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  • Weird War Two: Land of the Rising Deadby Michael Monteso

    Concept and Additional Material by Shane Lacy HensleyCover by Chris AppelLogos by Chris Appel

    Interior Art by Marcio FioritoPhotos Courtesty of the National Archives

    Headers, Footers, and Graphic Design by Chris LibeyEditing and Layout by John R. “War Monger” Hopler

    Author’s Dedication: This book is dedicated to all those who served in the Pacific Theater of Operations in World War Two, and especially myfather, John Montesa, because he saw it all and made it through.

    PlaPlaPlaPlaPlaytesting:ytesting:ytesting:ytesting:ytesting: Jason Nichols, Mario Lee Bansen III, Christy Hopler, Chris Libey, Zeke Sparkes, BobTipton, Katarina Tipton, and Michelle Hensley.

    Further PlaFurther PlaFurther PlaFurther PlaFurther Playtesting and Aytesting and Aytesting and Aytesting and Aytesting and Advice:dvice:dvice:dvice:dvice: Jay Kyle, Matt Tice, Sandor Silverman, Graveyard Greg, Pat Phalen,Mark Metzner, Eric Lee, Trevor Lee, Bryan Maloney, and Scott Nethery.

    WWW.PEGINC.COM

    TM

    TM

    TM

    This electronic book is copyright Pinnacle Entertainment Group.Redistribution by print or by file is strictly prohibited.

    Add 2 to all Page Number References to account for the cover of this Ebook.

  • Pinnacle Entertainment Group, Inc.Pinnacle Entertainment Group, Inc.Pinnacle Entertainment Group, Inc.Pinnacle Entertainment Group, Inc.Pinnacle Entertainment Group, Inc. WWW.PEGINC.COMWeird Wars, Weird War Two, and all related characters and

    contents herein are trademarks ofPinnacle Entertainment Group, Inc.

    © Pinnacle Entertainment Group, Inc.All Rights Reserved.

    OPEN GAME LICENSE Version 1.0The following text is the property of Wizards of the Coast, Inc. and is Copyright2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.1. Definitions: (a)”Contributors” means the copyright and/or trademark owners whohave contributed Open Game Content; (b)”Derivative Material” means copyrightedmaterial including derivative works and translations (including into othercomputer languages), potation, modification, correction, addition, extension,upgrade, improvement, compilation, abridgment or other form in which anexisting work may be recast, transformed or adapted; (c) “Distribute” means toreproduce, license, rent, lease, sell, broadcast, publicly display, transmit orotherwise distribute; (d)”Open Game Content” means the game mechanic andincludes the methods, procedures, processes and routines to the extent suchcontent does not embody the Product Identity and is an enhancement over theprior art and any additional content clearly identified as Open Game Content bythe Contributor, and means any work covered by this License, includingtranslations and derivative works under copyright law, but specifically excludesProduct Identity. (e) “Product Identity” means product and product line names, logosand identifying marks including trade dress; artifacts; creatures characters; stories,storylines, plots, thematic elements, dialogue, incidents, language, artwork,symbols, designs, depictions, likenesses, formats, poses, concepts, themes andgraphic, photographic and other visual or audio representations; names anddescriptions of characters, spells, enchantments, personalities, teams, personas,likenesses and special abilities; places, locations, environments, creatures,equipment, magical or supernatural abilities or effects, logos, symbols, or graphicdesigns; and any other trademark or registered trademark clearly identified asProduct identity by the owner of the Product Identity, and which specificallyexcludes the Open Game Content; (f) “Trademark” means the logos, names, mark,sign, motto, designs that are used by a Contributor to identify itself or its productsor the associated products contributed to the Open Game License by theContributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format,modify, translate and otherwise create Derivative Material of Open Game Content.(h) “You” or “Your” means the licensee in terms of this agreement.2. The License: This License applies to any Open Game Content that contains anotice indicating that the Open Game Content may only be Used under and interms of this License. You must affix such a notice to any Open Game Content thatyou Use. No terms may be added to or subtracted from this License except asdescribed by the License itself. No other terms or conditions may be applied toany Open Game Content distributed using this License.3.Offer and Acceptance: By Using the Open Game Content You indicate Youracceptance of the terms of this License.4. Grant and Consideration: In consideration for agreeing to use this License, theContributors grant You a perpetual, worldwide, royalty-free, non-exclusive licensewith the exact terms of this License to Use, the Open Game Content.

    5.Representation of Authority to Contribute: If You are contributing originalmaterial as Open Game Content, You represent that Your Contributions are Youroriginal creation and/or You have sufficient rights to grant the rights conveyed bythis License.6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion ofthis License to include the exact text of the COPYRIGHT NOTICE of any OpenGame Content You are copying, modifying or distributing, and You must add thetitle, the copyright date, and the copyright holder’s name to the COPYRIGHTNOTICE of any original Open Game Content you Distribute.7. Use of Product Identity: You agree not to Use any Product Identity, including asan indication as to compatibility, except as expressly licensed in another,independent Agreement with the owner of each element of that Product Identity.You agree not to indicate compatibility or co-adaptability with any Trademark orRegistered Trademark in conjunction with a work containing Open Game Contentexcept as expressly licensed in another, independent Agreement with the ownerof such Trademark or Registered Trademark. The use of any Product Identity inOpen Game Content does not constitute a challenge to the ownership of thatProduct Identity. The owner of any Product Identity used in Open Game Contentshall retain all rights, title and interest in and to that Product Identity.8. Identification: If you distribute Open Game Content You must clearly indicatewhich portions of the work that you are distributing are Open Game Content.9. Updating the License: Wizards or its designated Agents may publish updatedversions of this License. You may use any authorized version of this License tocopy, modify and distribute any Open Game Content originally distributed underany version of this License.10 Copy of this License: You MUST include a copy of this License with every copyof the Open Game Content You Distribute.11. Use of Contributor Credits: You may not market or advertise the Open GameContent using the name of any Contributor unless You have written permissionfrom the Contributor to do so.12 Inability to Comply: If it is impossible for You to comply with any of the termsof this License with respect to some or all of the Open Game Content due tostatute, judicial order, or governmental regulation then You may not Use any OpenGame Material so affected.13 Termination: This License will terminate automatically if You fail to complywith all terms herein and fail to cure such breach within 30 days of becomingaware of the breach. All sublicenses shall survive the termination of this License.14 Reformation: If any provision of this License is held to be unenforceable, suchprovision shall be reformed only to the extent necessary to make it enforceable.15 COPYRIGHT NOTICE: Open Game License v 1.0 Open Game License v 1.0 Open Game License v 1.0 Open Game License v 1.0 Open Game License v 1.0 Copyright 2000, Wizards of theCoast, Inc.; System Reference Document: Copyright 2001, Wizards of the Coast. Inc.;WWWWWeireireireireird Wd Wd Wd Wd Wararararars, Ws, Ws, Ws, Ws, Weireireireireird Wd Wd Wd Wd War Tar Tar Tar Tar Twwwwwo, o, o, o, o, and all related Product Identity trademarks definedabove are Copyright 2001, Pinnacle Entertainment Group, Inc.

    Open Gaming Licensing InformationThis printing of Weird Wars: Land of the Rising DEad® is done under version 1.0 of the Open Gaming License and the D20

    System Trademark License, D20 System Trademark Logo Guide and System Reference Document by permission fromWizards of the Coast.®

    This product requires the use of the Dungeons & Dragons® Player’s Handbook, Third Edition, published by Wizards of theCoast® Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are usedwith Permission.

    “d20 System “ and the “d20 System” logo are trademarks owned by Wizards of the Coast® and are used according to theterms of the d20 System License, version 1.0a. A copy of this license can be found at www.wizards.com.

    Portions of Weird Wars® are Open Game Content licensed with version 1.0a of the Open Gaming License (see below).

    Designation of PrDesignation of PrDesignation of PrDesignation of PrDesignation of Product Identity:oduct Identity:oduct Identity:oduct Identity:oduct Identity: All material other than game rules already considered Open Gaming Content isconsidered Product Identity as described in Section I(e) of the Open Game License v. 1.0a (see below). This includes, but is notlimited to Weird Wars, Weird War Two, all non-historical characters, artifacts, creatures, spells, non-historical place names,events, plots, artwork, logos, trade dress, product names, product lines, artifacts, spells, and creature names.

    In addition, the following specific terms are considered Product Identity: wehrwolves, rune magic, the OSI, OSI Adept, OSIChaplain, OSI Operative, and the Sons of Solomon.

    Designation of Open Gaming Content:Designation of Open Gaming Content:Designation of Open Gaming Content:Designation of Open Gaming Content:Designation of Open Gaming Content: With the exception of Product Identity, the text of all Classes, Skills, Feats,Equipment, Weapons, and Vehicles are Open Game Content. All creature statistic templates from the creature’s Size toAdvancement, character statistics from Challenge Rating to Special Qualities, and other statistics or game rules derivative ofOGC and the System Reference Document are to be considered Open Gaming Content, excepting Product Identity as definedabove.

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  • Table of ContentsPrologue:.........................................................................................5Semper Fidelis ..................................................................................5Chapter One: Welcome Aboard! ...........................................................11Making Characters........................................................................................... 12New Class .................................................................................................... 12New Character Types ....................................................................................... 17New Skills .................................................................................................... 32New Feats .................................................................................................... 36Weird Feats .................................................................................................. 38Prestige Classes ............................................................................................ 40Hell in the Pacific .......................................................................................... 46War at Sea .................................................................................................. 49Island Hopping ...............................................................................................50Personalities ................................................................................................... 51

    Chapter 2: Equipment, Vehicles, & Ships .............................................55Infantry Weapons ............................................................................................ 56Ships and Boats ..............................................................................................67Naval Weapons .............................................................................................. 71

    Chapter 3: Naval Combat................................................................. 73Chapter 4: History .......................................................................... 811942: Holding the Line ................................................................................... 841943: Taking it to the Enemy ............................................................................861944: Beginning of the End ...............................................................................871945: The Final Act .......................................................................................88

    Chapter 5: War Master’s Secrets ....................................................... 91Campaigns ..................................................................................................... 91The Opposition ................................................................................................96Weird War in the PTO .................................................................................. 102Major Incidents ............................................................................................. 102The OSI in the Pacific ................................................................................... 104Unit 731..................................................................................................... 105The Kuromaku .............................................................................................. 105Onmyoji ....................................................................................................... 107Using the Kuromaku in Your Campaign ............................................................... 108Adventure Seeds .............................................................................................111

    Chapter 6: Bestiary ........................................................................115Chapter 7: Here Be Dragons............................................................ 127Chapter One: “HQ has determined.” ....................................................................................................................................................................................... 128Chapter Two: Mr. Murphy ............................................................................... 132Chapter Three: SNAFU.................................................................................. 134Chapter Four: Valley of Death............................................................................135Chapter Five: The Meanest Mother in the Valley....................................................137Chapter Six: Full Speed Ahead! ........................................................................ 139

  • Weird Wars

    Prologue:Semper Fidelis

    There’s something I need to tell younow, my wife. Something I’ve kept silentabout for 60 years because thegovernment told me not to talk about itwith anyone, not even you. Well, I’m notmuch longer for this world, and themachine on the frame of this hospitalbed beeps away the seconds I have left.It’s time I told you, and I’m sorry I kept itfrom you for so long. Sorry I put youthrough all those nights when I woke upscreaming, and you held me and told meeverything was all right.

