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Pedagogía de la muerte

Capítulo 1. Introducción

5. Contexto Conceptual

5.3 Lineamientos didácticos y pedagógicos

5.3.3 Pedagogía de la muerte

REGULAR INFANTRY

The ubiquitous German infantry platoon, as well as being the most common unit investigators are likely to encounter, is probably one of the most important in the war. Con-sidered to be the backbone of the Heer (German Army), they are tough, experienced, well-equipped, and disciplined troops, instilled with a strong esprit de corps and permit-ted to accomplish objectives with far greater freedom than other infantry units. Junior officers are encouraged to take aggressive action whenever possible, resulting in their alarming ability to overcome enemy forces through rapid, decisive attacks.

Aggressive on the attack and stubborn in defence, the infantry are the heart of the German military machine. A typical German infantry platoon at the start of the war con-sists of three squads armed with Karabiner 98k Rifles, one MG34 LMG and Modell 24 Stielhandgranaten (better known as the “Stick Grenade”, or “potato masher”). For anti-tank purposes, infantry are equipped with an anti-tank grenade, colloquially known as Geballte Ladung, which is effectively a standard stick grenade with six grenade heads strapped around it with wire, capable of damaging light armoured vehicles but of little practical use against heavier tanks.

Commanding this platoon is one junior officer accompa-nied by a senior NCO, three messengers, and two soldiers tasked with manning the platoon mortar; initially a 2” (5cm)

mortar, though later replaced with the 3” (81mm) version.

Later in the war, infantry units are equipped with Panzer-schreck and Panzerfaust anti-tank launchers to enhance their anti-armour capabilities.

Despite what the propaganda films would have you believe, most German infantry squads are still “ground-pound-ers” with no mechanised or motorised transport. As the war progresses, regular infantry are more often provided with medium trucks for transport, but early on do not be surprised to see infantry platoons cycling past on push-bikes. Regular infantry are likely to be encountered as garrison units and in front line positions.

Skills: Artillery 30%, Climb 40%, Close Combat 40%, Dodge 35%, Drive Automobile 35%, Fieldcraft 35%, First Aid 45%, Heavy Weapons 30%, Listen 70%, Throw 35%, Track 10%.

Language Skills: German (Own) 55%.

Weapons: Kar. 98k (Bolt-action Rifle) 50%, damage 2D6+4, atts 1/2, base range 90 yds.

MP38 Maschinenpistole (Submachine Gun) 35%, damage 1D10, atts 2 or burst, base range 30 yds.

MG34 Machinengewehr (Machine Gun) 30%, damage 2D6+4, atts 1 or burst, base range 120 yds.

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 (+3, head only), 2× Stielhandgranate (5/10/20, 3d6-2, Medium Burst Template), Kar. 98K Bolt-action Rifle (24/48/96, 2d8, Shots 5, AP2, Snapfire), MP38 Maschinenpistole (12/24/48, 2d6-1, RoF 3, Shots 32, AP1, Auto), MG34 Machinengewehr (30/60/120, 2d8, RoF 3, Shots 50, AP2, Auto, Snapfire).

Special Abilities

• Experienced: Spirit d8, Sanity: 6, Dodge, Rock and Roll!

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

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Early in the war, do not be surprised to see German infantry platoons cycling

past on push-bikes.

MIGHT MAKES RIGHT?

INFANTRY OFFICER (REGULAR)

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

Damage Bonus: none.

Skills: Climb 30%, Command 50%, Dodge 55%, Drive Automobile 30%, Fieldcraft 35%, First Aid 65%, Listen 40%, Own Language (German) 70%, Tactics 45%, Throw 55%.

Weapons: P08 Luger Pistol (Handgun) 60%, damage 1D10, atts 2, base range 15yds.

MP38 Maschinenpistole (Submachine Gun) 35%, damage 1D10, atts 2 or burst, base range 30 yds.

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: P08 Luger Pistol (12/24/48, 2d6-1, Shots 7, Semi Auto), MP38 Maschinenpistole (12/24/48, 2d6-1, RoF 3, Shots 32, AP1, Auto).

