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    World War II Heroes

    L e g a l

    iOmaha Beach Mission Pack

    Omaha Beach

    A World War II Heroes Mission Pack

    Requires the use of the d20 Modern Core Rulebook.

    d20 Modern and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in the

    United States and other countries and are used with permission.

    2004 SteelMagic Studios. All rights reserved.

    Reference to other copyrighted material in no way constitutes a challenge to the respective

    copyright holders of the material. Permission is granted to photocopy for personal use only. This

    product may not be distrubuted.

    Written by: Robert W. Farrior, SteelMagic

    Studios

    Edited by: Robert W. Farrior and Alexander K.

    Farrior, Geoff Grube.

    Cover Design by:Robert W. Farrior

    Illustrated by:Robert W. Farrior

    Photo Credits: All original photos used in

    this work are credited to the National Archives

    of the United States or the US Department of

    the Army. Additional artwork derived from

    photographs were taken from unknown and

    uncredited sources and digitally altered.

    Playtesters: Jeff Clark, Chris Buckle, Geoff

    Grube, Alexander Farrior, Robert Farrior.

    Open Game License Information

    The following is designated as Product Identity,

    in accordance with paragraph 1(e) of the Open

    Game License, version 1.0a: all original artwork,

    ction, prose or textual content; all custom maps,

    counters, minis, characters and all non-rules

    specic content.

    The following is designated as Open Game

    Content: everything except any references to other

    items already specied as Product Identity.

    SteelMagic StudiosAllen, Texas

    www.steelmagicstudios.com

    Email: [email protected]

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    World War II Heroes

    Legal

    ii Omaha Beach Mission Pack

    OPEN GAME LICENSE VERSION 1.0A

    The following text is the property

    of Wizards of the Coast, Inc. and is

    Copyright 2000 Wizards of the Coast,

    Inc ("Wizards"). All Rights Reserved.

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    World War II Heroes

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    iiiOmaha Beach Mission Pack

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    World War II Heroes

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    ABOUT THE AUTHOR

    Robert W. Farrioris 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 gure 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 ction 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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    World War II Heroes

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    Dedication

    This year marks the 60th anniverary of the Normandy Invasion. This book is therefore

    dedicated to all of the brave men who fought and died on the beaches of France. We owe our

    lives to them. I sincerely hope that this mission pack honors them.

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    World War II Heroes

    Contents

    vi Omaha Beach Mission Pack

    Contents

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    World War II Heroes

    C o n t e n t s

    viiOmaha Beach Mission Pack

    CONTENTS

    INTRODUCTION 1

    HISTORY 5

    BRIEFING 15

    THE APPROACH 17

    THE SANDBAR 19

    THE BEACH 21

    THE SHINGLE 23

    THE FLAT 25

    THE BLUFFS 29

    AFTERMATH 29

    GAMEMASTER SECTION 31

    PREMADE CHARACTERS 34

    MAPS 52

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    Introduction

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    INTRODUCTION

    6 June 1944. Normandy. 0630

    The Allies launch the largest amphibious

    assault in history against Hitlers Atlantic Wall.

    One of the bloodiest battles fought on all of DDay took place on a strip of sand known as

    Omaha Beach. Among the carnage at Omaha

    Beach, the ghting was the toughest on the

    section code-named Dog Green. Company A

    of the 116th Regimental Combat Team, 29th

    Infantry Division was assigned the task of

    landing at Dog Green in the rst wave.

    This mission recreates the battle for Dog

    Green. It is designed for a squad of 1st to 3rd

    level player characters.

    PREPARATION

    As Gamemaster, you will need a copy of the

    World War II Heroes Players Guide and the

    d20 Modern Core Rulebook. Text that appears

    in shaded panels is intended for the players.

    You may read it out loud to them or summarize

    it as you see t. Non-player characters stats

    are provided in each encounter description, insummarized form. For more details, you must

    consult the NPC section of the WW2H Players

    Guide.

    RUNNING THE MISSION

    This mission is small in overall scope, but

    is challenging due to the large number of

    combatants involved within a relatively small

    area. You will have to keep track of many

    non-player characters as they move around thebattleeld and perform actions, often without

    the players being aware. Also, during combat,

    you will have to track the actions, ammo count,

    shots red, reload timing, etc. for numerous

    combatants, all semi-simultaneously.

    PCS

    Players will need to create a character to

    play. Characters should be Regular Infantry

    and may have any specialization the player

    wishes. Alternatively, we provide 4 pre-made

    characters in the Gamemaster Section. It is

    recommended that players have at least 2

    characters ready, using the 2ndcharacter as an

    NPC member of the squad in case their primary

    character is killed or incapacitated.

    PCS

    In this rst mission, most of the German

    defenders are Conscripts or Rookies. There

    are a few Veterens as well. It is important that

    the defenders do not operate in a cohesive,organized manner. The Germans are suffering

    from several problems. First, they are unable

    to communicate in any regular sense with

    headquarters and therefore their response

    cannot be well coordinated. Second, the horric

    shelling and bombardment has destroyed much

    of the support infrastructure as well as greatly

    demoralized the forces. Lastly, the relative

    inexperience and low loyalty of the Conscripts

    makes them very likely to run away any time

    they fail a Gut or Discipline check.

    Dont concentrate your re on the player

    characters. Instead, distribute the re fairly

    randomly among all of the player characters

    and Allied non-player characters. The Allied

    NPCs are included for dramatic effect, cannon

    fodder and avor. Dont be afraid to kill them

    off in large numbers and with creative air.

    Roleplaying NPC Leaders

    You will often nd it necessary to interact

    with the PCs via NPC non-commissioned

    ofcers and ofcers. Bark orders at them, like

    "Miller, get your butt off my beach!" "If you

    want to live, move your butt!" and "Anderson,

    take two men and take out that pillbox!"

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    World War II Heroes

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    Medics

    There are several NPC medics nearby.

