D20 Modern - World War II Heroes-Omaha Beach

November 29, 2017 | Author: fsultana | Category: Normandy Landings, Copyright, License, Military, Violence
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World War II Heroes

Omaha Beach A World War II Heroes Mission Pack Open Game License Information

Written by: Robert W. Farrior, SteelMagic Studios

The following is designated as Product Identity,

Edited by: Robert W. Farrior and Alexander K. in accordance with paragraph 1(e) of the Open Farrior, Geoff Grube. Game License, version 1.0a: all original artwork, Illustrated by: Robert W. Farrior

fiction, prose or textual content; all custom maps, counters, minis, characters and all non-rules specific content.

Photo Credits: All original photos used in The following is designated as Open Game this work are credited to the National Archives Content: everything except any references to other of the United States or the US Department of items already specified as Product Identity. the Army. Additional artwork derived from photographs were taken from unknown and uncredited sources and digitally altered. Playtesters: Jeff Clark, Chris Buckle, Geoff Grube, Alexander Farrior, Robert Farrior.

SteelMagic Studios Allen, Texas www.steelmagicstudios.com Email: [email protected]

Requires the use of the d20 Modern Core Rulebook. d20 Modern and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in the United States and other countries and are used with permission.

© 2004 SteelMagic Studios. All rights reserved. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of the material. Permission is granted to photocopy for personal use only. This product may not be distrubuted.

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Cover Design by: Robert W. Farrior

Legal

World War II Heroes by the owner of the Product Identity, and OPEN GAME LICENSE VERSION 1.0A which specifically excludes the Open Game The following text is the property Content; (f) "Trademark" means the logos, of Wizards of the Coast, Inc. and is names, mark, sign, motto, designs that are Copyright 2000 Wizards of the Coast, used by a Contributor to identify itself or its Inc ("Wizards"). All Rights Reserved. products or the associated products contributed to the Open Game License by the Contributor 1. Definitions: (a)"Contributors" means the (g) "Use", "Used" or "Using" means to use, copyright and/or trademark owners who have Distribute, copy, edit, format, modify, translate contributed Open Game Content; (b)"Derivative and otherwise create Derivative Material of Material" means copyrighted material Open Game Content. (h) "You" or "Your" including derivative works and translations means the licensee in terms of this agreement. (including into other computer languages), 2. The License: This License applies to any potation, modification, correction, addition, Open Game Content that contains a notice extension, upgrade, improvement, compilation, abridgment or other form in which an existing indicating that the Open Game Content may work may be recast, transformed or adapted; only be Used under and in terms of this License. (c) "Distribute" means to reproduce, license, You must affix such a notice to any Open Game rent, lease, sell, broadcast, publicly display, Content that you Use. No terms may be added transmit or otherwise distribute; (d)"Open to or subtracted from this License except as Game Content" means the game mechanic and described by the License itself. No other terms includes the methods, procedures, processes or conditions may be applied to any Open and routines to the extent such content does Game Content distributed using this License. not embody the Product Identity and is an 3.Offer and Acceptance: By Using the enhancement over the prior art and any Open Game Content You indicate Your additional content clearly identified as Open acceptance of the terms of this License. Game Content by the Contributor, and means 4. Grant and Consideration: In consideration any work covered by this License, including for agreeing to use this License, the Contributors translations and derivative works under copyright law, but specifically excludes Product grant You a perpetual, worldwide, royalty-free, Identity. (e) "Product Identity" means product non-exclusive license with the exact terms of and product line names, logos and identifying this License to Use, the Open Game Content. marks including trade dress; artifacts; creatures 5.Representation of Authority to Contribute: characters; stories, storylines, plots, thematic If You are contributing original material elements, dialogue, incidents, language, as Open Game Content, You represent artwork, symbols, designs, depictions, that Your Contributions are Your original likenesses, formats, poses, concepts, themes and creation and/or You have sufficient rights to graphic, photographic and other visual or audio grant the rights conveyed by this License. representations; names and descriptions of 6.Notice of License Copyright: You must characters, spells, enchantments, personalities, update the COPYRIGHT NOTICE portion teams, personas, likenesses and special of this License to include the exact text of abilities; places, locations, environments, the COPYRIGHT NOTICE of any Open creatures, equipment, magical or supernatural Game Content You are copying, modifying abilities or effects, logos, symbols, or graphic or distributing, and You must add the title, designs; and any other trademark or registered the copyright date, and the copyright holder's trademark clearly identified as Product identity

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World War II Heroes Use any Open Game Material so affected.

13 Termination: This License will 7. Use of Product Identity: You agree not terminate automatically if You fail to to Use any Product Identity, including as comply with all terms herein and fail to cure an indication as to compatibility, except as such breach within 30 days of becoming expressly licensed in another, independent aware of the breach. All sublicenses shall Agreement with the owner of each element survive the termination of this License. of that Product Identity. You agree not to 14 Reformation: If any provision of this indicate compatibility or co-adaptability with License is held to be unenforceable, such any Trademark or Registered Trademark in provision shall be reformed only to the conjunction with a work containing Open extent necessary to make it enforceable. Game Content except as expressly licensed in 15 COPYRIGHT NOTICE another, independent Agreement with the owner of such Trademark or Registered Trademark. Open Game License v 1.0 Copyright The use of any Product Identity in Open Game 2000, Wizards of the Coast, Inc. Content does not constitute a challenge to 'd20 System' and the 'd20 System' logo are the ownership of that Product Identity. The trademarks of Wizards of the Coast, Inc. and owner of any Product Identity used in Open are used according to the terms of the d20 Game Content shall retain all rights, title System License version 5.0. A copy of this and interest in and to that Product Identity. License can be found at www.wizards.com/d20. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not

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name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

World War II Heroes

ABOUT THE AUTHOR

Legal

Robert W. Farrior is the founder of SteelMagic Studios, based in Allen, TX, a suburb of Dallas. Robert has been playing RPGs since 1979, when he was a freshman in high school. Over the years, he has been active with traditional roleplaying, miniature figure gaming, collectible card games, live-action roleplaying and strategic war games. He has designed many campaign worlds, adventures and roleplaying systems. Robert is the author of numerous papers and articles on religion, history and philosophy. He is also the author of the science fiction novel, The Marginal Event. In addition, Robert has over 15 years of experience with medieval martial arts, including running his own medieval martial arts schools Sword & Shield and the Youth Medicval Society. Robert has a background in electronics, computer software and Internet applications design. He was formerly the Director of Web Engineering at Macromedia in San Francisco. Robert lives a quiet life with his wife, 10 year-old son and dog.

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Dedication

Legal

This year marks the 60th anniverary of the Normandy Invasion. This book is therefore dedicated to all of the brave men who fought and died on the beaches of France. We owe our lives to them. I sincerely hope that this mission pack honors them.

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Contents

World War II Heroes

Contents vi

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INTRODUCTION

1

HISTORY

5

BRIEFING

15

THE APPROACH

17

THE SANDBAR

19

THE BEACH

21

THE SHINGLE

23

THE FLAT

25

THE BLUFFS

29

AFTERMATH

29

GAMEMASTER SECTION

31

PREMADE CHARACTERS

34

MAPS

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Contents

CONTENTS

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Introduction

World War II Heroes

Introduction viii

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INTRODUCTION

PCS

Players will need to create a character to play. Characters should be Regular Infantry The Allies launch the largest amphibious and may have any specialization the player assault in history against Hitler’s Atlantic Wall. wishes. Alternatively, we provide 4 pre-made One of the bloodiest battles fought on all of D characters in the Gamemaster Section. It is Day took place on a strip of sand known as recommended that players ndhave at least 2 Omaha Beach. Among the carnage at Omaha characters ready, using the 2 character as an Beach, the fighting was the toughest on the NPC member of the squad in case their primary section code-named Dog Green. Company A character is killed or incapacitated. of the 116th Regimental Combat Team, 29th Infantry Division was assigned the task of PCS landing at Dog Green in the first wave. In this first mission, most of the German defenders are Conscripts or Rookies. There This mission recreates the battle for Dog Green. It is designed for a squad of 1st to 3rd are a few Veterens as well. It is important that the defenders do not operate in a cohesive, level player characters. organized manner. The Germans are suffering from several problems. First, they are unable PREPARATION to communicate in any regular sense with headquarters and therefore their response As Gamemaster, you will need a copy of the cannot be well coordinated. Second, the horrific World War II Heroes Players Guide and the shelling and bombardment has destroyed much d20 Modern Core Rulebook. Text that appears of the support infrastructure as well as greatly in shaded panels is intended for the players. demoralized the forces. Lastly, the relative You may read it out loud to them or summarize inexperience and low loyalty of the Conscripts it as you see fit. Non-player characters stats makes them very likely to run away any time are provided in each encounter description, in they fail a Gut or Discipline check. summarized form. For more details, you must consult the NPC section of the WW2H Players Don’t concentrate your fire on the player Guide. characters. Instead, distribute the fire fairly

randomly among all of the player characters and Allied non-player characters. The Allied RUNNING THE MISSION NPCs are included for dramatic effect, cannon This mission is small in overall scope, but fodder and flavor. Don’t be afraid to kill them is challenging due to the large number of off in large numbers and with creative flair. combatants involved within a relatively small area. You will have to keep track of many Roleplaying NPC Leaders non-player characters as they move around the You will often find it necessary to interact battlefield and perform actions, often without the players being aware. Also, during combat, with the PCs via NPC non-commissioned you will have to track the actions, ammo count, officers and officers. Bark orders at them, like shots fired, reload timing, etc. for numerous "Miller, get your butt off my beach!" "If you want to live, move your butt!" and "Anderson, combatants, all semi-simultaneously. take two men and take out that pillbox!"

