, but among their number 
  is an elite unit known as the Valkyries. An all-female brigade, the Valkyries are charged 
  with special operations, displaying ruthlessness and fanaticism in excess of their male 
  comrades. This supplement looks at the Valkyries’ history and organization, and provides 
  adventure seeds and stats. No additional Savage Worlds supplements or setting (aside 
  from the core rules) are required to use these rules, though GMs may wish to incorporate 
  them into Pinnacle Entertainment’s Weird Wars: Weird War 2 setting.
  hiSTory
  Originally formed in 1925 as Hitler’s personal bodyguards, the Schutzstaffel (Protec-
  tion Squad), better known simply as the SS, underwent major restructuring over the next 
  decade, evolving into a major part of the Nazi war machine. Heinrich Himmler, head of 
  the SS and a fanatical believer in Aryan racial purity and supremacy, was also fascinated by 
  Nordic mythology. Among the many images that caught his attention were the Valkyries, fe-
  male servants of the gods who determined which warriors would die in battle and carried 
  them to Valhalla, where they would serve Odin until the end of days. In 1932, Himmler 
  approached Hitler with the idea of forming an all-female SS unit.
  Himmler’s initial idea was not of a female fighting unit, but of medics tending to the 
  injuries of SS soldiers, literal Valkyries with the power of life and death on the battlefield. 
  Although reluctant at first, Hitler gave into Himmler’s pleas, though primarily to stop the 
  odious little man from whining on at staff meetings. Thus was born the SS-Feldkrankenwa-
  genbrigade Walküre (Field Ambulance Brigade Valkyrie). Despite the use of the SS prefix, 
  the brigade was very much a civilian operation, its members having no formal military rank 
  and undergoing no military training.
  By 1933, Himmler hit upon another idea. Instead of serving as medics, the Valkyries 
  would be transformed into a bodyguard unit. Disguised as secretaries or even wives, they 
  would protect senior SS officers from assassins, and give Himmler inside information on 
  his underlings’ activities. The existence of such a unit would also show women that they 
  had a greater role to play in the new Germany emerging from the ashes of the Great War.
  Hitler again had reservations. He had no wish to have his commanders distracted by the 
  constant presence of women at their side, was worried the officers might dally with their 
  female subordinates, expressed concerns about morale among the troops, and thought 
  31073
  PaUl “Wiggy” Wade-WilliaMS
           
  Author & Layout: Paul Wade-Williams
  Editing: Lee F. Szczepanik, Jr.
  Photographs: Copyright Pulp Miniatures
  The characters and concepts of Zeppelintrup-
  pen, Baron von Zorn, She-Wolves, The Doom 
  Squad, and Stahl-Mask are copyright and re-
  main the property of Pulp Miniatures, and are 
  used herein with permission from Bob Murch.
  eliTe Nazi UNiTS
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  they would be better served staying at home and breed-
  ing the next generation of pure Aryans.
  Prepared for such arguments, Himmler suggested 
  that any liaisons between SS officers and their female 
  staff would actually be good for Germany, for any union 
  would undoubtedly produce healthy, Aryan children, 
  exactly what the Nazis sought. These would be no token 
  women soldiers, but an elite unit, selected and trained as 
  rigorously as any man.
  Still unsure, Hitler gave Himmler six months to form 
  and train a single company. After that, they would be 
  tested in mock battle against a male SS unit. Exactly 
  half a year later, the fledgling unit, known only by the 
  code name Walküre, was put against elements of Hitler’s 
  bodyguard, the Leibstandarte SS Adolf Hitler.
  At the end of three days of military exercises, Hitler 
  asked his bodyguard commander, SS-Obergruppenführer 
  Josef “Sepp” Dietrich, what he thought of the female SS 
  soldiers. Hitler was taken aback by the reply. “My Fuhrer,” 
  Dietrich said, “they are still raw recruits, but they are she-
  wolves, as bold, fearless, and loyal as any man.”
  Hitler remained cautious, refusing to give Himmler 
  a firm answer for the first half of 1934. In late June, 
  on the Night of Long knives, he ordered the Walküre 
  company to arrest and execute members of the Brown 
  Shirts. Perhaps the women could give soldiers a run for 
  their money, Hitler thought, but it was beyond them to 
  commit cold-blooded murder. Again, Hitler was forced 
  to eat his words.
  With thoughts of war looming, Hitler finally gave the 
  go ahead for Himmler to form a single brigade of female 
  SS soldiers. Disliking the Valkyrie name, Hitler’s only de-
  mand was that they be given a new title. Thinking back to 
  Dietrich’s comments, Hitler ordered them to be formed 
  as the SS-Sturmbataillon Fenrir. Himmler’s objections 
  were ignored, and the order was carried out.
  Following the Annexation of Austria (1938), the Nazis 
  took possession of the Holy Lance, the spear used to 
  stab Christ during the Crucifixion. SS-Hauptsturmführer 
  Heidi Fleischer was chosen to present it to Himmler, 
  starting a chain of events that would later see her rise to 
  command the brigade.
  In August 1940, Hitler, disturbed by images of dead 
  female SS soldiers and concerned that excessive casual-
  ties would demoralize the men, demanded the Valkyries 
  be withdrawn from frontline service and used solely as 
  bodyguards. Himmler raised no objections, for he had 
  already found another use for his fanatical she-wolves.
  orgaNizaTioN
  On paper, the SS-Valkyries form the SS-Sturmbataillon 
  (Storm Battalion) Fenrir, named after the mythological 
  demon wolf from Norse legend, of the 5th SS Panzer 
  Division Wiking, having been folded into the newly 
  formed SS-Division (motorized) Wiking in January 1941. 
  Although purely a Germanic brigade, the Nordic conno-
  tations were too great for Himmler to ignore.
  In practise, the unit is under the direct command of 
  Reichsführer-SS Heinrich Himmler, and answerable to no 
  other military officer. However, when serving in the field, 
  Valkyries are expected to follow the chain of command 
  unless orders conflict with any received from Berlin.
  Heading the battalion is SS-Obersturmbannführer 
  (Lt. Colonel) Heidi Fleischer, an officious woman and a 
  devoted Nazi. As one of Himmler’s favorites, Fleischer’s 
  identity is a closely-guarded secret. In official paperwork 
  she is referred to as Brünnhilde. Her subordinates refer 
  to her fondly as “Mother Wolf.”
  Her second-in-command holds the rank of SS-Sturm-
  bannführer (Major). Due to her intolerance of failure, 
  Fleischer disposes of adjutants on a regular basis. Pro-
  motion is very much a double-edged sword.