    Anytime someone shouts "Medic!" roll 1d4. A

    medic will come in that many rounds. Medics

    can use their skills to treat some wounds, but

    cannot restore large numbers of hit points.

    Seriously wounded characters are in trouble.

    EQUIPMENT

    Your players will be fully equipped when

    they board their landing craft. However, as

    you will soon see, this means nothing. All

    equipment that they are carrying has to be

    abandoned. Once they make it to the beach,

    they will have to scrounge for whatever

    weapons and equipment they want.

    Reduce the normal Scrounge DC by 5.

    Normal weapons and equipment are in good

    supply on the beach. Any scrounging that they

    do will be from dead soldiers.

    PRISONERS

    If you want to complicate things, anytime a

    Conscript fails a Gut check he will normally

    try to run away. Instead, you can have himsurrender. He should surrender to one of the

    PCs. Remember players are not allowed to kill

    prisoners of war.

    SIZE AND SCOPE

    If you are well prepared, you may be able

    to get through this entire mission in one game

    session. However, it could take two or more if

    you go through each combat round in detail

    and your players are not very experienced.

    MISSION FLOW

    The mission is broken up into thematic

    segments which parallel the progress made by

    the actual troops on the beach. The segments

    are:

    The Approach

    This is mostly a scripted sequence that you

    can read or roleplay. It covers the time from

    boarding the Higgins Boat to landing on the

    sandbar.

    The Sandbar

    Here the PCs will come under intense re

    from machine guns, mortars and artillery. They

    will have to abandon their gear and swim to

    shore.

    The Beach

    The Beach is 300 yards of pure chaos.

    The PCs have to move from the water-line to

    the shingle across the open, at beach under

    random re from all of the defensive positions.

    During this stretch large numbers of Allied

    NPCs will get killed.

    The Shingle

    Once the PCs make it to the Shingle, they get

    a bit of a respite. The Shingle provides goodcover and protection. However, at some point

    they will have to try to get past it. The Shingle

    is topped with rows of barbed wire, land mines

    and booby traps. The best way through is to

    blow a hole through using Bangalore torpedoes.

    These will have to be scrounged and put in

    place. Only troops with demolitions skills can

    use them. Alternatives include cutting through

    the barbed wire, while under re. If they want

    to do this, have an NPC try and get killed.

    The Flat

    Once onto the at, the PCs should move

    quickly to neutralize the defensive positions,

    trenches and pillboxes on the at. Once they

    secure the Fortied House, they can use it as

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    a base of operation to regroup and plan for the

    assault on the Bluffs.

    The Bluffs

    The Bluffs are very steep hills that tower

    over the beach. They are heavily defended and

    include one bunker complex on each side of the

    draw. The PCs have to destroy or capture both

    Bunker complexes.

    Maps &Minis

    We have included detailed maps of the

    Omaha Beach area. The scale of these maps

    varies. Tactical maps show the overall battle

    area and are in a scale of 1 square = 30 feet/10

    yards. The more detailed maps are in standard 1

    square = 5 feet scale. You will need to represent

    these maps for your players on the table top.

    You can draw up your own maps on 1" square

    map sheets or estimate the map designs using

    terrain pieces of your choice.

    To make things easier, we have also included

    some custom map pieces in the Mission Pack

    that have 1" squares on them. With these you

    can lay out your battleelds on the tabletop

    putting together the map pieces as you want.They are all done in the scale of 1" = 5 feet.

    You can design custom trenches, including

    barricades, obstacles and other features.

    In addition, we also have included some

    1" round counters with imprints of US and

    German troops on them to use as "minis" to

    represent PCs and NPCs.

    BEGINNING

    All of the player characters are in the same

    unit, but not originally in the same squad. They

    can have any specialization. The thing that

    unites them is that they are all riding on the

    same LCVP. Altogether the LCVP holds 35

    soldiers. The PCs are towards the back.

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    History

    4 Omaha Beach Mission Pack

    History

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    H i s t o r y

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    HISTORY

    This chapter contains historical information

    about the Allied landings at Omaha Beach.

    PLANNING

    In buildup for the invasion of Normandy, the

    Allies planned, prepared and practiced for two

    years. Never before had such a massive military

    operation been planned. The Allies had to go

    over every possible scenario and work through

    not only the strategic and tactical operations,

    but the unparalleled logistic problem such an

    operation would create.

    For the Allied war plan to be successful, a

    front in Western Europe had to be opened. In

    May of 1943, the rough outline of the plan was

    developed at the Anglo-American conference

    in Washington DC. The British and American

    leaders agreed to a joint assault against Hitlers

    Atlantic Wall for the following year.

    The rst task was to determine a suitable

    invasion location. After carefully reviewing

    all of the options, a 50-mile stretch of coastline

    in Normandy, from the Vire Estuary to theOrne River, was selected as the assault area.

    This area was uniquely suitable for several

    reasons. First, there were good ports close by

    in England from where the invasion could be

    launched. The area was within striking range

    of British ghter aircraft. The Key French ports

    of Cherbourg and Le Havre were close enough

    range of the landing area to make quick capture

    a possibility. The region was less fortied as

    some of the more likely invasion locations,

    such as the Pas de Calais region. Lastly, it wasbelieved that it could be possible to isolate

    the region from German reinforcement by

    bombing of bridges and rail lines, which would

    allow enough time for a buildup of force on the

    lodgment.

    Now, planning moved into the logistical

    phase. The combined air, sea and ground

    forces of both the United States and the United

    Kingdom had to be coordinated. Not only

    did they have to plan the massive buildup of

    shipping, aircraft and invasion forces, but also

    they had to plan for methods of reinforcing the

    forces once they landed. The entire endeavor

    depended on the ability of the Allies to pump

    supplies, men and equipment into France

    smoothly, quickly and efciently.

