Warglory is a game of soldiers, of fighting, of choosing either to follow the rules & survive or break them and earn a name, a reputation with life longer than yours.
Marines is set in Warglory’s fantasy universe, told not from the eyes of man but from those of the things he once believed in. It borrows heavily from old Norse, Slavic & German myth. Dvergr – the black elgi – are a formidable race often pitted against the wilder powers of man, fae, troll and monsters far across the many worlds of Yggdrasil linked by the spirit conduits of the World Roots. In this game it is the setting’s second Great War, fought with gun and bomb and bayonet, with armoured column and infantry, with air support and artillery. Strange magics bloody the mudfoot’s fight as players seek glory in the most terrible war yet between man & monster of a universe thick with peril.
This is an established game. I’ve been running it for over 3 years now; it has grown considerably from its bone-simple beginnings. There have never been hit points, nobody shrugs off bullet wounds and melee is as much about good writing as it is roll of the dice. Tactics revolve around fire and manoeuvre, with magic offering situational utility for those who pursue the sorcerous paths & ken the wielding of them.
Rules are simple and low on bookwork, designed always for forum play. Every shot can kill, every melee roll could incapacitate one or both combatants. Combat can be brutal and unforgiving; GMs are best to interpret events in a player’s favour when no mistake is made, but fools live fast and die young.
"Follow the rules to stay alive; to make a reputation, break them!" - The Saxon Stories by Bernard Cornwell
Bjartr, Rada, Fjarri or mixed tribe
14mpt, +6 Grit, -1 Accuracy in day
Night Eyes (~50m Night, ~300m Day), -2 Detect & -1 on Actions in the day
Illusion magic; Rites D10
Nagaard
15mpt, +8 Grit
Lesser Night Eyes (~25m Night, ~500m Day), -2 Detect in the day
Start with a fighting style
Stunted Magic; Rites D6
Djupr
13mpt, +5 Grit, -1 Accuracy
Greater Night Eyes (~100m Night, ~100m Day), -5 Detect & -3 on Actions in the *day, +3 Sorcery
Greater Illusion magic; Rites D12 (+/- 3 at will)
*Djupr fair far worse by day if their heavy goggles & full body uniforms are lost; their removal of these by night lets them see, act & fight far better.
Ancient dvergr dwelled in the world of Harthglome; a barren globe of air and cyclone with walls and sky of rock. It is a harsh place of bitter cold, all weather turning on a point in the centre that glows brilliantly after the Great Storm's climax when the wind stops and blizzards settle, letting a brief thaw before dimming and starting the slow build to crescendo again. It remains their capital and Dvergr, like most life in Harthglome, dwell for the most part below ground. They farm and hunt and survive often with no direct contact with their world's attempt at a sun. They are a grim people, aggressive and stubborn.
It's no surprise to anyone who has seen Harthglome that dvergr range so far from it through the world roots; they are the most widespread of the "civilized" peoples, controlling far more worlds of worth than men and having founded near-all of the major colonies.
As a people, they are known for three things: Craft, war, and grit. Dvergr are tougher than 10 men, fearsome in a grapple and born to the magic of illusion. Most dvergr start developing a skill for it by their first century, and by old age can be powerful in this art. Sunlight utterly ruins illusion magic and wracks dvergr with pain, slowly turning their skin to dust as eventually they become stone. They suffer poor eyesight making them inferior marksmen but are untroubled by night, able to see some meters in nigh-total dark and possessing keeness of senses to fall back on. Dvergr are long lived but reckoned slower than men; an old dvergr reply being men hurry to die.
Averaging 5 feet in height, rarely 6, they are not so much tall as blocky. Flat noses and shredded ears are a common mark of their violent tendencies. Body hair grows thick & fast on them, muscles become easily dense & slablike, barrel chests grant great endurance. Largish ears and sunken eyes like old men who won't die or age of limb make them unattractive to human eyes but the combination makes them menacing when riled.
Bjartr
Millenia past and still today Bjartr are the true rulers of Harthglome and Stordjod ("Great Nation" or "Empire"); from their people have come more than 2/3 of their history's Svinnr, leader of the dvergr, and it is small wonder. They are warrior-philosophers by nature, their culture upholding wisdom, hard work and honour as chief ideals - indeed they were the first dvergr tribe to develop a written moral code. With vast, wealthy core worlds and a guiding influence upon the other tribes they are the dominant political force amoung the world-nations the dvergr have become.
Bjartr are the craft-lords. They control the seat of power in Harthglome and many of the craft-monks there in most ancient Songhall are Bjartr, labouring long and calling loud as they make things of wonder, woe and great function. Not every bjartr is a craftsmen; some are not even honourable or wise. But most are.
Rada
Widespread, proud and hard working, Rada were the largest nation in the dvergr Stordjod; in recent decades they have been undergoing revolution. Rada hold many worlds, some of them vast and rivalling Harthglome in their industrial might - amoung these a movement has sprung up to break away and form an independant Great Alliance. This is not a first; the Rada have succeeded in the action before and only later returned to the fold by need, war and diplomacy. Rada are a proud people and rightly so, they have made several great Wonders and are a force to reckon with in battle; but they are never entirely unified.
Rada are hard workers. They attack what they do with diligence and purpose, tending to focus on a trade in life and do their best to master it; often at the exclusion of other things. This makes them good at it but unbalanced, for a Rada are seldom content for long.
Fjarri
Uncommon, easy going and adventurous, Fjarri are natural wanderers. They have several less-productive but beutiful worlds which are largely avoided by other dvergr as economic deathtraps. Fjarri tend to be poor for dvergr with a few notable exceptions and are nothing if not inconsistent. They have a limited military capacity, largely a defence force rather than sustaining campaign armies, and are often amoung the early colonists of promising new worlds which they typically sell or lose if they turn out to be worthwhile.
Fjarri mix more easily with other tribes and even humans than most dvergr. Whilst not quite having the same work ethic they've a dvergr's natural endurance for hard labour and many have a deft hand for making things - albiet finite amount of diligence with which to master it. It's common for Fjarri to become well versed in dozens of trades & collect a cosmopolitan, nigh-unintelligible accent by the time they reach old age.
Nagaard
Nagaarn is the dvergr war-god, a merciless deity who accepts no compromise. The Nagaard are his people. In ancient times they were exiled to the surface and suffered terribly with each passing of the year, when the world was bathed in light. This changed them. They gained day sight, lost their fear of the light and became the hardiest survivors of the dvergr. The light exposure has stunted their magic, Nagaard have a weak grip on illusion by old age if they're lucky. Even today their society is nomadic, with few holdfasts populated year round. Their place on the surface and inevitable poverty made them mercenaries, able to deny passage of other tribes across the surface. Their eventual sun tolerance made spreading across other worlds easy, made them ideal as fighters to beat or hold opponents in the day so their fellows of other tribes could end it in the night.
If there's one thing Nagaard know, it is how to fight! They have been involved in every war brought upon the dvergr and most of the ones they started. Nagaard often have little choice; scraping a living from the harshest worlds, always moving, always poor, life as a mercenary is natural and often the best paying work they can find. This breeds a fierce & archaic warrior culture in Nagaard society that remains self-evident in the soldiers it produces.
Djupr
Dwelling furthest from the surface of any Dvergr tribe, far down in the deep rock where a world root forms in their oldest city, Djupr are occult. They have less sun tolerance than most dvergr but are extremely sensitive to magic; Djupr spirit is strong, by their first half-century it is already potent enough to manifest Powers. Secretive and hidden they study the magics of other races. Djupr are said to bargain with trolls, even capture and meddle with Outer Things as has been forbidden by the Bjartr since ancient times, but they deny such things and discredit accusers. They make their money through trade in the rare gems and ores that turn up in their deep mines, along with other wonders that defy explanation.
Djupr are slight for dvergr. At 5 or even 4ft in height they're not much to look at and its precisely this difference that's gotten so many back-alley thugs killed over the centuries. Djupr visibly wither in the day, their skin going dusty in a matter of hours and if the day is long with no shelter to be had they will die wailing in pain, a rock by sundown. For this reason they wear thick clothes and dark goggles, cursing the brightness of suns; only at night do they truely come alive.
