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House Rules |
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Associated Games/Campaigns
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Originally Published:
2010-05-02 Last Updated:
2011-11-16 Original Concept:
Gary Gygax Final Design:
Gerry Harris |
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or How Effective is a
Panzerfaust Against
a Troll, Heinz?
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Referee's
Notes
The German Army's standard mortar was 50mm, rather than the listed
60mm. That is reflected in the House Rules version.
The "Evil" High Priest's forces aren't necessarily the mooks
typical in a Dungeons & Dragons scenario. The House Rules
system does not differentiate between good and evil, or between law
and chaos. Each character will have his or her own
motivations. Organizations, even "evil" groups like the
Servants of the Gatherer, will require duties of their members, but
will also provide them benefits such that members will more than
willingly do their duties. Keep this in mind when playing the
"monsters."
Maps: The maps represent a standard 4'×8'
gaming table (an area of approximately 480 yards by 960 yards).
This translates into an area of about 430 meters by 860 meters.
Each small hex is 10 meters across and each large hex is 100 meters
across. This scenario can be played directly on the maps using
either the House
Rules system or Striker II.

An additional map of the castle is included to allow combat therein.
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German Order of Battle
The unit depicted below represents a depleted SS
company. The unit has been reduced to a single officer and
about one-fifth its initial strength. As such it's being used
as a reconnaissance unit and as a reserve. Except for the
handful of replacements, the members of the unit have participated in numerous
actions, several of which would be considered war crimes.
Because of this they will not surrender to anyone they consider
Russian, as they know they will be executed out of hand.
Kübelwagen: The Hauptsturmführer has been recently
promoted because he was the sole-surviving officer of his company.
The three enlisted men in this team are extremely loyal to him, and
will not abandon him under any circumstances. They are also
very close to one another. The Oberscharführer, while
technically junior to the Hauptscharführer in the
Sd.Kfz.222 Leichter
Panzerspähwagen, is considered the second in command of the
company.
Sd.Kfz.222 Leichter
Panzerspähwagen: This vehicle and its crew are the
survivors of an SS reconnaissance unit. They have been
attached to this company in a unit re-organization. The
Hauptscharführer is technically the senior enlisted man in the unit,
but he is a bit burned out by the constant fighting on the Eastern
Front. He's more than happy to allow the unit's
Oberscharführer to handle the unit's responsibilities. That's
not to say he isn't prepared to assume command if necessary.
Sd.Kfz.251 Ausf. D: One of the teams mounted on this
halftrack is a mortar crew (one of two from the original company).
The other is a combination
panzerfaust and
flamethrower team (reconstituted from two previous teams).
The Scharführer in command of the halftrack has been with the
company for the past two years on the eastern front. He's seen
too many of his men killed or wounded, and has made it his priority
to see his crew and passengers survive the war. He's the
fourth in command after the Hauptsturmführer, Oberscharführer, and
Hauptscharführer.
-
Scharführer [E-6] (Elite)
Commander,
MP-40
[4 Magazines]
-
Sturmmann [E-3] (Experienced)
Gunner,
MP-40 [4 Magazines]
-
Schütze [E-1] (Trained)
Assistant Gunner,
Kar98k [4 Magazines]
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Oberschütze [E-2] (Experienced)
Driver,
MP-40 [4 Magazines]
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Rottenführer [E-4] (Veteran)
Mortar Team Leader,
MP-40
[4 Magazines], 2×Stielhandgranate
24
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Sturmmann [E-3] (Experienced)
Mortar Team Gunner,
MP-40 [4 Magazines],
2×Stielhandgranate
24
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Oberschütze [E-2] (Experienced)
Mortar Team Support,
Kar98k [4 Magazines],
2×Stielhandgranate
24
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Schütze [E-1] (Trained)
Mortar Team Support,
Kar98k [4 Magazines],
2×Stielhandgranate
24
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Unterscharführer [E-5] (Veteran)
Squad Leader,
Kar98k [4 Magazines],
2×Stielhandgranate
24
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Sturmmann [E-3] (Experienced)
Trooper,
Kar98k [4 Magazines],
2×Stielhandgranate
24
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Schütze [E-1] (Trained)
Trooper,
Kar98k [4 Magazines],
2×Stielhandgranate
24
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Schütze [E-1] (Trained)
Trooper,
Kar98k [4 Magazines],
2×Stielhandgranate
24
Sd.Kfz.251 Ausf. D:
As noted below, the passengers are carrying a second
MG34. This weapon may be fired from a vehicle
pintel mount (provided on the vehicle) or may be dismounted and
fired from a bipod. The other team carries a
Panzerfaust.
