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Fases del trabajo

Capítulo 2. Método, Diseño y Desarrollo

8. Fases del trabajo

At the outbreak of war, the British Army is a well-equipped, professional force designed for rapid mechanised warfare.

However, the conservative thinking of the British and French High Commands reduces them to a defensive combat force, a move which proves fatal in the face of the German Blitzkrieg. After the miracle of Dunkirk, despite the loss of much of their armour and heavy equipment, the British are able to rearm through the aid of the American Lend-Lease Act and, once their US allies join the war, are able to truly take the fight back to the Germans.

BRITISH INFANTRY (REGULAR)

Despite the tendency of British officers to value consol-idation and caution over risk-taking in battle, British infantrymen are tough and professional soldiers, displaying typical British reserve even in the midst of battle. While the British Army suffers a series of defeats during the early stages of the war, at no point in the course of the conflict are they routed, always ensuring an orderly retreat. The stand-ard infantry weapon is the Lee Enfield rifle, though after encounters with the German MP38/40 submachine gun, some mixed units also field Sten guns to supplement their rifle firepower. A standard section carries a single Bren light machine gun as a support weapon, providing significantly more firepower than the US BAR. Early in the war, squads are provided with the Boys anti-tank rifle for anti-armour firepower, though this is later replaced by the more powerful PIAT launcher after 1943.

BRITISH INFANTRYMAN

STR 12 DEX 12 INT 11 CON 14 SIZ 14 APP 12 POW 13 EDU 11 SAN 55 Hit Points: 14

Damage Bonus: +1D4.

Skills: Climb 30%, Close Combat 40%, Dodge 45%, Drive Automobile 40%, Fieldcraft 40%, First Aid 30%, Heavy Weapons 35%. Listen 50%, Spot Hidden 40%, Throw 45%, Track 10%.

Language Skills: English (Own) 55%.

Weapons: Lee-Enfield No.4 Mk.I (Rifle) 40%, damage 2D6+4, atts 1/2, base range 110yds.

Sten Mk.I (Submachine Gun) 40%, damage 1D10, atts 2 or burst, base range 30yds.

Bren (Light Machine Gun) 40%, damage 2D6+4, atts 1 or burst, base range 130yds.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6.

Skills: Fighting d6, Notice d6, Stealth d6, Shooting d6, Throwing d6.

Charisma: 0; Pace: 6; Parry: 5; Toughness: 5; Sanity: 5.

Edges & Hindrances: none.

Gear: Steel Helmet (+1, head only), 2× 36M Grenades (5/10/20, 3d6, Medium Burst Template), Bren Light Machine Gun (40/80/160, 2d8, RoF 3, Shots 30, AP 2, Auto, Snapfire), Lee-Enfield No.4 Mk.I Rifle (24/48/96, 2d8, Shots 10, AP 1).

Special Abilities

• Experienced: Spirit d8, Sanity: 6, Dodge, Élan.

• Elite: Vigor d8, Fighting d8, Shooting d8, Parry: 6, Toughness: 6, Combat Reflexes, Improved Dodge, Rock and Roll!

BRITISH INFANTRY OFFICER

STR 11 DEX 12 INT 13 CON 13 SIZ 13 APP 12 POW 12 EDU 14 SAN 60 Hit Points: 12

Damage Bonus: none.

Skills: Command 45%, Climb 30%, Dodge 40%, Drive Automobile 40%, Fieldcraft 40%, First Aid 40%, Listen 45%, Spot Hidden 45%, Tactics 45%. Throw 40%.

Language Skills: English (Own) 70%.

Weapons: Webley .38/200 Service Revolver (Handgun) 45%, damage 1D10, atts 2, base range 15yds.

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42 -Attributes: Agility d6, Smarts d6, Spirit d6,

Strength d6, Vigor d6.

Skills: Fighting d6, Knowledge (Battle) d6, Persuasion d6, Shooting d6.

