Beruflich Dokumente
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Omaha Beach
A World War II Heroes Mission Pack
Open Game License Information
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
SteelMagic Studios
Allen, Texas
www.steelmagicstudios.com
Email: info@steelmagicstudios.com
Legal
Legal
ii
iii
Legal
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.
Contents
Contents
vi
INTRODUCTION
HISTORY
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
52
Contents
CONTENTS
vii
Introduction
Introduction
viii
INTRODUCTION
PCS
Introduction
Medics
The Sandbar
Introduction
EQUIPMENT
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.
The Flat
MISSION FLOW
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.
Introduction
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.
History
History
4
History
HISTORY
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.
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
History
History
ambushes.
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
History
History
INITIAL LANDINGS
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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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.
11
History
History
12
History
13
Briefing
Briefing
14
15
Briefing
BRIEFING
The Mission
The Mission
16
17
The Mission
THE APPROACH
The Mission
18
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 players 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
19
The Mission
THE SANDBAR
The Mission
20
21
The Mission
THE BEACH
The Mission
22
THE SHINGLE
You hunker down against the rocks at the
bottom of the shingle. You can now rest a
bit, as bullets cant 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.
23
The Mission
The Mission
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
24
DEFENSES
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.
25
The Mission
THE FLAT
Foyer
Common Room
The Mission
26
Kitchen
Parlor
Bedroom 1
The Mission
27
2nd Floor
Hall
The Mission
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 youre pretty sure says
"Mines".
28
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
TRENCHES
AFTERMATH
29
The Bluffs
THE BLUFFS
Gamemaster Section
Gamemaster
Section
30
VEHICLES
31
Gamemaster Section
GAMEMASTER STUFF
Unit Name
HP Wounds
Round 1
Gamemaster Section
Round 2
32
33
Gamemaster Section
DEFENDERS
Gamemaster Section
34
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
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
Gamemaster Section
Ability
Str
Dex
Con
Int
Wis
Cha
Disc
Guts
Lead
WOUNDS
STATS
Ranks
35
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
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
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
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
Gamemaster Section
Ability
Str
Dex
Con
Int
Wis
Cha
Disc
Guts
Lead
WOUNDS
STATS
Ranks
37
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
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
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
39
Logs
Double Foxhole
40
Sandbags
Beach Obstacles
41
Barbed Wire
42
43
Trenches
44
45
46
47
48
49
50
51
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.
52
53
54
55
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.
56
57
58
59
60
61
62