Human of the Core Worlds
15mpt, +0 Grit, +1 Melee, +3 Reflex, +1 Accuracy in day, +1 Aim
Day Eyes (10m at night, fine in the day), +5 Skill Points
No sorcery; Rites D4
Human of the Lesser Worlds
15mpt, +1 Grit, +1 Melee, +3 Reflex, +1 Accuracy in day
Day Eyes (10m at night, fine in the day), +1 Sorcery -4 Skill Points
Rites D4
Man-slave (bondsman of the dvergr)
15mpt, +2 Grit, +3 Reflex
Day Eyes (10m at night, fine in the day), +2 Skill Points
Rites D4 (+/- 1 at will)
Men are a former slave-race. Long reckoned upon for their similarity with fae & dvergr they appear the weaker sibling, possessing no known magic and lacking the lifespan to learn and prove otherwise. For more than a thousand years dvergr held the reigns of man; dvergr ruled their colonies with even hand and iron fist, a rule under which some prospered but man was a slave. He could not rule himself by dvergr reckoning, was fit for manual work and not much of that. Man suffered. Little food, no teachings, no hope, rebellion futile against overwhelming dvergr might. Man learned patience. So when for reason they could not discern dvergr troop concentrations dropped, and dropped again in a span of years, dvergr leaving in droves and not returning, man saw his chance.
Revolution resulted. For a hundred years it spread from one world to the next, and still peters on in some isolated colonies. The dvergr replied with force and underestimated man time & again as he took dvergr skills and dvergr tools in hand and earned a measure of respect the hard way. With force requirements against Outer Things growing higher dvergr had no choice, they broached compromise and the first few independant worlds for humanity resulted. In others the Grand Revolution continued. Man still knows not where or why the true force of dvergr armies has been for more than 300 years, but apart from passing efforts the dvergr have not reclaimed.
Men were fighting themselves before their Grand Revolution got half way and still are. Men are not reckoned as individually violent as dvergr, but many scholars debate it for they collected more wars-per-generation than dvergr a matter of years after the independance of those first worlds; those nations splintered, but dvergr had no hand free to retake them... in some, the fae did. In others the trolls rapined mankind. Yet another was lost to history, its roots closed on their natural cycle but never reopened. Man thought slavery was the worst of suffering for a thousand years, but in a violent universe he's found freedom more costly than he ever dreamed.
Humans average 5 to 6 feet in height, the wealthy averaging 6 or more from good diet. Lean but long of stride they keep up with dvergr on the march adequately, make good sprinters and need less food. Their lean frames are offset by fast reflexes, good day-eyes and an edge in reach, making them well suited to maneuvre warfare.
Free Men of the Core Worlds
What states hold power amoung men are those of the core worlds and man's home in Midgard; held together by religion & necesity the many city-states there are governed in ways varying from monarchy to republican theocracy and a bredth of systems in between, yet most share a predominance of the Heilige faith. Some remain feudal, having been independant from dvergr governance for mere decades yet thrust into an age of industry and gunpowder long before society could adapt - all while nightmarish horrors and roaming spirits haunt their every step.
The result is a mixed body of wary people, resentful & mistrusting of nonhumans. Some are educated, others could never afford it and most had no state education provided. Many have military service in their history as state militias and conscription are both common and paid in food & quarts of rum alone. Many states are sheltered and have little need for the draft, creating a different mindset with peoples who have (in most cases) never seen war. Men mostly fight each other, with treaties bringing such wars to a halt when the Church intervenes or fae or a troll horde come rampaging through their core world.
When not in a state of war the Core worlds are the most wealthy of humanity's few independant homes. They are the backbone of mankind; without their support the less populous worlds cannot survive. When united, the Core worlds make a force to give even the dvergr pause.
Free Men of the Lesser Worlds
"Lesser worlders" or "Out-worlders" are those who live - by choice or by fate - upon the inhospitable, isolated and sometimes barely-survivable places humankind has either stumbled on or was brought to centuries ago by the dvergr. They live a bleak existence. Easy prey for trolls and forced to co-exist with Fae they've the highest death rate by violence of all men. It makes tough men, good fighters with quick eyes, and keeps the Old Faiths alive in places too isolated for support from the Church of Heil. Some are nomadic and all of them are well aware just how vulnerable they are; it's a common ambition amoung out-worlders to seek life in a Core World if only they can find (and afford) passage through the World Roots.
The Old Faiths bring opportunity to an Out Worlder. They trade with dvergr & Fae, underhand or openly, and through the Lesser worlds wonderous goods are bought by wealthy men of midgard and the Cores then smuggled in. The Lesser Worlds have a reputation for the underhand, being cast as thieves and cutthroats by the Church. Crusading armies have come and gone over the centuries, but the wealthy need the Lesser worlds & the people there are stubborn. They have never been truely conquored.
Lesser World humans are a hardy bunch. They're used to hardship and don't take their next breath for granted. Making good soldiers they're as readily recruited by dvergr as Core World armies, being often employed as guides by expeditionary armies and reliable line troops in the 'Cores, though mistrusted by the Church of Heil. Having a relatively undeveloped society they're nearly all illiterate, with minimal industry in their cultures and thus a similarly limited skill set in most of them.
Bondsmen of the Dvergr
Called Slaves or even Traitors by the independants, not all men are free. Life under dvergr rule affords small chance of a higher station but gives a more secure home; where dvergr armies still hold firm Fae and Troll alike both hesitate to raid, while other horrors are kept safely at bay. It makes a good and stable environment... but the work is hard. Very hard. Dvergr give safety but demand much in return, and a bondsman in dvergr worlds has to be tough to keep up; he has no choice. If he doesn't make enough he can't afford his leased tools and leased land, loses them, and has nothing. Most men in the Independants live to a similar standard but are rarely worked as hard. Nonetheless a bondsman can earn his peace, becomming a Free man, entitled to some defence in Law and often becomming merchants. Only lands so marked are sold to Freemen under dvergr law.
Bondsmen are generally tough; tough of mind, tough of body. They get rudimentary education and are used in a variety of trades but a high output is universally demanded of them. Those who don't cut it become homeless, penniless and don't survive long as beggars - if they aren't killed outright. The attrition rate varies wildly, those who work the mines often dieing so young that their women marry 7 men and by age 25 are left with 1 or 2 or none at all while others in less horrific work may die at the ripe old age of 50. Thats a good 10 years better than his fellows in the Lesser Worlds.
Satyrson
20mpt, +8 Grit, +3 Reflex, -1 Accuracy, -4 Skill Points, always male
Day Eyes (10m at night, fine in the day)
Rites D6
Aflrborn
25mpt, +6 Grit, +5 Reflex, -2 Accuracy
Day Eyes (10m at night, fine in the day), Glowing skin (10m lightsource, *smother or Sorcery to suppress), -2 skill points
Command beasts (influence beasts in the same way as spirits)
Rites D10 (fae)
*Aflrborn wear full body uniforms to cover their glow
Fae lesser gods of fidelity, beings alike life incarnate. They are everywhere life holds strong. In many ways the opposite of Outer Things, they bring life and fertility where they tread but chaos and madness as well. Fae are a force of nature: Wild, unpredictable, dangerous and necessary. They are not one race but many, all tied together by a few more powerful kinds who form into large tribes. Many fae are gifted with a varying ability at fortelling; they know could have been, what could be, and sometimes what will be… but can rarely tell these apart and have a child’s attention span. Though they hold the future’s secrets they have no real ability to plan ahead, and are as enigmatic as they are incomprehensible.
Fae are short lived. Some possess inherited minds; literally, the offspring think the same thoughts and retain many memories of their forebears. Others don't so much inherit memories as possess foretelling & glimpses of the past. Their bodies mend swiftly though sometimes wrongly, and pain has little bearing on the mightier kinds as few weapons (unless most grossly employed) can fell them. Strangest of all fae breed with men; not all kinds but some, and it's sometimes fatal to a human mother. Any resultant children are as the fae parent most times, while the exceptions are Demifae and when born into human society are outcast or slain as babies in many cases. The Heilic Church has no place for demifae.
Fae strength is remarkable, their speed daunting and their wit hard to follow. These things make fae a fast and terrible foe, unpredictable and frightening. Nonetheless their culture is primitive. They make little use of the gun & make poor students of marksmanship, but are handy with bombs & rally fast from a defeat. In a breakthrough they are reckoned near equal with cavalry, being almost as fast and just as terrifying.
Aflr are second only to Centaur in greatness. Their mighty erlkings rage across skys in the Wild Hunt, their terrible hounds shake the hearts of man at their comming. Aflr are wild but relatively straight-headed as compared with many fae breeds and have been known to take human slaves, sometimes in their thousands, taking them back to their home in Alfheim or there other great worlds, Lentua & Kittila.