    You knew I was with the Marines onGuadalcanal in ’42, and that we fought theJapanese. I spared you most of the detailsnot because I thought it would shockyou, but because I didn’t want toremember. I think you imagined it washorrible enough, but there on Guadalcanal,I saw something I’ve never forgotten. Theytold me it was combat fatigue, post-traumatic stress, shell shock, whateveryou want to call it. They said I was crazy.

    I kept silent but I have to tell you now.I know what I saw, and I’m not going todie without setting the record straight, atleast with you.

    October 23rd, 1942. I was with EasyCompany, 1st Battalion, 7th Marines underthe legendary Lt. Colonel Lewis “Chesty”

    Puller. We dug in on the perimeter to thesouth of Henderson airfield and held itfor three weeks against Japanese attacks.Then it was quiet for about a week butwe knew it wasn’t over. The Japs pulledback to regroup and build up enoughstrength on the island for an offensive toretake Henderson field and thus, theisland. As the sun set that evening andthe rains began, we heard that the defenseline near the Matanikau River to the northwas being reinforced. 2nd Battalion pulledup stakes and moved out, leaving us tohold the line.

    I waited with every sense on full alertas the night crept up on me in myfoxhole, the crump of artillery and crackleof small arms fire echoing in thedarkness. 2nd battalion was getting hit,and hit hard from the sound of it. Myfoxhole buddy, Nelson, a lean kid fromIdaho, fidgeted nervously, aching for asmoke.

    * * *

    “Damn, “ he muttered. “I hate thiswaiting.”

    “When it starts you’ll wish it was over,”I told him.

    “Yeah, but then it gets over, you see?Geez, I need a smoke.”

  • 8

    Prologue

    “You light up and Gunny Turner’ll haveyou on latrine duty for a week, if a Japsniper doesn’t pick you off first.”

    “You think they’ll come?” Nelsonwhispered, snapping me out of myconcentration.

    “I think they aren’t going to let us leavethe dance without filling out our card.”There was a rustle on my left and theclink of gear. Nelson and I flipped thesafeties off our rifles and aimed into thedark.

    Nelson hissed out the challenge,“Kitchen!”

    The password came back through theblackness, “Sink!” and Gunnery SergeantTurner slid into the hole with us.

    “The Japs have pulled back and they’recoming around this way. You boys gotenough ammo?” he asked. We nodded.“Good. Here’s a few more clips,” he saidhanding us a bandolier. “You stay in thishole and hang tough.” Gunny Turnerclimbed out of the hole and gave Nelsona reassuring clap on the helmet. “SemperFi, Always Faithful, Marines. We’re all in

    this together.” He disappeared into thedark to check the other holes that formedour company line.

    I checked my rifle for the umpteenthtime, peering through the sights into thedarkness of the jungle. The wind rustledthrough the trees and brush and I foundmyself watching a swaying leaf intentlytrying to determine if it was an enemysoldier. Minutes or maybe hours passed.

    The clouds broke. Huge, roundraindrops splattered off the trees likeliquid shrapnel. Lightning split the sky.The jungle lit up momentarily and therethey were. Japs! Dozens of them, not 30yards away and closing fast! Someone ina nearby foxhole shrieked, “Open fire!”and the line erupted with muzzle flashes.

    The Japs gave a ferocious “Banzai!” andcharged us. I blasted out two clips beforethey were on top of us and I was fightingfor my life in the slippery mud. Westopped the first attack cold but as theJaps pulled back, they hit us with mortarfire. There was no telling the thunder fromthe explosions as we suffered through the

    “They’re comin’ again. Get ready!”

  • Semper Fi

    9

    barrage. A salvo of mortar shells marchedits way towards our foxhole and I knewthe next round would fall right on top ofus. I sank into the hole screaming,“Nelson! Incoming!” The blast of themortar round shoved me further into themud and knocked me silly. Dazed I pulledmyself up and saw that Nelson was dead,his body horribly shredded by theexplosion. Staring at the mess that hadbeen my friend a moment before, I heardthe Japs beginning another attack. I couldsee that my foxhole was now exposedand I crawled out and back towardsGunny Sgt. Turner’s hole.

    I scrambled to my feet, not knowinghow I avoided being shot and ranheadlong for Gunny Turner’s position. Hewas blazing away with his Tommy gun asI crashed into the hole, only to beshowered with his blood and brains amoment later. In a rage I seized hisTommy gun and opened up on ourattackers. When the magazine went drythere was no time to reload. A Jap soldierflew into the hole with meand I shot him point blankwith my pistol. In thesteaming jungle around me,my fellow Marines were allin similar death struggles.Lightning flashes lit upscenes of pure hell, andthe booming thunder wasaccompanied by the barkof machinegun fire as mengrappled through thechurning mud, straining tokill each other. More enemysoldiers were pouring outof the jungle on us.

    I scrambled back out ofthe hole and another Japjumped on top of me. Ashis hands locked aroundmy throat, a flash oflightning lighted his faceand I could see that hewas as terrified as I was.The only choice either ofus had was to fight or todie. With the butt of mypistol I clubbed the Japsoldier off of me. I wasbeyond fear and anger atthat point. There was onlya terrible blood rage thatwelled up in me as Ismashed my pistol into hishead again and again untilI was only thumping themuddy ground beneath.

    I heard a scream behind me and turnedin time to see another Jap swinging hisrifle down on me. The blow knocked meto the ground and the last thing I sawbefore I passed out was his bayonetsinking into my side.

    I don’t know what time it was when Icame to. The rain was still falling but notas heavily. Around me bodies lay twistedin death, both Japanese and American. Icrawled from hole to hole to see if therewere any survivors but all I found werethe torn remains of friends and enemies.There was no other sound except the rainand the sound of the jungle at night. TheJap who stabbed me was gone, but thepain of the wound burned.

    I found “Doc” dead a few feet away andI scrounged a morphine syringe from thedead medic’s pack and stuck it in my leg.Then I dragged myself behind a treewhere our radio man lay pinned to thetrunk with a Japanese bayonet, like abutterfly in some hideous collection. Iwas weak and losing a lot of blood.

    “Did you see something move? I thought I saw something move.”

  • 10

    Prologue

    Pulling the handset from underneath theradio man’s body, I cranked it up andcalled HQ.

    “Easy 3 to Baker 1, over,” I croaked.“Go ahead Easy 3,” crackled the radio.“Japs hit us. We stopped ‘em. Easy

    Company’s gone,” I was getting deliriousfrom the pain. “Everyone’s dead.”

    “Baker 3,” I recognized the voice of Col.Puller. “We’re sending Charlie company upto reinforce you. The Japs are setting upfor another push. Can you hold a fewmore minutes?”

    I would probably be dead in a fewminutes. But I was a Marine. There wasonly one answer I could give.

    “I can hold, sir.”“We’re coming for you son, just hang on.

    Semper Fi. Baker 1 out.”I rolled away from the radio and found

    a .30 cal machinegun hanging at adrunken angle on the side of the hole.Peck, the gunner, a truck driver fromLouisiana, was lying there with a large

    hole in his chest. Four dead Japs laysprawled in a heap in front of his still-warm gun.

    I felt myself drifting into a strange sortof awareness. I seemed to be able todistinguish every sound, and everymovement of the jungle. All my fellowMarines, all my friends were dead exceptme, but it seemed as if I could still hearthem speaking to me. “Hold on,” theywhispered. “Semper Fi.”

    I righted the machinegun and adjustedthe belt of cartridges. My field of fire wasclear, but the ground in front of me wasstrewn with the dead. Then the rainstopped. The clouds opened up for just amoment and the moonlight shone downupon the jungle. It was strangely quiet,and I felt something was out there…waiting.

    The silence was broken by the freighttrain roar of incoming artillery roundswhistling over my head, followed by theCRUMP FLASH of explosions. With an

    animal roar the Japaneseburst from the treeline infront of me. I beganfiring.

    A Japanese squad wentdown in a heap as myfire lashed into them, butothers kept coming. Icould mow them downas long as my ammolasted. With each burstmore enemy fell but therewere so many that theywould soon overwhelmme. I wasn’t fighting formyself anymore, but formy fallen brother Marines.I could hear Gunny’svoice, “Semper Fi.”

    The raindrops sizzledas they struck the hotbarrel of the .30 cal.Bullets whizzed past meor smacked into the mudaround me, but I stayedat my gun. I heard Peck’surging, “Semper Fi.” Thefirst wave of Japaneseattackers fell back to thetreeline, but I could hearthem shouting to eachother, readying anotherattack. Then I saw twofigures step out of thetrees, followed by threemore. They seemed muchtaller than the averageJapanese soldier, and IWhat the hell is that thing?

  • Semper Fi

    11

    thought they had lights or somethingmounted on their helmets. I started firingagain, putting bursts into them at 100yards. They made no attempt to takecover; they just kept coming.

    I still wasn’t worried yet. I thought Iwas just missing them, so I took carefulaim, let off another burst and I saw thelead…whatever it was…lose an arm and aleg. But he kept on coming, dragging hismangled body through the mud! The five“soldiers” were too close to miss now,and I didn’t. I shot the first one and theone right behind him to pieces, puttingdozens of rounds into them before theyfinally went down!

    Another burst and the last few roundsof my ammo belt were gone. Exhaustedand dizzy from the morphine I lay back inthe mud, waiting for my death. All aroundme, I heard my comrades’ voices, “SemperFi. Semper Fi”

    With an angry roar, the Japanese“soldiers” lurched forward. As they closedI could see them better, and I wish nowthat I hadn’t. They were eight or nine feettall, and had death white skin thatstretched over their bones like paper. Theywere wrapped in muddy rags splotchedwith blood that looked like the remnantsof a uniform several sizes too small. Theycame on, slowly and patiently almost.Then I saw that they didn’t have lights ontheir helmets. The glow I saw was fromtheir eyes glowing bright red in thedarkness. Their horrid faces seemedtwisted with pain and hatred as theyreached out with their withered, talonedhands to tear my heart out.