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6 June 1944. Normandy. 0630

World War II Heroes are:

Medics

There are several NPC medics nearby. The Approach Anytime someone shouts "Medic!" roll 1d4. A This is mostly a scripted sequence that you medic will come in that many rounds. Medics can read or roleplay. It covers the time from can use their skills to treat some wounds, but cannot restore large numbers of hit points. boarding the Higgins Boat to landing on the sandbar. Seriously wounded characters are in trouble.

The Sandbar

Introduction

EQUIPMENT

Here the PCs will come under intense fire Your players will be fully equipped when they board their landing craft. However, as from machine guns, mortars and artillery. They you will soon see, this means nothing. All will have to abandon their gear and swim to equipment that they are carrying has to be shore. abandoned. Once they make it to the beach, The Beach they will have to scrounge for whatever weapons and equipment they want. The Beach is 300 yards of pure chaos. Reduce the normal Scrounge DC by 5. The PCs have to move from the water-line to Normal weapons and equipment are in good the shingle across the open, flat beach under supply on the beach. Any scrounging that they random fire from all of the defensive positions. During this stretch large numbers of Allied do will be from dead soldiers. NPCs will get killed.

PRISONERS The Shingle If you want to complicate things, anytime a Conscript fails a Gut check he will normally try to run away. Instead, you can have him surrender. He should surrender to one of the PCs. Remember players are not allowed to kill prisoners of war.

Once the PCs make it to the Shingle, they get a bit of a respite. The Shingle provides good cover and protection. However, at some point they will have to try to get past it. The Shingle is topped with rows of barbed wire, land mines and booby traps. The best way through is to blow a hole through using Bangalore torpedoes. SIZE AND SCOPE These will have to be scrounged and put in If you are well prepared, you may be able place. Only troops with demolitions skills can to get through this entire mission in one game use them. Alternatives include cutting through session. However, it could take two or more if the barbed wire, while under fire. If they want you go through each combat round in detail to do this, have an NPC try and get killed. and your players are not very experienced.

The Flat MISSION FLOW

Once onto the flat, the PCs should move The mission is broken up into thematic quickly to neutralize the defensive positions, segments which parallel the progress made by trenches and pillboxes on the flat. Once they the actual troops on the beach. The segments secure the Fortified House, they can use it as

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World War II Heroes a base of operation to regroup and plan for the assault on the Bluffs.

The Bluffs The Bluffs are very steep hills that tower over the beach. They are heavily defended and include one bunker complex on each side of the draw. The PCs have to destroy or capture both Bunker complexes.

Maps & Minis

Introduction

We have included detailed maps of the Omaha Beach area. The scale of these maps varies. Tactical maps show the overall battle area and are in a scale of 1 square = 30 feet/10 yards. The more detailed maps are in standard 1 square = 5 feet scale. You will need to represent these maps for your players on the table top. You can draw up your own maps on 1" square map sheets or estimate the map designs using terrain pieces of your choice. To make things easier, we have also included some custom map pieces in the Mission Pack that have 1" squares on them. With these you can lay out your battlefields on the tabletop putting together the map pieces as you want. They are all done in the scale of 1" = 5 feet. You can design custom trenches, including barricades, obstacles and other features. In addition, we also have included some 1" round counters with imprints of US and German troops on them to use as "minis" to represent PCs and NPCs.

BEGINNING All of the player characters are in the same unit, but not originally in the same squad. They can have any specialization. The thing that unites them is that they are all riding on the same LCVP. Altogether the LCVP holds 35 soldiers. The PCs are towards the back.

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World War II Heroes

History 4

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World War II Heroes Now, planning moved into the logistical phase. The combined air, sea and ground forces of both the United States and the United This chapter contains historical information Kingdom had to be coordinated. Not only about the Allied landings at Omaha Beach. did they have to plan the massive buildup of shipping, aircraft and invasion forces, but also PLANNING they had to plan for methods of reinforcing the forces once they landed. The entire endeavor In buildup for the invasion of Normandy, the depended on the ability of the Allies to pump Allies planned, prepared and practiced for two supplies, men and equipment into France years. Never before had such a massive military smoothly, quickly and efficiently. operation been planned. The Allies had to go over every possible scenario and work through Originally, the invasion date, called Y Day, not only the strategic and tactical operations, was set for 1 May 1944. This was quickly but the unparalleled logistic problem such an changed to 31 May to allow more time for operation would create. bombing operations to hit more targets and to build more landing craft. Most of the plans For the Allied war plan to be successful, a were in place by February, but many aspects front in Western Europe had to be opened. In would have to remain fluid as the Allies learned May of 1943, the rough outline of the plan was more about the German defenses and troops developed at the Anglo-American conference became trained. in Washington DC. The British and American leaders agreed to a joint assault against Hitler’s By June of 1944, there were over 1.5 million Atlantic Wall for the following year. US soldiers in the United Kingdom preparing for the invasion. The stockpile of material and The first task was to determine a suitable equipment needed for the invasion was more invasion location. After carefully reviewing than 2.5 million tons. all of the options, a 50-mile stretch of coastline in Normandy, from the Vire Estuary to the SOFTENING UP Orne River, was selected as the assault area. This area was uniquely suitable for several In April and May 1944, the air forces of the reasons. First, there were good ports close by US and UK moved into a new phase of their in England from where the invasion could be attacks. They began attacks against airfields launched. The area was within striking range and marshalling yards throughout France, of British fighter aircraft. The Key French ports Belgium, Luxembourg, Holland and western of Cherbourg and Le Havre were close enough Germany. The attacks were spread over such a range of the landing area to make quick capture wide area to prevent the Germans from being a possibility. The region was less fortified as able to discern the intended Allied invasion some of the more likely invasion locations, area. The goal of these raids was to hit German such as the Pas de Calais region. Lastly, it was railway lines, repair and maintenance centers believed that it could be possible to isolate and key bridges. By doing so, it was hoped that the region from German reinforcement by the German capacity to bring troops into the bombing of bridges and rail lines, which would landing area would be greatly diminished. As allow enough time for a buildup of force on the the days drew closer to the planned invasion, the lodgment. attacks moved closer and closer to Normandy. However, the majority of the raids were made

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HISTORY

World War II Heroes along the coastal area near the Pas de Calais, V CORPS further reinforcing the German belief that the The assault on Omaha beach would be made Allies would strike here. in 4 stages. The initial stage, called Force "O", In May, Allied bombers attacked German consisted of the 1st Infantry Division, reinforced airfields throughout France and Holland, with 4 infantry regiments, engineers, armor and hoping to wipe out any German air capability artillery. The forces included the 16th and 18th within 130 miles of Normandy. By 4 June, regiments of the 1st Infantry Division, the 116th all of the ten rail bridges between Rouen and Regimental Combat Team and the 115th Infantry Conflans were destroyed as were 13 of the 14 Regiment of the 29th Infantry Division, and the road bridges. On 21 May, the Allied air forces Provisional Ranger Force, which consisted of claimed to have destroyed 46 locomotives and the 2nd and 5th Ranger Battalions. All together, damaged 32 others. Force "O" consisted of over 34,000 men and 3,000 vehicles.

History

INVASION FORCES The Second British Army was assigned the left flank of the invasion area. They would land with two divisions from I Corps and one division from XXX Corps on three landing beaches designated Sword, Gold and Juno. A brigade from the 6th British Airborne Division was to be dropped inland to secure key bridges over the Orne River.

The follow-up force "B" was scheduled to arrive on Omaha Beach around noon on D Day. It included an additional 25,000 men and 4,000 vehicles. Force "B" included the remainder of the 29th Infantry Division, including the 175th Infantry from the 1st Infantry Division and the 26th Regimental Combat Team.