  The battalion is broken down into four companies, 
  each commanded by an SS-Hauptsturmführer (Cap-
  tain). At full strength, something the unit never actually 
  dariNg TaleS of adVeNTUre
  
  
  achieves during the war, each company comprises 120 
  soldiers, thus giving a total fighting strength of 480, ex-
  cluding officers.
  Each company is made up of three platoons, each 
  of 40 troops. The first platoon of the first company is 
  commanded by an SS-Obersturmführer (1st Lt.), assisted 
  by the senior battalion NCO, an SS-Hauptscharführer 
  (equivalent to a Master Sergeant). The other platoons 
  are led by an SS-Untersturmführer (2nd Lt.) with an SS-
  Unterscharführer (Sergeant) as senior NCO.
  Every platoon is divided into four 10-woman squads. 
  The first squad is always led by the platoon’s senior 
  NCO. An SS-Rottenführer (Corporal) leads each of the 
  other squads.
  Among their peers, they are more commonly known 
  as the Töchter von Fenrir (Daughters of Fenrir). The 
  Valkyrie name Hitler so detested was used first by the 
  British at Dunkirk, and later adopted by the Americans.
  MeMBerShiP & TraiNiNg
  Valkyries must be blonde-haired, blue-eyed, and able 
  to prove untainted Aryan ancestry going back five gen-
  erations (the latter requirement is reduced to three gen-
  erations from 1944 onward). Physical fitness is essential, 
  as is a strong will, and total devotion to the Nazi party.
  recruits are given further indoctrination in party ide-
  ology, as well as military training. They also undergo an 
  intense physical exercise regime. recruits are expected 
  to show unswerving loyalty to their comrades and obey 
  orders without question. 
  The drop out rate during the brigade’s early days is 
  around 80%, though as the war turns against Germany 
  the standards are lowered and training reduced in order 
  to keep the brigade operating.
  headqUarTerS
  Although Fleischer has an office in Berlin, the offi-
  cial headquarters of the brigade is Castle Frankenstein, 
  located in Hesse, western Germany. The castle and its 
  name date from the 13th century, although Himmler be-
  lieves Mary Shelley chose the name for her novel based 
  on secret information she had uncovered. The castle has 
  other links to weird scientist—Johann Conrad Dippel, a 
  famous alchemist, was born here in 1673.
  The castle is known only by its code name, Gesa-
  mtschwärzung, a name taken from the Nordic word 
  Amsvartnir, which means “pitch black” or “total dark-
  ness. According to Scandinavian mythology, Amsvartnir 
  is the name of a lake, on one of whose islands Fenrir was 
  bound by the gods.
  UNiforM & iNSigNia
  The standard uniform comprises a black peaked cap 
  for officers and a black cloth cap for enlisted soldiers. 
  The jacket, trousers, and knee-length leather boots are 
  the standard SS black. Their shirts are brown. When on 
  official bodyguard duty, the black cap may be replaced 
  with a brown one.
  In place of the divisional cuffbands, they sport those 
  of the Töchter von Fenrir, a unique honor Similarly, the 
  standard death’s head cap badge is replaced by a wolf’s 
  skull over crossed bones. rank insignia are worn on the 
  left collar and the twin lightning runes of the SS on the 
  right, as normal. Wrapped around their upper left arm is 
  the red, swastika-adorned band common to the SS. un-
  like with male units, the Valkyries sport this proudly in 
  battle, even though it makes them a target.
  arMaMeNTS
  The standard sidearm for officers is the Luger P08, 
  though in battle many prefer to wield an MP 40. NCOs 
  are equipped with a Walther P38.
  Enlisted soldiers and NCOs carry a kar 98k up until 
  1943, when they are exchanged for the Gewehr 43, or 
  an MP 40. As of 1944, the StG44 becomes available to 
  the Valkyries, largely replacing the MP 40. Every soldier 
  carries two or three “potato mashers” as standard, plus a 
  bayonet and dagger.
  The Valkyries have no mortar support, and are reliant 
  on allied units. Anti-tank rockets may be issued, but on a 
  mission specific basis. Even machinegun support is rare, 
  though squads defending facilities are issued with two 
  MG34 (later MG42s).
  Covert units are typically only issued with sidearms, 
  Walther PPk being the preferred choice because of its 
  compact size.
  PUrPoSe
  Fearless, ruthless, loyal, and efficient, the Valkyries are 
  not a traditional frontline unit. They are rarely involved 
  in major battles, though they see their fair share of small 
  scale combat.
  Publicly, their primary duty is the protection of senior 
  SS officers, Himmler’s way of showing women they have 
  a role to play in the glorious Fatherland and secretly 
  keeping tabs on his underlings. However, only the 4th 
  company serves in this role—the others are engaged in 
  more covert operations.
  The first company has worked alongside the SS Ahn-
  enerbe, publicly a think-tank devoted to anthropological 
  and cultural history of the Aryan race, since 1939. In 
  truth, the organization is dedicated to uncovering super-
  natural relics (As an American intelligence operative so 
  eloquently put it, “Hitler is a nut for the occult”). Often 
  operating in disguise as secretaries and researchers, the 
  Valkyries travel the globe with the scientists and scholars, 
  unofficial bodyguards whose true calling may not even 
  be known to the expedition leaders.
  Valkyries of the second and third companies serve 
  with the Abteilung für experimentielle Waffengattungen, 
  otherwise known as the Sonderwaffen Abteilung (Spe-
  cial Weapon’s Division) (see the Rocket Rangers supple-
  ment), protecting scientists and research facilities, kid-
  gUide To eliTe Nazi UNiTS
  3
  
  napping enemy scientists, stealing blueprints, securing 
  valuable minerals and components, and such like.
  Small elements may be trained as spies, sent overseas 
  to infiltrate foreign institutions. As deadly and devious as 
  they are beautiful, the Valkyries are very capable infiltra-
  tors and assassins.
  The SS-ValkyrieS
  This sections provides stats for the Valkyries’ com-
  mander, and typical members of the organization.
         SS-oBerSTUrMBaNNführer fleiScher
  The daughter of a milliner, Flesicher first saw Adolf 
  Hitler, future ruler in Germany, in November 1923, dur-
  ing the failed beer hall putsch. She joined the Nazi party 
  in 1925, when membership was opened to women. Dur-
  ing this time she read every manifesto and pamphlet the 
  Nazis produced, and developed an interest in Germanic 
  and Nordic mythology (mainly through Wagner’s op-
  eras). In 1931 she joined the NS-Frauenschaft, the Nazi 
  party’s official women’s wing.
  keen to do her part, she enlisted without hesitation 
  when Himmler announced the formation of the SS-Feld-
  krankenwagenbrigade Walküre in 1935. Although she 
  proved a natural leader, she received several reprimands 
  for excessive violence. In 1933 she transferred to the 
  experimental bodyguard unit, taking 
  her place as a sergeant.