True Aflr thus are mighty beings, whose skin shines like a sun & who stand taller than men yet fly weightlessly on a whim, able to pass through walls and break bodys easy as bread... so sayeth legend, and sometimes legend is true. An Aflrborn thus is a creature made for boon or bond or whim & fancy between an Aflr and human parent. Aflrborn are mighty strong, being stronger than they appear, but obvious for the glow of their bodies and possessing strange untameable spirit. Powers of their Aflr sire manifest early, and an Aflrborn is full grown by their tenth year.
Satyr are the goatmen of chaos & wild meetings, reckoned gods of blood & breeding by those men unfortunate enough to be near them. Great strength and powerful drive are Satyr's to wield (often blindly) in the manner their betters demand. Left to their own devices their are a plague unto human communities, courting or taking women and as likely to flee as slaughter when challenged. When rallied to war they make terrible enemies.
Standing some 5 to 6ft high, hairy of body & tail, often behorned and wild of face & feature. Their feet are mannish though heavy, their shoulders broad and bodys mighty. Satyr favour the warmer climbs, being seen more in worlds suchlike & the south of Midguard where men of grassland & arid wilds know fear at their comming. Yet Satyr are not totally beyond reason and can be offered to, and in this way men buy some peace from them. When satyr take a woman her fate is grim, but on the rare occasion she has child a Satyrson can result. Such men are thick headed, hot tempered, tailed & fearless. They make great warriors (though poor marksmen) and learn well to hide, for the Church of Heil pays gladly for every satyr skull men bring - and a satyrson is close enough.
Rifleman = General troops, bayonet strength of a unit, can become leaders
Machinegunner = Base of fire, deadly in support
1st Aider = Frontline medical; assess wounds, bandage & send back to medic
Pioneer = Use tools to make & break defences, special weapon operator
Svada = Infiltration & CQB specialist, dvergr only
Radioman = Lifeline of a platoon, directs fire support & assistance
Gunner 1 = +1 Aim & recoil with machine guns, +2 armourer, Reflex 15+ to reload LMGs in half time
Gunner 2 = +1 Accuracy, Recoil & Grit when deployed, Snapshots possible at -5 Reflex with LMG (or +2 to Snapshots if/where already possible)
Gunner 3 = +1 Aim, Recoil & Reflex, can shoot at up to +5 Recoil bonus when deployed
Specialist 1 = +1 Aim, Grit, +2 Specialist skill points, +1 Specialist kit slots
Specialist 2 = +1 Reflex, melee, +2 Specialist skill points, -5 turns on Long Actions with Specialist skills of 5+ ranks
Specialist 3 = +1 Accuracy & Grit, 1 extra Intermission action relating to job
Choose your position in the Corps from the following.
Rifleman
Bayonet strength of the section, hardy and reliable. The toughest fighters and sharpest marksmen come from these troops. All riflemen are rated for the safe & repeated use of R108 rifle grenades and related munitions. Unfortunately supplies of the new R108 rifle grenades to fit the new model rifle are extremely limited, so many are forced to employ old pattern rifles & R32s.
Requires 3 detect & 3 Stealth
Make Scrounge check at creation for secondary weapon
1 bolt-action rifle
Scrounge for Secondary weapon
Hand grenades, up to 3 rifle grenades (scrounge for extra grenades)
1 Knife Bayonet
1 Entrenching Tool
4+ Grit to wear armour
Grit 4+ permits Riflemen a Large rifle AND a secondary weapon
At 4th Rank, Riflemen can choose from the following:
Shotgunner: +2 Accuracy & +2 Cyclic with shotguns, +1 Grit & reroll melee, +3 melee vs groups
Light Auto: +2 on Snapshots, +3 Recoil with Average & smaller guns, Reflex 10+ to halve SMG reload time
Marksman: Reroll Stealth & Detect checks. +1 Accuracy with Rifles, Calculated Aim adds 200% Aim bonus first turn then 100% every turn after, for up to 5 turns (on passing Detect).
Gunner
Machine gunners are good shots with the size & steady personality to handle such powerful weapons with skill and reliability. They make the base of fire for any unit they work in; under a machine gun's suppression the rifles move forward, who struggle to match it as the gun team moves up in turn. Machine guns are incredibly obvious and come a close 3rd for enemy fire priority behind sigs & officers. They are expensive, complicated, and very ammo hungry.
Important note: Gunners carry little ammo and no secondary weapon. The gun is heavy, which combined with armour makes carrying much else impossible. They rely on the rest of the section & particularly their loader to carry ammo & assist reloading. Player gunners command their gun team.
Requires 5 in Armourer; first 5 Armourer cost half as many skill points
Reroll armourer when repairing/maintaining a machine gun
Must spend armourer check between missions to maintain the gun, reflecting time taken and possibility of trouble later
Can work with a Loader to reduce MG reload time to 1 turn; he is subordinate to the Gunner
Gear
1 LMG (1-2 per section) or MMG (roll for it; 1 per platoon, can be earned later)
2 spare LMG mags or 1 spare MMG belt & 2 MMG strip mags; Loader & comrades carry more
1 Knife Bayonet (MG has no lugs, cannot affix)
A couple of grenades, maybe
4+ Grit to wear armour (6+ with MMG)
More likely to be issued armour
At 4th Rank, Gunners can choose from the following:
Light Gunner: +3 Reflex, +1 Grit, +5 Combat Skill points, Reflex 10+ to reload LMG in half time
Flatout Efficiency: Halve deployment time, Gain +2 Grit, +2 Detect & +1 Recoil when deployed, hosing grants +4 burst attack rolls when deployed
Smith 70: +1 Grit, +1 Recoil & +2 Reflex when deployed, Reflex 15+ to reload deployed MGs in half time (10+ with deployed LMGs), +5 Armourer regarding automatics, if modifiying an automatic you're fast enough for an extra intermission action
First Aider
A rifleman with extra training & extra duties in the form of first aid. Anyone will drag wounded out of harm's way but a First Aider comes back. When the area's clear they assess and bind wounds, calling stretchers for the seriously injured to be taken back to the company medic. In all other respects these troops are riflemen. Even so, they come last on an enemy's to-kill list as the wounded these men tend to will occupy more effort & resources than replacing the dead.
First Aider is a Specialist
Requires 5 ranks in 1st aid
Requires 5 in First Aid; first 5 First Aid cost half as many skill points
First Aiders can swap the 2 Specialist skills granted each rank up for 3 First Aid
First Aiders gain 1 bonus point in Detect & Scrounge at each rank up
At 1st Rank, First Aiders can assess as a free action when treating wounded
At 2nd Rank, First Aiders can requesition High Cost Drugs
At 3rd Rank, First Aiders can attempt Field Surgery without the kit (need sharp object)
At 4th Rank, First Aiders can choose from the following:
Non-consential Surgery: +2 Melee, Deal Lethal damage with any sharp melee weapon
Minor Symptoms: +5 on Grit Saves, Ignore gas & wound penalties for up to 5 turns per contact
Low Priority: +5 All Saves, you're oddly hard to shoot and usually the last person they'll aim at.
Pioneer
Similar to engineers but less qualified & closer to hand. Organic to your marine battalion, Pioneers have 2 motos: "First we dig 'em, then we die in 'em" and the shorter "Can do!" - both are literal truth. They make & break fortifications and are qualified to operate flamethrowers, use demolition charges and destroy enemy equipment. Nobody shapes the battlefield quite like the Pioneers!
Pioneer is a Specialist
Requires 5 Demolitions skill and 3 Armourer skill
First 5 Demolitions & Armourer cost half as many skill points (including as a Pioneer gains experience in-country)
A bolt-action rifle (often carbine), sometimes a flamethrower or other heavy
A couple of grenades
Up to 3 Demo Tools
1 Knife bayonet
1 Entrenching Tool
1 Heavy guage wire cutter
8+ Grit to wear armour
Sometimes issued armour
Pioneers can swap the 2 Specialist skills granted each rank up for 3 Demolitions
At 2nd Rank, Pioneers gain +2 Grit
At 3rd Rank, Pioneers gain an additional Demo Tool
Svada
Most feared and hated of all dvergr troops are the Svada. Many dvergr practice sorcery, as it is accepted in dvergr culture and useful in the field... but few have the talent to become professionals. Svada are infiltration and CQB experts, wielding their strange powers to get a unit close, render an enemy defenceless and slip out of deathtraps alive. They receive significantly more training than other troops and assigning one to a unit speaks volumes as to the importance of it's mission. For their powers Svada are honoured, valued and feared.