Charisma: 0; Pace: 6; Parry: 5; Toughness: 5; Sanity: 5.

Hindrances: none.

Edges: Command, Rank (Officer).

Gear: Webley .38/200 Service Revolver (12/24/48, 2d6+1, Shots 6, AP 1, Revolver).

Special Abilities

• Experienced: Smarts d8, Knowledge (Battle) d8, Persuasion d8, Dodge, Hold the Line!

• Elite: Smarts d10, Knowledge (Battle) d10, Combat Reflexes, Inspire.

GUARDS UNITS (VETERAN)

The five infantry regiments of the Foot Guards: the Grenadier Guards, the Coldstream Guards, the Scots Guards, the Irish Guards, and the Welsh Guards, are amongst Britain’s oldest and most prestigious regiments, having served with distinc-tion in countless conflicts over the centuries. As such, they are the most senior and most experienced troops in the British Army, often used to spearhead attacks thanks to their fear-some reputations. When not on the battlefield, these units are tasked with ceremonial duties, such as the protection of the monarch, but in combat they are a force to be reckoned with.

STR 13 DEX 12 INT 11 CON 15 SIZ 15 APP 12 POW 13 EDU 11 SAN 55 Hit Points: 15

Damage Bonus: +1D4.

Skills: Climb 35%, Close Combat 50%, Dodge 45%, Drive Automobile 40%, Fieldcraft 45%, First Aid 30%, Heavy Weapons 40%. Listen 50%, Spot Hidden 40%, Throw 45%, Track 10%.

Language Skills: English (Own) 55%.

Weapons: Lee-Enfield No.4 Mk.I (Rifle) 45%, damage 2D6+4, atts 1/2, base range 110yds.

Sten Mk.I (Submachine Gun) 45%, damage 1D10, atts 2 or burst, base range 30yds.

Bren (Light Machine Gun) 45%, damage 2D6+4, atts 1 or burst, base range 130yds.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6.

Skills: Fighting d6, Notice d6, Stealth d6, Shooting d6, Throwing d6.

Charisma: 0; Pace: 6; Parry: 5; Toughness: 5; Sanity: 6.

Hindrances: none.

Edges: Charisma, Elan.

Gear: Steel Helmet (+1, head only), 2× 36M Grenades (5/10/20, 3d6, Medium Burst Template), Bren Light Machine Gun (40/80/160, 2d8, RoF 3, Shots 30, AP 2, Auto, Snapfire), Lee-Enfield No.4 Mk.I Rifle (24/48/96, 2d8, Shots 10, AP 1), Sten Mk.I Submachine Gun (12/24/48, 2d6-1, RoF 3, Shots 32, AP 1, Auto).

Special Abilities

• Experienced: Shooting d8, Dodge.

• Elite: Vigor d8, Fighting d8, Parry: 6, Toughness: 6, Combat Reflexes, Improved Dodge, Rock and Roll!

ROYAL ENGINEERS (REGULAR)

Initially British engineer units are not equipped for direct assault, fielding standard rifles and two-inch mortars, neither particularly suited to obstacle and emplacement clearance.

But, as their role expands, units are equipped with both flamethrowers and satchel charges for quickly destroying hardened positions. While the British do field commando and paratroop engineers more suitably equipped for assault, most Royal Engineer formations are intended for mainstream engineering activities such as bridging, mine clearance, and defence construction.

STR 12 DEX 12 INT 11 CON 14 SIZ 14 APP 12 POW 13 EDU 11 SAN 55 Hit Points: 14

Damage Bonus: +1D4.

Language Skills: English (Own) 55%.

Skills: Climb 30%, Combat Engineer 45%, Close Combat 40%, Demolitions 35%, Dodge 45%, Drive Automobile 40%, Fieldcraft 40%, First Aid 30%, Heavy Weapons 45%. Listen 50%, Spot Hidden 40%, Throw 45%, Track 10%.