  Her natural charm, aggressive-
  ness, devotion to Nazi ideals, and 
  ruthlessness, not to mention her 
  attractiveness, did not go unnoticed 
  by Himmler. When the unit was in-
  creased to brigade status, she was 
  promoted to captain, taking com-
  mand of the second company.
  During the invasion of France and 
  the Low Countries, her company 
  intercepted and destroyed a French 
  military convoy bound for neutral 
  Spain. Among the wreckage Fleischer 
  uncovered a long, bejewelled box 
  containing an ornate sword with a 
  golden hilt. After the fall of France, 
  she presented the sword to Himmler 
  during his visit to award the brigade 
  medals and announce its withdrawal 
  from frontline duty. Himmler was 
  overjoyed, for in his hands he now 
  held Joyeuse, the sword of Char-
  lemagne, one of Germany’s great 
  heroes. Fleischer was awarded the 
  Iron Cross 2nd Class.
  recognizing her as the shield-
  maiden who brought him the Holy 
  Lance in 1938, Himmler spoke with 
  her in private. During their lengthy 
  conversation he discovered a kindred spirit, one his de-
  ranged mind believed was Brünnhilde, the Valkyrie of 
  Wagner’s Der Ring des Nibelungen, given human form 
  once again. Sensing this to be an auspicious sign of di-
  vine favor, Fleischer was promoted to SS-Obersturmban-
  nführer, answerable only to Himmler and Hitler.
  Extremely attractive, she uses her femininity to lure 
  her male counterparts and superiors into a false sense 
  of security. Although she looks and sways her hips like 
  an American movie star, and speaks in a quiet voice, 
  beneath her beautiful exterior is a heart as ruthless and 
  cruel as anything bred by the Nazis.
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength d6, 
  Vigor d8
  Skills: Fighting d8, Intimidation d10, knowledge (Bat-
  tle) d8, Notice d10, Shooting d8, Taunt d8
  Charisma: +4/0; Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Bloodthirsty, Loyal, Stubborn, Vengeful 
  (Major)
  Edges: Command, Fervor, Hold the Line, Improved 
  Dodge, Level Headed, Marksman, Natural Leader, Very 
  Attractive
  SS-Valkyrie officer
  These stats serve for any level of officer. At the GM’s 
  discretion, named officers may be Wild Cards.
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  dariNg TaleS of adVeNTUre
  
  
  Vigor d8
  Skills: Fighting d6, Intimidation d10, Notice d8, Shoot-
  ing d6, Stealth d6, Taunt d6, Throwing d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 6
  Hindrances: Loyal, Vengeful (Major)
  Edges: Command, Fervor, Hold the Line, rank (Officer), 
  rock and roll
  Gear: Luger P08 (range: 12/24/48, Damage: 2d6–1, rOF 
  1, Semi) or MP 40 (range: 12/24/48, Damage: 2d6–1, 
  rOF 3, AP 1, Auto)
  From 1944: replace MP 40 with StG44 (range: 24/48/96, 
  Damage: 2d8–1, rOF 3, AP 2, Auto)
  Special Abilities:
  * Resolute: Valkyries have +2 to Spirit rolls to resist 
  Fear and Intimidation.
  SS-Valkyrie Soldier
  A typical Valkyrie is loyal, devoted to Nazi ideology, 
  ruthless, and almost fearless.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Driving d6, Fighting d6, Intimidation d6, Notice 
  d6, Shooting d6, Stealth d6, Taunt d6, Throwing d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Loyal
  Edges: Dodge
  Gear: 2 or 3 stielhandgranate (range: 5/10/20, Damage: 
  3d6–2, Medium Burst Template), bayonet (Str+d4), kar 
  98k (range: 24/48/96, Damage: 2d8, rOF 1, AP 2, Snap-
  fire) or MP 40 (range: 12/24/48, Damage: 2d6–1, rOF 3, 
  AP 1, Auto)
  From 1943: replace kar 98k with Gewehr 43 (range: 
  24/48/96, Damage: 2d8, rOF 1, AP 2, Semi)
  From 1944: replace MP 40 with StG44 (range: 24/48/96, 
  Damage: 2d8–1, rOF 3, AP 2, Auto)
  Special Abilities:
  * Bodyguard: Once per round, the Valkyrie may take 
  the damage from a successful attack scored against 
  an adjacent SS officer. This selfless sacrifice must be 
  declared before damage is rolled.
  * Resolute: Valkyries have +2 to Spirit rolls to resist 
  Fear and Intimidation.
  Junior NCO: Command, rank (NCO)*; Luger P08 
  (range: 12/24/48, Damage: 2d6–1, rOF 1, Semi).
  Medic: Healing d6
  Scout: Notice d8, Stealth d6, Tracking d6; kar 98k or 
  Gewehr 43 fitted with scopes
  Technician: knowledge (Demolitions) d6, repair d6
  * If you’re using this supplement with Pinnacle Enter-
  tainment’s Weird Wars: Weird War 2 setting, Toughness 
  for an NCO is 8.
  VeTeraN SS-Valkyrie Soldier
  A veteran Valkyrie is one who has served with the unit 
  for a minimum of two years or survived one or two seri-
  ous engagements against the enemy.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, 
  Vigor d8
  Skills: Driving d6, Fighting d8, Intimidation d8, Notice 
  d8, Shooting d8, Stealth d8, Taunt d6, Throwing d6
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Loyal
  Edges: Combat reflexes, Dodge, rock and roll
  Gear: As above
  Special Abilities:
  * Bodyguard: Once per round, the Valkyrie may take 
  the damage from a successful attack scored against 
  an adjacent SS officer. This selfless sacrifice must be 
  declared before damage is rolled.
  * Resolute: Valkyries have +2 to Spirit rolls to resist 
  Fear and Intimidation.
  Junior NCO: Command, Fervor; rank (NCO)*; Luger 
  P08 (range: 12/24/48, Damage: 2d6–1, rOF 1, Semi).
  Medic: Healing d8, Healer**
  Scout: Notice d10, Stealth d8, Tracking d8
  Technician: knowledge (Demolitions) d8, repair d8
  * If you’re using this supplement with Pinnacle 
  Entertainment’s Weird Wars: Weird War 2 setting, Tough-
  ness for an NCO is 8.
  ** Replace with Medic if using Pinnacle Entertain-
  ment’s Weird Wars: Weird War 2 setting.