Dvergr Only, rarely Nagaard
Requires 5 Sorcery skill (10 if you are Nagaard)
First 10 Sorcery cost half as many skill points (including as a Svada gains experience in-country)
Journeyman of the Rites: When reached, permits additional War Rites check of D10 @ +/- 1
Master of the Rites: When reached, the additional War Rites check becomes D12 @ +/- 1
Bolt-action rifle or Trench Gun, (sometimes) an SMG, 1 Sidearm
1 Special grenade
1 knife bayonet
1 Hatchet
Up to 6 carried fetishes
1 Oils & Ungeants slot
Occasionally issued armour
At each rank until achieved, Svada may Trial for a Virhosk melee weapon. This is a duel to first blood.
At 1st Rank, Svada gain an additional +1 Grit, Journeyman of the Rites
At 2nd Rank, Svada gain +3 Melee vs groups & Large opponents, Ritual Scar (choose a War Rite; from now on it is always prepared)
At 3rd Rank, Svada gain another Ritual Scar, may be permitted to Lead the War Rite, Master of the Rites
At 4th Rank, Svada choose from the following:
Thane of the Rites: Perform 3 additional ceremonies per night, gain +4 Sorcery, may employ Black Arts (with due need, answerable to battalion Virhosk)
He/She of the Fray: +3 Melee with svaedstav, gain rerolls in melee for 10 turns after felling an enemy by melee, may Trial for a second Virhosk melee weapon
Signaller
Trained radio operator, drilled in the use and maintenence of his wireless radio along with wire laying, morse code & signalese. First and foremost these troops are riflemen, but the radio is expensive and makes him a high-priority target as through it he's the unit's lifeline to reinforcements & fire support. Skilled in navigation and map reading.
Important note: While it is possible to modify the R88 radio pack for listening to unlisted frequencies this is not done in combat. It can only operate on one channel at a time and a ground troop must remain on their company channel to call support, give & hear warnings and respond to orders.
Requires 5 Signals; First 5 Signals cost half as many skill points (including as a Signaller gains experience in-country)
A bolt-action rifle (often a Carbine)
1 Knife Bayonet
1 field radio, map & compass
20m roll of radio wire
1 Signals tool
6+ Grit to wear armour
At 1st Rank, Signallers gain access to the Rifle & are issued 1 hand grenade per mission
At 2nd Rank, Signallers can feel extremely chuffed about still being alive
At 3rd Rank, Signallers are absurdly lucky to still be alive
At 4th Rank, Signallers stand accused of cheating
15 points at start, 4 ranks each mission completed (may vary).
Specialist skills cost 2 points to raise by 1; taking 4 ranks at once will net an extra point.
A maximum of 5 ranks is possible in any 1 skill at start.
Skill checks are D20 + ranks in that skill
Primary
Stealth = Avoiding detection, 5 ranks to attempt silent kills, 15 for rerolls of all stealth checks
Detect = Awareness, finding whoever tries to hide. +1 reflex for every 5 ranks.
Scrounge = Looting, finding things, tracking. Every 5 ranks grant an extra roll on the post-mission scrounge table.
Ruse = Negotiation, bluff, feints, weapon concealment. 5 ranks to know all dvergr languages (reasonably), 10 ranks to speak 1 of the 2 other local languages, 15 for both
Specialist
First Aid = Identifying injuries & binding wounds. 10 ranks to stabilize critically injured, 20+ to gain rerolls on the attempts.
Armourer = Equipment maintenance & adjustment. 5 ranks to mod equipment (with tools), 10 ranks to make new melee weapons, 15 ranks to make other entirely new gear (in a chosen field IE: Firearms, armour, exceptional melee weapons)
Sorcery = Used to resist hostile Powers & identify/compel spirits. 5 ranks grant 2 powers of the Esoteric Arts, with another every 5 ranks after. Every 5 ranks allows a further +/- 1 on War Rites rolls and an additional Ritual between missions.
Demolitions = The use of explosives to achieve maximum effect with minimum amounts of charge & prevention of the same. 5+ to set & use charges safely & to make improvised explosive devices (grenade traps etc), 10+ to modify explosive devices, 15+ to make explosives from scrounged materials.
Signals = Proficiency with electrics and radio equipment. It takes 5 ranks to correctly operate a field radio, 10 to fix it when it breaks, 15 to modify it – such as for expanding the presets and the finding of enemy frequencies.
Choose 0-1
Dvergr
Lightweight = Small and fast for your kind. +2 Reflex, +1 melee, -2 Grit
Rare Talent (requires 5 sorcery) = Gifted practitioner of the Rites. Gain an additional Power from War Rites each night, but suffer worse than most in the day; additional -1 Detect, Prowess & Grit during daylight hours
Dusty = Native to Njordrheim or from a life spent too-much in the sun, you are overly sun-conditioned for one of your tribe. Sight & day penalties scaled 1 increment toward Day, Rites reduced by 1 dice size.
Alcoholic = Even for dvergr you drink heavily, slipping spirits in your canteen and bottles in your bergen. -1 on actions, +2 on after action activities. Will check suspends penalty for D3 turns, once per combat.
Human
Workhorse = Poverty leaves many with a bleak life of hard work & toil, you found enough food to grow strong by it. +2 Grit, 50% less skill points at start 25% less each time you survive a mission. (rounding down)
Pauper = Fallen from wealth or running from law, you bring an educated mind to the service. -1 Grit, gain +25% skill points at start & each time you survive a mission.
Warlock = Outcast for your practice of the dark arts, bought or earned shelter amoung dvergr. -1 Melee, can take Sorcery (minimum 5 ranks Sorcery at start).
Shadow Sight = Born to a world of dull sun or simply a life in shadow, you see better in the dark than other men. Conversly you don't see so well in the day! Grants Lesser Night Eyes (as with Nagaard).
Survival Instincts = Entirely aware of your fragile nature compared with everything else 'pon the worlds you lead a nervous (and possibly short) life surviving by keen reflexes & a strong will. +2 on Saving throws, start with 10 skill points.
Any
Born Fighter = Raised hard and made to fight from an early age. +2 Melee, +1 Reflex, 50% less skill points at start 25% less each time you survive a mission. (rounding down)
Hunter = Requires 5 Scrounge. Well versed in living off the land, weathered & steady of eye. +1 Aim, +1 Grit, +1 Detect, cannot start with Specialist skills.
Half Starved = Poor & unlucky, joined up to get paid, fed & issued enough rum to drown your sorrows. Skinny & malnourished. -2 Grit, +2 melee, +5 Scrounge, cannot start with Specialist skills.
Brownnose = Clearly officer material, favored by the higher ups... you just can't work out why everyone picks on you. Educated, +2 Skill points, some starting kit is missing (presumed stolen) and you swear your platoon sgt keeps issuing you dud rounds on purpose.
Purposeful = Never one to rush a shot, you Aim before shooting whenever possible. +2 Aim, cannot take Cyclic checks, -3 to Snap Shots. Prone to comments of "What's the rush?" & "There's no hurry..." at odd moments.
Victim of Bureaucracy = He’s from the artillery! Sure enough he doesn’t hear too well (-5 Detect, trouble hearing orders) but knows his way around mortars, field guns, and other big guns (+10 on checks related to their use).
Joined the Circus = As a kid you ran off and joined the circus. As a result you're a talent with ropes, rolls & climbing, start with 5 ranks in Ruse & Scrounge, and can reroll 1 of each per mission... however, you have no other skills initially.
Old Breed = Been there, done that. It's written in your face, voice & thousand yard stare - you've fought as a Marine through wars before this, maybe too many. Start with a tier more experience than normal but old injuries (metal & physical) inflict -2 on Actions. Occasionally tormented by old memories.
*the other players nickname your character; usually unflattering!
Fighting Style (Gained through race & experience)
Scrapper = +2 unarmed & grapple melee, +1 improvised & heavy melee, ignore enemy charge bonus
Bayonet Expert = +2 melee with bayonets, can opt to Fend when not charging (add Reflex to melee but can only wound at best), reroll melee when charging with a bayonet
Swordsman = +1 melee with swords, draw sword as free action, can roll a 2nd attack with sword(s) vs the same/new threshold against same/new opponent upon scoring wound or kill respectively. Same opponent can't win on 2nd opposed roll, at best they fend you off.
Reflex modifier applies only when a weapon is changed to that size, as it’s already factored in to its current modifier.