Weapons: Lee-Enfield No.4 Mk.I (Rifle) 40%, damage 2D6+4, atts 1/2, base range 110yds.

“Lifebuoy” No.2 Mk.II (Flamethrower) 40%, damage 2D6+shock, atts 1, base range 60yds.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6.

Skills: Fighting d6, Knowledge (Demolitions) d6,

Notice d6, Repair d6, Stealth d6, Shooting d6, Throwing d6.

Charisma: 0; Pace: 6; Parry: 5; Toughness: 5; Sanity: 5.

Hindrances: none.

Edges: Mechanically Inclined.

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MIGHT MAKES RIGHT?

Gear: Steel Helmet (+1, head only), 2× 36M Grenades (5/10/20, 3d6, Medium Burst Template), Lee-Enfield No.4 Mk.I Rifle (24/48/96, 2d8, Shots 10, AP 1), Lifebuoy” No.2 Mk.II Flamethrower (Cone Template, 2d10, ignores armour).

Special Abilities

• Experienced: Spirit d8, Sanity: 6, Demo Man, Élan.

Elite: Vigor d8, Toughness: 6, Knowledge (Demolitions) d8.

THE PARACHUTE REGIMENT (VETERAN)

More commonly known as the Paras, the Parachute Regi-ment is the airborne infantry of the British Army. Formed in 1940, the Paras first see action in North Africa and quickly establish a reputation for fearlessness and ferocity in combat.

This is proven later in the war during the fateful Operation Market Garden, where, despite being surrounded and out-numbered by armoured elements of the Waffen-SS, they hold out heroically for several days in spite of only being equipped for short-term assault combat. Nicknamed the Red Devils thanks to their burgundy berets, the Paras’ training focuses on physical fitness, marksmanship, and fieldcraft, making them a vital asset in any battle, seizing airborne bridgeheads and enemy emplacements with lightning speed. Like their American and German counterparts, the Paras field engi-neering and anti-tank squads to support operations.

STR 13 DEX 12 INT 11 CON 15 SIZ 15 APP 12 POW 13 EDU 11 SAN 55 Hit Points: 15

Damage Bonus: +1D4.

Skills: Climb 35%, Close Combat 50%, Dodge 45%, Drive Automobile 40%, Fieldcraft 45%, First Aid 30%, Heavy Weapons 45%. Listen 50%, Parachute 50%, Spot Hidden 40%, Throw 45%, Track 10%.

Language Skills: English (Own) 55%.

Weapons: Lee-Enfield No.4 Mk.I (Rifle) 40%, damage 2D6+4, atts 1/2, base range 110yds.

Sten Mk.I (Submachine Gun) 45%, damage 1D10, atts 2 or burst, base range 30yds.

Bren (Light Machine Gun) 50%, damage 2D6+4, atts 1 or burst, base range 130yds.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6.

Skills: Fighting d6, Notice d6, Repair d6, Stealth d6, Shooting d6, Throwing d6.

Charisma: 0; Pace: 6; Parry: 5; Toughness: 5; Sanity: 6.

Hindrances: Loyal.

Edges: Jump Qualified.

Gear: Steel Helmet (+1, head only), Bren Light Machine Gun (40/80/160, 2d8, RoF 3, Shots 30, AP 2, Auto, Snapfire), Lee-Enfield No.4 Mk.I Rifle (24/48/96, 2d8, Shots 10, AP 1), Sten Mk.I Submachine Gun (12/24/48, 2d6-1, RoF 3, Shots 32, AP 1, Auto).

Special Abilities

• Experienced: Vigor d8, Fighting d8, Shooting d8, Parry: 6, Toughness: 6, Combat Reflexes, Dodge, Élan, Rock and Roll!

• Elite: Spirit d10, Sanity: 7; Improved Dodge.