In addition, on D+1 and D+2 the 2nd Infantry Division with 17,00 men and 2,000 vehicles The First US Army was responsible for would land. The V Corps landing would the remaining two landing areas. The US complete between D+2 and D+15 with the VII Corps was assigned the right flank of the arrival of some 27 remaining groups of 32,000 invasion force and would land one division men and 10,000 vehicles. north of the Vire Estuary at a location called Utah Beach. In support of the attack on Utah FORCE "O" Beach, the 82nd and 101st Airborne Divisions Major General Clarence R. Huebner, were to be dropped inland near the village of st St. Mere Eglise. Their goals were to capture commander 1 Division, would lead the initial river crossings, secure major crossroads and assault, scheduled to land at 0630 on D Day.st knock out coastal defenses in assistance to the The initial landing would be made by the 1th Infantry Division and two units from the 29 beach landing. Infantry Division. The units from the 29th Between the British and the US VII corps would be commanded by Brigadier General th was the final landing area, a 7,000 yard stretch Norman D. Cota until the remainder of the 29 called Omaha Beach. Omaha Beach belonged landed as part of Force "B". to the US V Corps. Their goal was to secure a beachhead between the Vire River and Port-en- DEFENSE FORCES Bessin and then push on toward Caumont and The Allies estimated German Strength in St-Lo. France and the Low Countries at approximately

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The German LXXXIV Corps was responsible for defending the French coast from the Orne River to Brittany. In the winter of 1943-1944, the Allies estimated that the landing area was only defended by five infantry divisions. However, in May 1944, Allied Intelligence learned that the area was reinforced by 2 additional infantry divisions as well as the 21st Panzer Division. In addition, 2 panzer divisions had been moved into the nearby Allencon-Evreux region, from where they could quickly attack the assault area. Coastal defenses had been strengthened greatly in the past year with the addition of a number of bunkers, trenches and barricades along the coast. In addition, largely unbeknownst to Allied intelligence, General Rommel had ordered much of the lowlying farmland inland of Utah Beach to be flooded.

TERRAIN The coast of Normandy had many natural challenges that would make any attempting invasion difficult. Offshore reefs could bar the way for landing craft along portions of the coast. Some areas offered little to no beach and were fronted by high, sheer cliffs, making landing impossible. Omaha beach was a 7,000 yard wide expanse between cliffs that was also relatively free of offshore reefs. However, it had its own problems. First, the beach was very flat with

a gradual slope. This resulted in a wide tidal range. At high tide, the ocean came up too far to allow landing craft to beach. At low tide, the ocean receded so far that soldiers would have to make their way across 300 yards of wideopen sand. All along the tidal flat, the Germans had placed underwater obstacles. These consisted of three main types: mined posts, hedgehogs, and Element "C" obstacles, also called "Belgian gates". At the high-tide mark, a narrow stream of tidal water remained. This varied from 2 to 10 feet across and was between 2 and 3 feet deep. Just past this was an area called the "Shingle". It was a steep incline made of piled up rocks. The shingle was about 8 feet high and as much as 15 yards across. Its steep angle and loose footing made it very difficult for vehicles to make it over. At the eastern end of Omaha Beach, the shingle ran into a low sand dune. At the western end, near the Vierville draw, the shingle ran into a sea wall. The sea wall ranged in height from 4 feet to 12 feet. It was broken in places with gaps as wide as a few hudred yards. Immediately behind the sea wall was a paved road that ran from the D1 exit (Vierville draw) to the D3 exit (Les Moulins draw). Behind the dunes or seawall was a wide strip of land referred to as the "flat". This area was just that, flat. In some places it includes marshes or areas of high grass. Near the Vierville draw, the flat included a number of summer homes, mostly destroyed. There was also a small village on the flat near the D3 exit, called Les Moulins.

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60 divisions, including 17 infantry divisions, 26 coastal defense units, 7 training units and 10 panzer or panzer grenadier units. The Panzer units were located inland from the beaches and positioned to be able to quickly strike toward any invasion area as a counterattack. The Germans clearly believed that the invasion would come between the Pas de Calais and Holland as they had at least 22 divisions guarding this region.

World War II Heroes

History

Beyond the flat the ground rose steeply between 100 and 170 feet in height. A ridgeline, called the "bluffs", extended along the entire beach. East and west of Omaha Beach, the bluffs grew steeper, becoming sheer cliffs. Along the assault area, the bluffs were steep but not sheer. Many of them were covered with brush, grass and areas of dense vegetation. However, on D Day, pre-landing bombardment often caused the vegetation on the bluffs to catch fire. This created large amounts of smoke that limited visibility and also reduced the amount of cover available to anyone attempting to climb the bluffs.

ambushes.

OMAHA BEACH DEFENSES

Between the Vire River and Port-en-Bessin, the Germans had built some 32 fortified strongpoints. The Vire Estuary, Grandchamp and Port-en-Bessin were heavily fortified and defended. 12 strongpoints were placed to be able to direct fire onto Omaha Beach. It is believed that the Germans believed they would be able to contain any Allied invasion on the landing beaches, as the greatest concentration of defenses was on or directed at the beaches. Their plan was to stop craft from being able The bluffs were broken periodically by gaps, to land or bottle them up while the coastal called "draws". There were four major draws defenses blasted them to bits and killed anyone on Omaha beach, which were designated as the who managed to step foot onto a beach. exits from the beach for the invasion forces. Exit D1 was at the Vierville draw, which was In 1944, the Germans began constructing directly in front of the village of Vierville-sure- obstacles on all exposed beaches, including Mer. Exit D3 was further east at the village of Omaha. The obstacles placed on the tidal Les Moulins. A road from exit D3 lead to the flats were intended to block or disable landing village of Saint-Laurent-sur-Mer. Further east craft. These obstacles were only put in place along the beach were the E1 and E3 exits. The in Omaha starting in April and were still being E3 exit was close to the village of Colleville- worked on when the invasion took place. sur-Mer and was called the Colleville draw. The outermost line of obstacles were large Beyond the bluffs, the terrain leveled off and iron, gate-like structures. They were designed in some cases lowered into traditional Norman to block navigation by boats with deep enough farmland, which was broken up into sections draught or keels. The upper portions of the by "hedgerows". Hedgerows had existed in gates were lined with mines to explode on Normandy since medieval times, when the land impact with a boat. was partitioned among landowners as part of the feudal system. They were not just hedges, The next line of obstacles consisted of large as many today think. They were substantial wooden posts and ramps topped with mines. barriers that were made of steep earthen Boats and landing craft would either bump into embankments topped with dense foliage, a post or ride up onto a ramp, impact a mine trees and bushes called "hedgerows". They and sink. were virtually impassable. Many tanks would The innermost line of obstacles were called become stuck trying to drive over them. Many roads became effectively sunken roads because "hedgehogs", which were made from 3 or more they had hedgerows on both sides. Often these steel rails or angles, crossed in the middle and roads were too narrow to allow large armored placed into the sand. Many were so secure that vehicles to pass down them. Furthermore, when a landing craft would collide with one, hedgerows were excellent places to set up the steel beams would punch into the hull of

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World War II Heroes and trenches. The most heavily defended areas on the beach were the draws. In some cases The tidal flat obstacles were placed at the draw defenses were situated with enough irregular intervals. Landmines were not used in weapons to cover every square yard of the the tidal flat area. approach to the draw. Often, these weapons were already zeroed in on specific locations. Above the shingle, Germans ran an almost Other positions had their interior walls lined unbroken row of concertina wire. Where there with oil painting of landmarks with the exact was sea wall, the concertina wire was placed range, bearing and elevation for the weapons to atop the wall. Elsewhere, the concertina wire hit the landmark. was strung immediately past the shingle. Beyond the shingle, the flat was crisscrossed Behind the bluffs, there were virtually no with areas of barbed or concertina wire and defenses. The Germans would rely upon local sporadic minefields. In addition along the troops moving in to make counterattacks. top of the shingle, the defenders had infantry positions, machine gun nests and trenches for BOMBARDMENT firing on troops as they crossed the beach. Booby traps and trip-wire mines were also At about 30 minutes prior to landing, the air used, often inside the concertina wire. and naval bombardment of coastal defenses If the attackers made it to the top of the shingle, they were in the open. The flat offered little in the way of cover. Germans in fortified positions, trenches, pillboxes and bunkers along the bluffs would be able to rain down fire on the soldiers running in the open. German positions were arranged to be able to cover the entire tidal flat and beach shelf flat with overlapping fields of fire from rifle, machine guns, mortar and artillery. The shoreline was curved giving the defenders in the bluffs and cliffs at either end of Omaha Beach clear visibility of and line of fire to attackers anywhere along the beach. At the western-most tip of the beach, the Germans had built a heavily fortified gun emplacement that could fire large bore artillery down the full length of the beach. Each of the 12 strongpoints overlooking the beach consisted of a complex system of pillboxes, gun casements, open positions for small arms fire, and firing trenches. They were surrounded by webs of wire and multiple minefields. The defensive strongpoints were connected to each other and to underground barracks and ammunitions stores by tunnels

would begin. Between H-30 minutes and H-5 minutes some 480 B-24’s attacked 13 targets along Omaha Beach, dropping 1,300 tons of bombs on every coastal strongpoint. From H-40 minutes to H-3 minutes, the Naval bombardment would occur. The battleships Texas and Arkansas with ten 14-inch, twelve 12-inch and 12 5-inch guns, three cruisers with 6 inch guns, and 8 destroyers with 4 and 5-inch guns, opened fire on the coastal defenses. More than 3,500 shells were fired in what was the largest naval bombardment in history. Upon landing, naval fire would shift to inland targets with pre-selected targets being hit first. In addition, Infantry units would be able to request bombardment of specific targets as needed.

LANDING PLAN Omaha Beach was divided up into six subsectors. From west to east, the sectors were: Dog Green, Dog White, Dog Red, Easy Green, Easy Red, and Fox Green. The 1st Infantry Division would attack Easy Red and Fox

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History

the landing craft.