    The terror in my throat erupted in ascream that was drowned out by a clap ofthunder and a flash of lightning. I think Imaybe was insane at that point becausethe next thing I knew, Peck leapt to hisfeet and staggered forward towards the Jap“soldiers.” Other Marines were rising upnow as well. I laughed. Had they all beenplaying dead, lying doggo in order to suckthe Japs into a trap?

    Then I saw that Peck really did have ahole in his chest, a hole big enough toput my arm through! My mind reeled.Then I saw other Marines rising up toattack the Japanese! Some were missinglimbs, all were rent with terrible wounds.All had been lying stone dead onlyminutes before!

    The Japanese “soldiers” let loose with aferocious roar as the Marines set uponthem. I could hardly look upon the sight,so terrible it was, as the combatants toreeach other apart. One of the Japanese

    “soldiers” went down near me, clawing forme as Nelson tore the Jap’s throat withhis hands. I saw that Nelson’s legs weregone. In fact everything below his waistwas gone! As the Jap thing finally stilled,Nelson looked straight at me, his eyesburning with an unearthly glow. “SemperFi,” he said to me and smiled as thelightning lit his features up like somekind of demon. The pain and shockoverwhelmed me at last and I fellunconscious, hoping for the release ofdeath.

    I came to a few days later in a fieldhospital. I learned that I had been foundby Charlie company when they reachedour position. When I enquired aboutNelson and Gunny Turner, they told methey were all dead. Every man in Easycompany was dead except me. There wasa Purple Heart pinned on my pillow byChesty Puller himself, and I was told theywere putting me in for the CongressionalMedal of Honor for holding off an entireJapanese battalion. Yes that’s the medalthat’s in that box in our attic that I neverlet anyone see.

    A dour looking Naval intelligenceofficer debriefed me later, after strangelyshooing everyone else out of the ward. Itold him what I had seen, about thetwisted, giant, Japanese soldiers, thebodies of my dead friends getting up andattacking the things. He put it down tomy wounds and the morphine, whilenodding his head and writing it all down.When he left he told me the action Ifought in was classified and I was not totalk about it with anyone, and if anyoneasked, I held off the attack on my own.When I asked him why, he saidsomething about secret Japanese chemicalweapons. I was puzzled but I figuredwhat the hell, who knew what the Japswere using on us?

    It was only later on in the war when Ifound myself in similar tight spots, thatthe voices of my dead friends spoke tome. I saw them too, now and again, asthey appeared in the confusion andmadness of battle. They were with me,because I had not forsaken them thatnight on Guadalcanal.

    They are waiting for me now, as my lifeslips away at last, and the beeping of themachine above my head grows faint. Theirvoices grow louder, and I see them now,Gunny Turner and Nelson.

    “Semper Fi,” they say to me. “SemperFidelis.”

    Always Faithful.And I join them.

  • Weird Wars

    Attention on deck! At ease! Welcometo the PTO; the Pacific Theater ofOperations! Sun, sand, surf, bullets andbanzai charges. That’s right, you’re here totake the fight from the beaches of Tarawaand Kwajelein, to the jungles of NewGuinea, the streets of Manila, and all theway to Tokyo, if the brass says that’swhere we’re headed.

    Some of you will take your battlestations on a tin-can destroyer like thisone. Others with more guts than sensemay serve on a submarine. We’ve gotallies here too; the British, Australians,and New Zealanders. You guys in the backwith the cocky attitudes, I can see youprobably want to be carrier pilots. Oh,excuse me, Naval Aviators. Good luck! Andyou fellas with the big shoulders, youlook like Marines to me. Yes sir, I’ll stickto the briefing.

    Your enemy is nothing like anythingwe’ve faced before. The Japanese soldier issmart and tough, and more motivatedthan you are soldier; pay attention to mewhen I’m talking to you! Forget all thatstuff about the Japanese having bad eyesand being unable to shoot straight. Believethat and they’ll have you in a jungleambush, put a torpedo into your hull, orflame your tail before you know it. No, the

    soldiers of the Empire of Japan play forkeeps. They are skilled and determined.They fight hard and to the last man, andthey just don’t surrender. They’ll killthemselves before allowing themselves tosuffer the dishonor of being takenprisoner. Yes, that story is true.

    And if the Japs don’t kill you the junglewill! These aren’t the green fields ofFrance out here. These are triple canopyforests full of snakes, centipedes, spiders,and wasps as big as your finger. A cut onyour arm can be infected within hoursand rotting off in days. Have you takenyour malaria pills? Well you’d better start.I haven’t even mentioned the junglenatives. I hear some of ‘em have a tastefor human flesh.

    You sailors will have to contend withthe sun turning the inside of your shipinto an oven, typhoons that can wash aman overboard in a heartbeat, and theever present danger of being trappedbelow decks if the ship goes down. Ifyou’re lucky enough to make it into thewater, then all you have to do is watchout for the sharks.

    So you pay attention to yourinstructors, cover your buddy’s back, andwatch out for your own. Now, let’s getstarted!

    Chapter One:Welcome Aboard!

  • 14

    Chapter One

    MakingCharacters

    Some character types are common inthe Pacific Theater, like sailors andMarines. Others are unique like coastwatchers. Most of the character types inthe PTO are variations on the characterclasses in Weird War Blood on the Rhine,and rules for creating these characters aregiven below. These aren’t new classes, justslightly modified versions of old ones.They use the same progression tables asthe classes they are based on. Only theSailor class is an entirely new class forplayer characters. It’s available both in thePacific and Europe.

    The armies and air forces of the Alliednations also had as much of a role toplay in the Pacific as the navies did. Armyand Air Force characters are createdexactly as in the Blood on the Rhinebook. All character classes and prestigeclasses from Blood on the Rhine areavailable to characters adventuring in thePacific.

    After each class or character typedescription, you will find a few startingpackages for that character class to helpyou get into the fight as soon aspossible!

    New ClassGiven the importance of navies in the

    island-hopping campaigns of the Pacific,it’s only fitting that seamen should havetheir own character class.

    SailorSailors are at home on the sea (or

    under it, in the case of submariners) andall things nautical are their domain.Sailors are all enlisted men. While theyreceive some basic training with personalweapons they are not infantry. Their basictraining is shorter and their advancedtraining generally longer than theircounterparts in the other servicebranches.

    Although sailors are not subject to thegrinding misery of life on the front lines,navy life has its own privations. Longcruises at sea, forever on the look out forenemy ships, submarines, or aircraft, thecramped closeness of shipboard life, allcreate enough stress.

    When combat is joined, naval action isjust as merciless and horrific as groundcombat. Sailors have nowhere to run, andmust stay at their stations through thefight. If the ship is hit, they may betrapped beneath decks in a rapidlyflooding hold. Fires in enclosed spaces are

    Rank TableU.S. NaU.S. NaU.S. NaU.S. NaU.S. Navyvyvyvyvy U.S. MarinesU.S. MarinesU.S. MarinesU.S. MarinesU.S. Marines Japanese NaJapanese NaJapanese NaJapanese NaJapanese Navyvyvyvyvy Japanese ArmyJapanese ArmyJapanese ArmyJapanese ArmyJapanese ArmyEnlisted RanksEnlisted RanksEnlisted RanksEnlisted RanksEnlisted RanksSeaman Apprentice Private Nit-to Suihei Nit-toheiSeaman Private First Class It-to Suihei It-toheiSeaman 1st Class Lance Corporal Joto Suihei JotoheiPetty Officer 3rd Class CorporalPetty Officer 2nd Class Sergeant Nit-to Heiso GochoPetty Officer 1st Class Staff Sergeant It-to Heiso HeisoChief Petty Officer Gunnery Sergeant Joto Heiso GunsoSenior Chief Petty Officer Master SergeantMaster Chief Petty Officer Sergeant Major Heiso-cho So-cho

    OfOfOfOfOfficer Ranksficer Ranksficer Ranksficer Ranksficer RanksEnsign 2nd. Lieutenant Sho-i Sho-iLieutenant, Junior Grade 1st Lieutenant Chu-i Chu-iLieutenant Captain Tai-i Tai-iLieutenant Commander Major Shosa ShosaCommander Lt. Colonel Chusa ChusaCaptain Colonel Taisa TaisaRear Admiral Brigadier General Shosho ShoshoVice Admiral Major GeneralAdmiral Lt. General Chusho ChushoFleet Admiral Commandant Taisho Taisho

  • Welcome Aboard!

    15

    always a terrifying threat. If their shipsinks and they survive, they can onlyhope to be rescued before the sea claimsthem.

    Characteristics: Characteristics: Characteristics: Characteristics: Characteristics: Sailors serve mostly onships, and their skill specializationsreflect a rather different set of priorities.Sailors basically serve as some kind oftechnician, whether they are working on aship’s engines, in the signals room, orcrewing the guns.

    Some sailors serve on land butmostly in administrative andmaintenance positions. But we’re nothere to make up clerks are we? Ourspecializations focus on those sailorsserving on ships likely to be sailinginto harm’s way. Sailors in theconstruction battalions are often onthe front lines with the groundpounders (see the Seabeecharacter type below).

    BackgrBackgrBackgrBackgrBackground: ound: ound: ound: ound: Like Army andArmy Air Corps grunts, sailorsmay be draftees or volunteers.They come from all walks oflife, from the lifer whosefamily has been Navy foryears to the hayseed fromKansas who’s never seen anybody of water larger thanthe pond he fished in as akid.

    Game Rule InfoAbilities: Abilities: Abilities: Abilities: Abilities: Intelligence is

    the most importantattribute for sailors asmost of their technicalskills are based on intelligence.

    Alignment: Alignment: Alignment: Alignment: Alignment: AnyHit Die: Hit Die: Hit Die: Hit Die: Hit Die: d8

    Class SkillsThe sailor’s class skills (and

    the key abilities for each skill)are: Artillery (Int), Boat & ShipPiloting (Dex), Climb (Str),Concentration (Con), Craft (Int),Demolitions (Int), Driving (Dex),Firefighting (Int), First Aid (Wis),Hide (Dex), Jump (Str), Listen (Wis),Mechanic (Int), Navigation (Int),Search (Int), Sonar (Int), Spot (Wis),Swim (Str), Torpedo (Int), UseRope (Dex) and WirelessTelegraphy (Int).

    Skill points at 1st LeSkill points at 1st LeSkill points at 1st LeSkill points at 1st LeSkill points at 1st Levvvvvel: el: el: el: el: (6 +Int modifier) x 4

    Skill points eachSkill points eachSkill points eachSkill points eachSkill points eachadditional Leadditional Leadditional Leadditional Leadditional Levvvvvel: 6el: 6el: 6el: 6el: 6+ Intmodifier.