    Originally, the invasion date, called Y Day,

    was set for 1 May 1944. This was quickly

    changed to 31 May to allow more time for

    bombing operations to hit more targets and

    to build more landing craft. Most of the plans

    were in place by February, but many aspectswould have to remain uid as the Allies learned

    more about the German defenses and troops

    became trained.

    By June of 1944, there were over 1.5 million

    US soldiers in the United Kingdom preparing

    for the invasion. The stockpile of material and

    equipment needed for the invasion was more

    than 2.5 million tons.

    SOFTENING UP

    In April and May 1944, the air forces of the

    US and UK moved into a new phase of their

    attacks. They began attacks against airelds

    and marshalling yards throughout France,

    Belgium, Luxembourg, Holland and western

    Germany. The attacks were spread over such a

    wide area to prevent the Germans from being

    able to discern the intended Allied invasion

    area. The goal of these raids was to hit German

    railway lines, repair and maintenance centersand key bridges. By doing so, it was hoped that

    the German capacity to bring troops into the

    landing area would be greatly diminished. As

    the days drew closer to the planned invasion, the

    attacks moved closer and closer to Normandy.

    However, the majority of the raids were made

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    World War II Heroes

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    6 Omaha Beach Mission Pack

    along the coastal area near the Pas de Calais,

    further reinforcing the German belief that the

    Allies would strike here.

    In May, Allied bombers attacked German

    airelds throughout France and Holland,

    hoping to wipe out any German air capability

    within 130 miles of Normandy. By 4 June,

    all of the ten rail bridges between Rouen and

    Conans were destroyed as were 13 of the 14

    road bridges. On 21 May, the Allied air forces

    claimed to have destroyed 46 locomotives and

    damaged 32 others.

    INVASION FORCES

    The Second British Army was assigned the

    left ank of the invasion area. They wouldland 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 6thBritish Airborne Division

    was to be dropped inland to secure key bridges

    over the Orne River.

    The First US Army was responsible for

    the remaining two landing areas. The US

    VII Corps was assigned the right ank of the

    invasion force and would land one divisionnorth of the Vire Estuary at a location called

    Utah Beach. In support of the attack on Utah

    Beach, the 82nd and 101stAirborne Divisions

    were to be dropped inland near the village of

    St. Mere Eglise. Their goals were to capture

    river crossings, secure major crossroads and

    knock out coastal defenses in assistance to the

    beach landing.

    Between the British and the US VII corps

    was the nal landing area, a 7,000 yard stretch

    called Omaha Beach. Omaha Beach belonged

    to the US V Corps. Their goal was to secure a

    beachhead between the Vire River and Port-en-

    Bessin and then push on toward Caumont and

    St-Lo.

    V CORPS

    The assault on Omaha beach would be made

    in 4 stages. The initial stage, called Force "O",

    consisted of the 1stInfantry Division, reinforced

    with 4 infantry regiments, engineers, armor and

    artillery. The forces included the 16thand 18th

    regiments of the 1stInfantry Division, the 116th

    Regimental Combat Team and the 115thInfantry

    Regiment of the 29thInfantry Division, and the

    Provisional Ranger Force, which consisted of

    the 2ndand 5thRanger Battalions. All together,

    Force "O" consisted of over 34,000 men and

    3,000 vehicles.

    The follow-up force "B" was scheduled to

    arrive on Omaha Beach around noon on D Day.

    It included an additional 25,000 men and 4,000vehicles. Force "B" included the remainder of

    the 29th Infantry Division, including the 175th

    Infantry from the 1stInfantry Division and the

    26thRegimental Combat Team.

    In addition, on D+1 and D+2 the 2ndInfantry

    Division with 17,00 men and 2,000 vehicles

    would land. The V Corps landing would

    complete between D+2 and D+15 with the

    arrival of some 27 remaining groups of 32,000

    men and 10,000 vehicles.

    FORCE "O"

    Major General Clarence R. Huebner,

    commander 1stDivision, would lead the initial

    assault, scheduled to land at 0630 on D Day.

    The initial landing would be made by the 1 st

    Infantry Division and two units from the 29th

    Infantry Division. The units from the 29th

    would be commanded by Brigadier General

    Norman D. Cota until the remainder of the 29thlanded as part of Force "B".

    DEFENSE FORCES

    The Allies estimated German Strength in

    France and the Low Countries at approximately

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    60 divisions, including 17 infantry divisions,

    26 coastal defense units, 7 training units and 10

    panzer or panzer grenadier units. The Panzer

    units were located inland from the beaches

    and positioned to be able to quickly strike

    toward any invasion area as a counterattack.

    The Germans clearly believed that the invasion

    would come between the Pas de Calais and

    Holland as they had at least 22 divisions

    guarding this region.

    The German LXXXIV Corps was

    responsible for defending the French coast

    from the Orne River to Brittany. In the winter

    of 1943-1944, the Allies estimated that the

    landing area was only defended by ve

    infantry divisions. However, in May 1944,

    Allied Intelligence learned that the area wasreinforced by 2 additional infantry divisions

    as well as the 21stPanzer Division. In addition,

    2 panzer divisions had been moved into the

    nearby Allencon-Evreux region, from where

    they could quickly attack the assault area.

    Coastal defenses had been strengthened

    greatly in the past year with the addition

    of a number of bunkers, trenches and

    barricades along the coast. In addition, largely

    unbeknownst to Allied intelligence, GeneralRommel had ordered much of the lowlying

    farmland inland of Utah Beach to be ooded.

    TERRAIN

    The coast of Normandy had many natural

    challenges that would make any attempting

    invasion difcult. 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 at with

    a gradual slope. This resulted in a wide tidal

    range. At high tide, the ocean came up too far

    to allow landing craft to beach. At low tide, the

    ocean receded so far that soldiers would have

    to make their way across 300 yards of wide-

    open sand.