World War II Heroes

History

Green. The 116th Regimental Combat Team (from the 29th Infantry Division) would come ashore at Dog Green, Dog White, Dog Red and Easy Green. 3 companies from the 2nd Ranger Battalion would come ashore and scale the cliffs at Point de Hoc. Another company from the 2nd Ranger Battalion would come ashore west of Dog Green and assault the fortified positions on Point de la Percee.

next high tide, an hour after dawn, on a night close to a full moon. That limited the selection of D Day to a period of days at the end of May (21-22-23) and two groups in June (5-6-7 and 19-20-21). The first June dates came closest to the original target date of June 1, so on 8 May, D Day was set for 5 June.

Unfortunately, the weather didn’t cooperate. Preparations were well underway and the The first landing would be made at H- invasion was delayed. Finally, at the last 5 minutes by elements of the 743rd Tank moment the weather reports indicated that Battalion. They would land at Dog Green the following day would be favorable and the and Dog White. They would be driving DD invasion was rescheduled to 6 June. versions of Sherman tanks which were capable Seas were extremely rough on the morning of navigating in water. The tanks would land of 6 June. As troops boarded their Landing and take up firing positions to defend the shore landings. At H hour, eight LCT (landing Craft, Vehicle/Personnel (LCVP) they craft, tank) would land on Dog Red and Easy immediately became drenched by the spray Green to deliver A Company of the 743rd Tank and waves crashing over the sides. Many of the landing craft became so inundated that their Battalion. pumps could not drain the water fast enough th At H+1 minute, the 116 RCT would and soldiers had to bail with their helmets. 10 land. Company A would land on Dog Green, out of 200 landing craft sank from becoming Company E on Dog White, Company F at swamped. Dog Red and Company G on Easy Green. The seas were too rough for the DD tanks. Their primary goal was to cross the tidal Of the 32 DD tanks that were launched by the flat and assault the German defenses. While st the infantry and tanks engaged the German 741 Tank Battalion only 2 were able to swim rd defenders, engineer teams would land at H+3 to shore. The 743 Tank Battalion decided the minutes to set about destroying obstacles and seas were too rough and opted to carry the creating breaches to allow for exit from the tanks in instead of letting them swim in. beach.

INITIAL LANDINGS

At H+30, after the engineers would have had time to create breaches, the second and larger wave of landings would commence. By H+3 hours, it was believed that the forces would be well on their way inland as more and more reinforcements would be pouring in.

D DAY The selection of D Day was driven by weather and tides. The invasion had to occur at the half-way point between low tide and the

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Most of the landing craft missed their assigned locations, landing east of where they were supposed to. The landings were so offcourse that most units were unable to locate their assigned objectives once they landed and were forced to abandon their plans. Also, units became so separated that they were unable to cohesively regroup upon landing, with some elements being separated by hundreds of yards.

Omaha Beach Mission Pack

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The Army-Nave Special Engineer Task Force that was supposed to clear the beach obstacles and defenses were so badly scattered and carrier east by the current that Dog Beach received very little support. Only 5 of the teams actually reached their assigned locations. Some landed in open areas without any infantry support. In spite of this, the engineers set about their task. Yet, disaster struck as errors and confusion caused many of their demolition attempts to fail or explode prematurely. In the end, only two breaches were made in the Dog Beach area and four in Easy Red. As the tide continued to rise, they were forced to abandon their work until the next low tide.

INFANTRY LANDINGS Each LCVP carried about 32 men, including one officer. The LCVPs were arranged so that a variety of roles were in each craft. Up front would be a leader and 5 riflemen with M1 Garands. They were followed by a wire-cutting team of 4 men with M1s. Next came 2 BAR teams of 2 men each, 2 bazooka teams carrying M1 Carbines, a 4 man 60mm mortar team, a 2 man flame thrower crew, and 5 demolitions men carrying satchel charges of TNT. Last, there was a medic and an assistant leader. Few of the landing craft made it to shore without getting wet on the way. Many landed on sandbars between 50 and 100 yards off shore. The men had to wade through water that was between waste and neck deep, with full equipment and packs.

As the landing craft opened and men streamed out, the enemy opened fire with small arms, mortar and artillery fire. But, worst of all was the fire from the German machine guns, which often saturated the area with overlapping fire from multiple machine gun nests. It was not uncommon for men to hear the hail of machine gun bullets against the ramp before it lowered, or to see the sea turn to white foam from the bullets churning up the surface. Many men were cut down as the ramps lowered. Some jumped over the sides or dove into the water to avoid the fire from the machine guns, only to realize too late that the weight of their waterladen gear would hold them under, killing them. Those who survived the initial exit from the landing craft found it nearly impossible to make their way ashore. They weight from their equipment and waterlogged gear pulled them down. The water was cold and stiffened their muscles and sucked the air from their lungs. They fought and struggled step by step, with bullets zipping past, and mortar shells exploding all around. Once they reached shore, they were already exhausted. But, they couldn’t rest. They were out in the open, exposed on a wide, flat strip of sand. Many men clustered around beach obstacles, seeking cover behind the hedgehogs. As it turned out, often they didn’t provide any real cover and served only as a targeting aid for the German gunners on the bluffs and in the dunes. Anyone who stopped for any length of time on the beach died. The men made their way across the 200-300 yard expanse of beach to the first cover they could reach, the shingle. It soon became so cluttered with men that there was not enough room for everyone to hide from the Germans. Probably the hardest his sector of Omaha Beach was Dog Green. It was situated at the D-

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History

The 743rd Tank Battalion came ashore in LCTs (landing craft, tank) but came under heavy fire. Company B came ashore directly in front of the Vierville draw and drew heavy fire. Much of their tanks were lost before landing and many others soon after, including the Company commander.

World War II Heroes

History

3 exit, directly across from the Vierville draw defenses. It also received heavy flanking fire from the defenses and gun emplacements to the west at Point de la Percee.

Moulins draw. They came under heavy fire and like Company A got hit hard. 3 of the boat sections were pinned down on the beach for 45 minutes and suffered nearly 50% casualties. With the further loss of their officers The Company A of the 116th RCT landed at at the shingle, they became unorganized and Dog Green with a section of 2nd Rangers. They confused. went through hell just to get to the beach. One landing craft sank about 1,000 yards offshore Company E was pushed far east by the and men could be seen struggling as the weight prevailing current, landing more than a mile of their gear pulled them under. The rest of the off course. landing craft hit a sandbar and beached about Further down the beach, the 16th RCT 50 yards out. The men had to get out and wade through water that was 4 to 6 feet deep. As soon generally missed their landing beach (Easy as the ramps lowered, the landing craft were Red) and came ashore too far east. The only torn to pieces with highly accurate and intense units to actually make it to shore on Easy Red th fire from machine guns and mortars. The scene was Company E of the 116 RCT, which had became chaotic as men climbed over the sides missed its own beach by a mile. These men cam shore between the E-1 and E-3 draws. or jumped into water over their heads. Those who came ashore at the E-3 got hit hard One Landing Craft was hit by four mortar while those at E-1 had an easy time of it. rounds and was blown to pieces, with all on At Fox beach, the 16th and elements of the board killed. Men were dying left and right all th the way to the beach. But, once they got there, 116 Company E got hammered hard from many men found that there was no place to get before they lowered the ramps of their landing away from the heavy fire and they retreated craft. They had to wade through deep water only to find they would have to swim through back into the water to attempt to get away. a section completely over their heads. Most In a matter of minutes, every officer in men ditched their weapons and equipment and the company and most sergeants were killed swam for it. When they finally made it ashore, or wounded. The situation was desperate. the fire was so intense that most of the men Many men stayed in the water, hiding behind crawled slowly up the beach with the tide. obstacles as the tide rose. They waited letting Some sections were so badly shot up that only the tide carry them up to the shingle and sea a handful of men made it to the shingle. As wall. Within 15 minutes of landing, Company they regrouped on the shingle, only 125 men A was decimated, having suffered close to 70% remained from an entire company. casualties. By the time the 2nd wave arrived, the 116th Company G landed too far east, missing its had not cleared the flat above the shingle. By landing beach and coming in on the eastern noon, the situation was so precarious that the edge of Dog Red. This proved to be lucky, as Allies considered withdrawing or abandoning grass fires on the bluff obscured them from Omaha beach and having the subsequent enemy fire and they were able to move quickly waves land elsewhere. Finally, small groups up the shingle and flat. of soldiers working together were able to clear some of the defenses on the bluffs. Soon, units Company F landed on target at the Les began to move inland, first in small clusters and

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World War II Heroes then soon, it turned into a stream.

History

Finally, by mid-afternoon, Omaha Beach was essentially secured.