GHQ LIAISON (“PHANTOM”) (ELITE)

Formed in 1939, Phantom is a secret reconnaissance unit intended to operate on the frontline and behind enemy lines to provide intelligence on Allied and enemy positions directly to the highest command in the theatre, bypassing the usual chain-of-command. Trained to eavesdrop on enemy communications and move unseen across the battlefield, Phantom proves invaluable in the days after the Normandy landings, providing detailed real-time intelligence regarding both enemy disposition and the locations of the numerous Allied units scattered in the chaos of the huge airborne assault that accompanies the beach landings.

STR 12 DEX 14 INT 11 CON 13 SIZ 12 APP 12 POW 14 EDU 14 SAN 55 Hit Points: 13

Damage Bonus: none.

Skills: Climb 40%, Close Combat 30%, Cryptography 35%, Dodge 40%, Drive Automobile 35%, Espionage 20%, Fieldcraft 60%, First Aid 35%, Listen 60%,

Radio Operator 45%, Spot Hidden 55%, Telephony 35%, Throw 40%, Track 40%.

Language Skills: English (Own) 70%.

Weapons: Sten Mk.I (Submachine Gun) 55%, damage 1D10, atts 2 or burst, base range 30 yds.

Webley .38/200 Service Revolver (Handgun) 55%, damage 1D10, atts 2, base range 15 yds.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6.

Skills: Climbing d6, Fighting d6, Knowledge

(Communications) d6, Knowledge (Cryptography) d6, Notice d8, Repair d6, Stealth d8, Shooting d8, Throwing d6, Tracking d6.

Charisma: 0; Pace: 6; Parry: 5; Toughness: 5; Sanity: 6.

Hindrances: Loyal.

Edges: Jump Qualified.

Gear: Steel Helmet (+1, head only), Webley .38/200 Service

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44 -Revolver (12/24/48, 2d6+1, Shots 6, AP 1, -Revolver),

Sten Mk.I Submachine Gun (12/24/48, 2d6-1, RoF 3, Shots 32, AP 1, Auto).

Special Abilities

• Experienced: Smarts d8, Stealth d10, Dodge, Élan.

• Elite: Spirit d10, Sanity: 7; Improved Dodge.

COMMANDOS (ELITE)

The Commando, or Special Service, Brigades are the most influential Allied special forces formation in World War Two. Virtually all subsequent British special forces units derive from the Commandos. Only the Royal Marine Boom Patrol Detachment and the Long Range Desert Group are the exceptions to this, and even the LRDG’s operational history is closely entwined with a Commando off-shoot: the Special Air Service. The Parachute Regiment, the Special Boat Section, the Special Air Service, and the US Army Rangers are all descended from the original Commandos.

The Commandos are formed, at Winston Churchill’s insistence, in 1940 after the fall of Dunkirk as a means to take the war to the Germans and bolster morale at home.

Volunteers for “special service” are called for from Army units in Britain, and by late 1940, over 2000 have come forward. In 1942, the Royal Marines are reorganised as Com-mandos, adding another nine battalions to the Commando battle force by 1944.

From 1940-1943, Commandos are used as small, highly mobile raiding forces, not intended to be in field for more than thirty-six hours. From 1943, the Commandos’ role becomes that of spearheading Allied landing forces, a task they perform in the Operation Torch landings in Tunisia, the Allied invasion of Sicily, and the Normandy landings on D-Day, as well as leading offensives in Italy and north-west Europe.

Commando training is hard and intensive, and a Com-mando Training Depot is established in the Highlands of Scotland by 1942. The term “RTU”, or “Return To Unit”, originates with the failure to complete commando train-ing. This tough, demanding tutelage becomes the basis of

all special forces and Special Operations Executive (SOE) paramilitary training.

Fitness is paramount, and marches and assault courses are heavily featured in the six week curriculum. The tutors are masters of unorthodox warfare, learnt from their expe-riences whilst serving in lawless Shanghai. The commando learns how fire a Thompson SMG effectively, kill a sentry silently, fight without weapons and win, strip, reassemble,

and fire enemy weapons, climb mountains and navigate diffi-cult terrain, use small boats, and blow things up. From 1943, forward observer and forward air control skills are added to the curriculum.