    All along the tidal at, the Germans had

    placed underwater obstacles. These consisted

    of three main types: mined posts, hedgehogs,

    and Element "C" obstacles, also called "Belgian

    gates".

    At the high-tide mark, a narrow stream of

    tidal water remained. This varied from 2 to 10

    feet across and was between 2 and 3 feet deep.

    Just past this was an area called the

    "Shingle". It was a steep incline made of piled

    up rocks. The shingle was about 8 feet high and

    as much as 15 yards across. Its steep angle and

    loose footing made it very difcult for vehicles

    to make it over.

    At the eastern end of Omaha Beach, the

    shingle ran into a low sand dune. At the western

    end, near the Vierville draw, the shingle ran

    into a sea wall.

    The sea wall ranged in height from 4 feet

    to 12 feet. It was broken in places with gaps

    as wide as a few hudred yards. Immediately

    behind the sea wall was a paved road that ran

    from the D1 exit (Vierville draw) to the D3 exit

    (Les Moulins draw).

    Behind the dunes or seawall was a wide

    strip of land referred to as the "at". This area

    was just that, at. In some places it includes

    marshes or areas of high grass. Near theVierville draw, the at included a number of

    summer homes, mostly destroyed. There was

    also a small village on the at near the D3 exit,

    called Les Moulins.

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    Beyond the at the ground rose steeply

    between 100 and 170 feet in height. A ridge-

    line, called the "bluffs", extended along the

    entire beach. East and west of Omaha Beach,

    the bluffs grew steeper, becoming sheer cliffs.

    Along the assault area, the bluffs were steep

    but not sheer. Many of them were covered with

    brush, grass and areas of dense vegetation.

    However, on D Day, pre-landing bombardment

    often caused the vegetation on the bluffs to

    catch re. This created large amounts of smoke

    that limited visibility and also reduced the

    amount of cover available to anyone attempting

    to climb the bluffs.

    The bluffs were broken periodically by gaps,

    called "draws". There were four major draws

    on Omaha beach, which were designated as theexits from the beach for the invasion forces.

    Exit D1 was at the Vierville draw, which was

    directly in front of the village of Vierville-sure-

    Mer. Exit D3 was further east at the village of

    Les Moulins. A road from exit D3 lead to the

    village of Saint-Laurent-sur-Mer. Further east

    along the beach were the E1 and E3 exits. The

    E3 exit was close to the village of Colleville-

    sur-Mer and was called the Colleville draw.

    Beyond the bluffs, the terrain leveled off andin some cases lowered into traditional Norman

    farmland, which was broken up into sections

    by "hedgerows". Hedgerows had existed in

    Normandy since medieval times, when the land

    was partitioned among landowners as part of

    the feudal system. They were not just hedges,

    as many today think. They were substantial

    barriers that were made of steep earthen

    embankments topped with dense foliage,

    trees and bushes called "hedgerows". They

    were virtually impassable. Many tanks would

    become stuck trying to drive over them. Many

    roads became effectively sunken roads because

    they had hedgerows on both sides. Often these

    roads were too narrow to allow large armored

    vehicles to pass down them. Furthermore,

    hedgerows were excellent places to set up

    ambushes.

    OMAHA BEACH DEFENSES

    Between the Vire River and Port-en-Bessin,

    the Germans had built some 32 fortied

    strongpoints. The Vire Estuary, Grandchampand Port-en-Bessin were heavily fortied and

    defended. 12 strongpoints were placed to be

    able to direct re onto Omaha Beach. It is

    believed that the Germans believed they would

    be able to contain any Allied invasion on the

    landing beaches, as the greatest concentration

    of defenses was on or directed at the beaches.

    Their plan was to stop craft from being able

    to land or bottle them up while the coastal

    defenses blasted them to bits and killed anyone

    who managed to step foot onto a beach.

    In 1944, the Germans began constructing

    obstacles on all exposed beaches, including

    Omaha. The obstacles placed on the tidal

    ats were intended to block or disable landing

    craft. These obstacles were only put in place

    in Omaha starting in April and were still being

    worked on when the invasion took place.

    The outermost line of obstacles were large

    iron, gate-like structures. They were designedto block navigation by boats with deep enough

    draught or keels. The upper portions of the

    gates were lined with mines to explode on

    impact with a boat.

    The next line of obstacles consisted of large

    wooden posts and ramps topped with mines.

    Boats and landing craft would either bump into

    a post or ride up onto a ramp, impact a mine

    and sink.

    The innermost line of obstacles were called

    "hedgehogs", which were made from 3 or more

    steel rails or angles, crossed in the middle and

    placed into the sand. Many were so secure that

    when a landing craft would collide with one,

    the steel beams would punch into the hull of

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    the landing craft.

    The tidal at obstacles were placed at

    irregular intervals. Landmines were not used in

    the tidal at area.

    Above the shingle, Germans ran an almost

    unbroken row of concertina wire. Where therewas sea wall, the concertina wire was placed

    atop the wall. Elsewhere, the concertina wire

    was strung immediately past the shingle.

    Beyond the shingle, the at was crisscrossed

    with areas of barbed or concertina wire and

    sporadic mineelds. In addition along the

    top of the shingle, the defenders had infantry

    positions, machine gun nests and trenches for

    ring on troops as they crossed the beach.

    Booby traps and trip-wire mines were also

    used, often inside the concertina wire.

    If the attackers made it to the top of the

    shingle, they were in the open. The at offered

    little in the way of cover. Germans in fortied

    positions, trenches, pillboxes and bunkers along

    the bluffs would be able to rain down re on the

    soldiers running in the open. German positions

    were arranged to be able to cover the entire tidal

    at and beach shelf at with overlapping elds

    of re from rie, machine guns, mortar andartillery. The shoreline was curved giving the

    defenders in the bluffs and cliffs at either end

    of Omaha Beach clear visibility of and line of

    re to attackers anywhere along the beach. At

    the western-most tip of the beach, the Germans

    had built a heavily fortied gun emplacement

    that could re large bore artillery down the full

    length of the beach.