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Briefing

World War II Heroes

Briefing 14

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Give the players Map 1 – Omaha Beach Dog Green (players version). Then read the following: "Good morning, men. Today is the day we’ve been training for, the day we’ve been waiting for. Today, we’re going to France. A Company has been hand picked to lead the assault. We hit the beaches at H hour + 1 minute. Here is your landing area." (Show map.)

make a breach in either the Seawall (indicate seawall on map) or the barbed wire behind the Shingle. There will be engineers in each landing craft with demolitions charges and Bangalore torpedoes to open breaches." "Once you reach the Flat beyond the Shingle (indicate map), you will have to clean out any defenders still there before assaulting the bluffs. You have to take out all of the defenses so the following waves can land." "Once you have completed your objectives, regroup at the Rally Point here (indicate Rally Point on map) and prepare to move on Vierville."

"This is the landing area, designated Dog Green. (Indicate map.) Intelligence reports that the beach is well defended with bunkers and OBJECTIVES: enemy trenches along the bluffs here (indicate • Land at Dog Green and establish a Bunker Complex A) and here (indicate Bunker beachhead Complex B). Naval and aerial bombardment • Breach the seawall or barbed wire wall should knock these out." behind the shingle • Eliminate or capture any defenders on "Your objective is to capture the Vierville the Flat Draw. That’s this low valley between the bluffs (indicate the draw on the map). There is a road • Capture the bunker complexes on the that runs up the draw to the town of Vierville. Bluffs We need to secure this draw and establish a • Eliminate all opposition beach exit. The Germans have concentrated their defenses around the draw in anticipation of such an attack." "It won’t be easy. You’ll have to make your way across 300 yards of open beach, with no cover except for some anti-boat obstacles. Once you reach this area (indicate the shingle) called the Shingle, you should be out of their line of fire. Regroup and prepare yourselves."

"A unit of Special Engineers are landing with you as well as a unit of Rangers. Their jobs are to help clear some of the obstacles from the beach so more boats can land and to

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Briefing

BRIEFING

The Mission

World War II Heroes

The Mission 16

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This section is just a scripted sequence that you can read or summarize to the players. If you really want to spice it up, you can pretend to roll dice, ask players what they are doing, what they are looking at, etc. Nothing really bad should happen.

It is H hour –10 minutes. The LCVP (landing craft, vehicle/personnel, also known as a Higgins Boat) strains against the strong easterly current and battles to remain afloat in the rough chop as wave after wave crashes against the boat. Water inundates you and your gear as you cling to the guy in front of you, hoping not to puke on him. Lieutenant Martin is yelling something from the front of the boat. You can’t hear what he’s saying and you’d wish he would just shut up. A big wave, nearly capsizes your LCVP. That was all the prompting your stomach needed and you hurl your breakfast onto a nearby backpack, unbeknownst to its owner. You shiver as the cold eats at you, your muscles cramping. You shift around tying to find a better footing, but no matter where or how you stand, you are uncomfortable. A private nearby turns to you and yells over the roar, "Look over there! There’s men in the water!" You look in the direction he is pointing and you see men floating, struggling in life preservers and on rafts. You realize it is the men from the DD Tanks who set out ahead of you to clear the beach. They sunk before reaching shore. You realize with a sinking feeling in the pit of your gut that this is for real. You start inventorying your gear.

Suddenly all hell breaks loose as the ships begin to blast the shore. You hear the scream of shells as they pass overhead and the concussion seconds later. You look at the shore and swallow hard. Dark clouds of smoke cover the entire coastline in a haze, obscuring nearly everything from view. The sounds of hundred of vessels, crashing waves and fire from the naval bombardment are practically deafening. The stench, a mixture of sweat, urine, vomit and fear only adds to the turmoil in your stomach that the bouncing of the small landing craft in the turbulent sea has caused. You fight your nausea and try to remember your training. As you look ahead, the shore begins to come into focus. You see the wide expanse of flat beach that seems to go on forever. Beyond that you can see some hills, almost like cliffs that tower over the beach. Directly in front of you the hills drop down to beach level in a gap. You see flashes of light from all around the gap. It dawns on you what you are facing. "Holy Crap!" You shout as it dawns on you. "We’re too far east! That’s the Vierville Draw! This isn’t our landing area!" You look back at the pilot and try to get his attention but he is too busy to notice. Your boat rocks violently to the right and you are knocked off your feat by a shockwave. As you get up, you see another LCVP about 20 yards aware on fire, men leaping over the sides. A shell explodes directly in front of your boat, showering you with water. The pilot turns hard to the right, nearly capsizing. He manages to right the boat and turn back toward shore, but the maneuver reduced your speed. Another shell

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The Mission

THE APPROACH

World War II Heroes explodes nearby and everyone drops down, trying to stay low.

The Mission

You hear the boat engine whining hard, straining. Suddenly the boat jars to a stop throwing you forward hard. A series of explosions stuns you. You look around and see smoke billowing from the rear of the boat. Men are screaming. You smell burning flesh. You hear the loud patter of automatic fire strafing the body of the LCVP.

What happens next is a bit of a surprise. Don’t tell the players right away. First of all, the current was much stronger than expeted and the landing craft drifted directly in front of the Vierville draw. Second, instead of landing on the beach, the boat beaches on a sandbar.Go on to the next section.

Men onboard a Higgins Boat hunkering down as they approach shore. They are apparently drawing fire. Notice the variety of weapons. You can see a couple BARs, numerous M1 Garands, at least one Thompson SMG and what looks like part of a medium machine gun.

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The ramp begins to lower. You catch a fleeting glimpse of the beach and water, too much water. You are pushed forward as the men on the boat surge toward the ramp. You hear strange thudding noises and see a shower of red mist as an MG42 sprays the inside of the landing craft. Men fall down all around you, screaming. Someone behind you yells, "Move! Move! Move!" and you try to run forward. You step over bodies, some still alive clutching at the holes in their chests or bellies. More men fall in front of you. You see the beach but in front of you all you see is water. No time to stop and think. You push forward. Just as you reach the ramp you see the men in front of you wading in water up to their knees suddenly disappear under the waves. You look for them, but they are gone, the weight of their gear pulling them down and keeping them there. Bullets zip past you, killing the man to your rear. You kneel down on the ramp trying to understand what is going on. Then you see it. Sandbar! The LCVP has beached on a sandbar about 50-100 yards out from the beach. You look around. Of the 35 men on your LCVP over half are dead or dying, several more are missing. Bullets from automatic weapons and small arms ping, zip and strike targets all about you. Mortar shells careen overhead, exploding showering you with fragments of shrapnel. Before you lays an expanse of open water of unknown depth. To your left, another LCVP is beached on the sandbar as well. Its men are no better off than those on your LCVP. To the right you see only open ocean.

DESCRIPTION The Sandbar is about 30 feet across and 100 – 150 yards wide. It does not connect to the beach at any point. Instead, it is separated from the beach by 25 yards or 3 – 4 feet deep water and about 50 yards of 8 – 10 feet deep water. The sandbar itself is submerged in 2 – 4 feet of water.

SITUATION The Players situation on the sandbar is precarious. There is one 60mm mortar, two MG34 positions and one MG42 that periodically fire at them, all from Bunker Complex B. There are also several Germans armed with Kar98s shooting in their direction. The automatic weapons are using area autofire. The K98s are effectively firing blind. The good news is the player’s LCVP is not the only target for these gunners. You should only attack the players periodically. However, it is clear that to remain on the sandbar is to die. Let them stay a minute or two to plan their course of action. If they stay too long, you need to get them moving. One factor to aid in this is the accuracy of the mortar. Each minute that the players remain on the sandbar, give the mortar a +1 attack bonus against them. The LCVP provides 25% concealment while men are inside it. If they attempt to hide behind the LCVP, the water is too deep. Anyone kneeling gets a +1 Defense bonus. Anyone prone gets a +2 Defense Bonus.

GETTING TO SHORE The only way to shore from the sandbar is across a stretch of water that is 4-8 feet deep and 50-75 yards across. If the characters enter the water with their gear on, their movement

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The Mission

THE SANDBAR

World War II Heroes rate should be cut to 1⁄4 normal due to the heaviness of being waterlogged. After they move 10-15 feet, the water level drops to its full depth, which will be over their heads. If they insist on going forward with their gear on, have them make Swim checks (DC20) each round to avoid starting to drown.

The Mission

At any point they can ditch their gear. Doing so changes the DC to 10, but they have to ditch all their gear. The idea is to get them to shore with nothing but their clothes… no helmet, no weapon, no ammo.

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Map 1 shows the overall layout of the Dog Green section of Omaha Beach. The beach flat is about 300 yards wide from shore to shingle. It is very flat and open and provides no cover. The beach is littered with anti-boat/tank obstacles which do provide 25% cover. You can randomly place an obstacle every 25 to 50 yards or use the layout we’ve provided in Map 1. Defenses The GM version of Map 1 shows highlighted areas where defenders have zeroed their weapons. These are represented by green ovals. Any defensive fire into those areas gets a +2 bonus to the attack roll.

You cannot see much beyond 50 or 100 yards. There is just too much smoke. You see the burning hulk of a couple of Sherman tanks and bodies everywhere. As you wait, trying to decide what to do, a bullet hits a soldier kneeling next to you. His head snaps back and blood showers you. You hear someone yell at you, "Get moving, soldier! If you want to live, get up and move your butt!" As the players are about half way across the beach read this: You can see an embankment about 150 yards ahead. It looks like you can hide behind it, if you can just reach it. You can see muzzle flashes above the embankment and the dark outline of the bluffs beyond.