    Class FeaturesAll of the following are the class

    features of the sailor:WWWWWeapon and Armor Preapon and Armor Preapon and Armor Preapon and Armor Preapon and Armor Proficiencies: oficiencies: oficiencies: oficiencies: oficiencies: All

    sailors are proficient with simpleweapons, firearms, and light armor.

    Sea Legs: Sea Legs: Sea Legs: Sea Legs: Sea Legs: All sailors have basicknowledge of shipboard life, language,and customs. Sea Legs also gives sailors a+2 on any Boat & Ship Piloting skill

    checks.Bonus Feats: Bonus Feats: Bonus Feats: Bonus Feats: Bonus Feats: At 1st Level, the

    sailor gets the feat that any 1stlevel character gets and thebonus feat granted to humans.The sailor gains an additionalbonus feat at 2nd level and every

    three levels thereafter.These feats must bedrawn from the followinglist: Ambidexterity,Automatic WeaponsProficiency, CombatReflexes, Dodge(Mobility, SpringAttack), ForwardObserver, ImprovedCritical, ImprovedInitiative, ImprovedUnarmed Strike,Incoming!, *Machinist’sMate Specialty (MarineEngines, MarineSystems, AircraftMechanic, Electrician),Naval Gunnery, NavalTactician, Point Blank Shot(Far Shot, Precise Shot,Rapid Shot, Shot on theRun), Quick Draw, Sailing,*Weapon Focus, *WeaponSpecialization.

    Some of the featsavailable to a sailor charactercannot be acquired until thesailor has gained one ormore requisite feats; thefeats are listedparenthetically after theprerequisite feat. A sailorcan select feats markedwith an asterisk morethan once, but it must befor a differentspecialization each time.A sailor must still meetall prerequisites for afeat, including abilityscore and attack bonusminimums.

  • 16

    Chapter One

    Multiclass Restrictions: Multiclass Restrictions: Multiclass Restrictions: Multiclass Restrictions: Multiclass Restrictions: Sailors canonly multiclass as officers (if offered acommission).

    Rank: Rank: Rank: Rank: Rank: The use of the word “rank” forNavy enlisted personnel is incorrect. Theterm is “rating.” Sailors start with therating of Seaman Recruit. The Rank featmay be taken during character creation. Ifthis is done, the sailor begins with therate of Petty Officer 2nd Class. Once thecharacter begins play, the Rank feat maynot be taken (although certain prestigeclasses may grant the feat as part of theclass description). Further increases inrank must be earned through adventuring.

    Sea Dog: Sea Dog: Sea Dog: Sea Dog: Sea Dog: At 5th level, sailors developan innate sense of the sea. This givesthem a +2 on skill checks involving

    navigation, naval tactics, and boat andship piloting (in addition to the +2provided by the Sea Legs feat). They arealso able to better keep their feet inheavy weather at sea.

    SpecializationAll 1st level sailors must begin with a

    specialization. Each specialization requiresthe sailor to start play with certain skillsand/or feats. The available specialties andrequired skills/feats are listed in theSailor Specialization Requirements table.

    Starting EquipmentSailors do not generally carry a lot of

    equipment into battle, seeing as how theybasically fight where they live (on their

    Sailor Specialization TableSpecializationSpecializationSpecializationSpecializationSpecialization Required SkillsRequired SkillsRequired SkillsRequired SkillsRequired Skills Required FeatsRequired FeatsRequired FeatsRequired FeatsRequired FeatsElectrician’s Mate Mechanic Machinist’s Mate - ElectricianEngineman Mechanic Machinist’s Mate - Marine EnginesDamage Control Mechanic Machinist’s Mate – Marine SystemsGunner’s Mate Artillery Naval GunneryHelmsman Boat & Ship Piloting NoneMachinist’s Mate Mechanic Machinist’s Mate – Marine SystemsNaval Aviation Mechanic Machinist’s Mate - Aircraft MechanicSignals Wireless Telegraphy Machinist’s Mate - ElectricianSonar Operator Sonar NoneTorpedo man Torpedo None

    The SailorBase AttackBase AttackBase AttackBase AttackBase Attack FortFortFortFortFort RefRefRefRefRef WillWillWillWillWill

    LeLeLeLeLevvvvvelelelelel BonusBonusBonusBonusBonus SaSaSaSaSavvvvveeeee SaSaSaSaSavvvvveeeee SaSaSaSaSavvvvveeeee SpecialSpecialSpecialSpecialSpecial1 +0 +0 +2 +0 Bonus Feat, Sea Legs2 +1 +0 +3 +0 Bonus Feat3 +2 +1 +3 +14 +3 +1 +4 +15 +3 +1 +4 +1 Bonus Feat, Sea Dog6 +4 +2 +5 +27 +5 +2 +5 +28 +6/+1 +2 +6 +2 Bonus Feat9 +6/+1 +3 +6 +310 +7/+2 +3 +7 +311 +7/+ 2 +3 +7 +3 Bonus Feat12 +8/+3 +4 +8 +413 +9/+4 +4 +8 +414 +9/+4 +4 +9 +4 Bonus Feat15 +10/+5 +5 +10 +516 +11/+ 6 /+1 +5 +10 +517 +12/+ 7/+ 2 +5 +11 +5 Bonus Feat18 +13/+ 8/+ 3 +6 +11 +619 +14/+ 9/+ 4 +6 +12 +620 +15/+ 10/+ 5 +6 +12 +6 Bonus Feat

  • Welcome Aboard!

    17

    ship). Sailors in a shore party generallycarry an M1903 Springfield or M1 Garandrifle, and a .45 automatic.

    Common Items:Common Items:Common Items:Common Items:Common Items: Helmet, flak jacket(worn by crewmen on deck during battle;those inside the ship generally do notwear them), spare uniform, pea coat, seabag.

    Sailors are equipped with whatevertools they need for their jobs. Electricians,Engineman, Damage Control, andMachinist’s Mate ratings all have personaltool kits, as well as specific tool-kits fortheir work available at their stations.Helmsmen, Gunners, Torpedo men, Signals,and Naval Aviation ratings obviously havetheir equipment at their stations. Seabeesare equipped the same as grunt combatengineers.

    Sailor StartingPackages

    Here are a few starting packages to helpyou get your naval career started quickly.

    Gunner’s Mate (Sailor)You reported to the induction center

    with several of your friends from yourgraduating class. When you found out youwere going into the Navy, you wereexcited at the prospect of being stationedin some exotic port city. Instead you gotthe gray steel bulkheads of a cruiser oncombat patrol in the Coral Sea. When theJapanese torpedo plane squadrons line upon your ship, the only sight you get tosee is your gun sight.

    Battle Station:Battle Station:Battle Station:Battle Station:Battle Station: 40mm Bofors gunSkill Selection:Skill Selection:Skill Selection:Skill Selection:Skill Selection: Choose a number of

    skills equal to 6 plus your Intelligencemodifier.

    SkillSkillSkillSkillSkill RanksRanksRanksRanksRanks AbilityAbilityAbilityAbilityAbilityArtillery 4 IntClimb 4 StrConcentration 4 ConFirefighting 4 IntFirst Aid 4 WisJump 4 StrMechanic 4 IntSpot 4 WisSwim 4 StrUse Rope 4 Dex

    Feats: Feats: Feats: Feats: Feats: Firearms Proficiency, NavalGunnery, Sea Legs, Simple WeaponsProficiency, Weapon Focus: 40mm Boforsgun

    Gear: Gear: Gear: Gear: Gear: Helmet, flak jacket, life preserver,sea bag, spare uniform

    Machinist’s Mate (Sailor)You were always good at taking things

    apart and putting them back together. Inyour last year of high school, you workedat the local gas station, fixing brokendown cars. Trucks were fun to work onand the bigger the better! When you gotdrafted into the Navy, they put you towork on the biggest engines you ever saw,and you couldn’t have been happier.

    Battle Station: Battle Station: Battle Station: Battle Station: Battle Station: Engine roomSkill Selection:Skill Selection:Skill Selection:Skill Selection:Skill Selection: Choose a number of

    skills equal to 6 plus your Intelligencemodifier.

    SkillSkillSkillSkillSkill RanksRanksRanksRanksRanks AbilityAbilityAbilityAbilityAbilityConcentration 4 ConCraft 4 IntClimb 4 StrDriving 4 DexFirefighting 4 IntFirst Aid 4 WisJump 4 StrMechanic 4 IntSwim 4 StrUse Rope 4 Dex

    Feats: Feats: Feats: Feats: Feats: Firearms Proficiency, Machinist’sMate Specialty (Marine Engines),Machinist’s Mate Specialty (MarineSystems), Sea Legs, Simple WeaponsProficiency

    Gear: Gear: Gear: Gear: Gear: Tool kit, sea bag, spare uniform

    Helmsman (Sailor)After helping on your father’s fishing

    boat off Cape Cod for so many summers,it was only natural for you to train as ahelmsman when you entered the navy. Foryou, the sea is your element, and whileyou are confident that you know its ways,you also respect its awesome power. Youcan certainly respect the power of thewarship you steer!

    Battle Station: Battle Station: Battle Station: Battle Station: Battle Station: BridgeSkill Selection:Skill Selection:Skill Selection:Skill Selection:Skill Selection: Choose a number of

    skills equal to 6 plus your Intelligencemodifier.

    SkillSkillSkillSkillSkill RanksRanksRanksRanksRanks AbilityAbilityAbilityAbilityAbilityBoat & Ship Piloting 4 DexClimb 4 StrConcentration 4 ConFirefighting 4 IntFirst Aid 4 WisJump 4 StrMechanic 4 IntSpot 4 WisSwim 4 StrUse Rope 4 Dex

  • 18

    Chapter One

    Feats: Feats: Feats: Feats: Feats: Firearms Proficiency, ImprovedInitiative, Incoming!, Sea Legs, SimpleWeapons Proficiency,

    Gear: Gear: Gear: Gear: Gear: Sea bag, spare uniform (Surfacecrew members also have a helmet, flakjacket, and life preserver)

    Sonar Operator (Sailor)When you went for your physical exam

    after you were drafted, they gave you ahearing test—and another, and another.You thought something was wrong untilthey asked you if you wanted to be asonar operator. You had no idea what thatwas but it sounded interesting, and itturned out to be pretty interesting indeed.

    You love the thrill of the hunt, maybeeven more then the Captain does. Thoseenemy ships and U-boats had betterwatch out when you’re on duty in thesonar shack!

    Battle Station: Battle Station: Battle Station: Battle Station: Battle Station: Sonar roomSkill Selection:Skill Selection:Skill Selection:Skill Selection:Skill Selection: Choose a number of

    skills equal to 6 plus your Intelligencemodifier.

