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Rangers of Shadow Deep Weird WW2 Edition Eng

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Peter Ros
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100% found this document useful (1 vote)
493 views

Rangers of Shadow Deep Weird WW2 Edition Eng

Uploaded by

Peter Ros
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
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A TABLETOP ADVENTURE GAME aU eil@) UN ps SHADOW DEEP ses A WEIRD WORLD WAR II VERSION OF RANGERS OF SHADOW DEEP RANGERS OF SHADOW DEEP IS AGAME CREATED BY JOSEPH McCULLOUGH AIROBRNE OF SHADOW DEEP IS A NON-PROFIT VERSION OF THE GAME BASED ON A WEIRD WORLD WAR II THATRE WITH A TOUCH OF SUPERNATURAL, ANY DOUBT, COMPLAINT OR COMMENT, PLEASE CONTACT ME AT [email protected] OR VISIT https://THELONEWARRIORENGLISH.BLOGSPOT.COM “IT’S ALL GETTING WEIRD, SARGE...” Reality is not what it used to be... In what moment did reality go to hell? No one knows exactly, what is certain is that things are no longer what they used to be. The truth is that reality was already a real shit... the Nazis had occupied half of Europe and threaten to occupy the other half... the war lasted for several years... The allies made a common front and fought to reclaim Europe ‘The Nazis tried to win the war by all means, and when say "by all means” we mean exactly that... BY ALL MEANS. Hitler had always been a great follower of the occult and the dark arts, supernatural, magic and mysticism had always surrounded his ideals and doctrine. The Order of Odin (Der Orden Odin's) was a research group into the paranormal, established by order of SS head Heinrich Himmler. It was expanded during the Second World War on direct orders from Adolf Hitler. Himmler’s SS, the leading special forces of the Nazi Army, was conceived of and designed based on occult beliefs. Wewelsburg, the castle headquarters of the SS, was the site of initiation rituals for SS “knights” that were modeled on Arthurian legend. Psychics and astrologers were employed to attack the enemy and plan tacties based on the alignment of the stars. Nazis tried to create super-soldiers, using steroids and drug cocktails, in a twisted interpretation of Nietzsche’s tibermensch. Arcane books of forgotten lore were studied to have more knowledge of a extinct race of beings that inhabit another dimension. Many nazi expeditions were launched. To Tibet, to search for traces of the original, uncorrupted Aryan race, and for a creature called the Yeti, what we would call the Abominable Snowman. To Ethiopia, in search of the Ark of the Covenant. To steal the Spear of Destiny from its display among the Crown Jewels of the Holy Roman Emperor at the Belvedere Palace in Vienna, the lance which Longinus used to pierce Christ’s side as Christ hung on the cross. The Order of Odin was hard at work looking for a secret code in the Icelandic saga "The Eddas," which many Nazi officials thought would reveal the entrance to the magical land of Thule, which they believed to be the very real place of origin of the Aryans. The members of The Order promised the flihrer the force to devastate his enemies. Eager for power, this group of occultists gained the necessary knowledge to summon an antediluvian entity in order to obtain powers that could make them win the war. The members of The Order of Odin discovered that in order to summon that supernatural being that would make them win the war, they had to open some kind of door to another dimension. And maybe that was the moment that everything went wrong. Afier several failed rituals, they made a successful ritual in which they opened a door to another world, tore the veil that separated our world from an unknown dimension, and what they saw through that door was madness itself. As they looked into the abyss, the abyss returned their gaze With nazis that made the ritual dead or mad, the portal was left open, a tear in the veil that separates both worlds, and the consequences were seen pretty soon. Monsters came through the door, following the smell of death, pain, and blood of the battlefields. S Are ,coh, Dispise Cigarettes around a fire during the night were followed by stories of impossible beings who appeared in the shadows, killing soldiers and civilians alike and disappearing into darkness again. Ancient legends came to life and prowled the army settlements, filling the pages of history with blood. When Allied soldiers enlisted in the armies they knew they were fighting to free the world from evil, but not to what extent. The American and British armies created their own special departments to f deal with these supernatural