All defenses can fire on the beach. Track the movements of all Allied players and As the players are about 25-50 yards from NPCs. Distribute the fire randomly among all the shingle, read this: targets. The defenders are mostly just spraying whatever they see. Focus on stationary targets. You can see the embankment clearly. That makes it more dangerous to stay behind This must be what they called the Shingle an obstacle for long periods. in the briefing. It is an 8 to 12 foot high embankment of rocks and gravel. It is only Description about 10 yards across but the steepness blocks anyone lying at the bottom from You finally made it to shore. You don’t fire from the defensive positions on the flat have time to rest as bullets stream past beyond or the bluffs. You can also clearly you or hit the sand next to you throwing see the bluffs now and see two concrete up a shower of dirt. The beach looks bunkers overlooking the draw. unbelievably wide from where you are. You will have to cross about 300 yards in You also see a line of defenses along the the open. The bombers mostly missed the top of the Shingle including what look beach and there are few craters. There are like trenches, pillboxes, machine gun beach obstacles that you can hide behind. nests all blocked off by a solid wall of They provide minimal protection from the barbed wire. constant fire. You can’t even really tell who There is nothing between you and the is shooting at you. It seems to be coming shingle. The last 25-50 yards is open from everywhere. beach, littered with corpses and wounded men.

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The Mission

THE BEACH

World War II Heroes

The Mission

The players can try to return fire any time they want. The likelihood of hitting anything is minimal until they are within 25-50 yards of the shingle. Even then it will be difficult.

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THE SHINGLE You hunker down against the rocks at the bottom of the shingle. You can now rest a bit, as bullets can’t hit you here. However, occasionally someone will stand up and look over the rocks only to be shot, or a grenade drops over the rocks exploding among the huddled men.

BARBED WIRE The barbed wile is made of large, overlapping coils of concertina wire suspended between posts. Each section is about 15 – 20 feet long and about 8 feet deep. You can see no way through the wire. You will have to cut or blast your way though.

Barbed wire is an obstacle that blocks infantry and light vehicle movement. Anyone attempting to move through barbed wire suffers 1d4 damage per round. To cross a barbed wire obstacle requires a successful Dexterity check (DC 20). Anyone failing the check becomes entangled for one round and may make no The players can rest. This is a good chance action for an entire round (other than trying to for medics to treat injuries. Give them some get free). The Dexterity check must be repeated time to plan their actions. First they need to each round that the person is in the barbed wire, clear a hole through the wire. They can try and an additional 1d4 points of damage is taken to go through where they are or move down each round. the beach. The left hand side of the shingle is Cutting Barbed Wire: A soldier with wire fronted by a 12 foot high sea wall. There is a cutters can cut through a barbed wire barricade breach in the wall from a naval shell, but they in 3d4 combat rounds. He must continue cutting have to find it. It is behind some barbed wire, as full round actions for the duration of the time but less than anywhere else. required. The cutting may be interrupted and No matter where they try to go over the restarted without adding time. The soldier loses shingle, they need to get through some amount any defense bonuses due to Dexterity while of barbed wire. They cannot get through the cutting. He creates a path wide enough for one barbed wire without wire cutters or Bangalore person to move through. torpedoes.

Bangalore Torpedoes: Bangalore torpedoes are lengths of explosive-filled pipe that are SPECIAL ENGINEERS connected together, run under barricades and detonated. A Bangalore torpedo clears a Well, unfortunately you can’t find any of the 20-foot wide path through barbed wire. The engineers. It would seem they were all killed or length of the path cut is equal to the length of were wounded. However, you can find some the torpedo plus 5 feet. Bangalore torpedoes Bangalore torpedoes fairly easily. require the Demolitions skill.

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The Mission

The sounds of battle haven’t lessened. The ground shakes with explosion after explosion. You crawl up the shingle and see the barbed wire wall at the top. Bullets splatter the rocks above you, forcing you back down.

World War II Heroes THE SEAWALL

The Mission

The seawall fronts the left half of the shingle overlooking Dog Green. It is a solid concrete retaining wall that varies in height from around 8 feet to 12 feet. It is topped with barbed wire and manned with several defenders. You see no easy way over the wall. There really is no easy way over the wall. The PCs do not have scaling ladders or grappling hooks. Bangalore torpedoes may not even breach the wall. If Bangalores are placed at the seawall, there is only a 50% chance that they will create a breach. There already is a breach, from naval bombardment. However, it is far down the left-hand side of the beach and the PCs must find it. The barbed wire there is thinner, but still intact. If the PCs create or find the breach read the following: A 15-foot section of seawall lays collapsed in a pile of broken concrete. You should be able to climb up through the rubble to the flat.

SIDE MISSIONS You can give players side missions if you think it is a good idea. Some ideas for side missions on the beach include things like: • Locate the Captain • Find a radio operator so we can report in • Get some Bangalaores

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World War II Heroes The flat is an area of relatively flat land that runs between the shingle and the edge of the bluffs. It is covered with defensive positions, including minefields, barbed wire, foxholes, trenches, machine gun nests and pillboxes. Immediately behind the shingle are defense trenches. These are little more than reinforced ditches from with German infantry can fire down on the beach. Further east you can see the gray shape of a small pillbox, from which sporadic machine gun fire erupts. You also notice several active MG nests. Directly in front of the draw you see a stone, two-storey house. Muzzle flashes can be seen from several windows. On the left side of the draw there are ruins of several small homes. The fire from the bluffs is intense. The Bunkers loom menacingly above you. Every few seconds a big gun in one of the bunkers fires.

DEFENSES

MGs can and should fire at or near the PCs as they move around on the flat. However, only target the defenses from one bunker complex, whichever is closer. Also, if they approach the front of the pillbox, its occupants will not hesitate to fire at the PCs. The Fortified House must be taken before they can move on to the Bluff.

TRENCHES The trenches are 4-5 feet deep and about 5 feet wide. The Germans man them with troops carrying K98s, MP40s and the occasional StG44. However, the troops are conscripts and will run as soon as the PCs approach. Each trench has 1d4 Conscripts. Trenches provide 75% cover.

PILLBOX The pillbox is a small concrete structure that faces down the beach at an angle toward the draw. It is positioned to be able to target anyone coming up the beach in front of the seawall or draw. A German machine gun is firing from inside. From the sound, you guess it is a MG42.

The beach map shows the relative position of defenses. The area descriptions provide details on the defenders in each area. Most The pillbox holds 1 MG42 and 2 Rookies of the defenders in the trenches will fall back with K98s. They will not run. The pillbox when the PCs come through the barbed wire. is relatively impervious to damage. A single They are not interested in getting killed and grenade thrown through the rear doorway have little to no loyalty to the Third Reich. should kill anyone inside. Each defender gets However, the men in the pillbox, MG nests a Reflex Save (DC 15) to take half damage. If and Fortified House will not run unless they they fail the save, they are killed. If the PCs are outnumbered and suffer 50% casualties. don’t use a grenade, they will have to fight it Let the PCs decide how to tackle the defenses out. on the flat. You should focus the attention of either Bunker complexes on the PCs at this point. The artillery can only fire at targets on the beach or in the water, but the mortar and

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The Mission

THE FLAT

World War II Heroes FORTIFIED HOUSE

Foyer

You can give or show Map: Fortified House The front door opens to stairs going up to to the players. Do not show them the GM the second floor and a hallway that leads to the version of the map. All of the defenders have 3 back door. To the right is a doorway into the clips/magazines of ammo and 2 stick grenades. parlor and to the left, about midway down the wall is a doorway into the Common Room. (Read) The 2nd floor landing forms a balcony The stone house occupies a commanding overlooking the foyer. A German with an position at the mouth of the draw. The front MP40 is upstairs (See Stairs Landing). of the house faces toward the ocean. The The room is empty. right side has a second floor. There is a barn in the rear.

Common Room

This is a large room (30ft. x 40 ft.) filled with 3 very large tables and assorted chairs. It

The Mission

Muzzle flashes come from several of the windows.

Map: Fortified House (Players Map)

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World War II Heroes appears to be a meeting or dining room. There are 4 windows in the room.

Kitchen

This is a 15’ x 15’ room. There is a window A German Wehrmacht Rookie with a K98 over the counter and a doorway into a and a Wehrmacht Rookie with an StG44 are in bedroom. the room. The kitchen is not occupied.

Parlor Bedroom 1

This 15’ x 30’ room has been stripped of all This 15’ x 15’ bedroom is apparently being its furniture. There are windows at the front and rear. Doorways near the front lead out to used by a German officer. All of his belongings and part of his uniform are in the room. the Foyer and into the Kitchen. The room is not occupied.

The Mission

There is a Wehrmacht Rookie with a K98 and a Wehrmacht Conscript also with K98 here.