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Unterscharführer [E-5] (Veteran)
Commander,
MP-40
[4 Magazines]
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Sturmmann [E-3] (Experienced)
Gunner,
MP-40 [4 Magazines]
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Schütze [E-1] (Trained)
Assistant Gunner,
Kar98k [4 Magazines]
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Oberschütze [E-2] (Experienced)
Driver,
MP-40 [4 Magazines]
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Unterscharführer [E-5] (Veteran)
Squad Leader,
Kar98k [4 Magazines], 2×Stielhandgranate
24
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Sturmmann [E-3] (Experienced)
Trooper,
Kar98k [4 Magazines],
2×Stielhandgranate
24
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Schütze [E-1] (Trained)
Trooper,
Kar98k [4 Magazines],
2×Stielhandgranate
24
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Schütze [E-1] (Trained)
Trooper,
Kar98k [4 Magazines],
2×Stielhandgranate
24
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Unterscharführer [E-5] (Veteran)
Squad Leader,
Kar98k [4 Magazines], 2×Stielhandgranate
24
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Sturmmann [E-3] (Experienced)
Trooper,
Kar98k [4 Magazines],
2×Stielhandgranate
24
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Schütze [E-1] (Experienced)
Trooper,
Kar98k [4 Magazines],
2×Stielhandgranate
24
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Schütze [E-1] (Trained)
Trooper,
Kar98k [4 Magazines],
2×Stielhandgranate
24
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German Situation
There has been unusual resistance activity in this area,
and in the last few days a squad of security troops were wiped out in a battle
with them. Only one old man, bearded, and with no weapons, was found at the
scene of the battle. From his dress and general appearance it would seem that
he was a Russian clergyman ‑ probably there to incite the troops to greater
bravery as the Communist commissars hate failed in this respect.
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German Objectives
The hiding place of the guerrillas is probably in a
remote and wild area which is accessible only by means of a very old and rough
cart track. You must proceed to this area, surround their camp, and wipe them
out to a man. The suspected camp site is undoubtedly well camouflaged, for
aerial recon has found only very occasional signs of movement there.
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The Servants of the Gatherer Order of Battle
- 1 High Priest (Elite);
AV 1; Snake Staff
- 1 Hero (Experienced);
AV (4½);
+3
Sword
- 1 Hero ((Experienced);
AV (4½);
+1
Spear
- 1 Magician (Trained) (6 level)
-
2
Mummies:
Both are former high priests of The Gatherer. Neither is
wrapped in cloth as most picture mummies, but rather desiccated
from entombment on the steppes. While lacking both their
former empathic abilities and their intelligence, both
instinctively desire to protect the religion's sacred sites
(including the castle) as long as they can, and will follow the
orders of the current High Priest.
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3
Ogres:
The Ogres are little more than mercenaries in the pay of the High
Priest. They'll fight until they start taking casualties,
and then they'll "retire."
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3
Ghouls:
These are former followers of The Gatherer. They'll fight to
the death and follow the orders of the current High Priest without
question.
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4
Trolls:
The Trolls are serving with the Ogres as mercenaries.
They'll continue fighting as they are not as susceptible to wounds
as the Ogres, though they will retire from the fighting if the
fighting is going against them.
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19
Orcs:
The orc leader is jealous of his position. The orc troops
left with him are the very young, and grizzled elders. The
leader understands these are the only troops that stand between
him and obscurity or death; as such he will husband them as much
as possible without inviting the wrath of the High Priest.
He trusts his assistant with his life. The assistant, for
all his ambition, is extremely loyal to his leader (having fought
beside him in numerous campaigns), and will do anything to protect
him. The remaining orcs are wanting to make a name for
themselves and come to the attention of the High Priest.