         SS-Valkyrie rUNe Mage
  In a pulp game, certain Valkyrie officers may have been 
  taught the arcane power of the Nordic runes, allowing 
  them to harness supernatural energy. rune mages are 
  extremely rare—at most, the brigade boasts just six. All 
  hold the honorary rank of SS-Sturmbannführer.
  Attributes: Agility d8, Smarts d10, Spirit d10, Strength 
  d6, Vigor d8
  Skills: Fighting d8, Intimidation d10, knowledge (Ar-
  cana) d8, Notice d8, Shooting d8, Spellcasting d10, 
  Taunt d8
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Arrogant, Loyal, Vengeful (Major)
  Edges: Arcane Background (Magic), Combat reflexes, 
  Command, Improved Level Headed, rank (Officer)
  Spells: Pick any three from: armor (armor-rune), bolt 
  (electrical trapping, lightning rune), burrow (earth-
  rune), deflection (shielding-rune), entangle (bind-rune), 
  invisibility (secret-rune), puppet (charm-rune), smite 
  (battle-rune), speak language (tongue-rune)
  Gear: Luger P08 (range: 12/24/48, Damage: 2d6–1, rOF 
  1, Semi)
  Special Abilities:
  * Resolute: Valkyries have +2 to Spirit rolls to resist 
  Fear and Intimidation.
  SS-Valkyrie UNdercoVer oPeraTiVe
  As well as acting openly as bodyguards to senior SS 
  officers, Valkyries serve in covert positions with the SS 
  Ahnenerbe and as spies in foreign countries. Only the 
  gUide To eliTe Nazi UNiTS
  
  
  smartest, most attractive members of the brigade are 
  trained for these special duties. Those who fail to meet 
  the grade serve with the second and third companies.
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Driving d6, Fighting d6, Intimidation d8, Investi-
  gation d8, knowledge (Arcana) d6, knowledge (History) 
  d8, Notice d8, Shooting d8, Stealth d8, Streetwise d6
  Charisma: +2; Pace: 6; Parry: 6; Toughness: 5
  Hindrances: Loyal
  Edges: Attractive, Investigator
  Gear: Walther PPk (range: 10/20/40, Damage: 2d6–1, 
  rOF 1, Semi)
  Special Abilities:
  * Resolute: Valkyries have +2 to Spirit rolls to resist 
  Fear and Intimidation.
  Wolf
  Valkyrie units are highly unusual in that instead of 
  guard dogs, they use she-wolves. They even use these in 
  battle, having trained them to attack without fear. Many 
  are trained to hunt down enemy officers.
  Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength 
  d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d10, Track-
  ing d6
  Pace: 8; Parry: 5; Toughness: 4
  Special Abilities:
  * Bite: Str+d4.
  * Fleet Footed: Wolves roll a d10 when running in-
  stead of a d6.
  * Go for the Throat: Wolves instinctively go for an op-
  ponent’s soft spots. With a raise on its attack roll, it 
  hits the target’s most weakly-armored location.
  * Size –1: Wolves are relatively small.
  zePPeliNTrUPPeN
  Historically, the age of the Zeppelin ended in the late 
  1930s, a combination of politics, the looming threat of 
  another war in Europe, and the Hindenberg disaster. In 
  the fictional world of Daring Tales of Adventure, airships 
  remain an important element throughout the war.
  hiSTory
  Although Zeppelins had been around for over a de-
  cade, it was the Great War that truly gave them life. Both 
  the German army and navy operated Zeppelins, using 
  them to spy on their enemies and conduct bombing 
  raids against distant cities. 
  The first Zeppelintruppen (Zeppelin troops) were 
  formed by the navy. One of their tasks was to stop and 
  search merchant vessels suspected of carrying contra-
  band. The Zeppelin would fly low, its captain ordering 
  the suspect ship to halt and its crew to take to lifeboats. 
  At first using small collapsible boats and later by de-
  scending on ropes, Zeppelintruppen would then board 
  and search the ship. If anything suspicious was found, 
  the ship would be destroyed or sailed back to Germany 
  to join her fleet.
  Zeppelintruppen were involved in an audacious plan 
  in 1915. Operating out of the LZ36, a new type of air-
  ship designed for long-distance travel, Zeppelintruppen 
  landed in Scotland in an attempt to steal the Magna Carta 
  (ironically, where it had been hidden to protect it from 
  Zeppelin raids). Fortunately for the British, the plan was 
  foiled and the prototype Zeppelin destroyed, along with 
  its creator.
  Although the mission was a total failure, the idea of 
  using Zeppelins to ferry troops behind enemy lines was 
  not abandoned. Throughout the war, Zeppelintruppen 
  conducted more raids, primarily against airfields, though 
  the overall strategic value of these raids was pitifully low 
  in comparison to the propaganda value. These daring 
  raids would give the Nazi leadership the idea for employ-
  ing parachute troops.
  Although portrayed as brave sons of Germany, Zep-
  pelintruppen were mostly assigned to protect Zeppelin 
  hangars, airfields, and construction facilities, taking to 
  the skies in small numbers as security personnel in case 
  the Zeppelin was forced to land in hostile territory, or 
  consigned to routine naval stop and search patrols. Few 
  ever saw battle.
  The end of the Great War saw Germany stripped of her 
  military power, Zeppelins included. However, Germany 
  was not forbidden from operating commercial Zeppe-
  lins. As a result, large numbers of Zeppelintruppen, who 
  were expected to serve as crewmen as well as soldiers, 
  left the military and adopted civilian life.
  In defiance of the Treaty of Versailles, Hitler ordered 
  Hermann Göring to create the Luftwaffe in February 
  1935. Although the navy would retain its own Zeppelin 
  fleet, by July all Zeppelintruppen personnel had been 
  transferred to the air force and assigned new ranks, while 
  new recruits were trained to increase their numbers.
  orgaNizaTioN
  All Zeppelintruppen serve with the 1st Zeppelintruppe 
  Feld-Division (Zeppelin Troop Field Division), a unit of 
  6,000 fighting men. In overall command is a Generalma-
  jor der Luftwaffe. The current commander is Graf ulrich 
  von Bothe, a former Zeppelin captain who served during 
  the Great War.
  The division is divided into three regiments, each of 
  2,000 men and led by an Oberst der Luftwaffe (Colonel). 
  Four battalions (500 men) make up a regiment. The first 
  battalion of each regiment is commanded by an Ober-
  stleutant der Luftwaffe (Lt. Colonel), the others by a 
  Major der Luftwaffe.
  Battalions are in turn divided into five companies of 
  100 men, each commanded by a Hauptmann der Luft-
  waffe (Captain); companies into four platoons (25 men) 
  led by a Leutnant der Luftwaffe; and platoons into two 
  12-man squads led by an Unterfeldwebel (Sergeant).