    SkillSkillSkillSkillSkill RanksRanksRanksRanksRanks AbilityAbilityAbilityAbilityAbilityConcentration 4 ConFirefighting 4 IntFirst Aid 4 WisJump 4 StrListen 4 WisMechanic 4 IntSonar 4 IntSpot 4 WisSwim 4 StrUse Rope 4 Dex

    Feats: Feats: Feats: Feats: Feats: Firearms Proficiency, ImprovedInitiative, Incoming!, Sea Legs, SimpleWeapons Proficiency

    Gear: Gear: Gear: Gear: Gear: Sea bag, spare uniform.

    Torpedo Man (Sailor)Your idea of battleships always

    involved really big guns. Well, thebattleships do have big guns, but gunsaren’t really what kill ships any more,torpedoes do the real work—andbombs, but your not one of thosegloryhound flyboys that like to gettheir names in the paper.

    Although they are not as glamorousas the guns of the big battlewagons,torpedoes get the job done. Your “fish”can outrun most ships, and one goodhit can put even the biggest ships onthe bottom. If only the detonatorsweren’t so darn finicky! But you knowa few ways to deal with that littleproblem.

    Battle Station: Battle Station: Battle Station: Battle Station: Battle Station: Torpedo tubes ortorpedo room (submarine)

    Skill Selection:Skill Selection:Skill Selection:Skill Selection:Skill Selection: Choose a number ofskills equal to 6 plus your Intelligencemodifier.

    SkillSkillSkillSkillSkill RanksRanksRanksRanksRanks AbilityAbilityAbilityAbilityAbilityClimb 4 StrConcentration 4 ConFirefighting 4 IntFirst Aid 4 WisJump 4 StrMechanic 4 IntSpot 4 WisSwim 4 StrTorpedo 4 IntUse Rope 4 Dex

    Feats: Feats: Feats: Feats: Feats: Firearms Proficiency, ImprovedInitiative, Machinist’s Mate Specialty(Marine Systems), Sea Legs, SimpleWeapons Proficiency

    Gear: Gear: Gear: Gear: Gear: Sea bag, spare uniform (Surfaceship crew members also have a helmet,flak jacket, and life preserver)

    A gunner’s mate opens the breech of a 16-inch gun.

  • Welcome Aboard!

    19

    New CharacterTypes

    The following new character types areavailable to characters in the Pacific.These aren’t new classes, they are simplytweaks to existing ones to get them readyto be shipped off to the South Pacific. Acharacter that starts in one of theseclasses can advance in the selected class,but can’t switch over to the same class ina different service. A US Marine forinstance, can’t suddenly become an Armygrunt.

    U.S. Marine (Grunt)The United States Marines—America’s

    finest. The first in and the last out. TheU.S. Marines have a long and proud historyand a reputation for being the toughest ofall the U.S. armed services. They are notdraftees; they are all volunteers. The menwho join the Marines do it for thechallenge, the mystique, or just for thesnappy dress uniform (which is said tohave a great effect on the ladies).

    The U.S. Marines have a well-deservedreputation, earned by the sacrifices oftheir comrades at places like Tripoli andBelleau Wood, where they earned theirnickname “Devil Dogs.” In the Pacific,they are the premier amphibious assaultforce, attacking straight into the teeth ofsome of the most heavily fortified andbitterly defended real estate in the world—bar none.

    Because their missions are so tough,and expectations of their performance sohigh, the U.S. Marines hold themselves tohigh standards. One of their core valuesis, “Every man a rifleman,” which meansthat the Corps expects every Marine,whether he is a pilot, a tank driver, anartilleryman, or a cook to be an effectivemarksman, and Marine training reflectsthis belief.

    Marines also believe they have a certainsomething that sets them apart from theother services. That something is Espritde Corps. Marines are indoctrinated in thehistory of the Corps, its battles and itsheroes. Stress is placed on honor andintegrity, and the importance ofteamwork. The motto “Gung Ho”, whichwas picked up in China during the BoxerRebellion, means “All together.”

    As a result Marines have a very strongsense of honor and responsibility to theirfellow Marines. Marines advance whereothers turn back, never retreat, and never

    surrender. Call it courage, bravery (somemight say insanity) or just plain guts; theMarines call it Esprit de Corps.

    If you have what it takes, to be aMarine, see your recruiter today!

    I see the recruiting sergeant managedto convince you to join the Corps. Great.

    NOW GET OFF THIS BUS! MOVE! MOVE!MOVE! FALL IN ON THE YELLOWFOOTPRINTS! STAND UP STRAIGHT! EYESFRONT! NO TALKING!

    Welcome to Parris Island. Here we willsee if you have what it takes to become aMarine. But until you ladies leave myisland, you are not Marines! You are noteven men! You are maggots! It just mightbe possible to whip you into shape, but itlooks like I don’t have much to work with.

    My job is to weed out all those who donot pack the gear to serve in my belovedCorps! You don’t look like much now, butif you survive recruit training, you mayhave the opportunity to die gloriously forthe Marine Corps.

    Until then, we have a lot of work to do.Now, MOVE OUT!!

    Characteristics:Characteristics:Characteristics:Characteristics:Characteristics: U.S. Marines are nearlythe same as Army or Air Force Grunts.The U.S. Marine Corps as a whole trainsfor amphibious assault operations, butotherwise individual Marines have thesame specializations as Grunts.

    BackgrBackgrBackgrBackgrBackground: ound: ound: ound: ound: All U.S. Marines arevolunteers. They are instilled with thehistory and tradition of the Marine Corpsand given a sense of pride. Some say thismakes them arrogant, but given that theMarines are used for the toughest ofmilitary operations; beach landings underenemy fire; they need every ounce ofcourage they can get.

    Game Rule InfoAbilities: Abilities: Abilities: Abilities: Abilities: U.S. Marines have slightly

    higher standards than the average ArmyGrunt. Like Grunts, Dexterity is the mostimportant attribute for Marines, as well asConstitution. However, Marines must havea minimum Constitution of 11, and aminimum strength of 10.

    Alignment: Alignment: Alignment: Alignment: Alignment: AnyHit Die: Hit Die: Hit Die: Hit Die: Hit Die: d10

    Class SkillsThe U.S. Marine’s class skills (and the

    key abilities for each skill) are Artillery(Int), Climb (Str), Concentration (Con), Craft(Int), Demolitions (Int), Driving (Dex), FirstAid (Wis), Hide (Dex), Jump (Str),Leadership (Cha), Listen (Wis), Mechanic(Int), Move Silently (Dex), Search (Int), Spot(Wis), and Swim (Str).

  • 20

    Chapter One

    Skill points at 1st LeSkill points at 1st LeSkill points at 1st LeSkill points at 1st LeSkill points at 1st Levvvvvel: el: el: el: el: (4 + Intmodifier) x 4

    Skill points each additional LeSkill points each additional LeSkill points each additional LeSkill points each additional LeSkill points each additional Levvvvvel: 4el: 4el: 4el: 4el: 4+Int modifier.

    Class FeaturesAll of the following are the class

    features of the U.S. Marine:WWWWWeapon and Armor Preapon and Armor Preapon and Armor Preapon and Armor Preapon and Armor Proficiencies: oficiencies: oficiencies: oficiencies: oficiencies: All

    Marines are proficient with simpleweapons, firearms, and light armor.

    Rifleman: Rifleman: Rifleman: Rifleman: Rifleman: U.S. Marine Corpstraining stresses rifle marksmanship.All Marines have the Weapon Focus(Rifle) feat.

    Esprit de Corps: Esprit de Corps: Esprit de Corps: Esprit de Corps: Esprit de Corps: The U.S.Marine Corps stresses honor,integrity, courage, and above allloyalty, as definingcharacteristics of U.S. Marines.Marines learn the history ofthe Corps in training andare given a sense of pridethat drives them forwardwhere others may cower.Call it courage, élan, orjust plain guts, esprit decorps allows Marines tosucceed where othersmay fail.

    Esprit de Corps givesall U.S. Marines a +4moral bonus to Willchecks taken while underfire. In addition Marinesabout to enter hand-to-hand combat may make aWill check (DC15). If passedthey receive a +2 to hitbonus (on both hand tohand and ranged attacks)until the end of the combat.

    Bonus Feats: Bonus Feats: Bonus Feats: Bonus Feats: Bonus Feats: At 1st Level,the Marine gets the featthat any 1st level charactergets and the bonus featgranted to humans. TheMarine gains an additionalbonus feat at 2nd level andevery two levels thereafter.

    These feats must bedrawn from the followinglist: Ambidexterity,Automatic WeaponsProficiency, CombatReflexes, Dodge (Mobility,Spring Attack), Eye forTerrain, FlamethrowerProficiency, ForwardObserver, GunneryProficiency, ImprovedCritical, Improved

    Initiative, Improved Unarmed Strike,Incoming!, Jungle Fighter, MechanizedInfantry, Mortar Proficiency, ParachuteProficiency, Point Blank Shot (Far Shot,Precise Shot, Rapid Shot, Shot on theRun), Quick Draw, Rocket LauncherProficiency, Sea Legs, Tactician, TrackedVehicle Proficiency, Two-Weapon Fighting(Improved Two-Weapon Fighting), *WeaponFocus, *Weapon Specialization.

    Some of the feats available to a U.S.Marine cannot be acquired until

    the Marine has gained one ormore requisite feats; thefeats are listedparenthetically after theprerequisite feat. AMarine can select featsmarked with anasterisk more thanonce, but it mustbe for a differentweapon each time.A Marine must still

    meet all prerequisitesfor a feat, including abilityscore and attack bonusminimums.

    MulticlassMulticlassMulticlassMulticlassMulticlassRestrictions: Restrictions: Restrictions: Restrictions: Restrictions: U.S. Marinescan only multiclass asscouts and officers (ifoffered a commission).

    Rank: Rank: Rank: Rank: Rank: U.S. Marinesstart with the rank ofPrivate. The Rank featmay be taken duringcharacter creation. Ifthis is done, theMarine beginswith the rank ofSergeant. Oncethe character

    begins play, the Rank feat maynot be taken (although certainprestige classes may grant thefeat as part of the classdescription). Further increases inrank must be earned throughadventuring.

    WWWWWeapon Specialization: eapon Specialization: eapon Specialization: eapon Specialization: eapon Specialization: At4th level or higher, a U.S. Marinemay take Weapon Specializationas a feat. Weapon Specializationadds +2 damage with a chosenweapon. The Marine must have aWeapon Focus with that weaponto take Weapon Specialization. Ifthe weapon is a ranged weapon,the bonus only applies if thetarget is within the weapon’sfirst range increment.

  • Welcome Aboard!

    21

    SpecializationAll 1st level U.S. Marines must begin

    with a specialization. Each specializationrequires the Marine to start play withcertain skills and/or feats.