Oversize = Must deploy to fire, typically has a tripod or other mount. Large = -5 reflex on snapshots, takes primary & secondary slots Average = No mods, assumed when no size is mentioned Light = +5 reflex on snapshots, can be a secondary, can carry more when a primary Sidearm = +5 reflex on snapshots, draw in halfturn, works with offhand weapons
Adjustable sights = Permits calculated aiming Scope = Grants +3 accuracy when any kind of Aiming is attempted, -1 when not, permits calculated aiming Bipod = +4 Recoil OR +2 accuracy when deployed, doubles ranges (Detect 10+ for max 1500m vs lone targets, else 1000m) Select Fire = Can select semi or full auto. Weapon can work as a 3 shot per turn semi-auto, regardless of it's burst ROF. Jam Prone = particularly prone to sand & mud Belt Fed = loose belts are prone to dragging in dirt, sand & mud; >5 turn belts are jam prone when not assisted by a loader Brutal Recoil = Grit 4+ to ignore. Requires a Grit check to Hose full auto or attempt a Snap Shot (failure will break wrist/shoulder) & cannot attempt Cyclic rolls. Unreliable = A nat 1 always jams High maintenance = Armourer check between missions. If failed, gun is Unreliable. Low maintenance = Affords a little more spare time between missions.
Dvergr Carbine Short rifle with lighter cartridges, often issued to human troops & engineer units. Quite sought after for it's handiness.
1 shot + cyclic per turn, D12 cyclic roll, Light
Permanent bayonet (accuracy reflects this)
2x5 shot clip (1 turn reload)
FMJ Ballistic Damage (Moderate), Penetration 4
Reversed Bullets ballistic damage (Lethal), Penetration 6, damaging to the gun
Ranges 50m/100m/300m
Accuracy -1, Recoil n/a
+1 for Aiming
+3 for Snapshots
Dvergr Rifle Standard issue dvergr long-magazine rifle with a cock-on-closing bolt action. Accurate, powerful, reliable.
Brutal Recoil, accepts R108 rifle grenades
1 shot + cyclic per turn, D10 cyclic roll, 2nd bonus shot on a 12+ Cyclic result, Average
16" bayonet (sword when detached), Adustable sights
2x5 shot clips (1 turn reload)
FMJ Ballistic Damage (Heavy), Penetration 6
K-Rounds Ballistic Damage (AT), Penetration 8, damaging to the gun, limited issue
Ranges 100m/250m/600m
Accuracy +0, Recoil n/a
+2 for Aiming
+0 for Snapshots
Dvergr Old Pattern Rifle Old issue rifle with very long barrel & range markings out to 1 kilometer. Still in common use due to supply issues and as an anti-tank rifle, favoured by snipers and platoon marksmen.
Brutal Recoil, accepts R32 rifle grenades
1 shot + cyclic per turn, D6 cyclic roll, Large, Low maintenance
Adustable sights, bayonet lug
5 shot clip (1 turn reload)
FMJ Ballistic Damage (Heavy), Penetration 6
K-Rounds Ballistic Damage (AT), Penetration 8, limited issue
Heart Spikes Piercing Damage (Lethal), penetration 6, -75% range, muzzle load spike & bolt load charge (1 turn affix, 1 turn to shoot & load next charge)
Ranges 100m/500m/1000m
Accuracy +0, Recoil n/a
+2 for Aiming
-3 for Snapshots
Sub Machine Gun Special issue to assault units. Cheap & handy but limited supply.
3 bursts per turn, Heat 2, Light, high maintenance
Automatic
2 turn mag (1 turn reload)
FMJ Ballistic Damage (Moderate), Penetration 2
Ranges 20m/50m/100m
Accuracy -1, Recoil +1
+1 for Aiming
+5 for Snapshots
Trench Gun Civilian shotguns pressed into military service, used for CQB & lockpicking. Below is just a common example; there are many different shotguns in use.
2 shots, D12 cyclic roll, Light, pump-action
Bayonet lug, Rerolls, loose shells, range penalty doubled
3 turn tube (3 turn reload)
Buckshot Ballistic Damage (Heavy), Penetration 2, +3 Accuracy
Slugrounds Ballistic Damage (Lethal), Penetration 6, +150% range
Heart Spikes Piercing Damage (Lethal), Penetration 6, +100% range, muzzle load spike & receiver load charge (1 turn affix, 1 turn to shoot & load next charge)
Ranges 20m/30m/noshot
Accuracy +0, Recoil n/a
+1 for Aiming
+5 for Snapshots
Pederson Device Clever device invented as a stopgap to get semi-auto fire rates to the troops before the actual semi-auto rifles can be developed & manufactured. Missed the first Great War, bought cheap by the Marines. Fits in the bolt well.
3 shots, requires host weapon
1 turn insertion in bolt well of some rifles, firing by host’s trigger
5 turn magazine (1 turn reload)
FMJ Ballistic Damage (light), Penetration 2
Ranges 20m/50m/100m
Accuracy -2, Recoil n/a
+0 for Aiming
Host weapon’s snapshots
Sawnoff Shotgun Civilian hunting gun sawn down for close-in work. Wide spread an advantage up close, sometimes carried with a knife or in pairs for jungle work & trench clearing.
2 shots in a halfturn, Sidearm
Loose shells, Rerolls, reliable, slug & dart rounds exist
2 barrels (2 turn reload)
Buckshot Ballistic Damage (Lethal), Penetration 2
Ranges 10m/noshot
Accuracy +5, Recoil n/a
+1 for Aiming
+5 for Snapshots
Dvergr Single Action Revolver Standard dvergr officer pistol, recent issue. Especially well made & reliable.
2 shots, D6 cyclic roll, Sidearm
6 shot speed loader (1 turn reload)
FMJ Ballistic Damage (Moderate), Penetration 2
Ranges 10m/30m/50m
Accuracy +0, Recoil n/a
+2 for Aiming
+6 for Snapshots
Light Machine Gun (AKA "Norden Gun") Old LMG using a complicated semi-recoil driven breechblock mechanism. Ungainly & high maintenance. Supersceded everywhere but the marine corps.
Brutal Recoil when undeployed
3 bursts, Heat 1, Large, high maintenance, 30 second barrel changes
Automatic, Adustable Sights, bipod
3 turn magazine (2 turn reload)
FMJ Ballistic Damage (Lethal), Penetration 6
Ranges 50m/200m/600m
Accuracy +0, Recoil -1
+1 for Aiming
Snapshots Impossible
Light Machine Gun (AKA "Jackdaw") Outdated LMG of human make bought cheaply in large numbers to fill a shortfall in machine gun supply. In well-trained hands it's an effective weapon but open sided magazines make it unreliable.
2 bursts, heat 1, Large, high maintenance, jam prone
Automatic, Adustable sights, *bipod, select fire, 1 minute barrel changes
5 turn magazine (2 turn reload)
FMJ Ballistic Damage (Heavy), Penetration 4
Ranges 50m/200m/400m
Accuracy -1, Recoil -1
+1 for Aiming
-4 for Snapshots
*Bipods on Jackdaws are loose through fault of design. The bonus for deploying bipod is halved with a Jackdaw.
Medium Machine Gun (AKA "Benet-Mercei") Old MMG, extremely hardy & low maintenance. Ranks amoung the most accurate machine guns in army use.
3 burst, Heat 0, Oversize
Automatic, belt fed, 3 turn barrel change, Adustable Sights, bipod, 1 minute barrel changes
<30 turn semi-rigid belts (2 turn belt change) - carried by section in 5 turn lengths, Unreliable if moved around with a belt loaded
2 turn Rigid Strips (2 turn reload) - 2 carried by gunner
FMJ Ballistic Damage (Lethal), Penetration 6
Ranges 100m/500m/1000m
Accuracy +0, Recoil +0
+2 for Aiming
Snapshots Impossible
Dvergr Flame Thrower Special weapon for bunker clearing & trench assaults. Extremely heavy due to tanks of fuel which it rapidly consumes.
Grit 4+ to carry
1 hosing per turn, Heat 2, Large
Gas tank heavy as hell, Hated, Terrifying, Great Vs Cover, Great vs Groups
8 turns worth of fuel
Incendiary Damage (Lethal), Penetration n/a
Ranges 30m/50m/noshot
Accuracy +5, Recoil n/a
+0 for Aiming
+0 for Snapshots
*Very hard to miss. Just roll 1 shot, say which group it's aimed at.
Machine Projector, 23mm Revolver Weapon Police weapon bought in small numbers by the marine corps. Intended for smoke & gas dispersal; the engineers have manufactured a variety of other shells.