        
  dariNg TaleS of adVeNTUre
  
  
  NoTaBle UNiTS
  Luftschlosstruppen: The 1st and 2nd battalions of 
  the 1st regiment are the elite. They serve aboard the 
  Luftschlossen (literally, “flying castles”), massive aerial 
  platforms designed to provide the Luftwaffe with mo-
  bile airfields. Technically, these mighty vessels are under 
  the auspices of the Sonderwaffen Abteilung (Special 
  Weapon’s Division), an independent branch of the mili-
  tary. While most of the technical crew are Sonderwaffen 
  personnel, flight crews and security troops are drawn 
  from the Luftwaffe.
  Kugelwanderen (Globetrotters): The 1st, 2nd, and 
  3rd companies of the 1st battalion, 2nd regiment serve 
  with the SS-Ahnenerbe, protecting their airships and 
  base camps.
  MeMBerShiP & TraiNiNg
  Zeppelintruppen are recruited primarily from Luft-
  waffe flak units, washed out pilots, and Zeppelin crews. 
  Civilians are rarely accepted—the division provides only 
  minimal military training to new recruits. 
  All recruits undergo an intensive six-week basic train-
  ing course focusing on agility (troops must be capable 
  of maintaining their balance), standard emergency drills, 
  the rules of life aboard Zeppelins, and familiarization 
  with the Zeppelintruppen weapons. Those who wash out 
  of training are returned to their unit.
  After this, they receive six months of training designed 
  to teach them a technical trade. This provides them 
  with the skills necessary to serve aboard a 
  Zeppelin as part of the regular crew should 
  the need arise. During the technical course, 
  recruits serve with the ground based units, 
  safeguarding the Zeppelin fleet.
  Before the war begins, recruits must serve 
  a minimum of three months aboard a Zep-
  pelin, putting their training to practical use.
  While some Zeppelintruppen are Nazi par-
  ty members, it is a not a requirement. Many 
  of its members, and most of its officers, are 
  chivalrous warriors whose personal codes of 
  honor forbid the murder of innocents and 
  acts of genocide, giving them more in com-
  mon with the Wehrmacht than the brutal 
  thugs of the SS.
  UNiforM & iNSigNia
  When not aboard a Zeppelin, Zeppelin-
  truppen wear the same uniform as regular 
  Luftwaffe ground units—a gray-blue uniform 
  similar to the regular army.
  Over their air force uniform they wear a 
  thick, light blue or gray flying suit and sturdy, 
  leather-soled boots, all fur-lined to protect 
  the soldier from the biting cold at high alti-
  tudes. Their heads and eyes are protected by 
  a leather flying helmet and aviator goggles. Long, thick, 
  leather gloves complete the outfit. Officers typically don 
  a fur-lined great coat and peaked cap rather than the 
  garb of their subordinates.
  A product of pre-Nazi era warfare, the Zeppelintrup-
  pen have forgone the standard Luftwaffe insignia—an 
  eagle clutching a swastika with one claw. Instead, they 
  sport an eagle clutching an Iron Cross in both claws.
  rank is displayed on collar tabs, as with most branches 
  of the military. Zeppelintruppen wear two types of rank 
  tabs. Those on their flight suits are colored to indicate 
  their specialty. Bridge crew sport light blue tabs, radio 
  operators brown ones, bombardiers and machinegun-
  ners are red, engineers have pink tabs, and medics dark 
  blue tabs. These insignia are worn on the outside of the 
  flying suit or great coat collar. When the collar is turned 
  down, the rank tab is concealed.
  Tabs displayed on the regular Luftwaffe uniform 
  collar are always gold yellow, the color used to denote 
  aircrews, ground personnel, and paratroops.
  arMaMeNTS
  All Zeppelintruppen are issued a Walther P38 for use 
  inside the confined quarters of a Zeppelin, and a dagger. 
  Senior officers (Major and above) also carry a sword, a 
  mark of honor. Throughout the war, the standard firearms 
  of the common soldiers are the MP 35 sub-machinegun 
  and kar 98k rifle. The trigger guard on these weapons is 
  modified to better accommodate the Zeppelintruppen’s 
  thick gloves.
  gUide To eliTe Nazi UNiTS
  7
  
  Although military Zeppelins might be armed with 
  machineguns, Zeppelintruppen do not carry these into 
  battle. When conducting ground operations, the small 
  squads are expected to avoid prolonged engagements.
  When working on the Zeppelin’s exterior or the flight 
  deck of a Luftschloss, troopers are equipped with a para-
  chute. Only rudimentary training is given in its use.
  PUrPoSe
  Before the outbreak of war, Zeppelintruppen are as-
  signed to serve on civilian airships as guards. Some work 
  as regular crew, but others openly bear arms, a very pub-
  lic flouting of the treaty. They also retain their original, 
  less glamorous role, serving as ground security for Zep-
  pelin hangars and airfields, as well as basic ground crew, 
  helping maneuver the Zeppelins into position.
  When Himmler orders the Ahnenerbe to begin con-
  ducting missions overseas, Zeppelins present the most 
  efficient way to move men and materiel across the globe 
  in timely fashion. And where the Zeppelins go, so do the 
  Zeppelintruppen.
  Although they still serve as ground troops for airfields 
  once hostilities commence, every Zeppelin, military or 
  civilian, is assigned at least one squad of Zeppelintrup-
  pen after September 1939. Each Luftschloss relies solely 
  on the Zeppelintruppen for security, though many carry 
  a detachment of SS rocket Troops (see the Rocket Rang-
  ers supplement) as a main strike force.
  zePPeliNTrUPPeN
  Once Hitler takes control of Germany, Zeppelintrup-
  pen can be found wherever there are airships. GMs can 
  thus use them as villains in adventures set in New york 
  City, the Gobi Desert, or anywhere in between.
         haUPTMaNN BaroN VoN zorN
  Baron Josef Heinrich von Zorn began his military ca-
  reer in 1915, when he joined the Imperial German Army. 
  Born to a Prussian aristocratic family and having studied 
  meteorology at Heidelberg university (more as a hobby 
  than a future career), he soon found himself serving on 
  the bridge crew of a Zeppelin. As part of his duties, he 
  also received instructions in piloting the airship. He took 
  it upon himself to learn something of how they worked.
  Naturally at ease with giving orders by dint of his 
  birthright, he quickly worked his way up to the rank of 
  Oberleutnant, effectively serving as first officer.