However, they are unwilling to cross their leader (or his
assistant), but they are not likely to sacrifice themselves
unnecessarily.
- 1
Scorpion, Giant
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Situation
Your able lieutenants Grustiven the Warlock and the Lama
Goocz have failed to return from an exploration of an area of unusual nature ‑
just south of your castle a thick fog sprang up and has been obscuring vision
since then. Dispel Magic failed to affect the area, and your henchmen were
ordered to investigate, for it is possible that some enemy is at work,
using the mist to screen gathering troops. Unfortunately, your strongest
fighters and 200
orcs are elsewhere warring with a
lord who insulted
you, so you will have to make do with the forces on hand. An orc detailed to
patrol the edge of the fog area has just reported that unusual sounds have
been issuing from the area ‑ he described them as: "low growls, the clanking
of chains, and a deep humming," but who can trust a stupid orc?
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Objectives
Considering the state your forces are currently in, it is
up to you what the best course to follow is. You can attempt to ambush the
enemy before they reach your stronghold, or you can hole up in your castle and
prepare to withstand a siege, but if the attackers are strong and not molested
until they reach the castle walls, your forces might not be able to prevent an
escalade, and you cannot lose your castle!
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Special Considerations
Boulder Field:
Individuals in the boulder field have the benefit of being under
armor (AV 4). However, if the individuals are firing at an
opponent, the protection does not extend to the head or chest.
Bridge:
If a vehicle crosses the bridge, roll 1D20. If the result is
less than the vehicle's weight in tonnes, the bridge collapses.
Each crewman and passenger takes 1D6 hits, but is otherwise
unharmed. The river at this point is about 1.5 meters deep.
If the bridge collapses, no other vehicles may cross the river
unless they are equipped with a snorkel.
Woods:
The woods are dense enough to prevent a vehicle from moving through
them. Infantry moves through woods at half speed.
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Sturmgeshütz und Sorcery or How Effective is a Panzerfaust
Against a Troll, Heinz? by Gary Gygax
D&D is a game of many
facets, and occasionally we cook up a few little surprises for the boys
planning to play a "straight" battle. In this case one team was carefully
primed for an upcoming WWII miniatures game, while the other team was
instructed regarding a fantasy battle to be fought on the tabletop. How could
we mix moderns with swords & sorcery? The structure of
D&D is such that it
easily lends itself to such adaptation, and brief rules will be given at the
end of the article. The orders of battle, situation analyses, and objectives
given to the opponents were:
German SS Patrol
- Armored Car with 20 mm cannon
- Halftrack with 2 Light Machineguns
- Halftrack with 1 Light Machinegun
- VW Kübelwagen
- 1 Hauptmann (SS equivalent), MP
- 3 Feldwebels (SS equivalent), SMG
- 3 drivers, MP
- 1 driver, SMG
- 3 crew MP
- 20 men
- 40 hand grenades
- 14 Rifles
- 2 SMGs
- 2 Assault Rifles
- 2 Pistols
- 3 Panzerfausts
- 1 60 mm mortar with 20 rounds HE
- 1 Flamethrower
Situation
There has been unusual resistance activity in this area,
and in the last few days a squad of Security troops were wiped out in a battle
with them. Only one old man, bearded, and with no weapons, was found at the
scene of the battle. From his dress and general appearance it would seem that
he was a Russian clergyman ‑ probably there to incite the troops to greater
bravery as the Communist commissars hate failed in this respect.
Objective
The hiding place of the guerrillas is probably in a
remote and wild area which is accessible only by means of a very old and rough
cart track. You must proceed to this area, surround their camp, and wipe them
out to a than. The suspected camp site is undoubtedly well‑camouflaged, for
aerial recon has found only very occasional signs of movement there.