Brutal Recoil
2 shots per turn, Large
8 turns cylinder (5 turn reload)
Buckshot Ballistic Damage (Lethal), Penetration 4, +4 Accuracy
Short Spikes Ballistic Damage (Lethal), Penetration 6, +100% range, +1 Accuracy
HE Explosive Damage (Moderate, 5m blasts), penetration 2, +100% range, ignore brutal recoil
Gas/smoke shells (no immidiate damage, effects by type, 10m clouds), +100% range, ignore brutal recoil
Ranges 20m/30m/50m
Accuracy -1, Recoil n/a
+2 for Aiming
-3 for Snapshots
Improvised weapons give +2 melee (rifle butts, rock, club etc), usually Light or Moderate nonlethal, Grit to offhand varies
knives give +3 melee (light damage), one handed, work even if tackled or grappling, good at slipping past armour, 2+ reflex to use offhand
Bayonets (fixed) give +4 melee (Moderate damage), reroll melee when you or enemy are charging, Light damage -2 melee in brawls. Detached knife bayonets count as knives.
Swords, hatchets, trench spikes & other nasties give +4 melee, (moderate damage) one handed, 4+ grit & 4+ Reflex to use offhand
Trench picks, sledgehammers, battleaxes etc give +3, (heavy damage) gotta be standing, often work great vs armour, 10+ grit & 4+ reflex to use offhand
Grenades
Jam Tin Bomb Improvised explosive device, likely full of cordite, bullets & rusty nails
1 turn to light wick, halfturn throw (as normal)
Explosive Damage (Moderate/Heavy (varies), 5-10m blast), Penetration 2-4
Range 50m
-4 accuracy
+2 for Aiming
Pull-pin Frag Grenade New issue hand grenades. Small, simple and effective.
Explosive Damage (Moderate, 10m blast), Penetration 4
Range 50m
-4 accuracy
+2 for Aiming
Potato Masher stick-grenade Old pattern grenades, harder to find, good throw reach but quite bulky. Groups of 7 can be bundled together on one stick, pullstring fuses tied together - makes an AT weapon.
Explosive Damage (Moderate, 10m blast), Penetration 4
Range 75m
-2 accuracy
+2 for Aiming
Smoke Can
1 turn fuse
15m (20m smoke cloud, 3 turn fill)
Range 50m
-4 Accuracy
+2 for Aiming
Rifle Grenades
R32 Rifle Grenade Old pattern rifle grenades. Muzzle loaded shell, propelled by the force of firing a blank cartridge. Clumsy but powerful.
1 turn to affix to Old Pattern Rifle, *half turn insert charger shell, halfturn shoot
Explosive Damage (Heavy, 15m blast), Penetration 6
Ranges 50m/200m/500m
Accuracy -2, Recoil n/a
+1 for Aiming
N/A for Snapshots (as host weapon)
*ignore if using a clip of chargers, but must load that first
R108 Rifle Grenade New model rifle grenades. Survives a hit from a live round into it's launch rod, sending it flying! Only safe with standard rounds. Supply bungle has caused low availability.
1 turn to affix to Rifle, halfturn shoot
Explosive Damage (Heavy, 15m blast), Penetration 6
Ranges 50m/200m/500m
Accuracy -2, Recoil n/a
+1 for Aiming
N/A for Snapshots (as host weapon)
Special Grenades
Signal Flare
1 turn ready, halfturn throw (as normal)
Lit when readied
20m (blinding if looked, or even in it's direction out to 10m (grit save), illuminates a fairly wide area)
Get 3 for the space of 1 special grenade
Range 75m
-2 Accuracy
+2 for Aiming
White Phosphor Grenade (primarily a smoke grenade, secondarily a lethal incendiary)
Incendiary Damage (Lethal, 10m blast, 15m pure white smoke cloud 1 turn later)
Range 50m
-4 accuracy
+2 for Aiming
Mustard Gas
15m Mustard Gas (20m smoke cloud, 3 turn fill)
*chemical, will kill sooner or later, Grit checks to take actions, will asphyxiate quickly & stun within 1 turn
Range 50m
-4 Accuracy
+2 for Aiming
N/A for Snapshots
Satchel Charge
Demo Check to use; Pioneers only
Death & Damnation, blast depends on demo check
Can be halved for Heavy blasts, contains two timer detonators
Takes the space of 2 demo tools
Range 10m
-4 Accuracy
+1 for Aiming
N/A for Snapshots
Detonator & wire coil
Used with satchel charges. Lay the wire to the charge, allowing it to be set off when desired - instead of to a timer.
Anti Personel Mine
Lethally effective vs infantry in a 20m area. Pressure plate triggered; on release it bounces up and frags at head height. Can be wired to a Detonator.
Heavy blast (20m)
Anti Tank Mine
Mines using an acid-detonated explosive. Detonation requires bending the housing to break the acid vial & promptly set it off. Blast directs straight up; generally blows a track off.
Anti-tank (straight up)
Bangalore Torpedo
Assembled weapon, sometimes improvised using metal picket posts & explosives. The segments are joined together, a nose cap mounted on the lead segment to prevent snagging, then the whole lot pushed (usually from cover) into barbed wire & detonated to clear a 1.5m path through it. May detonate AP mines in that swathe (not guaranteed).
1 segment occupies 2 Demo Tool slots
Pulaski
Heavy entrenching tool with a combination axe & mattock head; signature tool of the Pioneers company. Good for digging, cutting wood, lock picking, levering and CQB.
Heavy melee weapon
Barbed wire roll, iron star pickets & hammer
Common, painful to carry, even worse to run into. Includes a few iron star pickets & a hammer.
Enough wire for a 10m barrier.
Hammer is a +3 Melee weapon, Moderate damage, one handed
Field Surgery Kit
Includes scissors, scalpel, tweezers, gigli saw and various other sharp surgical-steel implements. Creatively violent persons can find other uses for all of it.
Permits Field Surgery
Grants +5 to Field Surgery attempts (pulling bullets, extracting phosphor etc)
*High Cost Drugs require a Scrounge check to requisition more than 2 hypos per mission
High Cost Drug; Blood Thickener
An old dvergr drug in it's modern form. Stops bleeding in moments & renders the patient a rapid clotter for the next few hours. Causes drowsiness and hunger. Kills men in seconds.
1 turn to apply
Up to 6 hypos per Special Gear slot
Fatal to humans
High Cost Drug; Blod-Gynja
Ancient dvergr psychotropic, variously known as Bullroarer, Blood Warmer & Redeye. Widely illegal to civilians but nonetheless common behind-the-scenes in fighting & bloodsports. Used by Marines to restore conciousness.
Causes a pshychosis, inducing heightened agression. Side effects include tremors, nightmares, insomnia, bleeding of the eyes & (rarely) heart failure.
Can revive patients very suddenly, they'll ignore most wound penalties for a few minutes.
Concious subjects gain +4 Grit, shrug off most wound penalties, -4 on shooting & skill checks
Grit check for side effects after a few minutes.
Up to 6 hypos per Special Gear slot
High Cost Drug; Edrhond
Modern dvergr tranquilizer, AKA "Steady-Eddy" "Sweet dreams" & "Rind lips". When used in small quantities (1 hypo or less) it can steady the hands, giving it utility for snipers, but even in mild doses will make walking & thinking difficult. Higher doses cause unconciousness in moments, overdose is fatal.
Side effects include dry lips, numbness, short term memory loss, confusion & loss of co-ordination
Grants concious subjects +D3 Aim after a few minutes
Sometimes helps with surgery by steadying hands. Will require assistence.
Grit check for side effects when it takes
Up to 6 hypos per Special Gear slot
Aeviotr Preservative
Rare herb ungeants of dvergr make, reknowned for their preservative qualities upon fetishes. Costly.
Permits a Fetish to last up to a week.
4 appliations per Special Gear slot
Aevorkr Enlivener
Blood & mineral fluid possessed of a spirit-agitant quality. Ancestral Djupr creation sometimes used by the wealthy in funerals, quite hard to get.
Allows a Fetish 2+D2 uses
Not compatible with Aeviotr
Scrounge check to get enough for more than 1 application
Up to 4 applications per Special Gear slot
Eitr Oil
A thick poison with distinctive sharp smell, extreme bitter taste. Not terribly useful for assasination (it's too obvious) but with great & long-held applications in war. Can be mass produced cheaply and as such is readily available to Svada, sometimes finding its way into the wrong hands.
Apply like oil to bladed weapons (including bolts & arrows). Not effective on bullets.
Each application is good for D2 hits
On hit it causes crippling pain next turn, death within 1-2 minutes
First aiders carry an antidote. Renders Eitr nonfatal (usually) but the pain can go on for quite a while.
10 applications per Special Gear slot
Ghost Blight
Nasty powder, refined from the guts of serpents in the deeps of Harthglome. Expensive material in lead grenades. Contents are very toxic. Thrown like a grenade, a small explosive charge spreads the powder causing intense nausea despite gas masks and heavy trench coats. Enemies who actually inhale the stuff unprotected will die, but draws (even creates!) Vetala.