  In 1916, the Zeppelin on which he was serving was 
  ambushed by a pair of British fighters. Caught by sur-
  prise, the bridge suffered several hits before the German 
  gunners could respond. Among the casualties was the 
  captain. Without hesitation, von Zorn, himself bleeding 
  from a head wound, assumed full command. Thanks to 
  his leadership, the Zeppelin survived, limping back to a 
  friendly airfield. Von Zorn was awarded the Iron Cross 
  2nd Class, promoted to Hauptmann, and given com-
  mand of his own airship. Before the war ended, he was 
  awarded the Iron Cross 1st Class.
  unwilling to work aboard civilian airships when the 
  war ended in defeat, von Zorn retired his commission 
  and returned to his ancestral estates, where he spent his 
  days riding and fencing. When the Zeppelintruppen was 
  formed, the Nazis came to him, offering him the chance 
  to not only reactivate his commission, but be elevated 
  to the rank of Oberstleutnant. Never one to accept any-
  thing he had not earned, he declined the promotion, but 
  happily took up his former rank once more, accepting 
  command of a company.
  Von Zorn is a soldier from the war of yesteryear. Proud 
  and arrogant he may be, but he is also a man of honor, 
  chivalrous to those he considers his peers, magnanimous 
  in victory, and gracious in defeat. He has no love for the 
  Nazis and their warped ideology, but he loves Germany 
  (well, Prussia anyway) with all his heart.
  Von Zorn’s uniform is green, a reminder to his su-
  periors that while he may serve with the Luftwaffe, at 
  heart he remains very much an army man. His rank tabs 
  are dark green, the color worn by Wehrmacht troops at-
  tached to the Luftwaffe.
  dariNg TaleS of adVeNTUre
  
  
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, 
  Vigor d8
  Skills: Climbing d6, Fighting d10, knowledge (Battle) 
  d8, Intimidation d8, Notice d8, Piloting d10, repair d6, 
  riding d6, Shooting d6, Taunt d8
  Charisma: 0; Pace: 6; Parry: 8; Toughness: 5
  Hindrances: Arrogant, Bad Eye (Minor: wears a mono-
  cle), Code of Honor, Loyal
  Edges: Block, Command, Command Presence, Counter-
  attack, Dodge, Extraction, First Strike, Improved Frenzy, 
  quick, rank (Officer), Steady Hands, Sweep
  Gear: Walther P38 (range: 12/24/48, Damage: 2d6–1, 
  rOF 1, Semi), sword (Str+d8)
  zePPeliNTrUPPeN officer or Nco
  These stats serve for frontline combat NCOs and of-
  ficers up to and including Hauptmann (Captain).
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Climbing d6, Fighting d6, knowledge (Battle) d6, 
  Intimidation d6, Notice d6, Shooting d6, Swimming d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 6 (1)
  Hindrances: Loyal
  Edges: Command, Dodge, rank (NCO or Officer)*, 
  Steady Hands
  Gear: Leather cap (+1), fur-lined flying suit or greatcoat 
  (+1), Walther P38 (range: 12/24/48, Damage: 2d6–1, 
  rOF 1, Semi), sword (Str+d8; senior officers only)
  * If you’re using this supplement with Pinnacle 
  Entertainment’s Weird Wars: Weird War 2 setting, Tough-
  ness for an NCO is 7 (1).
  zePPeliNTrUPPeN
  In addition to being soldiers, all Zeppelintruppen are 
  trained to fill a specific role aboard the airship.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, 
  Vigor d8
  Skills: Climbing d6, Fighting d6, Notice d6, Shooting d6, 
  Swimming d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 7 (1)
  Hindrances: Loyal
  Edges: Steady Hands
  Gear: Leather cap (+1), fur-lined flying suit (+1), Wal-
  ther P38 (range: 12/24/48, Damage: 2d6–1, rOF 1, Semi), 
  and MP 35 (range: 12/24/48, Damage: 2d6–1, rOF 3, AP 
  1, Auto) or kar 98k (range: 24/48/96, Damage: 2d8, rOF 
  1, AP 2, Snapfire)
  Bombardier: knowledge (Bombardier) d6
  Bridge Crew: knowledge (Navigation) d6, Piloting d6
  Medical: Healing d6
  Radio Operator; knowledge (Communications) d6
  Technical: repair d6
  exPerieNced zePPeliNTrUPPeN
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, 
  Vigor d8
  Skills: Climbing d6, Fighting d8, Notice d8, Shooting d8, 
  Swimming d6
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 7 (1)
  Hindrances: Loyal
  Edges: Combat reflexes, Dodge, rock and roll, Steady 
  Hands
  Gear: As above
  Bombardier: knowledge (Bombardier) d8
  Bridge Crew: knowledge (Navigation) d8, Piloting d8
  Medical: Healing d8
  Radio Operator; knowledge (Communications) d8
  Technical: repair d8
  STahl-MaSk’S dooM SqUad
  There are many oddities in the Nazi military machine, 
  but none of strange as the Doom Squad. It has no unit 
  insignia, answers to no one to accept the highest ech-
  elons of the Nazi hierarchy, and undertakes only the 
  most secret of missions.
             
  gUide To eliTe Nazi UNiTS
  
  
  hiSTory
  The first record of Stahl-Mask dates from 1936. Ac-
  cording to a leaked u.S. intelligence report, the Nazis 
  were conducting an archaeological excavation in Egypt, 
  albeit one headed by a French archaeologist. Details are 
  hazy, but it seems the expedition vanished from the face 
  of the earth while en route back to Germany with what-
  ever treasures they had unearthed.
  A month after the expedition was declared overdue, a 
  grainy photograph of Adolf Hitler showed at a hospital, 
  shaking the hand of patient whose face was concealed 
  behind a steel mask. At the time it raised little attention, 
  for it was assumed the man had been grievously injured 
  and the mask was part of his treatment.
  However, all that changed in 1937, when a sinister 
  figure wrapped in a black leather coat and sporting a 
  steel-masked that encompassed his entire head was seen 
  at the side of Adolf Hitler during the Nuremburg rally. 
  Curious more than concerned, the British, French, and 
  Americans endeavored to discover the identity of the 
  masked man. None of their spies were heard from again, 
  and no information ever filtered back.
  From 1936 through to the eve of the war, the masked 
  man was seen in China (shortly before the Japanese 
  invasion of Manchuria), Austria (shortly before the An-
  nexation), Iceland, Crete, Southern France, Norway, 
  Egypt, England, and, according to one brief report, in 
  the frozen wastes of Antarctica.