As well as the training and the opportunity for danger-ous service, there are other perks of commando service: the soldier finds his own accommodation and does not stay in barracks, which many consider to be a welcome relief from the demands of Army life.

The following Commando units are of special note:

• No. 10 (Inter-Allied) Commando is a commando unit consisting of nationals from Axis-occupied countries, including Jewish Germans and Austrians serving under a nom de guerre. Never deployed as a whole unit, troops and individuals are detached for individual missions needing their linguistic or regional knowledge.

• No. 30 Commando (later 30 Assault Unit) is an intel-ligence gathering unit working in the vanguard of the Allied advance post D-Day. Staffed by Royal Navy officers and guarded by Royal Marine Commandos, the raiders are search specialists trained in the recognition of military technology and enemy documentation, safe cracking, and prisoner interrogation. Rumour has them bagging Nazi scientists ahead of the Americans in Ger-many in 1945.

• No. 62 Commando (or the Small Scale Raiding Force) is a small commando force under the control of the SOE (p.XX), carrying out cross-channel intelligence gathering raids, as well as equipment and tactics field-testing. It is an SSRF raid on Sark in 1942, where enemy prisoners are bound and later killed, that leads to Hitler’s Kommando-befehl, or “Commando Order”, demanding the execution of captured Allied raiders.

STR 13 DEX 13 INT 13 CON 15 SIZ 14 APP 12 POW 13 EDU 12 SAN 55 Hit Points: 15

Damage Bonus: +1D4.

Skills: Climb 45%, Close Combat 55%, Demolitions 35%, Dodge 45%, Drive Automobile 40%, Fieldcraft 45%, First Aid 30%, Heavy Weapons 45%. Listen 50%, Parachute 50%, Spot Hidden 40%, Swim 40%, Throw 45%, Track 20%.

Language Skills: English (Own) 60%.

Weapons: Lee-Enfield No.4 Mk.I (Rifle) 40%, damage 2D6+4, atts 1/2, base range 110yds.

Sten Mk.I (Submachine Gun) 45%, damage 1D10, atts 2 or burst, base range 30yds.

Bren (Light Machine Gun) 50%, damage 2D6+4, atts 1 or burst, base range 130yds.

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Rumour has 30 Assault Unit bagging Nazi scientists ahead of the Americans

in Germany in 1945.

MIGHT MAKES RIGHT?

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d8, Vigor d8.

Skills: Boating d6, Driving d6, Fighting d6, Knowledge (Demolitions) d6, Notice d6, Stealth d8, Shooting d6, Survival d6, Swimming d6, Throwing d6, Tracking d6.

Charisma: 0; Pace: 6; Parry: 5; Toughness: 5; Sanity: 6.

Hindrances: none.

Edges: Commando, Demo Man, Scrounger.

Gear: Bren Light Machine Gun (40/80/160, 2d8, RoF 3, Shots 30, AP 2, Auto, Snapfire), Lee-Enfield No.4 Mk.I Rifle (24/48/96, 2d8, Shots 10, AP 1), Sten Mk.I Submachine Gun (12/24/48, 2d6-1, RoF 3, Shots 32, AP 1, Auto).

Special Abilities

• Experienced: Spirit d10, Sanity: 7, Dodge, Rock and Roll!

• Elite: Vigor d10, Fighting d8, Shooting d8, Parry: 6, Toughness: 7, Combat Reflexes, Improved Dodge.

SPECIAL AIR SERVICE (ELITE)

The most famous of all of the British special forces units of World War Two, the original concept of the ‘force multiplier’

is at the core of all SAS operations. Lieutenant David Stir-ling conceives of a unit that can be inserted behind enemy lines by parachute or submarine, and can strike at vulnera-ble line-of-communication targets, such as airbases and fuel dumps, using surprise as a force multiplier to make up for the small number of men involved.