The Servants of the Gatherer
- 12th Level EHP with +2 Armor & Shield. Snake Staff
- 1 Hero (4th Level), + 1 A & Sh. + 3
Swd
- 1 Hero (4th Level), + 1 A & Sh. + 1
Spear
- 1 Magician (6th level)
- 2 Mummies
- 3 Ogres
- 3 Ghouls
- 4 Trolls
- 19 Orcs
- 4 with axes
- 6 with swords
- 6 with spears
- 3 with bows (51 regular & 9 magic
arrows)
- 1 Insectoid pet of the EH P (equal to Giant
Scorpion)
Situation
Your able lieutenants Grustiven the Warlock and the Lama
Goocz have failed to return from an exploration of an area of unusual nature ‑
just west of your castle a thick fog sprang up and has been obscuring vision
since then. Dispel Magic failed to affect the area, and your henchmen were
ordered to investigate, for it is possible that some Lawful enemy is at work,
using the mist to screen gathering troops. Unfortunately, your strongest
fighters and 200 orcs are elsewhere warring with a Neutral Lord who insulted
you, so you will have to make do with the forces on hand. An orc detailed to
patrol the edge of the fog area has just reported that unusual sounds have
been issuing from the area ‑ he described them as: "low growls, the clanking
of chains, and a deep humming," but who can trust a stupid orc?
Objective
Considering the state your forces are currently in, it is
up to you what the best course to follow is. You can attempt to ambush the
enemy before they reach your stronghold, or you can hole up in your castle and
prepare to withstand a siege, but if the attackers are strong and not molested
until they reach the castle walls, your forces might not be able to prevent an
escalade, and you cannot lose your castle!
Light played an important part in setting up this action.
The first turn of movement was done on paper by both sides, for the referee
stated it was still dark. Two ten minute moves during false dawn were
likewise conducted. During this phase the Germans penetrated the screen of
mist, and orc scouts were sent out by the Servant. There were three maps
used for preparation and preliminary moves, the players having incomplete
ones, the referee having the correct one. The maps are shown below:

The SS patrol had moved westwards parallel to the woods
(and misty area) at the south end of the area. There was one 'track and a few
men near the road to radio information to the advancing body in case
"partisans" should appear from the trees. As the main group passed through the
mist radio communications were suddenly lost. Then they were through the fog,
the stream was crossed, and careful observations were made on the two
astounding features which shouldn't be there! The boulders weren't shown on
the headquarters map of the area, nor was an intact castle! HALTE! came the
command from the Hauptmann. The armored car, 'track, and VW formed a lager.
Time to reassess plans‑ 'The glasses revealed yellowish faces of unusual
ugliness peering at the patrol from the nearby patch of rocks, and in the
other too! And what was that tall shape in the far distance striding into the
mists. At this moment the orcs broke cover, hoping to continue their luck;
after all they had not yet been fired upon. Six automatic weapons opened up
and cut the lot to bits.
This was intolerable to the EHP, and he visited a swarm
of insects upon the offending Germans. The insects nearly drove the soldiers
mad, and in haste they tried their best to drive them away using smoke. That
and the wind relieved the situation, but only momentarily. Before the patrol
could move their vehicles a man in a pointed hat and long gown appeared
amongst the boulders farthest from the Germans, pointed his finger, and a
great explosion ripped the VW to shreds, also destroying several of the tires
on the AC. Stunned, the troopers returned fire too late to do other than wound
this new enemy. Men piled into the halftrack and made haste to go somewhere ‑ anywhere. At this point an even closer approach to the castle seemed
advisable. As the vehicle drew near the walls a rain of arrows seemed to pour
upon the 'track, but the men plying the bows upon the walls were meat on the
table for MG 34's, and both fell dead with a few bursts. The Germans made a
complete circuit of the fortress, lobbing a few mortar shells into the place
once they attained the dirt road to the east of it. More insects swarmed upon
them from skies which had but moments before been clear. Time to move on again
quickly, for the distraction had allowed their fellows with the AC to replace
the damaged tires. They could be seen climbing back into the car and it was
time to withdraw before taking worse losses.
As the halftrack roared down the road away from the
castle the AC began to cross the intervening terrain to join them. Suddenly a
bright flash of light (a phantasmal fireball) burst before the carrier, and
the driver thought himself blinded. Luckily his co‑driver slowed the vehicle
sufficiently, so that it simply rolled off the road and came up against the
clump of trees to the northeast of the bridge with a slight jar. The
passengers were not dazed ‑ they could see the great troll and three ghastly
greenish ghouls rush forth upon them from the monsters' brushy lurking place.