    Each of the 12 strongpoints overlooking

    the beach consisted of a complex system ofpillboxes, gun casements, open positions for

    small arms re, and ring trenches. They

    were surrounded by webs of wire and multiple

    mineelds. The defensive strongpoints were

    connected to each other and to underground

    barracks and ammunitions stores by tunnels

    and trenches. The most heavily defended areas

    on the beach were the draws. In some cases

    the draw defenses were situated with enough

    weapons to cover every square yard of the

    approach to the draw. Often, these weapons

    were already zeroed in on specic locations.

    Other positions had their interior walls lined

    with oil painting of landmarks with the exact

    range, bearing and elevation for the weapons to

    hit the landmark.

    Behind the bluffs, there were virtually no

    defenses. The Germans would rely upon local

    troops moving in to make counterattacks.

    BOMBARDMENT

    At about 30 minutes prior to landing, the airand naval bombardment of coastal defenses

    would begin. Between H-30 minutes and

    H-5 minutes some 480 B-24s attacked 13

    targets along Omaha Beach, dropping 1,300

    tons of bombs on every coastal strongpoint.

    From H-40 minutes to H-3 minutes, the Naval

    bombardment would occur. The battleships

    Texas and Arkansas with ten 14-inch, twelve

    12-inch and 12 5-inch guns, three cruisers with

    6 inch guns, and 8 destroyers with 4 and 5-inch

    guns, opened re on the coastal defenses. Morethan 3,500 shells were red in what was the

    largest naval bombardment in history.

    Upon landing, naval re would shift to

    inland targets with pre-selected targets being

    hit rst. In addition, Infantry units would be

    able to request bombardment of specic targets

    as needed.

    LANDING PLANOmaha Beach was divided up into six

    subsectors. From west to east, the sectors were:

    Dog Green, Dog White, Dog Red, Easy Green,

    Easy Red, and Fox Green. The 1st Infantry

    Division would attack Easy Red and Fox

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    Green. The 116th Regimental Combat Team

    (from the 29th Infantry Division) would come

    ashore at Dog Green, Dog White, Dog Red and

    Easy Green. 3 companies from the 2ndRanger

    Battalion would come ashore and scale the

    cliffs at Point de Hoc. Another company from

    the 2nd Ranger Battalion would come ashore

    west of Dog Green and assault the fortied

    positions on Point de la Percee.

    The rst landing would be made at H-

    5 minutes by elements of the 743rd Tank

    Battalion. They would land at Dog Green

    and Dog White. They would be driving DD

    versions of Sherman tanks which were capable

    of navigating in water. The tanks would land

    and take up ring positions to defend the

    shore landings. At H hour, eight LCT (landingcraft, tank) would land on Dog Red and Easy

    Green to deliver A Company of the 743rdTank

    Battalion.

    At H+1 minute, the 116th RCT would

    land. Company A would land on Dog Green,

    Company E on Dog White, Company F at

    Dog Red and Company G on Easy Green.

    Their primary goal was to cross the tidal

    at and assault the German defenses. While

    the infantry and tanks engaged the Germandefenders, engineer teams would land at H+3

    minutes to set about destroying obstacles and

    creating breaches to allow for exit from the

    beach.

    At H+30, after the engineers would have had

    time to create breaches, the second and larger

    wave of landings would commence. By H+3

    hours, it was believed that the forces would

    be well on their way inland as more and more

    reinforcements would be pouring in.

    D DAY

    The selection of D Day was driven by

    weather and tides. The invasion had to occur

    at the half-way point between low tide and the

    next high tide, an hour after dawn, on a night

    close to a full moon. That limited the selection

    of D Day to a period of days at the end of May

    (21-22-23) and two groups in June (5-6-7 and

    19-20-21). The rst June dates came closest to

    the original target date of June 1, so on 8 May,

    D Day was set for 5 June.

    Unfortunately, the weather didnt cooperate.

    Preparations were well underway and the

    invasion was delayed. Finally, at the last

    moment the weather reports indicated that

    the following day would be favorable and the

    invasion was rescheduled to 6 June.

    Seas were extremely rough on the morning

    of 6 June. As troops boarded their Landing

    Craft, Vehicle/Personnel (LCVP) they

    immediately became drenched by the spray

    and waves crashing over the sides. Many of the

    landing craft became so inundated that their

    pumps could not drain the water fast enough

    and soldiers had to bail with their helmets. 10

    out of 200 landing craft sank from becoming

    swamped.

    The seas were too rough for the DD tanks.

    Of the 32 DD tanks that were launched by the

    741st

    Tank Battalion only 2 were able to swimto shore. The 743rdTank Battalion decided the

    seas were too rough and opted to carry the

    tanks in instead of letting them swim in.

    INITIAL LANDINGS

    Most of the landing craft missed their

    assigned locations, landing east of where they

    were supposed to. The landings were so off-

    course that most units were unable to locate

    their assigned objectives once they landed andwere forced to abandon their plans. Also, units

    became so separated that they were unable to

    cohesively regroup upon landing, with some

    elements being separated by hundreds of

    yards.

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    then soon, it turned into a stream.

    Finally, by mid-afternoon, Omaha Beach

    was essentially secured.

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    Briefing

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    BRIEFING

    Give the players Map 1 Omaha Beach

    Dog Green (players version). Then read the

    following:

    "Good morning, men. Today is the day wevebeen training for, the day weve been waiting

    for. Today, were going to France. A Company

    has been hand picked to lead the assault. We hit

    the beaches at H hour + 1 minute. Here is your

    landing area."

    (Show map.)

    "This is the landing area, designated Dog

    Green. (Indicate map.) Intelligence reports that

    the beach is well defended with bunkers andenemy trenches along the bluffs here (indicate

    Bunker Complex A) and here (indicate Bunker

    Complex B). Naval and aerial bombardment

    should knock these out."