beings, specialized units with knowledge about the arcane and dark to be able to fight this new enemy. The American Army created Section 45, with selected members of airborne, rangers, or any unit that had faced supernatural beings and had successfully killed them. The soldiers who were part of these units were well trained, but given the kind of enemy they were fighting, it was common for those units to disappear without a trace during any mission. And at this difficult moment we are ... This is the road so far AIRBORNE OF SHADOW DEEP We will follow the rules established in the Rangers of Shadow Deep manual, only we will slightly modify them, adding firearms, eliminating everything related to magic and a slight change of the stats of the main characters. SKILLS Skills remain the same except the following: Traps becomes Demolitions, as knowledge of how explosives work, activating traps or preparing charges for their detonation. Reading runes becomes Languages as the basic knowledge of French / German. Ancestral knowledge becomes Arcane knowledge, as the basic knowledge of supernatural beings, rituals, how the creatures behave... FIREARMS Pistol 12" damage: +0 Rifle 24" damage: +0 Submachine gun 24" damage: +0 Sniper Rifle 30" damage: +0 attack bonus: +2 Spend both actions on shooting Lmg 24" damage: +0 (roll 2 dice / make 2 attacks on up to two different targets that are less than 2" away from each other) Spend both actions on shooting Grenade 8" attacks +3 damage to all minis within 2" radius Jammed firearms Any firearm may get jammed, which is the moment when a bullet or a shell locks into the weapon's mechanism, blocking it. if you roll a 1 you roll again, and if you roll 1 to 5 on that second roll your weapon is jammed .. Unlocking (or unlocking the weapon by manual ejection of the bullet or shell) would be an action that you could do even in the same turn if your first action was to shoot (and your weapon jammed) ALWAYS that your weapon allows it (pistol, rifle, Submachine gun) If your weapon spends both actions to fire (sniper rifle or Img) you will have to wait for the next turn to unlock it (and you could not fire in that second turn) Fg BOR la] COMPANIONS INFANTRY SOLDIER RP 10 Move Fight Shoot | Armour] Will Health | Notes 6 41 +1 10 0 10 rifle/smg, pistol VET INFANTRY SOLDIER re | 15 Move | Fight | Shoot | Armour| Will | Health | Notes 6 +1 +2 10 0 10 rifle/smg, pistol ELITE SOLDIER rp | 20 Move | Fight | Shoot | Armour | Will | Health | Notes 6 420«| 42 10 41 12 rifle/smg, pistol ELITE SOLDIER MARKSMEN / SNIPER rp | 30 Move | Fight | Shoot | Armour| Will | Health | Notes sniper rifle, pistol 2 ° Rt a 3 | 14 | perception +5 ELITE SOLDIER TOUGH GUY RP 30 Move Fight Shoot | Armour | Will Health | Notes rifle/smg, pistol ee oe ae 8 Met All Strenghtes ELITE SOLDIER TRACKER we | 30 Move Fight Shoot | Armour] Will Health | Notes ie e P rifle/smg, pistol 2 Alb ee SOLDIER PARAMEDIC ~ mg Move Fight | Shoot | Armour | Will | Health [Notes 12 |rifle/smg, pistol Medical Kit/Heal spell 6 +0 +0 10 43 SOLDIER DEMOLITION EXPERT RP 30 Move Fight Shoot | Armour | Will Health | Notes rifle/smg, pistol ‘Traps +5 6 +2 +2 10 +1 14 TREASURES iba Outcome 17 |Gold and jewels = |Gear 5-38 [Combat drugs 18-20 [Magic items/Technology GOLD AND JEWELS 1020 Outcome 1-15 [Jewels (The Ranger can choose to earn +10XP or have one of his companions earn 1 progression point) 6-20 Gold Bar (The Ranger can choose to earn +20XP or have one of his companions earn 2 progression point) GEAR 10% Outcome: 12 [Tool kit (+4 Armoury rolls and demolitions) 341 | Medic kit (1 action, heal up to 5 life points) icammo overall (+4 stealth) binoculars (+5 perception) Flares (used in night time they quit the modifiers for playing in darkmess) languages book (+5 Languages) Ti rope with hook (+5 climb) Fc13 (Maps (+5 a orientation) Tae lockpick kit (+5 lockpick) new boots (+5 acrobatics) COMBAT DRUGS. ipa Outcome relaxing (+1 shoot, -1 will and -1 fight) +6 exciting (one extra action in the next activation) 73 [Vigorizing (+1 fight damage, -1 will) 0-2 JExciting 2 (2 extra health points during the game) 5 Jexciting 3 (*1fight) 16-17 exciting 4 (+1 armour) 18-20 exciting 5 2 movement and -2 will) MAGICAL OBJECTS / TECHNOLOGY Outcome special hand pipe, light special 2 hand pipe, light special axe, elemental strike 2 hand special axe, elemental strike red dot sight (+1 shoot) bulletproof vest (+2 armour) active cammo overall (+8 stealth, do not {ake on account this character in enemy actions) Lucky rabbit's foot (once per game may re- roll a die) /biomecanic gauntlet (+5 strenght) EMP Rifle (+5 damage)

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