  Throughout the war, the strange figure was seen in all 
  the major theaters, even ones in which Germany played 
  no direct role (like the Pacific). Several reports put him 
  behind enemy lines at various intervals, but these were 
  never verified to any degree of reliability. Of more inter-
  est to the allies are reports that the masked man was seen 
  in the company of Kriegsmarine, Luftwaffe, Wehrmacht, 
  and Waffen SS soldiers, and once or twice with elements 
  of all four branches at the same time.
  orgaNizaTioN
  The Doom Squad is a unique unit, comprised of just 
  four members and answerable to no one expect Adolf 
  Hitler (and even that is questionable at times).
  Each of its members carries paperwork allowing them 
  to commandeer any regular military unit up to regiment 
  strength, the papers making it clear the authority comes 
  straight from Hitler and is not open to discussion. More 
  than one irate general has regretted disturbing the Fuhrer 
  by daring to check if the Doom Squad’s paperwork is 
  legitimate. Thus, while the Doom Squad never exceeds 
  four personnel, it may have elements from any branch of 
  the German military at its disposal.
  The mysterious figure known only as Stahl-Mask com-
  mands the Doom Squad. He has no official rank within 
  the military or the Nazi party, but he has the authority to 
  order around even top generals. Each of his three min-
  ions is expected to obey his orders without question, yet 
  they also have the authority to act independently.
  MeMBerShiP & TraiNiNg
  The three other members of the Doom Squad were 
  hand-picked by Stahl-Mask. Although the unit is very 
  small and cannot be everywhere the Fuhrer would like, 
  Stahl-Mask dismisses all petitions for membership and 
  has rebuffed all attempts to expand his command.
  What criteria Stahl-Mask used to recruit his under-
  lings is unknown. One is a top scientist, another a vi-
  cious psychotic, and the last a low intelligence bruiser 
  with a gift for mechanics. Given the authority he has to 
  second personnel to his command, he could surely have 
  selected better qualified and more disciplined soldiers.
  UNiforM & iNSigNia
  As an independent outfit separate from all branches 
  of the military and government, the Doom Squad has no 
  specific uniform or insignia. Its members carry identifica-
  tion papers and dog tags, but these make no mention of 
  unit affiliation beyond the Doom Squad.
  arMaMeNTS
  Despite having the authority to commandeer any 
  equipment they want, the members of the Doom Squad 
  are only lightly armed with stock Wehrmacht weapons 
  (save for one special type of grenade). Even when new 
  weapons are produced later in the war, the Doom Squad 
  fervently sticks to older firearms.
  By comparison, military elements commandeered to 
  serve the Doom Squad are always equipped with the lat-
  est weaponry. Stahl-Mask can acquire weapons around 
  six months before they are issued to other troops.
  PUrPoSe
  Except when ordered directly by the Fuhrer, the Doom 
  Squad is left to its own devices. They work most often for 
  the Ahnenerbe, retrieving occult relics from their ancient 
  resting places, and the Sonderwaffen Abteilung, testing 
  new secret weapons or kidnapping enemy scientists 
  whose inventions the Nazis want for their own ends.
  The dooM SqUad
  Stats for the four core members of the Doom Squad 
  are given below. As noted elsewhere, they may be accom-
  panied by members of any branch of the military.
  All members of the Doom Squad are Wild Cards. 
  Together, they are a formidable team. Fortunately, they 
  are rarely engaged in the same mission. GMs who want 
  to use the Doom Squad together might wish to reduce 
  everyone except Stahl-Mask to Henchman status.
         STahl-MaSk
  The identity of the man known as Stahl-Mask is an 
  enigma to his superiors and subordinates alike. The only 
  dariNg TaleS of adVeNTUre
  10
  
  man who might know his identity is Adolf Hitler, and 
  even that cannot be verified.
  His head is encased in a steel mask that hides his 
  features and disguises his voice, giving it a grating, rasp-
  ing tone, and white leather gloves hide his hands. His 
  identification papers and Nazi party membership card 
  list only his alias, and sport a photograph of his armored 
  mask. Even his rank is a mystery.—while he has an SS 
  collar tab and wears the red Swastika armband, his rank 
  insignia tab is blank, an unadorned black diamond. An 
  Iron Cross 1st Class hangs around his neck, an honor he 
  was surely awarded.
  There is much speculation concerning Stahl-Mask’s 
  past. That he always wears a mask and gloves has led 
  some to conclude he is hideously scarred. The most 
  common cause discussed is fire, but a few claim Stahl-
  Mask was involved in a top secret project that went badly 
  wrong, leaving him mutilated. To others, his visage is 
  merely a ruse, a disguise intended to instil fear in others. 
  A small few even dare to suggest Stahl-Mask is a woman. 
  One joker even insisted Stahl-Mask was actually Adolf 
  Hitler in disguise!
  He is a crack shot, an adept commander, and is highly 
  decorated, all evidence of a previous military career, per-
  haps during the Great War. Stahl-Mask has displayed skill 
  at handling aircraft, possibly indicating he was a pilot at 
  some point.
  Despite a lack of documented evidence, Stahl-Mask 
  is attributed many strange abilities. Various 
  apocryphal stories give him the ability to 
  bend others into obeying his every com-
  mand, superhuman strength, and inhuman 
  healing abilities. When it comes to Stahl-
  Mask, few would likely raise an eyebrow if 
  someone claimed he could fly.
   Attributes: Agility d8, Smarts d8, Spirit 
  d10, Strength d8, Vigor d8
  Skills: Driving d6, Fighting d8, Intimida-
  tion d10, Investigation d8, knowledge 
  (Battle) d8, Piloting d8, Shooting d10, 
  Stealth d6, Streetwise d10, Taunt d10
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 
  6
  Hindrances: Arrogant, Vengeful (Major)
  Edges: Combat reflexes, Command, Com-
  mand Presence, Harder to kill, Improved 
  Nerves of Steel, Level Headed, Marksman, 
  Strong Willed, Tactician
  Gear: Full helmet (+3), reinforced leath-
  er great coat (+1), Luger P08 (range: 
  12/24/48, Damage: 2d6–1, rOF 1, Semi)
         dokTor exe
  Doktor rudolph Exe joined the Nazi 
  Party in 1934. Despite being a medical doc-
  tor, he was a firm believer in racial purity 
  and euthanasia, a natural recipient of Nazi 
  ideology.
  He began conducting scientific experiments into the 
  creation of a pure Germanic race shortly thereafter, hav-
  ing accepted a post at a concentration camp. Through 
  vile experiments involving cocktails of drugs, he hoped 
  to be able to cleanse untermenschen of their “undesir-
  able traits.”
  His grisly work met with some success, but the results 
  were short-lived, hardly the “cure” he had been seeking. 
  Still, his work was enough to bring him to the attention 
  of the Nazi leadership, who awarded him the honorary 
  rank of SS-Sturmbahnfuhrer and provided additional 
  funds so he might continue his great experiment.