    "Your objective is to capture the Vierville

    Draw. Thats this low valley between the bluffs

    (indicate the draw on the map). There is a road

    that runs up the draw to the town of Vierville.

    We need to secure this draw and establish a

    beach exit. The Germans have concentratedtheir defenses around the draw in anticipation

    of such an attack."

    "It wont be easy. Youll have to make your way

    across 300 yards of open beach, with no cover

    except for some anti-boat obstacles. Once you

    reach this area (indicate the shingle) called the

    Shingle, you should be out of their line of re.

    Regroup and prepare yourselves."

    "A unit of Special Engineers are landing

    with you as well as a unit of Rangers. Their

    jobs are to help clear some of the obstacles

    from the beach so more boats can land and to

    make a breach in either the Seawall (indicate

    seawall on map) or the barbed wire behind

    the Shingle. There will be engineers in each

    landing craft with demolitions charges and

    Bangalore torpedoes to open breaches."

    "Once you reach the Flat beyond the Shingle

    (indicate map), you will have to clean out

    any defenders still there before assaulting the

    bluffs. You have to take out all of the defenses

    so the following waves can land."

    "Once you have completed your objectives,

    regroup at the Rally Point here (indicate

    Rally Point on map) and prepare to move on

    Vierville."

    OBJECTIVES:

    Land at Dog Green and establish a

    beachhead

    Breach the seawall or barbed wire wall

    behind the shingle

    Eliminate or capture any defenders on

    the Flat

    Capture the bunker complexes on the

    Bluffs

    Eliminate all opposition

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    Mission

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    The Mission

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    THE APPROACH

    This section is just a scripted sequence that

    you can read or summarize to the players. If

    you really want to spice it up, you can pretend

    to roll dice, ask players what they are doing,

    what they are looking at, etc. Nothing reallybad should happen.

    It is H hour 10 minutes. The LCVP

    (landing craft, vehicle/personnel, also

    known as a Higgins Boat) strains against the

    strong easterly current and battles to remain

    aoat in the rough chop as wave after wave

    crashes against the boat. Water inundates

    you and your gear as you cling to the guy infront of you, hoping not to puke on him.

    Lieutenant Martin is yelling something

    from the front of the boat. You cant hear

    what hes saying and youd wish he would

    just shut up. A big wave, nearly capsizes

    your LCVP. That was all the prompting your

    stomach needed and you hurl your breakfast

    onto a nearby backpack, unbeknownst to its

    owner.

    You shiver as the cold eats at you, your

    muscles cramping. You shift around tying

    to nd a better footing, but no matter where

    or how you stand, you are uncomfortable.

    A private nearby turns to you and yells over

    the roar, "Look over there! Theres men in

    the water!"

    You look in the direction he is pointing

    and you see men oating, struggling in life

    preservers and on rafts. You realize it is themen from the DD Tanks who set out ahead

    of you to clear the beach. They sunk before

    reaching shore. You realize with a sinking

    feeling in the pit of your gut that this is for

    real. You start inventorying your gear.

    Suddenly all hell breaks loose as the

    ships begin to blast the shore. You hear the

    scream of shells as they pass overhead and

    the concussion seconds later. You look at the

    shore and swallow hard.

    Dark clouds of smoke cover the entirecoastline in a haze, obscuring nearly

    everything from view. The sounds of

    hundred of vessels, crashing waves and re

    from the naval bombardment are practically

    deafening. The stench, a mixture of sweat,

    urine, vomit and fear only adds to the

    turmoil in your stomach that the bouncing

    of the small landing craft in the turbulent sea

    has caused. You ght your nausea and try to

    remember your training.

    As you look ahead, the shore begins to

    come into focus. You see the wide expanse

    of at beach that seems to go on forever.

    Beyond that you can see some hills, almost

    like cliffs that tower over the beach. Directly

    in front of you the hills drop down to beach

    level in a gap. You see ashes of light from

    all around the gap. It dawns on you what you

    are facing.

    "Holy Crap!" You shout as it dawns onyou. "Were too far east! Thats the Vierville

    Draw! This isnt our landing area!"

    You look back at the pilot and try to get

    his attention but he is too busy to notice.

    Your boat rocks violently to the right

    and you are knocked off your feat by a

    shockwave. As you get up, you see another

    LCVP about 20 yards aware on re, men

    leaping over the sides. A shell explodesdirectly in front of your boat, showering

    you with water. The pilot turns hard to the

    right, nearly capsizing. He manages to right

    the boat and turn back toward shore, but the

    maneuver reduced your speed. Another shell

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    explodes nearby and everyone drops down,

    trying to stay low.

    You hear the boat engine whining hard,

    straining. Suddenly the boat jars to a stop

    throwing you forward hard. A series of

    explosions stuns you. You look around andsee smoke billowing from the rear of the

    boat. Men are screaming. You smell burning

    esh. You hear the loud patter of automatic

    re strang the body of the LCVP.

    Men onboard a Higgins Boat hunkering down as they approach shore.

    They are apparently drawing re. Notice the variety of weapons. You

    can see a couple BARs, numerous M1 Garands, at least one Thompson

    SMG and what looks like part of a medium machine gun.

    What happens next is a bit of a surprise.

    Dont tell the players right away. First of all,

    the current was much stronger than expeted

    and the landing craft drifted directly in front of

    the Vierville draw. Second, instead of landing

    on the beach, the boat beaches on a sandbar.Go

    on to the next section.

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    THE SANDBAR 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 re 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 autore.

    The K98s are effectively ring 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

    The ramp begins to lower. You catch a

    eeting glimpse of the beach and water,

    too much water. You are pushed forward as

    the men on the boat surge toward the ramp.

    You hear strange thudding noises and see ashower of red mist as an MG42 sprays the

    inside of the landing craft. Men fall down

    all around you, screaming.