    Marines use the same specializationtable as Army grunts, except that the AirCrew specialization is not available tothem.

    Starting EquipmentU.S. Marines are armed as most other

    American fighting men, and use the tableon page 25 of the Weird Wars: Weird WarII book. Marines in the early war period(before late 1942) use the M1903 Springfieldrifle instead of the M1 Garand.

    Common Items: Common Items: Common Items: Common Items: Common Items: Helmet, mess kit,canteen, gas mask, entrenching tool, spareuniform, 4 pairs socks, bedroll, rainponcho, flotation device (used duringbeach assaults).

    Airborne: Airborne: Airborne: Airborne: Airborne: K-Bar knife, 4 frag grenades.Artillerist: Artillerist: Artillerist: Artillerist: Artillerist: One character per party with

    this specialty is issued a radiotelephone.InfInfInfInfInfantryman: antryman: antryman: antryman: antryman: K-Bar knife, 4 frag

    grenades.Mechanic: Mechanic: Mechanic: Mechanic: Mechanic: Vehicle toolkit.TTTTTanker: anker: anker: anker: anker: If the War Master allows,

    tankers may be issued a tank. Only onetank is issued per crew. If there areinsufficient tanker characters to fill outthe entire vehicle crew, any empty slotsare filled by NPCs. A hero must have arank of sergeant or higher to command atank.

    U.S. Marine StartingPackages

    Here are a few packages to help you getstarted.

    Assault Marine (Grunt,Infantry, U.S. Marine)

    You’re the tip of the sword and youknow it. The first to go in and the last tocome out. You and your Marine brothersare the ones that hit the beaches, clearthe bunkers, and stop the Japanese deadin their tracks. If there’s a battle on, you’rein the thick of it. You volunteered to be aMarine, and proud of it! As far as you’reconcerned, everyone else—the Armypukes, Navy squids, and Air Forcewingnuts—are there to support you.

    WWWWWeapons:eapons:eapons:eapons:eapons: M1 rifle (2d8, PV –5, crit 19–20/x2, 90 ft., ammo 8S, 9.5 lb., Piercing), 4Mk2 frag grenades (6d6, PV 0, burst 4, 15ft., 2 lb., Piercing/Fire), bayonet (1d6+1/x2,1lb., Piercing)

    Skill Selection:Skill Selection:Skill Selection:Skill Selection:Skill Selection: Choose a number ofskills equal to 4 plus your Intelligencemodifier.

    SkillSkillSkillSkillSkill RanksRanksRanksRanksRanks AbilityAbilityAbilityAbilityAbilityClimb 4 StrConcentration 4 ConDriving 4 DexFirst Aid 4 WisHide 4 DexJump 4 StrListen 4 WisSearch 4 IntSpot 4 WisSwim 4 Str

    Feats: Feats: Feats: Feats: Feats: Combat Reflexes, Esprit deCorps, Firearms Proficiency, FlamethrowerProficiency, Simple Weapons Proficiency,Weapon Focus (Rifle)

    Gear: Gear: Gear: Gear: Gear: Helmet, mess kit, canteen, gasmask, entrenching tool, spare uniform, 4pairs socks, bedroll, rain poncho, flotationdevice

    China Marine (Grunt, Infantry,U.S. Marine)

    You’ve been in the Marines since Christwas a corporal, and you have seen actionin several Central American bananarepublics before they shipped you off toChina. The Far East was both exotic andenticing, and before you knew it, you’dreenlisted for another tour, and anotherone. You’re a lifer now, and so you don’tworry much about getting busted back toprivate every now and again. They’llpromote you again when they startneeding experienced noncoms, whichshould be soon. You’ve seen what theJapanese were like in China, and youknow they’re a tough enemy.

    WWWWWeapons:eapons:eapons:eapons:eapons: M1903 rifle (2d8, PV –5, crit19–20/x2, 120 ft., ammo 5S, 8 lb., Piercing),4 Mk2 frag grenades (6d6, PV 0, burst 4, 15ft., 2 lb., Piercing/Fire), bayonet (1d6+1/x2,1lb., Piercing)

    Skill Selection:Skill Selection:Skill Selection:Skill Selection:Skill Selection: Choose a number ofskills equal to 4 plus your Intelligencemodifier.

    SkillSkillSkillSkillSkill RanksRanksRanksRanksRanks AbilityAbilityAbilityAbilityAbilityClimb 4 StrDriving 4 DexFirst Aid 4 WisHide 4 DexJump 4 StrListen 4 WisSearch 4 IntSpot 4 WisSwim 4 StrLanguage (Chinese) 2 Int

  • 22

    Chapter One

    Feats: Feats: Feats: Feats: Feats: Automatic Weapons Proficiency,Esprit de Corps, Firearms Proficiency,Improved Unarmed Strike, SimpleWeapons Proficiency, Weapon Focus(Rifle)

    Gear: Gear: Gear: Gear: Gear: Helmet, mess kit, canteen, gasmask, entrenching tool, spare uniform, 4pairs socks, bedroll, rain poncho, flotationdevice.

    U.S. Marine Officer(Officer)

    CharacteristicsCharacteristicsCharacteristicsCharacteristicsCharacteristics: U.S. Marine officers areknown for their lead from the front style.They are generally aggressive andmotivated, and help keep the Marinesunder their command in the fight andmoving forward.

    BackgrBackgrBackgrBackgrBackground: ound: ound: ound: ound: Many U.S. Marine officersare graduates of the Naval Academy atAnnapolis, but instead of becoming shipdrivers, they elected to serve in theMarine Corps.

    This choice is not exactly frownedupon but is generally not thought to havecareer enhancing potential (by Navyofficers anyway). But the men whobecome Marine Corps officers are moreinterested in being a part of what the U.S.Marines are and do rather than simplypunching their tickets on the way to acushy desk job with the Department ofDefense.

    Game Rule InfoU.S. Marine officers are

    created nearly the sameas regular officers in theWeird War II rulebook,with the followingmodifications notedbelow.

    Abilities: Abilities: Abilities: Abilities: Abilities: The MarineCorp has slightly higherstandards than the Armyhas for its officers.Charisma is the mostimportant attribute forU.S. Marine officers, whoneed it to effectively leadand inspire their men.Dexterity also provideshelp with initiative rolls.However, U.S. Marineofficers must have aminimum Constitution of11, and a minimumstrength of 10.

    Alignment: Alignment: Alignment: Alignment: Alignment: AnyHit Die: Hit Die: Hit Die: Hit Die: Hit Die: d8

    Class SkillsThe U.S. Marine officer’s class skills,

    and the key ability for each skill areArtillery (Int), Climb (Str), Concentration(Con), Demolitions (Int), Diplomacy (Cha),Driving (Dex), First Aid (Wis), Hide (Dex),Intimidate (Cha), Jump (Str), Leadership(Cha), Move Silently (Dex), Profession (Wis),Search (Int), Sense Motive (Wis), Spot (Wis),Swim (Str).

    Skill points at 1st LeSkill points at 1st LeSkill points at 1st LeSkill points at 1st LeSkill points at 1st Levvvvvel: el: el: el: el: (4 + Intmodifier) x 4.

    Skill points each additional LeSkill points each additional LeSkill points each additional LeSkill points each additional LeSkill points each additional Levvvvvel: el: el: el: el: 4 +Int modifier.

    Class FeaturesAll of the following are the class

    features of the U.S. Marine officer:WWWWWeapon and Armor Preapon and Armor Preapon and Armor Preapon and Armor Preapon and Armor Proficiencies: oficiencies: oficiencies: oficiencies: oficiencies: All

    U.S. Marine officers are proficient withsimple weapons, firearms, and light armor.

    Rifleman: Rifleman: Rifleman: Rifleman: Rifleman: Marine Corps trainingstresses rifle marksmanship. All Marineshave the Weapon Focus (Rifle) feat.

    Esprit de Corps: Esprit de Corps: Esprit de Corps: Esprit de Corps: Esprit de Corps: The Marine Corpsstresses honor, integrity, courage, andabove all loyalty, as definingcharacteristics of Marines. Marines learnthe history of the Corps in training andare given a sense of pride that drivesthem forward where others may cower.Call it courage, élan, or just plain guts,esprit de corps allows Marines to succeedwhere others may fail.

    US Marines blast their way up the foot of Mt. Suribachi.

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    23

    Esprit de Corps gives all Marines a +4moral bonus to Will checks taken whileunder fire. In addition Marines about toenter hand-to-hand combat may makeWill check (DC15). If passed they receive a+2 to hit bonus (on both hand to handand ranged attacks) until the end of thecombat.

    Bonus Feats: Bonus Feats: Bonus Feats: Bonus Feats: Bonus Feats: At 2nd Level, the U.S.Marine officer gets a bonus feat. The U.S.Marine officer gains an additional bonusfeat at 2nd level and every three levelsthereafter.

    These feats must be drawn from thefollowing list: Ambidexterity, AutomaticWeapons Proficiency, Combat Reflexes,Command Voice (Command), Dodge(Mobility, Spring Attack), Eye for Terrain,Flamethrower Proficiency, ForwardObserver, Gunnery Proficiency, ImprovedCritical, Improved Initiative, ImprovedUnarmed Strike, Incoming!, Jungle Fighter,Mechanized Infantry, Mortar Proficiency,Natural Born Leader, ParachuteProficiency, Point Blank Shot (Far Shot,Precise Shot, Rapid Shot, Shot on theRun), Quick Draw, Rocket LauncherProficiency, Sea Legs, Tactician, TrackedVehicle Proficiency, Two-Weapon Fighting(Improved Two-Weapon Fighting), *WeaponFocus, *Weapon Specialization.

    Some of the feats available to a U.S.Marine officer cannot be acquired untilthe Marine officer has gained one or morerequisite feats; the feats are listedparenthetically after the prerequisite feat.A Marine officer can select feats markedwith an asterisk more than once, but itmust be for a different weapon each timeit is selected. A Marine officer must stillmeet all of the prerequisites for a feat,including ability score and attack bonusminimums.

    Multiclass Restrictions: Multiclass Restrictions: Multiclass Restrictions: Multiclass Restrictions: Multiclass Restrictions: U.S. Marineofficers can multiclass as any militaryclass except medic to reflect experiencegained in the field.

    Rank: Rank: Rank: Rank: Rank: All U.S. Marine officers gain theRank feat at 1st level. First level officersbegin with a rank of 2nd Lieutenant. Allfurther increases in rank must be earnedduring play.