Scrounge check to get >1
Powder spread over up to 20m area (subject to wind), lasts until dispersed
Range 50m
-4 accuracy
+2 for Aiming
Up to 3 per Special slot
Radio Repair Kit
Includes backup battery, meter & soldering iron (powered by the same), a jar of solder coil, crimper, tweezers, several screwdrivers, 1 manual (unused), tape & a large, persuasive mallet.
Extra 50m of Wire
Copper wire. Lots and lots of copper wire. Also includes a dozen patch cables for repairing breaks and some wire cutters & crimpers for making them.
Flare Gun
1 pistol-size flare gun. Shoots single 50mm chuted flares in one of 3 exciting colours - white, red & green.
Comes with 10 flares (if taken again you gain a further 10 flares)
Carrier Pidgeons
One cage, 6-8 loyal messengers. Keep covered to avoid panicking the birds.
Includes a bag of messenger papers & some spare pencils. More reliable than radio but one way; enemy will fire on pidgeons if they see them (occasionally hitting one).
Dum-dum rounds
+1 Damage, -2 Penetration, illegal (requires Stealth check to conceal during inspection, punishment is confiscation & extra duties)
Work with any conventional bullets
Created via Armourer checks (Moderate, roll for quantity)
Shotgun round spicing
Changes to Lethal, -2 Cyclic, +25% range (min +5m each range increment)
Created via Armourer checks (easy, roll for quantity)
Pump-action Shotgun Foregrip
Unhelpful on short shotguns but preferred by many for 16" and beyond, a foregrip can aid control & give better shucks. Very simple to make.
+1 Cyclic & +1 Accuracy with full shotguns, +1 on Snapshots, -1 Aim
Made & Fitted by an Armourer Check (Easy)
Adjustable Ironsights (Shotgun)
Shotties usually have beads or other simple, unobtrusive sight markers. That's fine with shot, but not so good with slugs or a spike! Fitting some adjustable ironsights will help.
-1 on Snapshots, +1 Aim, Adjustable sights
Made & Fitted by an Armourer Check (Moderate)
Rifle Round Spicing
+2 Penetration, +1 Damage IF round was Light or Moderate, -4 Cyclic, may become Brutal recoil
May (D4 roll of 1) need to Scrounge a new firing pin, else these will break it
Created via Armourer checks (easy, roll for quantity)
Eased Cyclic Movement
+1 Cyclic
Made & Fitted by an Armourer Check (hard)
Modified Trigger
+1 Aim
Made & Fitted by an Armourer Check (Very hard)
Jury-rigged Express Sight (Dvergr Rifle/Carbine)
Dvergr Rifle & Carbine ironsights have a commonly seen field modification, which bends & removes a couple elements making a crude (but effective) express sight. Good for quick shots not long shots.
+1 Accuracy, -1 Aim, cancels out Adjustable Sights
Performed by an Armourer Check (moderate)
Remove Bayonet (Dvergr Carbine)
Detach the permanent bayonet from a carbine.
+1 to Snapshots, +1 Accuracy
Achieved via Armourer check (easy)
LMG Magazine Lugs (Old Pattern Rifle)
Old pattern rifles have internal magazines not dissimilar to the Norden Gun and use the same rounds; some filing and adjustment of the magwells can allow use of the Norden Gun sickle mags.
x6 magazine capacity (effectively unlimited for 1 combat per mag)
-1 Accuracy when Prone (awkward), -1 on Snap Shots (-5 when prone)
Made & Fitted by an Armourer Check (Moderate, scrounge for the magazines)
Full Calibre Carbine (Old Pattern Rifle & a Dvergr Carbine)
Take an Old Pattern Rifle, remove the barrel, saw it in half, unclamp & remove a Carbine's housing & file parts of it out. The Old Pattern Rifle fits! They're actually related guns, same manufacturer. Clamp, throw away leftovers, adjust sights.
Stats as Old Pattern Rifle @ -2 Pen, Ranges 100m/250m/500m, Light, +5 Snapshots (total)
Good results, but quite wasteful & tricky to do
Achieved via Armourer check (Hard, takes quite some time)
Increased LMG Rate of Fire
Involves scrounging a variety of parts, such as high tension springs for the bolt and hand-picking a collection of proven magazines. Result is often quicker but unreliable.
+1 bursts per turn, -1 Recoil, Unreliable (or Worse)
Achieved via 2 Scrounge checks & 1 Armourer check (Hard)
LMG Foregrip
Lots of whittling to make & fit a strong foregrip to an LMG. May break under heavy use.
+1 Recoil, remove bipod
Achieved via 1 Scrounge check & 1 Armourer Check (Easy)
Jackdaw Mag Covers
Open sided mags account for 2/3 of the Jackdaw's stoppages; many troops learn to wrap the magazines in cloth to keep the worst of the sand, mud & dirt from entering the weapon in this way.
Achieved via Armourer check (easy, roll for quantity)
MMG Ammo Pouch
Get a few rigid bracers (Cut wood, saw steel, whatever you can find) for a frame, make a cloth bag around it, stamp clips onto the MMG and hang the resulting pouch under the gun; up to 10 turn belts become practical on the move using this. Can also make spares.
Requires nonrigid belts.
Achieved via 1 Scrounge check & 1 Armourer check (Moderate)
Improvised Punch Spike
Made from a broken bayonet's blade, lots of cloth, some wood and other materials.
+3 Melee, Moderate damage, counts as Improvised
Achieved via Armourer checks (moderate)
Shank
Little more than sharpened metal. Sometimes made by prisoners.
+2 melee weapon, else as knife, counts as Improvised melee weapon
Achieved via Armourer checks (Easy, but takes the time of a Moderate)
Cloth wrap
Offers some defence against raining mud for bolt-action rifles. Snipers sometimes wrap the whole fore-end in cloth & weave foliage into it. -2 on Cyclic rolls.
Achieved via Armourer checks (Very easy, can attempt without ranks in Armourer)
Beef Tin Bomb
Improvised grenade. See in Grenade list.
Achieved via Scrounge check (easy) & Demolition checks (Moderate)
Molotov Coctails
Glass bottles full of petrol or turpentine, a small amount of a clinging agent (egg whites, motor oil, tire tubing...) and an alcohol soaked wick. Once the recipe is known any idiot can make one. Intended for starting fires, particularly over the exhaust louves of armoured vehicles to overheat them & possibly start an internal fire.
Those with demo skill make more effective molotovs.
Achieved via Scrounge check (easy) & demolition check (very easy)
Bundled Stick Grenade
Take 7 stick bombs, unscrew the stick from 6, tie their fuse strings to the last one's string, bind the 6 bomb heads around the 7th. One tug and they're all armed; throw it and get clear!
Improvised anti tank munition. Any idiot can make one.
Anti-tank, 10m throw range
-3 Accuracy
Snapshots n/a
Dvergar (plural; Dvergr is singular) have no word for religion. They have customs (Sidr), a great reverance for ancestors, and share little of it with man. Thus his limited knowledge of their ways.
Some dvergr are born to mighty spirit, growing into formidable beings. These ones may linger centuries, even millenia after death; rarely they retain will and a thinking mind. When such a dvergr becomes Svinnr this is made everlasting and by such are their gods made. A god can be unmade... but it is hard, and there are few legends amoung the Edda of mortals felling gods. Treachery or combat amoung the gods is more typically their end.
Prime Deities
Mótsognir - Battle Roarer, Eldest, Father. Chief god of the dvergr and their progenitor. All are descended from his makings and Bjartr are his first descendants, bearing the most likeness to him. Mótsognir is invoked in matters of law and governance. Worshipped in many human cultures by other names. Wednesday is his holy day and he revered with the wagings of war, mind, poetry & hunting.
Durinn - Swordmaker, First Son of Mótsognir, Patron god of the Bjartr. Famously crafted Gramrsvaed, the sword of kings; once lost but twice found by Svinnr. Reckoned the greatest in weaponcraft of all dvergr, prayed to by dvergr warriors that their steel be true in battle. Song Hall, where wonder-forges are tended by monk-smiths in Harthglome is his most sacred site.
Reginn - The Wise, The Deft, Lord of Harvests, Son of Hreiðmarr. Patron god of the Rada. Discovered man & fae in the great sagas, defeating the first Man- & Erl-kings with his brother Fafnir. Said to have taught men to farm, work metals, sail seas, tame beasts, build houses, spin, weave, & sew. Prayed to for good fortune in farm, trade & craft.