    Someone behind you yells, "Move! Move!

    Move!" and you try to run forward. You step

    over bodies, some still alive clutching at the

    holes in their chests or bellies. More men

    fall in front of you. You see the beach but in

    front of you all you see is water. No time to

    stop and think. You push forward.

    Just as you reach the ramp you see the

    men in front of you wading in water up to

    their knees suddenly disappear under the

    waves. You look for them, but they are gone,

    the weight of their gear pulling them down

    and keeping them there. Bullets zip past

    you, killing the man to your rear. You kneel

    down on the ramp trying to understand what

    is going on. Then you see it.

    Sandbar! The LCVP has beached on

    a sandbar about 50-100 yards out from

    the beach. You look around. Of the 35

    men on your LCVP over half are dead or

    dying, several more are missing. Bullets

    from automatic weapons and small arms

    ping, zip and strike targets all about you.

    Mortar shells careen overhead, exploding

    showering you with fragments of shrapnel.

    Before you lays an expanse of open water ofunknown depth.

    To your left, another LCVP is beached on

    the sandbar as well. Its men are no better off

    than those on your LCVP. To the right you

    see only open ocean.

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    rate should be cut to normal due to the

    heaviness of being waterlogged. After they

    move 10-15 feet, the water level drops to its

    full depth, which will be over their heads. If

    they insist on going forward with their gear on,

    have them make Swim checks (DC20) each

    round to avoid starting to drown.

    At any point they can ditch their gear. Doing

    so changes the DC to 10, but they have to ditch

    all their gear. The idea is to get them to shore

    with nothing but their clothes no helmet, no

    weapon, no ammo.

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    THE BEACH

    Map 1 shows the overall layout of the Dog

    Green section of Omaha Beach. The beach

    at is about 300 yards wide from shore to

    shingle. It is very at and open and provides no

    cover. The beach is littered with anti-boat/tankobstacles which do provide 25% cover. You

    can randomly place an obstacle every 25 to 50

    yards or use the layout weve provided in Map

    1.

    Defenses

    The GM version of Map 1 shows highlighted

    areas where defenders have zeroed their

    weapons. These are represented by green ovals.

    Any defensive re into those areas gets a +2bonus to the attack roll.

    All defenses can re on the beach. Track

    the movements of all Allied players and

    NPCs. Distribute the re randomly among all

    targets. The defenders are mostly just spraying

    whatever they see. Focus on stationary targets.

    That makes it more dangerous to stay behind

    an obstacle for long periods.

    Description

    As the players are about half way across the

    beach read this:

    You nally made it to shore. You dont

    have time to rest as bullets stream past

    you or hit the sand next to you throwing

    up a shower of dirt. The beach looks

    unbelievably wide from where you are.

    You will have to cross about 300 yards in

    the open. The bombers mostly missed the

    beach and there are few craters. There are

    beach obstacles that you can hide behind.

    They provide minimal protection from the

    constant re. You cant even really tell who

    is shooting at you. It seems to be coming

    from everywhere.

    You cannot see much beyond 50 or 100

    yards. There is just too much smoke. You

    see the burning hulk of a couple of Sherman

    tanks and bodies everywhere.

    As you wait, trying to decide what to do,

    a bullet hits a soldier kneeling next to you.His head snaps back and blood showers you.

    You hear someone yell at you, "Get moving,

    soldier! If you want to live, get up and move

    your butt!"

    You can see an embankment about 150

    yards ahead. It looks like you can hide

    behind it, if you can just reach it. You cansee muzzle ashes above the embankment

    and the dark outline of the bluffs beyond.

    As the players are about 25-50 yards from

    the shingle, read this:

    You can see the embankment clearly.

    This must be what they called the Shingle

    in the brieng. It is an 8 to 12 foot high

    embankment of rocks and gravel. It is only

    about 10 yards across but the steepness

    blocks anyone lying at the bottom from

    re from the defensive positions on the at

    beyond or the bluffs. You can also clearly

    see the bluffs now and see two concrete

    bunkers overlooking the draw.

    You also see a line of defenses along the

    top of the Shingle including what look

    like trenches, pillboxes, machine gun

    nests all blocked off by a solid wall of

    barbed wire.

    There is nothing between you and the

    shingle. The last 25-50 yards is open

    beach, littered with corpses and wounded

    men.

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    The players can try to return re any time

    they want. The likelihood of hitting anything

    is minimal until they are within 25-50 yards of

    the shingle. Even then it will be difcult.

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    THE SHINGLE BARBED WIRE

    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 grenadedrops over the rocks exploding among the

    huddled men.

    The sounds of battle havent lessened.

    The ground shakes with explosion after

    explosion. You crawl up the shingle and

    see the barbed wire wall at the top. Bullets

    splatter the rocks above you, forcing you

    back down.

    The players can rest. This is a good chance

    for medics to treat injuries. Give them some

    time to plan their actions. First they need to

    clear a hole through the wire. They can try

    to go through where they are or move down

    the beach. The left hand side of the shingle is

    fronted by a 12 foot high sea wall. There is a

    breach in the wall from a naval shell, but they

    have to nd it. It is behind some barbed wire,

    but less than anywhere else.

    No matter where they try to go over the

    shingle, they need to get through some amount

    of barbed wire. They cannot get through the

    barbed wire without wire cutters or Bangalore

    torpedoes.

    SPECIAL ENGINEERS

    Well, unfortunately you cant nd any of the

    engineers. It would seem they were all killed or

    were wounded. However, you can nd some

    Bangalore torpedoes fairly easily.

    The barbed wile is made of large,

    overlapping coils of concertina wire

    suspended between posts. Each section is

    about 15 20 feet long and about 8 feet

    deep. You can see no way through the wire.You will have to cut or blast your way

    though.