  As a hobby, he began working on drugs which would 
  make the recipient susceptible to commands or suffer 
  intense nightmares. The first he intended to mass pro-
  duce, allowing the Nazis to put it into the water supply 
  and so control undesirable or rebellious elements within 
  society (the Gestapo saw it as a viable truth drug). The 
  second was intended for use as punishment at first, but 
  the Nazi hierarchy wanted to develop it as a gas, a new 
  terror weapon to add to their arsenal.
  In 1938, Doktor Exe was drafted into the Doom 
  Squad. Many officials within the government and military 
  objected, but Stahl-Mask’s order could only be counter-
  manded by Adolf Hitler, and he refused to do so.
  Exe’s “spells” are weird science serums or aerosols. 
  He carries enough of each to “cast” each power twice 
  during a scene. Except where noted, he must be adjacent 
  gUide To eliTe Nazi UNiTS
  11
  
  to the intended target in order to deliver the serum or 
  spray. using puppet against an unwilling target require a 
  Touch Attack as an action.
  Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Healing d8, Intimidation d8, knowl-
  edge (Biology) d8, knowledge (Chemistry) d8, Shooting 
  d6, Weird Science d10
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Bad Eye (Minor: monocle)
  Edges: Arcane Background (Weird Science)
  Powers: Armor, boost/lower trait (attributes only), fear*, 
  healing, puppet, quickness, speed, zombie
  Gear: Luger P08 (range: 12/24/48, Damage: 2d6–1, rOF 
  1, Semi)
  * Aerosol spray. Works in a Cone Template instead of 
  the usual Medium Burst Template.
         feldWeBel kUrT “aNiMal“ MUller
  Sergeant Muller, known to his comrades as Animal, is 
  a violent thug. Considered an uncontrollable liability, he 
  was transferred between various Wehrmacht divisions, 
  eventually ending up in military prison for the brutal 
  murder of an officer. The nature of the wounds and the 
  calm manner in which he inflicted them caused even 
  hardened SS men to lose their breakfasts.
  The officer commanding the firing squad had just 
  given the order to aim when Stahl-Mask interrupted the 
  proceedings and carted Animal away.
  Although a competent marksman, Animal prefers two 
  methods of killing. First, he carries a long, razor-sharp 
  dagger more akin to a short sword than a knife. Second, 
  he wields a special hand grenade, a bundle of stielhand-
  granate heads on a single handle.
  His brutish face is marred by a permanent sneer, his 
  head shaved every day with his enormous dagger. Those 
  who believe him to be a mindless killer need only look 
  into his cold, gray eyes to realize their mistakes, for there 
  burns a cruel, animal cunning.
  Animal is totally psychotic. Only Stahl-Mask can keep 
  him in check (which requires just a single word). When 
  his superior is not around there is little hope of prevent-
  ing him from committing atrocious and barbaric acts. 
  Still, even Animal knows not to jeopardize the mission in 
  order to have a little “fun,” for Stahl-Mask is an unforgiv-
  ing master.
  Attributes: Agility d6, Smarts d6, Spirit d10, Strength d8, 
  Vigor d8
  Skills: Fighting d10, Intimidation d10, knowledge (De-
  molitions) d6, Notice d6, Shooting d6, Stealth d6, Sur-
  vival d6, Throwing d10
  Charisma: –8; Pace: 6; Parry: 7; Toughness: 6
  Hindrances: Bloodthirsty, Illiterate, Loyal, Mean, ugly
  Edges: Combat reflexes, Frenzy
  Gear: kar 98k (range: 24/48/96, Damage: 2d8, rOF 1, 
  AP 2, Snapfire), huge dagger (Str+d6), 1 cluster stiel-
  handgranate (range: 5/10/20, Damage: 4d6, Medium 
  Burst Template
         SchüTze JohaNN “BUll“ leTzMaNN
  Private Letzmann grew up on a farm. Although not 
  the brightest kid in the village, he had a natural gift with 
  machines. In 1937 he joined the army as a mechanic, and 
  was posted to a tank regiment.
  Already possessed of a remarkable physique and pres-
  tigious strength, and quick with his fists, he soon took up 
  boxing. Within three months he was the unchallenged 
  regimental boxing champion and the envy of his peers.
  Bull, as he came to be known, was essentially a no-
  body. A loyal soldier for sure, possessed of great strength 
  yet not without equals, a natural mechanic but one still 
  far beneath engineers with university education, but 
  nothing special in the grand scheme of things. And yet 
  Stahl-Mask took him into the Doom Squad.
  Bull never wears a tunic, a habit he developed as a 
  farmhand laboring in the fields during the hot summer 
  and later autumn.
  Attributes: Agility d6, Smarts d4, Spirit d8, Strength d10, 
  Vigor d10
  Skills: Driving d6, Fighting d6, Intimidation d8, Notice 
  d6, repair d8, Shooting d8, Survival d6, Throwing d6
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 8
  Hindrances: Clueless, Loyal, quirk (Never wears a tu-
  nic)
  Edges: Brawny, Bruiser, Combat reflexes, First Strike, 
  McGyver, Mr. Fix-It, rock and roll, Steady Hands
  Gear: Steel helmet (+3), MP 40 (Range: 12/24/48, 
  Damage: 2d6–1, ROF 3, Auto)
  PUlP MiNiaTUreS
  Triple Ace Games would like to extend its thanks to 
  Bob Murch at Pulp Figures for granting us permis-
  sion to use the photographs of his fantastic range of 
  metal miniatures. We’ve known about these minis 
  for some time, and they served as direct inspiration 
  for this supplement.
  For those who don’t know Bob, he is an award-win-
  ning sculptor who has been sculpting miniatures 
  since 1983. He has worked for rAFM, AEG, and 
  Wizards of the Coast, among others.
  As well as the figures shown in this product, Bob 
  has a very impressive range of pulp figures ideally 
  suited for the Daring Tales of Adventure product 
  range. Whether you want Nazi villains, weird cult-
  ists, mad scientists, rugged explorers, tramp steam 
  crew, or crooked gangsters, there’s something for 
  everyone. But you don’t have to take our word for 
  it; go browse the range yourself!
    coNTacT deTailS
  Web Site: www.pulpfigures.com
  Postal Address: P.O. Box 29063, Okanagan Mission 
  r.P..O., kelowna, BC, Canada, V1W 4A7
  dariNg TaleS of adVeNTUre
  1
  
SOURCE: textdata/thevault/Triple Ace Games/Daring Tales of Adventure/TAG31073 - Elite Nazi Units.pdf