Near panic, the SS men blazed away with their weapons. Bullets smacked into
the ghouls, and one dropped, but the other two clambered into the halftrack.
The troll was also nearly into the vehicle when a desperate soldier fired
point blank with his Panzerfaust; the projectile took the creature full in the
chest, exploded, and sent burning chunks of troll in all directions. While
this was happening still another monster attacked ‑ a giant insect‑like
creature which somewhat resembled an impossibly large scorpion. It clambered
up the front of the 'track, and from this position began attacking the men in
the rear of the vehicle.
All was chaos there. The SS troopers were fighting a
melee with the two ghouls, and had not one of them been particularly alert the
scorpion‑like monster would have wiped them out. A burst of fire from a
machine pistol ‑ the driver had finally recovered his vision ‑ finished the
thing. Only four Germans remained in the rear of the vehicle when the driver
backed out of the trees and sent the halftrack back towards the safety of the
everyday world of the Eastern Front. The armored car was awaiting them, its
weapon trained down the path to cover their companions from any further attack
of the nature just undergone. Nobody would believe it, had not the halftrack
carried the remains of a ghoul as well as the insectoid creature draped over
its hood!
Above flew an invisible magic‑user, and he quickly put an
end to the escape attempt of the halftrack. A sleep spell caused the
driver to lose control of the vehicle, and it crashed. The occupants of the
armored car knew something was wrong, but they did not know what ‑ nor where
to look. The magician was in clear view overhead, but no soldier looked up and
his next sleep spell told for the AC as well. The remaining 'track
waited a short time and then hastened back to headquarters. What had happened?
They could not say for certain, but what little they had observed was too
fantastic for belief. The survivors of the foray were sent to rest camps,
adjudged as suffering from battle fatigue.
Game Analysis: The transition from thinking in
terms of WWII tactics to fantasy is difficult, while the modern enemies of the
fantasy force were not all that different from any other opponents as far as
tactics were concerned ‑ that is to say they were not in the battle reported.
However, if the SS were given a rematch it could be a far different story, for
the long range potential and the rapid fire ability of the small arms would
surely take a terrible toll. Magic and melee would generally weigh heavily
against the Germans (or any similar soldiers from the modern period), but the
match would be a near thing. While it would take something like radar to spot
invisible opponents, the large caliber weapons would be irresistible most of
the time. In this case there was no doubt that the Servants of the Gatherer
won handily.
If any readers care to report their own attempts at such
mixed games we would appreciate receiving them!
Rules for WWII/Fantasy Battles:
Regular D&D rules were used for the fantasy side, and the
following special notes were used for the WWII types:
- Movement: Use TRACTICS movement rates, but no fatigue is
considered. Also, all horses and vehicles should get a 20% movement bonus.
- Range of Weapons: As in TRACTICS.
- Rate of Fire: As in TRACTICS.
- Magic Weapons: All AP rounds above 20 mm are
considered as magic, as are HE and other types above 50 mm.
- Experience Levels:
- Green = Man (0 level)
- Regular = 1st level
- Veteran = 2nd level
- Elite = +1 level
- NCO = +1 level
- Officer (JG) +2 levels
For example the SS soldiers in the battle reported above
were veteran elite troops, so their base level was 3rd. The NCO's were 4th
level and the officer was 5th.
Optional: After becoming familiar with fantastic
opponents allow NCO's and officers to accrue experience as fighting men. Also
chaplains to function with regard to turning away undead.