Special Abilities

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

• Elite: Spirit d8, Sanity: 6, Knowledge (Battle) d10, Combat Reflexes, Inspire.

PANZERGRENADIER (REGULAR)

Originally called Schützen or Kavallerieschützen, Panzer-grenadiere are the motorised or mechanised infantry of the German Army, usually upgraded from regular infantry as the war progresses. Intended to work in co-operation with fast moving tank formations, Panzergrenadiere are armed and organised in an analogous manner to regular infantry but are transported in either medium trucks or in Sdkfz 251/1 half-tracks, often with a Sdkfz 251/10 in support (armed with a 37mm cannon for anti-armour fighting). As these units are often upgraded from regular infantry, the Keeper can assume that these men are more experienced than regular units, and may be used to represent heavy or elite infantry, acting as a spearhead for attacks.

STR 14 DEX 14 INT 11 CON 16 SIZ 13 APP 12 POW 10 EDU 11 SAN 40 Hit Points: 15

Damage Bonus: +1D4.

Skills: Artillery 30%, Climb 55%, Close Combat 45%, Dodge 40%, Drive Automobile 35%, Fieldcraft 45%, First Aid 45%, Heavy Weapons 40%, Listen 70%, Throw 45%, Track 10%.

Language Skills: German (Own) 55%.

Weapons: Kar. 98k (Bolt-action Rifle) 50%, damage 2D6+4, atts 1/2, base range 90 yds.

MP38 Maschinenpistole (Submachine Gun) 35%, damage 1D10, atts 2 or burst, base range 30 yds.

MG34 Machinengewehr (Machine Gun) 30%, damage 2D6+4, atts 1 or burst, base range 120 yds.

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

Skills: Driving d6, Notice d6, Repair d6, Shooting d6.

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

Edges & Hindrances: none.

Gear: Kar. 98K Bolt-action Rifle (24/48/96, 2d8, Shots 5, AP2, Snapfire), MP38 Maschinenpistole (12/24/48, 2d6-1, RoF 3, Shots 32, AP1, Auto), MG34 Machinengewehr (30/60/120, 2d8, RoF 3, Shots 50, AP2, Auto, Snapfire).

Special Abilities

• Experienced: Spirit d8, Sanity: 6; Driving d8, Shooting d8, Bullseye.

• Elite: Smarts d8, Shooting d10, Steady Hands.

PIONEER INFANTRY (REGULAR)

Pioneers are the combat engineers of the German Army, tasked with placing or clearing obstacles, mines and other defences, fording rivers, and other engineering activities under combat conditions. Trained as regular infantry in addition to their engineering skills, Pioneers are not strictly frontline troops though they are more than capable, particularly in urban fighting where their flame-throwers and explosive charges can be used to great effect in clearing buildings. Pioneers are more often encountered reinforcing emplacements and laying obstacles than spear-heading attacks.

STR 14 DEX 14 INT 11 CON 16 SIZ 13 APP 12 POW 10 EDU 11 SAN 40 Hit Points: 15

Damage Bonus: +1D4.

Skills: Artillery 30%, Climb 55%, Close Combat 40%, Combat Engineer 45%, Demolitions 40%, Dodge 40%, Drive Automobile 35%, Fieldcraft 35%, First Aid 45%, Heavy Weapons 40%, Listen 70%, Throw 45%, Track 10%.

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34 -Language Skills: German (Own) 55%.

Weapons: Kar. 98k (Bolt-action Rifle) 50%, damage 2D6+4, atts 1/2, base range 90 yds.

MP38 Maschinenpistole (Submachine Gun) 35%, damage 1D10, atts 2 or burst, base range 30 yds.

Flammenwerfer 35 (Flamethrower) 40%, damage 2D6+shock, atts 1, base range 30yds.

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

Skills: Fighting d6, Knowledge (Demolitions) 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 (+3, head only), Demolition Grenade (4/8/16, 6d6, Medium Burst Template, AP 3,

Heavy Weapon), Kar. 98K Bolt-action Rifle (24/48/96, 2d8, Shots 5, AP2, Snapfire), MP38 Maschinenpistole (12/24/48, 2d6-1, RoF 3, Shots 32, AP1, Auto), Flammenwerfer 35 (Cone Template, 2d10, ignores armour).