L Detachment Special Air Service is born in July, 1941, and goes on to score major successes in the North African campaign. Full details of the SAS’ growth and successes, and its brother units, the Special Boat Section/Squadron, the Greek Sacred Squadron, and the Special Interrogation Group can be found in the Achtung! Cthulhu: Guide to North Africa supplement.

In 1943, 1 & 2 SAS are deployed to the Italian cam-paign. Whereas 1 SAS are used as shock troops, 2 SAS are deployed in offensive patrolling and reconnaissance ahead of the Allied advance, a role the SAS Brigade repeats in Northeast Europe in 1945.

In 1944, 1 & 2 SAS return to Great Britain to prepare for D-Day. The SAS has grown to five regiments, and formed the SAS Brigade under the command of 1st Airborne Corps.

3 & 4 SAS are Free French paratroopers and 5 SAS, Belgian paratroopers. Accompanying the Allied invasion of Europe, the SAS perform two types of mission: firstly, cutting enemy communications and providing intelligence; and, secondly, acting as fighting patrols which raid from bases behind enemy lines.

The fighting patrols use a variant of the famous SAS North African jeep: lightly-armoured Willys Jeeps armed with either two to five Vickers K guns, or a Bren, Bazooka, and 3” mortar setup, with enough fuel to give them a range

of 650 miles. Surprise, firepower, and mobility are now the SAS’ force multipliers.

Operations in France produce mixed results. Some are great successes but others are failures; one leaves fifty-three troopers unaccounted for. For the rest of the war, the SAS are used for reconnaissance, and for seizing important Nazi documents, individuals, and bridges ahead of the Allied advance. The SAS are the first Allied units into the Belsen and Celle concentration camps.

STR 13 DEX 13 INT 13 CON 15 SIZ 14 APP 12 POW 13 EDU 12 SAN 55 Hit Points: 15

Damage Bonus: +1D4.

Skills: Climb 45%, Close Combat 55%, Demolitions 35%, Dodge 45%, Drive Automobile 40%, Fieldcraft 45%, First Aid 30%, Heavy Weapons 45%. Listen 50%, Parachute 50%, Spot Hidden 40%, Swim 40%, Throw 45%, Track 20%.

Language Skills: English (Own) 60%.

Weapons: Lee-Enfield No.4 Mk.I (Rifle) 40%, damage 2D6+4, atts 1/2, base range 110yds.

Sten Mk.I (Submachine Gun) 45%, damage 1D10, atts 2 or burst, base range 30yds.

Bren (Light Machine Gun) 50%, damage 2D6+4, atts 1 or burst, base range 130yds.

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d8, Vigor d8.

Skills: Boating d6, Driving d6, Fighting d8, Knowledge (Demolitions) d6, Notice d6, Stealth d8, Shooting d6, Survival d6, Swimming d6, Throwing d6, Tracking d6.

Charisma: 0; Pace: 6; Parry: 6; Toughness: 5; Sanity: 6.

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46 -Hindrances: none.

Edges: Commando, Demo Man, Jump Qualified, Scrounger.

Equipment: Bren Light Machine Gun (40/80/160, 2d8, RoF 3, Shots 30, AP 2, Auto, Snapfire), Lee-Enfield No.4 Mk.I Rifle (24/48/96, 2d8, Shots 10, AP 1), Sten Mk.I Submachine Gun (12/24/48, 2d6-1, RoF 3, Shots 32, AP 1, Auto).

Special Abilities

• Experienced: Spirit d10, Sanity: 7, Brawler, Dodge, Rock and Roll!

• Elite: Vigor d10, Fighting d10, Shooting d8, Parry: 7, Toughness: 7, Combat Reflexes, Improved Dodge.