Dvalinn - Sleeper, The Dormant One, Changer of Ways. Patron god of the Djupr, creator of the first runescript and calmer of spirits living & dead. Unknowable, neither male nor female and wearing many faces. Reckoned as he whose dreams open and shut the World Roots, Dvalinn is hardest of the dvergar gods to comprehend and the hardest to please by deed or sacrifice. A keeper of secrets and knower of the past.
Gefn - Mother of the Norns, She of Crop & Field, Gold Weeper, Chooser of the Slain. Goddess of the Dis and Norns. Invoked in matters of fertility and love, first daughter of Njörðr. Wife of Reginn and long saught by the Jotnar in the Elder Days as hostage against Hreidmarr's warring upon them. Reckoned Chooser of the Slain by Djupr and Nagaard (one of few things the two peoples agree upon), both claim she decides who amoung wounded lives and dies.
Njörðr - Father of Winds, Sea Lord, Wayfinder. Patron God of the Fjarri. He whose favor is saught by sea farer and travellor both, Njörðr is said to ride whales 'neith oceans deep and call upon winds to lost travellors. At times friend and foe of the Jotun sea-god Ægir.
Nagaarn - Lord of the Fray, Blind God of Exile, He who Piles the Dead. Patron god of the Nagaard, largest of the Ancients and formerly the dvergar war-god. Brother of the Traitor King, Daubadagr. Outcast like his people in the Black Years. Four arms yet both eyes blighted by Dvalinn in the Elder Days to prevent him slaying Durinn. Sought for courage and a hard heart in battle.
Dead & Lesser Deities
Hreidmarr - King over Gods, Conquorer, Old Greed Eyes. A dead Svinnr who made terrible war upon Jotun and Troll, warred with Fae and chained three gods. Killed by his sons Fafnir & Reginn who lusted for his wealth; Fafnir was killed by the human Sigurd wielding Gram, a sword of Reginn's craft. So it is that Reginn is still revered while Svinnr Hreidmarr and mighty Fafnir no longer answer the Rites.
Fafnir - The Mighty, He of Unbroken Grip, The Hating, True Son of Hreidmarr. Dead son of Hreidmarr and his murderer. Reckoned the mightiest warrior of his time, second only to Nagaard and Mótsognir in fighting prowess. A lesser deity gifted in shape shifting who used Blood Magic against his father. Later slain by the human Sigurd, wielding the sword Gram of Reginn's craft.
Daubadagr - Traitor King, Canin, Shaker of Worlds. Fallen God of the Matask, Brother of Nagaarn, once Svinnr who brought about the Black Years after he travelled beyond Ginnungagap and returned a cannibal-king. He was deposed by Council, met in battle and slain with his army. Their bodies were mutilated, taken to and burned in Muspellheim, then the ashes scattered in Svartálfaheim. Yet not all stayed dead and some stalk & murder amoung the worlds today. Known to men as Loki, the Tortured and a host of other names in their own traditions, for the dvergar under Daubadagr ruled them in the centuries before the Black Years.
Rán - Thief of Hearts, She of Nets, Lady Luck. Significant goddess in Fjarri tradition. Reckoned by men to be a Jotun goddess and reckoned a dvergr by Fjarri, none but the gods know and they don't answer. Bringer of unexpected wealth & fortune but leads many astray. Commonly invoked goddess amoung gamblers & lovers.
Man's old gods were a mix of creatures, including dvergr lords who ruled swathes of their world, great fae, conquorer kings, even trolls. In the eldest of days they were Jotun. All had mighty spirits and some still answer prayers. Though these beings are known by many names, most men know them by the following.
Zeus - Odin, Woden, All Father. Chief god of man who rules authority, sky and thunder. Appealed to in matters of law and wisdom, sometimes war. Fearsome and demanding, requires a hefty sacrifice. Considered by some an old trickster. Described by some dvergr as another name for Mótsognir, others contend he is really Hreidmarr or Durinn.
Ares - Thor, Teiwaz, Tyr. God of war, combat & victory. Appealed to by warriors & kings in battle and times of war. A warriors god, simpler and easier to understand than most - always brave. Reckoned by dvergr to be an interpretation of Hreidmar, Nagaarn, or one of several dead human emperors (Sashan the Wise, Miroslav the Great, Vasil the Strong)
The Thousand Others - Most gods of old myth are honoured here, yet they number too many to list. If men of old revered them men in Warglory may call of them in appeal and hope for answer.
Heilige, also called the Church of Man or Church of the Great Mother promises men an afterlife of peace, joy & splendour if they cast out all wickedness, sorcery, debauchery and falsch ("Wrong things" - changelings & nonhumans).
Core to Heilige belief is human origins. It suggests man as the first being, born of the Great Mother. She lives still with her chosen in her holy city, vast & mighty, and the holiest of men may return there upon their death. She cast men out in eons past for their mingling with the Falsch, such that she nor others could tell man from beast. She cast them out so that those of humanity pure in heart & honourable of deed may find her city again in death. There is no place there for falsch, and the slaying of them is no crime; slaying of falsch to free pure men is in fact a holy deed worthy of entrance to her city of heaven.
Falsch are said to have sprung from the machinations of dirt, wind & rain in the many lands & many worlds around heaven. It is taught to avoid dealings with them, to be ready for treachery & bloodshed at all times from the Falsch for they are terrible and their seed corrupting.
Heilige faith originates from an older faith of the Great Mother. The two are differed by the prophet Heil, a woman who advocated great change in the conductment of the Mother's faith. Tammaism is named after its place of origin, Tammow, and holds to peace with nonhumans but the outcasting of changelings. Tammaism advocates peace and love amoung men. Heil was raised in a time when dvergr ruled Tammow, saw Tammaic priests take tax for the dvergr and grow corrupt 'neith their rule. She lead a rebellion, which grew and is recorded as the foundation of the Great Revolution.
The Heilige church has one Goddess and many saints; contrary to less hostile Tammaism which had only The Great Mother. Chief amoung these is Heil, referred to as Her Favoured Daughter.
Great Saints of Heilige Faith
Heil of Tammow
Warrior messiah, Lady of Blades, Falschbane, Guide of Souls. Mighty warrior woman who created their Faith of Heilige. Appealed to by priests on behalf of their people. Accepts sacrifices of young animals, holy incence, skulls of Falsch. Most often invoked over the fallen, that she may see them and show them the way to heaven.
Nadezhda
Freer of Spirits, Holder of the Cup. Saint of healing. Applead to by the sick & wounded. Brought water to the wounded in the Battle of Red Sands early in the Great Revolution; though there was no water to bring her cup always held more for the Heilii wounded, and of those she helped none died of their wounds. Reckoned a great healer in later life, attributed miraculous restoration of sight & restoring the mortally injured. Her priestesses serve as healers around their convents.
Dondandoral
Brightsword, Wyrding Lord, The Strange, He of Sight. Invoked in matters pertaining to ghosts, fae, and the repelling of other strange things. Much feared human sorcerer in the high point of the Great Revolution, leading its strongest faction & in turn guiding them all for 15 years. Creator & patron saint of the Wardens, a cult of fae & troll hunters that remain strong today. Priests handle ghosts and lesser Falsch but against greater enemies Wardens of Dondandoral (also known as Confessors) are a force of answerable solely to the High Legate of the Heilige. They have thrice destroyed kings in the two centuries since their inception and are feared by many.
Lesser Saints of Heilige Faith
The Church of Man has many saints. Amishi the Pure who slew her family's changelings, Ainfean the Mighty who slew the dvergr drappa Unglin, Fina the Gatherer whose humble garden fed an army, Nikita the Swift who upon his horse Sibicto brought news before it happened... they number in the hundreds. New saints are cannonized every few years as legends arise and are either disproven or accepted as fact by the high priests of Heil.
The above rules are the in-use version of 13th July, 2010
Post any questions, thoughts & interest as suits you. Like i say in the spoiler at the start, my intention is that others give this game a go - i've spent a great deal of time writing this as the game rolls along, enjoyed it immensely at that, and would rather it spread than just stay with my players & myself.
Use and magpie what you will with due credit back to myself. I'll be happy to help you make a game of it!
It seems to me that your system appears to be missing the Kings of the Battlefield. For that matter, you're missing the birds, too. And the iron chariots.
And missing what actually drives warfare, which is supplies.
The game system is for infantry combat. I have done variants for tanks and other things besides.
Artillery, air support, tanks, naval gunnery and the vagaries of supply lines are down to the GM to supply, inasmuch as they play in the mudfoot's fight. Players have no direct control over these things - barring what they break or steal. It's a fun system & the players enjoy it.