Map: Fortified House (Players Map) GM Map

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World War II Heroes There are 3 areas on the flat that are not marked as minefields by signs. The Omaha Beach GM"s map shows them as orange ovals. Stairs Landing These are hidden minefields. Each one has a A railing goes around the landing, making a density of 5%. Any player moving through the balcony. There is one doorway in the middle of minefield must roll 1d20 each round. On a roll the house leading to a hallway. of 1 he steps on a landmine. See the sections on landmines in the Players Guide. There is a German Wehrmacht Rookie with an MP40 stationed here. He will fire on anyone entering the house our out the rearward facing window.

2nd Floor

Hall

The Mission

The hall is 5 feet wide and 25 feet long. There are 4 bedrooms off the hall, all identical except for the occupants.

Bedrooms 2 – 5. These rooms are all 12.5’ x 12.5’ and arranged identically. Each room has a window, the two outermost rooms (3 & 5) have two windows. There are Germans in rooms 3-5 as follows: BR 3 – Wehrmacht Rookie (K98) BR 4 – Wehrmacht Veteran Officer (StG 44 – jammed, Walther P38) BR 5 – Wehrmacht Rookie (MP40)

MINEFIELDS There are several locations marked as minefields. You can make these up. Any player dumb enough to walk into one deserves to get blown up. Anytime they are near one read this: You see an area surrounded by barbed wire. There are small signs along the barbed wire with a death head skull and German writing that you’re pretty sure says "Mines".

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World War II Heroes The bluffs tower over the beach, rising 150 to 170 feet above the flat. The side facing the ocean is very steep and covered with grass and brush. About halfway up the slope, on each side of the draw are bunker complexes. The main component is a large concrete reinforced bunker. You can see what looks like a 40 to 50 mm gun and two MG42s firing from inside the bunkers. Near each bunker are multiple firing positions and machine gun nests. You can only assume that they are all connected by a network of tunnels and trenches. The Bunkers and defenses on the bluffs are arranged to turn the draw into a meat grinder. They have overlapping fields of fire on the entire draw area and most of the flat. It would be suicide to approach the draw while the bluff defenses are intact.

BUNKERS The bunkers have one 50mm gun which can only fire at targets on the beach or in the ocean. They also have two MG42s mounted to fire in arcs that are pointing either up or down the beach at about a 45 degree angle. Unlike the Pillbox, grenades must be resolved normally. The scale on the bunker complex maps is 1 square = 5 feet.

BUNKER COMPLEX A The Bunker Complex A map shows the general layout of the complex. The GM version of the map shows the position of the defenders. All of the defenders are Wehrmacht Rookies except the MP40 in the small storage room near the main bunker. That unit is a Wehrmacht Veteran.

BUNKER COMPLEX B

The players must decide how to get to the The Bunker Complex B map shows the bluff defenses and which one to attack first. general layout of the complex. The GM version The following information summarizes the of the map shows the position of the defenders. features of the bluff defense complexes. At the All of the defenders are Wehrmacht Rookies. end of this section is a list of defenders.

TRENCHES

AFTERMATH

Once the PCs clear both of the bunker All trenches are 4-5 feet deep and 5 feet complexes, any remaining German defenders wide. They are reinforced with wooden beams at Dog Green will surrender or flee. The PCs and walls. The floor is sandy dirty. Boxes, can move to the rally point. chests and barrels are located throughout the complex. Most contain supplies and ammunition for German weapons that are of no real use to the players.

MACHINE GUN/MORTAR NESTS Machine gun/mortar nests are reinforced concrete circles that are about 3-4 feet deep. They are surrounded by layers of sandbags.

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The Bluffs

THE BLUFFS

World War II Heroes

Gamemaster Section

Picture taken by Robert Capa on Omaha Beach on D-Day.

Gamemaster Section 30

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World War II Heroes vegetation and over debris and floating logs without fouling or damaging its propeller. It was also able to pull right up onto shore and then extract itself with no difficulties.

This chapter contains various things to make your life as a Gamemaster easier. You will find detailed maps for both players and GMs. Don’t The boat featured a solid block of pine at let the players see the GM maps. We’ve also the bow. Called the "headlog" this structural included specifications for items not found in support allowed the boat to ride over obstacles the Players Guide. and onto the beach without damaging the boat in any way. In addition, the boat had a unique In addition, we’ve also packed in some extras hull design. It was a deep vee forward, and including map piece geomorphs for making reverse-curve amidships. Aft, it had two flat your own tabletop maps, unit counters for both planning sections that surrounded a semiGerman and US troops, gameplay counters tunnel that protected the propeller. The hull for marking suppression, which units perform design actually pushed objects and debris away burst or autofire, blast radius markers, etc. from the drive and enhanced the operating speed of the craft greatly.

VEHICLES

A bow ramp was added and the Higgins’ This section contains specifications on Eureka became the US Landing Craft Vehicle/ vehicles not covered in the WW2H Players Personnel (LCVP). It could carry 36 men or Guide. a jeep + 12 men. The LCVP could land, drop its load, extract itself and head back out for more easily. The Higgins Boat was fast, highly LCVP OR HIGGINS BOAT maneuverable and able to get in and back out. Construction Material: Displacement: Length: Beam: Draft: Speed: Armament: Crew: Capacity:

Wood (oak, pine and mahogany) 15,000 lbs. 36’ 3" 10’ 10" 3’ Aft and 2’ 2" Forward 12 Knots Two .30-Caliber Machine Guns Three - Coxswain, Engineer and Crewman 36 Troops with gear and equipment, or 6,000-Pound vehicle, or 8,100-Pounds of Cargo Gray 225-HP Diesel Engine

COMBAT ACTION TIMELINE The Table on the following page is an action timeline that you can use to track the actions of the many combatants, both PC and NPC. Record the name or some designator for each unit and their basic combat stats. This way you don’t have to keep flipping back and forth or take lots of notes. The autodamage column is for automatic weapons.

When combat occurs, you can mark actions on the timeline. Each combat round is broken Power Plant: down into 6 seconds. This will allow you to track durations, delays as well as actions. If Developed in the 1930’s by Higgins you need more than 3 combat rounds, copy the Industries, the ‘Eureka’ was designed to table. You have permission to copy the table for work in the shallow swamps and marshes of personal use. You can also download a copy of Louisiana. The boat was able to operate in only an Excel version from our website. 18" of water. It could run through all types of

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Gamemaster Section

GAMEMASTER STUFF

Unit Name

R Atk M Atk Def Dam Auto Dam

HP Wounds Round 1

Gamemaster Section Round 2

Combat Actions in Rounds Round 3

World War II Heroes

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Omaha Beach Mission Pack

World War II Heroes Cha: 9, Guts: 11, Disciplin: 8 , Leadership: 8. Weapon Qualification: The weapon indicated All of the defenders are Wehrmacht units. for the unit in the mission specs, plus the K98 They are either Conscripts, Rookiers or and Hand Grenade. Veterans. The following summarizes the Veteran information from the Players Guide on these NPC types: Veterans are German soldiers who have experience fighting, often from somewhere Wehrmacht Conscripts on the Eastern Front. They tend to be tough Conscripts are men who have been forced fighters. They will not usually run away or into service for the Third Reich. Many of them surrender unless facing overwhelming odds. come from Eastern European countries that They often are either NCOs or Officers. have been occupied by Germany, including some of Mongolian descent. Conscripts have Veteran: Level: 5, CR: 2, HD: 5d10+10, little to no loyalty to Hitler. They are poorly HP: 60, MAS: 15, Init Bonus: +2, Defense: trained, poorly equipped and very likely to run 116, Flat-footed: 14, Base Attack Bonus: +5, away or surrender given the opportunity. Grapple: +6, Unarmed Attack: +6, Melee Conscript: Level: 1, CR: 1/3, HD: 1d8, HP: Attack: +6, Ranged Attack: +7, Fort: +5, 8, MAS: 11, Init Bonus: +0, Defense: 11, Flat- Reflex: +5, Will: +2, Str: 13, Dex: 15, Con: 15, footed: 11, Base Attack Bonus: +0, Grapple: Int: 13, Wis: 11, Cha: 9, Guts: 12, Disciplin: 10 +1, Unarmed Attack: +1, Melee Attack: +1, , Leadership: 10. Weapon Qualification: The Ranged Attack: +0, Fort: +0, Reflex: +0, Will: - weapon indicated for the unit in the mission 1, Str: 12, Dex: 11, Con: 11, Int: 9, Wis: 8, Cha: specs, plus the K98, Walther P38, MP38/40 8, Guts: 9, Disciplin: 6 , Leadership: 6. Weapon and Hand Grenade. Qualification: Only the weapon indicated for the unit in the mission specs.

WOUNDING AND DEATH

This mission is extremely combat oriented. Characters are very likely to get wounded Rookies tended to be German citizens, or killed. You should have several backup though often they were either young boys or characters ready to take over in the event of old men. They had relatively poor training, but a PC becoming incapacitated or killed. Have had reasonably good equipment, especially at the backup characters operate as NPCs in the the time of D-Day. players’ squad until needed. Rookie

Rookies will stand and fight, but may run or Medics are NPC characters that you don’t surrender if their unit suffers 50% casualties. really have to worry about. Anytime a PC yells for a medic, one will come within 1d4 Rookie: Level: 1, CR: 1/2, HD: 1d10+2, HP: rounds. However, remember that Treat Injury 12, MAS: 14, Init Bonus: +1, Defense: 13, Flat- only restores 1d4 Hit Points. It can also only be footed: 12, Base Attack Bonus: +1, Grapple: performed once a day for a character. However, +2, Unarmed Attack: +2, Melee Attack: +2, feel free to change this to be once per day per Ranged Attack: +2, Fort: +3, Reflex: +3, Will: injury. If a character is treated and then shot +1, Str: 12, Dex: 14, Con: 14, Int: 13, Wis: 11, again, he should be able to be treated for the

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Gamemaster Section

DEFENDERS

Gamemaster Section

World War II Heroes

Wounded Soldier Being Treated on Beach new wound.