RAF PILOT (REGULAR)

Most likely encountered by investigators when taking them where they need to be, or in the field having been shot down over enemy territory, the RAF pilot is a plucky and daring combatant. If downed, he is a force to be reckoned with even without his aircraft, having eluded capture by the Germans to work with the French Resistance until arrangements can be made to return him home. Though lightly armed and at constant risk of detention, the men of the RAF maintain their typically-British sense of humour and adventure. Even after capture, these men refuse to capitulate, forming escape committees and making it their responsibility to cause as much trouble as they can for their German captors, as illustrated by the antics of the men incarcerated at Colditz Castle (p.XX).

STR 11 DEX 15 INT 14 CON 12 SIZ 11 APP 12 POW 13 EDU 12 SAN 55 Hit Points: 12

Damage Bonus: none.

Skills: Dodge 40%, First Aid 35%, Fieldcraft 25%, Listen 43%, Navigate 45%, Parachute 25%,

Pilot (Single-engine/Bomber) 55%, Spot Hidden 45%, Radio Operator 45%, Throw 30%.

Language Skills: English (Own) 60%.

Weapons: Webley .38/200 Service Revolver (Handgun) 35%, damage 1D10, atts 2, base range 15 yds.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6.

Skills: Knowledge (Bombardier) d6, Knowledge (Battle) d6, Notice d6, Piloting d6, Shooting d6.

Charisma: 0; Pace: 6; Parry: 2; Toughness: 5; Sanity: 5.

Hindrances: none.

Edges: Rank (Officer) or Rank (NCO).

Gear: Knife (Str+d4), survival kit, flight helmet, goggles.

Special Abilities

• Experienced: Agility d8, Notice d8, Piloting d8, Shooting d8, Alertness.

• Elite: Agility d10, Smarts d8, Knowledge (Battle) d8, Piloting d10, Ace, Killer Instinct.

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MIGHT MAKES RIGHT?

ROYAL NAVY DIVERS (VETERAN)

Emulating the daring Italian Uomini Rana (“frogmen”), the Royal Navy establishes their own diving specialists for oper-ations against enemy shipping, and for the clearance of naval mines and ordnance. Though early diving equipment is rela-tively primitive, the invention of self-contained underwater breathing apparatus (SCUBA) by the Americans in 1942 greatly expands their capabilities, allowing them to extend the time spent under water. One of the main responsibilities of these brave men, aside from mine clearance and detec-tion, is the protection of Allied vessels in port against enemy divers, particularly elite Italian divers in the Mediterranean.

STR 14 DEX 15 INT 13 CON 16 SIZ 11 APP 12 POW 13 EDU 12 SAN 55 Hit Points: 14

Damage Bonus: +1D4.

Skills: Damage Control 25%, Demolitions 45%, Diving 55%, Dodge 40%, First Aid 45%, Fieldcraft 25%, Listen 23%, Navigate 35%, Rope Use 35%,

Spot Hidden 45%, Throw 30%.

Language Skills: English (Own) 60%.

Weapons: Webley .38/200 Service Revolver (Handgun) 40%, damage 1D10, atts 2, base range 15 yds.

Knife 45%, damage 1D4+2+db, atts 1, base range touch.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6.

Skills: Fighting d6, Knowledge (Demolitions) d6, Knowledge (Navigation) d6, Notice d6, Shooting d6, Stealth d6, Swimming d8, Throwing d6.

Charisma: 0; Pace: 6; Parry: 5; Toughness: 5; Sanity: 5.

Hindrances: none.

Edges: Frog Man.

Gear: Knife (Str+d4), Webley .38/200 Service Revolver (12/24/48, 2d6+1, Shots 6, AP 1, Revolver).

Special Abilities

• Experienced: Vigor d8, Fighting d8, Parry: 6, Toughness: 6, Squid, Demo Man, Élan.

• Elite: Spirit d8, Sanity: 6, Swimming d10, Dodge.