    WWWWWeapon Specialization: eapon Specialization: eapon Specialization: eapon Specialization: eapon Specialization: At 4th level orhigher, a U.S. Marine officer may takeWeapon Specialization as a feat. WeaponSpecialization adds +2 damage with achosen weapon. The Marine must have aWeapon Focus with that weapon to takeWeapon Specialization. If the weapon is aranged weapon, the bonus only applies ifthe target is within the weapon’s firstrange increment.

    SpecializationU.S. Marine officers must select a

    service branch and specialization fromthe list provided for the Grunt class (seethe Weird Wars rulebook).

    Starting EquipmentHelmet, M1911, 20 rounds of ammo,

    binoculars, map case, mess kit,entrenching tool, spare uniform, 4 pairs ofsocks, bedroll, rain poncho, flotationdevice. Marine officers may also take anM1 Carbine or Thompson submachine gunand 8 full magazines, if desired.

    Marine Officer (Officer, U.S.Marine, Infantry)

    Your fellow classmates at the academylaughed at you when you told them youwere going into the Marine Corp. Theysaid you were joining just for the snazzyuniform, but you knew better. You knewthat the Marines were proud of theirtraditions and their honor, and this iswhat appealed to you (although, you hadto admit, they did have nice uniforms!)Being a Marine officer means a lot of hardwork and dedication, but you’re ready tomeet the challenge and lead men intocombat.

    WWWWWeapons:eapons:eapons:eapons:eapons: M1 carbine (2d8, PV –5, crit19–20/x2, 30 ft., ammo 15/30D, 5.5 lb.,Piercing), M1911A1 (2d6+2, PV-10, crit 19-20/x2, 30ft, ammo 7D, 2.5lbs. Piercing), 2 Mk2frag grenades (6d6, PV 0, burst 4, 15 ft., 2lb., Piercing/Fire), bayonet (1d6+1/x2, 1lb.,Piercing)

    Skill Selection:Skill Selection:Skill Selection:Skill Selection:Skill Selection: Choose a number ofskills equal to 4 plus your Intelligencemodifier.

    SkillSkillSkillSkillSkill RanksRanksRanksRanksRanks AbilityAbilityAbilityAbilityAbilityClimb 4 StrConcentration 4 ConDiplomacy 4 ChaDriving 4 DexFirst Aid 4 WisIntimidate 4 ChaLeadership 4 ChaSearch 4 IntSpot 4 WisSwim 4 Str

    Feats: Feats: Feats: Feats: Feats: Esprit de Corps, Eye for Terrain,Firearms Proficiency, Rank: 2ndLieutenant, Simple Weapons Proficiency,Tactician, Weapon Focus (Rifle)

    Gear: Gear: Gear: Gear: Gear: Helmet, mess kit, canteen, gasmask, entrenching tool, spare uniform, 4pairs socks, bedroll, rain poncho, flotationdevice

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    Chapter One

    Navajo Code Talker - U.S.Marine (Grunt)

    During World War 2, many NativeAmericans served in the armed forces.One of the most distinguished and well-known groups were the Navajo whovolunteered for duty with the U.S. Marinesas “code talkers”.

    The code talkers were attached tocompany officers as signalmen, andcommunicated with their counterparts inother companies using a coded form ofthe Navajo language. As the Navajolanguage has no written form, and islargely unknown outside of the Navajocommunity, it’s use as a code was highlyeffective. The Japanese were completelyunable to break it throughout the war, andthe code itself remained classified wellinto the 1960’s.

    Characteristics: Characteristics: Characteristics: Characteristics: Characteristics: Navajo code talkers arebasically Marines who serve as signal andradio men. They use a coded version ofthe Navajo language to communicate withother code talkers in other units.

    BackgrBackgrBackgrBackgrBackground: ound: ound: ound: ound: Native Americans of theNavajo tribe are proud to serve in suchimportant roles. The code talkers whoserve in a given unit are usually friends,often from the same reservations in theAmerican Southwest. They were oftenrecruited and trained together, forming astrong bond between them.

    Game Rule InfoNavajo code talkers are created the

    same way as regular U.S. Marines, with thefollowing modifications.

    Class SkillsIn addition to the Grunt’s normal

    class skills, Decipher Script andWireless Telegraphy are class skillsfor Navajo code talkers. Code talkersmust start with the Speak Language(Navajo) skill at +4.

    SpecializationBeing a code talker is a

    specialization in and of itself.Should a code talker ever go back toserving in a regular unit, hisspecialization automaticallybecomes Infantryman.

    Navajo Code Talker(Grunt, U.S. MarineCorps)

    Back home in Arizona, they askedyou why you wanted to go fight for

    the Americans. You answered that youwere more American than they were. Toprove it, you joined the Marines. After afew months of training, some Navyintelligence officer interviewed you,asking you if you could speak yourNavajo. Your uncle had taught you thelanguage while you were growing up, andnow it seems you have become part of avery special unit of Marines. You all speakto each other in an ancient language thathas no written form, and you love itbecause it drives the Japaneseeavesdropping on your radio messagesnuts!

    WWWWWeapons:eapons:eapons:eapons:eapons: M1 rifle (2d8, PV –5, crit19–20/x2, 90 ft., ammo 8S, 9.5 lb., Piercing), 2 Mk2frag grenades (6d6, PV 0, burst 4, 15 ft., 2lb., Piercing/Fire), bayonet (1d6+1/x2, 1lb.,Piercing)

    Skill Selection:Skill Selection:Skill Selection:Skill Selection:Skill Selection: Choose a number ofskills equal to 4 plus your Intelligencemodifier. Speak Language: Navajo must beone of the skills chosen and you musttake 4 ranks in the skill.

    SkillSkillSkillSkillSkill RanksRanksRanksRanksRanks AbilityAbilityAbilityAbilityAbilityArtillery 4 IntConcentration 4 ConDecipher Script 4 IntFirst Aid 4 WisHide 4 DexJump 4 StrListen 4 WisSpeak Language: Navajo 4 IntSpot 4 WisSwim 4 StrWireless Telegraphy 4 Int

    Code talkers decode an important message.

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    Feats: Feats: Feats: Feats: Feats: Esprit de Corps, FirearmsProficiency, Forward Observer, Incoming!,Simple Weapons Proficiency, WeaponFocus (Rifle)

    Gear: Gear: Gear: Gear: Gear: Helmet, mess kit, canteen, gasmask, entrenching tool, spare uniform, 4pairs socks, bedroll, rain poncho, flotationdevice

    Naval Officer (Officer)Like their land-based counterparts,

    naval officers make strategy andcommand decisions, and look after theirsailors. The actual captain of a ship at seais a law unto himself, and bears a greatdeal of responsibility. Officers of flagrank (admirals) are found commandingfleets and task forces. If not in commandof a ship or naval battle group, navalofficers command a section or division ofthe crew.

    Characteristics: Characteristics: Characteristics: Characteristics: Characteristics: Naval officers enhancethe effectiveness of the crews under theircommand.

    BackgrBackgrBackgrBackgrBackground: ound: ound: ound: ound: Characters who wereofficers before the war were nearly allgraduates of the U.S. Naval Academy atAnnapolis, Maryland, or their owncountry’s naval academy. For most of the“old school” officers, command of abattlewagon was their ultimate goal. The“90-Day Wonders” cranked out byuniversity Naval ROTC and the NavalOfficer’s Candidate School are morewilling to adapt new strategy, tactics, anddoctrine of naval warfare based aroundaircraft carriers. In both cases, the hardlessons of combat weed out theincompetent and inefficient.

    Game Rule InfoAbilities: Abilities: Abilities: Abilities: Abilities: Charisma is the most

    important attribute for naval officers, whoneed it to effective lead and inspire theirmen. Dexterity also helps to provide helpwith initiative rolls, and Intelligence formany of a naval officer’s skills.

    Alignment: Alignment: Alignment: Alignment: Alignment: Any.Hit Die: Hit Die: Hit Die: Hit Die: Hit Die: d8

    Class SkillsThe naval officer’s class skills (and the

    key abilities for each skill) are: Artillery(Int), Boat & Ship Piloting (Dex), Climb(Str), Concentration (Con), Craft (Int),Demolitions (Int), Diplomacy (Cha), Driving(Dex), Firefighting (Int), First Aid (Wis), Hide(Dex), Jump (Str), Leadership (Cha), Listen(Wis), Navigation (Int), Profession (Wis),Search (Int), Sense Motive (Wis), Sonar (Int),Spot (Wis), Swim (Str), Torpedo (Int), UseRope (Dex), and Wireless Telegraphy.

    Skill points at 1st LeSkill points at 1st LeSkill points at 1st LeSkill points at 1st LeSkill points at 1st Levvvvvel: el: el: el: el: (4 + Intmodifier) x 4

    Skill points each additional LeSkill points each additional LeSkill points each additional LeSkill points each additional LeSkill points each additional Levvvvvel: el: el: el: el: 4 +Int modifier.

    Class FeaturesAll of the following are the class

    features of the naval officer:WWWWWeapon and Armor Preapon and Armor Preapon and Armor Preapon and Armor Preapon and Armor Proficiencies: oficiencies: oficiencies: oficiencies: oficiencies: All

    naval officers are proficient with simpleweapons, firearms, and light armor.

    Sea Legs: Sea Legs: Sea Legs: Sea Legs: Sea Legs: All naval officers have basicknowledge of shipboard life, language,and customs. Sea Legs also gives navalofficers a +2 on any Boat & Ship Pilotingskill checks.

    Bonus Feats: Bonus Feats: Bonus Feats: Bonus Feats: Bonus Feats: At 1st Level, the navalofficer gets the feat that any 1st levelcharacter gets and the bonus feat grantedto humans. The naval officer gains anadditional bonus feat at 2nd level andevery three levels thereafter.

    These feats must be drawn from thefollowing list: Ambidexterity, AutomaticWeapons Proficiency, Combat Reflexes,Command Voice (Command), Dodge(Mobility, Spring Attack), Eye for Terrain,Forward Observer, Improved Critical,Improved Initiative, Improved UnarmedStrike, Incoming!, Natural Born Leader,Naval Gunnery, Naval Tactician, PointBlank Shot (Far Shot, Precise Shot, RapidShot, Shot on the Run), Quick Draw,Sailing, Two-Weapon Fighting (ImprovedTwo-Weapon Fighting), *Weapon Focus,*Weapon Specialization.

    Some of the feats available to a navalofficer cannot be acquired until the hehas gained one or more requisite feats; thefeats are listed parenthetically after theprerequisite feat. A naval officer can selectfeats marked with an asterisk more thanonce, but it must be for a differentweapon each time. Naval officers muststill meet all prerequisites for a feat,including ability score and attack bonusminimums.

    Command: Command: Command: Command: Command: At 9th level, naval officershave access to the Command Warship orCommand Submarine feats. The charactermust select one or the other, and meet allthe prerequisites for either feat. This featis subject to restrictions by the WarMaster.