You can either use the maps we provide and indicate on them where units are or build a Medics can also stabilize a dying character. virtual battlefield using the mini map pieces. This may be the most common use for them. We don’t provide you with minis for the bunkers, but you can make your own fairly Characters who are wounded are eligible to easily. receive the Purple Heart. Also, if a character is incapacitated, he cannot gain experience points The trenches, obstacles, barbed wire, etc. until he is back in action. that we do provide should be helpful. You will also find chits to indicate which units have fired automatic weapons (Burst and Autofire) USING MINIS as well as target chits for such things as thrown We have included a set of minis for you to weapons and mortars. use. They include 1 inch, round counters with German and US infantry depicted. Use them PREMADE CHARACTERS as you wish to represent both PCs and NPCs. They are scaled to match the map pieces also You can use the following if you like: included.

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Omaha Beach Mission Pack

World War II Heroes

PRIVATE ANDERSON ABILITIES Score 12 15 15 10 10 10 12 10 10

Bonus

Hit Points: 12 Initiative: +2 Fort: +3 Ref: +3 Will: +1 Melee Attack: +2 Ranged Attack: +3 Defense: 13 Flat-footed: 11

+1 +2 +2 +0 +0 +0 +1 +0 +0

SKILLS

WEAPONS Private Anderson is qualified with the following weapons: Weapon

Extra Attack Bonus M1 Garand +2* Thompson SMG +2* Hand Grenades +0 Bayonet +0 M1 Carbine +0 BrowningAutomatic +0 Rifle

Carried? No Yes 4 Yes No No

*Bonuses from feats included.

FEATS Autofire Expert, Burst Fire, Combat Expertise, Disciplined, Hit the Dirt, Rifle Expert, Streetfighting, Track, Weapon Focus (M1 Garand), Weapon Focus (Thompson SMG).

Skill Chemical Defense Craft (Fortifications) First Aid Hygiene & Sanitation Knowledge (Military) Map Reading Marching Protecting Military Info Radio Operation Sign Language (Military) Tactics (Squad) Use & Characteristics

1 1 1 1 1 1 1 1 1 1 1 1 each

Balance Booby Traps Concentration Crawl Demolitions Jump Landmines Move Silently Navigate Speak Language (French)

4 4 4 4 4 4 4 4 4 2

(Allied Weapons, Allied Vehicles, Axis Weapons, Axis Vehicles)

Omaha Beach Mission Pack

Gamemaster Section

Ability Str Dex Con Int Wis Cha Disc Guts Lead

WOUNDS

STATS

Ranks

35

World War II Heroes

PRIVATE BAKER ABILITIES

Gamemaster Section

Ability Str Dex Con Int Wis Cha Disc Guts Lead

Score 14 14 14 10 10 10 10 11 10

Bonus

Hit Points: 12 Initiative: +2 Fort: +3 Ref: +3 Will: +1 Melee Attack: +3 Ranged Attack: +3 Defense: 13 Flat-footed: 11

+2 +2 +2 +0 +0 +0 +0 +0 +0

SKILLS

WEAPONS Private Anderson is qualified with the following weapons: Weapon

Extra Attack Bonus M1 Garand +1* Hand Grenades +0 M1914 .30 Cal MG +1 Bayonet +0 M2 .50 Cal MG +0 BrowningAutomatic +0 Rifle 60 mm Mortar +0

Carried? Yes 4 Yes Yes No No No

Skill Chemical Defense Craft (Fortifications) First Aid Hygiene & Sanitation Knowledge (Military) Map Reading Marching Protecting Military Info Radio Operation Sign Language (Military) Tactics (Squad) Use & Characteristics

1 1 1 1 1 1 1 1 1 1 1 1 each

Balance Climb Crawl Demolitions Escape Artist Hide Jump Landmines Listen Move Silently Spot

3 3 3 3 3 3 3 3 3 3 4

(Allied Weapons, Allied Vehicles, Axis Weapons, Axis Vehicles)

*Bonuses from feats included.

FEATS Autofire Expert, Bravado, Dead Aim, Dodge, Burst Fire, Machine Gun Expert, Night Fighting, Quick Aim, Quick Reload, Suppressing Fire, Weapon Focus (M1 Garand).

36

WOUNDS

STATS

Ranks

Omaha Beach Mission Pack

World War II Heroes

PRIVATE COBB ABILITIES Score 12 14 14 10 10 10 10 13 11

Bonus

SKILLS

WEAPONS Private Anderson is qualified with the following weapons: Weapon

Hit Points: 12 Initiative: +2 Fort: +3 Ref: +3 Will: +1 Melee Attack: +2 Ranged Attack: +3 Defense: 13 Flat-footed: 11

+1 +2 +2 +0 +0 +0 +0 +1 +0

Extra Attack Carried? Bonus +1* No +0 Yes +0 Yes

M1 Garand M1 Carbine M9A1 Rocket Launcher (Bazooka) Bayonet +0 M2 60mm Mortar +1*

Yes No

*Bonuses from feats included.

FEATS Athletic, Bravado, Dead Aim, Far Shot, Heroic Effort, Improved Brawl, Indirect Fire, Mortar Expert, Run, Streetfighting, Weapon Focus (M1 Garand).

Skill Chemical Defense Craft (Fortifications) First Aid Hygiene & Sanitation Knowledge (Military) Map Reading Marching Protecting Military Info Radio Operation Sign Language (Military) Tactics (Squad) Use & Characteristics

1 2 2 1 1 2 1 1 1 1 1 1 each

Balance Climb Concentration Crawl Hide Jump Landmines Move Silently

4 4 4 4 4 4 1 4

(Allied Weapons, Allied Vehicles, Axis Weapons, Axis Vehicles)

Omaha Beach Mission Pack

Gamemaster Section

Ability Str Dex Con Int Wis Cha Disc Guts Lead

WOUNDS

STATS

Ranks

37

World War II Heroes

PRIVATE DOUGLAS ABILITIES

Gamemaster Section

Ability Str Dex Con Int Wis Cha Disc Guts Lead

Score 14 16 15 10 10 10 10 15 10

Bonus

Hit Points: 12 Initiative: +3 Fort: +3 Ref: +4 Will: +1 Melee Attack: +3 Ranged Attack: +4 Defense: 14 Flat-footed: 11

+2 +3 +2 +0 +0 +0 +0 +2 +0

SKILLS

WEAPONS Private Anderson is qualified with the following weapons: Weapon

Extra Attack Carried? Bonus M1 Garand +2* No BrowningAutomatic +1 Yes Rifle (BAR) Hand Grenades +0 4 Bayonet +0 Yes Thompson SMG +0 No Colt .45 Pistol +0 No

*Bonuses from feats included.

Skill Chemical Defense Craft (Fortifications) First Aid Hygiene & Sanitation Knowledge (Military) Map Reading Marching Protecting Military Info Radio Operation Sign Language (Military) Tactics (Squad) Use & Characteristics

1 1 1 1 1 1 1 1 1 1 1 1 each

Balance Booby Traps Climb Crawl Decipher Code Demolitions Gamble Hide Landmines Spot

3 3 3 3 3 2 2 2 2 1

(Allied Weapons, Allied Vehicles, Axis Weapons, Axis Vehicles)

FEATS Autofire Expert, Burst Fire, Disciplined, Dodge, Double Tap, Far Shot, Knockout Punch, Rifle Expert, Shot on the Run, Suppressing Fire, Weapon Focus (M1 Garand).

38

WOUNDS

STATS

Ranks

Omaha Beach Mission Pack

Print and Cutout Mini Soldiers (1 inch = 5 ft.)

Omaha Beach Mission Pack

39

Logs

Double Foxhole

40

Sandbags

Machine Gun Nest

Omaha Beach Mission Pack

Beach Obstacles

Omaha Beach Mission Pack

41

Barbed Wire

Boxes & Barrels

42

Omaha Beach Mission Pack

Omaha Beach Mission Pack

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Trenches

44

Omaha Beach Mission Pack

Omaha Beach Mission Pack

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46

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48

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PLAYER MAPS The maps on the following pages are intended to be given to the players. They do not contain any secret information. Permission is granted to photocopy any of the maps for personal use.

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Omaha Beach Mission Pack

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Omaha Beach Mission Pack

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GAMEMASTER MAPS The maps on the following pages are intended to be used only by the Gamemaster. They contain troop positions, locations of minefields and other secret information. Permission is granted to photocopy any of the maps for personal use.

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Omaha Beach Mission Pack

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