Weapon Type, Damage, and Effect Area:
*3 ignitions maximum **Burns 3 turns
Notes:
- White Phosphorus burns for 2‑8 points of damage until
extinguished
- Smoke obscures vision in
Effect Area
- AP of 37 mm or larger
kills target hit
Ammunition Use and Resupply
| Weapon |
To Empty |
To Reload |
Max Rounds
Carried |
| Pistols & Rifles |
8/4 |
1 turn |
40 |
| Machine Pistol |
2 bursts |
1 turn |
6 bursts |
| SMG |
3 bursts |
1 turn |
12 bursts |
| Carbines |
8 shots |
1 turn |
48 |
| Auto Rifles |
2 bursts |
1 turn |
20 bursts |
| Light Machineguns |
6 bursts |
1 turn |
18 bursts |
| Medium Machineguns |
9 bursts |
1 turn |
27 bursts |
| Heavy Machinegun |
9 bursts |
2 turns |
18 bursts |
| 20mm |
3 bursts |
2 turns |
30 bursts |
| Rifle Grenade |
— |
— |
6 rounds |
| Bazooka |
— |
— |
3 rounds |
| Hand Grenades |
— |
— |
2 grenades |
| 60mm Mortar |
— |
— |
30 rounds |
| 81mm Mortar |
— |
— |
18 rounds |
Adjustment of Hits due to Armor:
|
Range |
Small Arms and Light/Medium Machineguns Effect on Armor
Class only if Number(s) Shown is Rolled |
|
|
5 & 4 |
3 & 2 |
1 & 0 |
‑1 & ‑2 |
‑3 & ‑4 |
‑5 & ‑6 |
‑7 & ‑8 |
| Short |
1-6 |
1-6 |
1-6 |
1-6 |
1-6 |
2-6 |
3-6 |
| Medium |
1-6 |
1-6 |
1-6 |
2-6 |
3-6 |
4-6 |
5-6 |
| Long |
1-6 |
2-6 |
3-6 |
4-6 |
5-6 |
6 |
— |
|
Extreme |
2-6 |
3-6 |
4-6 |
5-6 |
6 |
— |
— |
| Effect Area |
Diameter of
Effect |
Effect Area |
Diameter |
| A |
1" |
I |
2"×½" |
|
B |
1½" |
II |
3"×1" |
| C |
2" |
III |
4"×1" |
| D |
2½" |
IV |
6"×1" |
| E |
3" |
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| F |
4" |
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| G |
5½" |
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To Hit Procedure (Modern Weapons Only):
Base +8
| Range |
Movement |
Cover/Concealment |
| Short |
+3 |
None |
+2 |
None |
+2 |
| Medium |
0 |
Normal |
0 |
Slight |
0 |
| Long |
-2 |
Evasive |
-3 |
About 50% |
-2 |
| Extreme |
-4 |
|
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Near Total |
-4 |
| |
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Complete |
-8 |
Attacker Status
| Tripod or
vehicle-mounted weapon (Medium Machinegun) |
+2 |
| Weapon at rest on firm
support |
+1 |
| Crawling or walking |
-1 |
| Evading, running, or
on moving vehicle |
-4 |
| Being charged by
nearby attacker |
‑2* |
*This lessening of penalty is applicable only after
troops have become relatively familiar with opponents, i.e., fought one round
against them and killed something. If otherwise this penalty should be ‑6!
Number of Hits for Automatic Weapons:
| Type |
Possible Hits |
| I |
1-4 |
| II |
2-5 |
| III |
1-6 |
| IV |
1-6 |
Melee
Treat Melee as in D&D except as follows:
| Rifle & bayonet |
Spear |
| Bayonet |
Dagger |
| Entrenching tool |
Axe |
| Rifle, clubbed |
Hammer, dagger for
damage |
| Pistol,
clubbed |
Dagger,
half damage |
| Unarmed |
Special, see
below |
Unarmed Combat Special*
| Score |
Effect |
| 1‑5 |
None |
| 6‑70 |
Stun opponent; attack
first next round |
| 11-15 |
Disarm opponent and attack first next turn ‑ if no weapon in opponent's grasp do 1‑6 points damage |
| 16-19 |
As above plus 1‑6
Points damage inflicted |
| 20 |
Opponent knocked
senseless if not AC 2 or less and above 7th level (adjust
upwards for higher AC's, i.e., AC 3 and above 8th level, AC
4 and above 9th, etc.) ‑ takes 1‑8 points damage in any
event |
*Roll for each soldier, regulars have 1 in 6 who can
engage in this form of combat, veterans have 3 in 6, elite adds 1 in 6.
Morale
Standard TRACTICS Morale should be used,
except where reference to enemy vehicle or AFV is made; read huge monster or
strange monster.
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