    Multiclass Restrictions: Multiclass Restrictions: Multiclass Restrictions: Multiclass Restrictions: Multiclass Restrictions: Naval officerscan multiclass as any military classexcept medic to reflect experience gainedin the field.

    Rank: Rank: Rank: Rank: Rank: Naval officers gain the Rank featat 1st level. First level naval officers beginwith the rank of Ensign. All furtherincreases in rank must be earned.

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    Chapter One

    TTTTTechnical Specialization: echnical Specialization: echnical Specialization: echnical Specialization: echnical Specialization: Onachieving 4th level or higher, the navalofficer may take Technical Specializationas a feat. Technical Specialization adds +2to all die rolls involving skills or featsthat are basic to that naval officer’sselected Specialization.

    SpecializationAll 1st level naval officers must begin

    with a specialization. Naval officerschoose from the same Specialization listsas Sailors. The available specialties andrequired skills/feats are listed in theSailor Specialization Requirements table(see page 14).

    Starting EquipmentNaval officers are equipped as sailors.

    Bridge officers may have a pair ofbinoculars. Officers in command of ashore part are normally equipped with aM1911 pistol and 2 full magazines or anM1917 revolver and 12 rounds of .45ammunition.

    Naval Officer StartingPackages

    Here are a pair of naval officerpackages.

    Academy Grad Bridge Officer(Officer, Naval Officer)

    Your family has been Navy for decades.Your father served on one of the shipsthat sailed with Teddy Roosevelt’s GreatWhite Fleet. . . . . Your grandfather sailed withAdmiral Farragut into Mobile Bay duringthe American Civil War. Your familybreathes the traditions of the U.S. Navy.Now it’s your turn. You’re assigned to thebridge of one of the Navy’s warships, andyou’re determined to command a ship ofyour own some day.

    WWWWWeapons:eapons:eapons:eapons:eapons: M1911A1 (2d6+2, PV-10, crit 19-20/x2, 30ft, ammo 7D, 2.5lbs., Piercing)

    Skill Selection:Skill Selection:Skill Selection:Skill Selection:Skill Selection: Choose a number ofskills equal to 4 plus your Intelligencemodifier.

    SkillSkillSkillSkillSkill RanksRanksRanksRanksRanks AbilityAbilityAbilityAbilityAbilityBoat & Ship Piloting 4 DexConcentration 4 ConDiplomacy 4 ChaDriving 4 DexFirst Aid 4 WisIntimidate 4 ChaLeadership 4 ChaSearch 4 IntSpot 4 WisSwim 4 Str

    Feats: Feats: Feats: Feats: Feats: Firearms Proficiency, NavalTactician, Rank: Ensign, Sailing, Sea Legs,Simple Weapons Proficiency

    Gear: Gear: Gear: Gear: Gear: Helmet, flak jacket, life preserver,binoculars, sea bag, spare uniform

    Mustang PT Boat Commander(Officer, Naval Officer)

    When the war got started you wereassigned as a torpedo man on a PT boat.Your squadron was shot to pieces duringthe battle of the Java Sea, and when theskipper and the XO on your boat werekilled along with the senior NCOs, youtook charge, fighting your boat and thesurvivors among the crew to safety. Foryour efforts, they commissioned you asan ensign, and you’re not sure if that wassuch a great thing. Now you have all theresponsibility of an officer, and it’s aheavy weight to bear. If only you hadn’tbeen so good at it. But if you weren’t,you’d already be dead.

    Your officer may someday command a battlewagon like the USS New Mexico.

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    WWWWWeapons:eapons:eapons:eapons:eapons: M1911A1 (2d6+2, PV-10, crit 19-20/x2, 30ft, ammo 7D, 2.5lbs., Piercing)

    Skill Selection:Skill Selection:Skill Selection:Skill Selection:Skill Selection: Choose a number ofskills equal to 4 plus your Intelligencemodifier.

    SkillSkillSkillSkillSkill RanksRanksRanksRanksRanks AbilityAbilityAbilityAbilityAbilityBoat & Ship Piloting 4 DexConcentration 4 ConDiplomacy 4 ChaDriving 4 DexFirst Aid 4 WisIntimidate 4 ChaLeadership 4 ChaSearch 4 IntSpot 4 WisSwim 4 StrTorpedo 4 Int

    Feats: Feats: Feats: Feats: Feats: Firearms Proficiency, ImprovedInitiative, Natural Born Leader, Rank:Ensign, Sea Legs, Simple WeaponsProficiency

    Gear: Gear: Gear: Gear: Gear: Helmet, flak jacket, life preserver,binoculars, sea bag, spare uniform.

    Naval Aviator (Pilot)Naval aviators are pilots flying fighters

    and strike aircraft from aircraft carriers.The ability to land a plane on a heaving,pitching, oil slick carrier deck, separatesthem from their Army Air Corps brethren(and they’re mighty darn proud of thattoo!).

    Characteristics: Characteristics: Characteristics: Characteristics: Characteristics: Naval aviators arehighly trained pilots. Where it might beenough for an Army pilot simply to landhis crate in any old field, naval aviatorshave to first find their way back to theircarriers and then land on them. They maybe low on fuel, shot up, and wounded,but being able to put their plane down onthe flight deck is what makes them sospecial—and requires a certain amount ofcockiness.

    As only fighters, dive-bombers, andtorpedo bombers may fly from carriers,naval aviators generally do not fly multi-engine aircraft (though there is nothingstopping them from learning that feat, ofcourse).

    BackgrBackgrBackgrBackgrBackground: ound: ound: ound: ound: Like most pilots, navalaviators are selected from among the bestpersonnel who come through theinduction centers. Those who make itthrough OCS, don’t wash out of flighttraining, and earn their wings, go on tothe Navy’s fighter pilot school. There theylearn all the basics of air combat, withthe addition skills of carrier takeoff andlanding practice.

    Game Rule InfoNaval aviators are created the same way

    as pilots with the followingmodifications:

    Class SkillsNavigation is a class skill for naval

    aviators.

    Class FeaturesCarrier Landing: Carrier Landing: Carrier Landing: Carrier Landing: Carrier Landing: Naval aviators have

    the Carrier Landing feat as a bonus feat at1st-Level.

    Bonus Feats: Bonus Feats: Bonus Feats: Bonus Feats: Bonus Feats: Naval aviators may selectSea Legs as a bonus feat. Marine Corpspilots have the Rifleman and Esprit deCorps abilities that all U.S. Marines haveat first level. Marine Corps pilots maychoose the Carrier Landing feat as abonus feat.

    Starting EquipmentNaval aviators are equipped as pilots,

    with the addition of an inflatable lifejacket.

    Naval Aviator StartingPackages

    Below are a pair of starting packages tostart off your budding career as a navalaviator.

    Carrier Pilot (Pilot, NavalAviator)

    You always had a reckless streak as akid. When you were a teenager, you dragraced the family car on Saturday nights.That initial burst of speed always got

    Dauntlesses and Devastators ready for launch.

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    Chapter One

    your heart pumping. The faster you couldgo the better. Then you found airplanes;that was some real speed!

    In the Navy, they went one better andtaught you how to launch your airplaneoff a carrier that looks the size of apostage stamp from the air. Being a carrierpilot isn’t easy, and you’d almost ratherhave to face a squadron of Zero’s single-handed than try to make an emergencylanding. You still wouldn’t trade it foranything!

    WWWWWeapons: eapons: eapons: eapons: eapons: M1911A1 (2d6+2, PV-10, crit 19-20/x2, 30ft, ammo 7D, 2.5lbs., Piercing),Survival Knife (1d6+1/x2, 1lb., Piercing)

    Skill Selection:Skill Selection:Skill Selection:Skill Selection:Skill Selection: Choose a number ofskills equal to 4 plus your Intelligencemodifier.

    SkillSkillSkillSkillSkill RanksRanksRanksRanksRanks AbilityAbilityAbilityAbilityAbilityBombardier 4 IntBluff 4 ChaDriving 4 DexFirst Aid 4 WisIntimidate 4 ChaNavigation 4 IntPiloting 4 DexSearch 4 IntSpot 4 WisSwim 4 Str

    Feats: Feats: Feats: Feats: Feats: Automatic Weapons Proficiency,Carrier Landing, Firearms Proficiency,Rank: Ensign, Simple WeaponsProficiency, Single Engine AircraftProficiency

    Gear: Gear: Gear: Gear: Gear: Flight suit, flight jacket,parachute, Mae West life preserver,canteen, inflatable raft, flare gun, first aidkit, K-rations.

    Marine Corps Pilot(Pilot)

    You started off in theinfantry. Then one day onmaneuvers, you saw someplanes flying overhead andfigured those pilots had it alot better than you down inthe mud. When the warstarted, you got yourselfselected for OCS, passed allthe tests and managed toearn your wings in flightschool.

    Even though you now flyto battle rather than walk,you learned that Marinepilots get all the dirty jobsnobody else wants—just likeyour buddies on the ground.So now you fly your crateoff a dusty coral airstrip

    against the Japanese Zeros and youcouldn’t be happier.

    WWWWWeapons: eapons: eapons: eapons: eapons: M1911A1 (2d6+2, PV-10, crit 19-20/x2, 30ft, ammo 7D, 2.5lbs., Piercing),Survival Knife (1d6+1/x2, 1lb., Piercing)

    Skill Selection:Skill Selection:Skill Selection:Skill Selection:Skill Selection: Choose a number ofskills equal to 4 plus your Intelligencemodifier.

    SkillSkillSkillSkillSkill RanksRanksRanksRanksRanks AbilityAbilityAbilityAbilityAbilityBombardier 4 IntBluff 4 ChaDriving 4 DexFirst Aid 4 WisIntimidate 4 ChaPiloting 4 DexSearch 4 IntSpot 4 WisSwim 4 StrNavigation 2 Int

    Feats: Feats: Feats: Feats: Feats: Automatic Weapons Proficiency,Esprit de Corps, Firearms Proficiency,Rank: 2nd Lieutenant, Simple WeaponsProficiency, Single Engine AircraftProficiency, Weapon Focus (Rifle)

    Gear: Gear: Gear: Gear: Gear: Flight suit, flight jacket,parachute, Mae West life preserver,canteen, inflatable raft, flare gun, first aidkit, K-rations.

    Navy Corpsman (Medic)Navy Corpsmen are medics (the terms

    mean the same thing) in the Navy and areusually attached to Marine units (theMarines do not have their own staff ofmedics). Their duties are identical to theircounterparts in the other branches ofservice.

    An aerial view of the bombing of Iwo Jima.

  • Welcome Aboard!

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    Characteristics: Characteristics: Characteristics: Characteristics: Ch