Special Abilities

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

• Elite: Vigor d8, Knowledge (Demolitions) d8, Shooting d8, Toughness: 6, Combat Reflexes, Improved Dodge.

SNIPER (VETERAN)

Ever since the invention of firearms, marksmen have been used to great effect by all armies. During World War Two, German snipers (Scharfschütze) armed with the Mauser Gewehr 98 bolt-action rifle, and later the semi-automatic Walther Gewehr 43, are deployed with lethal effect, target-ing enemy officers and key personnel from well camouflaged emplacements in rural and urban areas. German snipers are often used as rear guard units to cover withdrawals and retreats, based on the principle that one well supplied sniper can hold off a significantly superior force when deployed cor-rectly. While particularly unfair for the sniper, the sacrifice of one soldier to protect the retreat of other men is seen as a fair trade on the battlefield.

In rural environments, snipers build hides in thick undergrowth or in trees, while the church bell tower is always a favourite nest in urban combat.

STR 13 DEX 16 INT 13 CON 14 SIZ 13 APP 12 POW 12 EDU 11 SAN 40 Hit Points: 14

Damage Bonus: +1D4.

Skills: Climb 55%, Close Combat 35%, Dodge 40%,

Fieldcraft 55%, First Aid 45%, Heavy Weapons 30%, Listen 70%, Spot Hidden 45%,Throw 45%, Track 10%.

Language Skills: German (Own) 55%.

Weapons: GEW 98 (Bolt-action Mauser Rifle) 55%, damage 2D6, atts 1/2, base range 150 yds.

Kar. 98k (Bolt-action Sniper Rifle) 55%, damage 2D6+4, atts 1/2, base range 180 yds.

Concealment: spotting a well-concealed Sniper after he has fired is a Difficult Spot Hidden check, though subsequent shots reduce this to a Normal check, as the muzzle flash and sound help to pinpoint the marksman’s location.

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

Skills: Fighting d6, Notice d6, Stealth d6, Shooting d8, Throwing d6.

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

Edges & Hindrances: none.

Gear: Steel Helmet (+3, head only), Kar. 98K Bolt-action Sniper Rifle (24/48/96, 2d8, Shots 5, AP2, Snapfire, fitted with scope), GEW 98 Bolt-action Mauser Rifle (12/24/48, 2d8, RoF 1, shots 5, AP 2, Semi Auto).

Special Abilities

• Concealment: to spot a concealed Sniper who has fired a shot, make a Notice (-2) roll against a target number created by the Sniper’s Stealth. A second shot reduces this penalty to zero, and all subsequent shots give a +2 bonus to the Notice rolls.

• Experienced: Spirit d8, Sanity: 6, Shooting d10, Marksman.

• Elite: Shooting d12, Steady Hands.

FALLSCHIRMJÄGER (VETERAN)

Formed shortly before the outbreak of war, the Fallschirm-jäger (“Parachute Fighters”) are Germany’s elite parachute infantry. Heavily indoctrinated and instilled with a fearless warrior mentality, these troops are committed and ferocious shock troops, and their model of combat is copied by both the British Paratroops and US Airborne forces.

Fallschirmjäger often suffer heavy casualties as they drop into enemy positions, resulting in Hitler’s decision to curtail airborne operations later in the war. However, whenever and wherever they are deployed they rarely fail to secure their objectives regardless of the cost. Early in the war they are armed as standard with either the Karabiner 98k rifle or the MP38/40 SMG, but are later issued with the StGw 44 battle rifle, the first true assault rifle, increasing their lethal effect even further.

Fallschirmjäger also field their own combat engineer troops, though unlike standard Pioneers these troops empha-sise storm tactics, employing flamethrowers and satchel

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MIGHT MAKES RIGHT?

Photo: Toni Schneiders — Bundesarchiv, Bild 101I-587-2253-15 / Schneiders, Toni / CC-BY-SA.

Anyone who’s prepared to throw