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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 DEEPRANGERS 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 farAIRBORNE 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" radiusJammed 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 +5ELITE 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 14TREASURES
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)