    Barbed wire is an obstacle that blocks

    infantry and light vehicle movement. Anyone

    attempting to move through barbed wire suffers

    1d4 damage per round. To cross a barbed wire

    obstacle requires a successful Dexterity check

    (DC 20). Anyone failing the check becomes

    entangled for one round and may make no

    action for an entire round (other than trying to

    get free). The Dexterity check must be repeated

    each round that the person is in the barbed wire,

    and an additional 1d4 points of damage is taken

    each round.

    Cutting Barbed Wire:A soldier with wire

    cutters can cut through a barbed wire barricade

    in 3d4 combat rounds. He must continue cutting

    as full round actions for the duration of the time

    required. The cutting may be interrupted and

    restarted without adding time. The soldier loses

    any defense bonuses due to Dexterity while

    cutting. He creates a path wide enough for one

    person to move through.

    Bangalore Torpedoes:Bangalore torpedoes

    are lengths of explosive-lled pipe that are

    connected together, run under barricades

    and detonated. A Bangalore torpedo clears a

    20-foot wide path through barbed wire. The

    length of the path cut is equal to the length ofthe torpedo plus 5 feet. Bangalore torpedoes

    require the Demolitions skill.

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    THE SEAWALL

    The seawall fronts the left half of the

    shingle overlooking Dog Green. It is a solid

    concrete retaining wall that varies in height

    from around 8 feet to 12 feet. It is topped

    with barbed wire and manned with severaldefenders. You see no easy way over the

    wall.

    There really is no easy way over the wall.

    The PCs do not have scaling ladders or

    grappling hooks. Bangalore torpedoes may not

    even breach the wall. If Bangalores are placed

    at the seawall, there is only a 50% chance that

    they will create a breach. There already is a

    breach, from naval bombardment. However, it

    is far down the left-hand side of the beach and

    the PCs must nd it. The barbed wire there is

    thinner, but still intact.

    If the PCs create or nd the breach read the

    following:

    A 15-foot section of seawall lays collapsed

    in a pile of broken concrete. You should be

    able to climb up through the rubble to the

    at.

    SIDE MISSIONS

    You can give players side missions if you

    think it is a good idea. Some ideas for side

    missions on the beach include things like:

    Locate the Captain

    Find a radio operator so we can report

    in

    Get some Bangalaores

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    THE FLATMGs can and should re at or near the PCs as

    they move around on the at. However, only

    target the defenses from one bunker complex,

    whichever is closer.

    Also, if they approach the front of the

    pillbox, its occupants will not hesitate to re

    at the PCs.

    The Fortied House must be taken before

    they can move on to the Bluff.

    TRENCHES

    The at is an area of relatively at land

    that runs between the shingle and the edge

    of the bluffs. It is covered with defensive

    positions, including mineelds, barbed wire,

    foxholes, trenches, machine gun nests andpillboxes. Immediately behind the shingle

    are defense trenches. These are little more

    than reinforced ditches from with German

    infantry can re down on the beach. Further

    east you can see the gray shape of a small

    pillbox, from which sporadic machine gun

    re erupts. You also notice several active

    MG nests.

    Directly in front of the draw you see a

    stone, two-storey house. Muzzle ashes canbe seen from several windows. On the left

    side of the draw there are ruins of several

    small homes.

    The re from the bluffs is intense. The

    Bunkers loom menacingly above you. Every

    few seconds a big gun in one of the bunkers

    res.

    DEFENSES

    The beach map shows the relative position

    of defenses. The area descriptions provide

    details on the defenders in each area. Most

    of the defenders in the trenches will fall back

    when the PCs come through the barbed wire.

    They are not interested in getting killed and

    have little to no loyalty to the Third Reich.

    However, the men in the pillbox, MG nests

    and Fortied House will not run unless they

    are outnumbered and suffer 50% casualties.

    Let the PCs decide how to tackle the defenses

    on the at. You should focus the attention of

    either Bunker complexes on the PCs at this

    point. The artillery can only re at targets on

    the beach or in the water, but the mortar and

    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 gunis ring from inside. From the sound, you

    guess it is a MG42.

    The pillbox holds 1 MG42 and 2 Rookies

    with K98s. They will not run. The pillbox

    is relatively impervious to damage. A single

    grenade thrown through the rear doorway

    should kill anyone inside. Each defender gets

    a Reex Save (DC 15) to take half damage. If

    they fail the save, they are killed. If the PCs

    dont use a grenade, they will have to ght itout.

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    Foyer

    The front door opens to stairs going up to

    the second oor and a hallway that leads to the

    back door. To the right is a doorway into the

    parlor and to the left, about midway down the

    wall is a doorway into the Common Room.

    The 2nd oor landing forms a balcony

    overlooking the foyer. A German with an

    MP40 is upstairs (See Stairs Landing).

    The room is empty.

    Common Room

    This is a large room (30ft. x 40 ft.) lled

    with 3 very large tables and assorted chairs. It

    FORTIFIED HOUSE

    You can give or show Map: Fortied House

    to the players. Do not show them the GM

    version of the map. All of the defenders have 3

    clips/magazines of ammo and 2 stick grenades.

    (Read)

    Map: Fortied House (Players Map)

    The stone house occupies a commanding

    position at the mouth of the draw. The front

    of the house faces toward the ocean. The

    right side has a second oor. There is a barn

    in the rear.

    Muzzle ashes come from several of the

    windows.

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    appears to be a meeting or dining room. There

    are 4 windows in the room.

    A German Wehrmacht Rookie with a K98

    and a Wehrmacht Rookie with an StG44 are in

    the room.

    Parlor

    This 15 x 30 room has been stripped of all

    its furniture. There are windows at the front

    and rear. Doorways near the front lead out to

    the Foyer and into the Kitchen.

    There is a Wehrmacht Rookie with a K98 and

    a Wehrmacht Conscript also with K98 here.

    Kitchen

    This is a 15 x 15 room. There is a window

    over the counter and a doorway into a

    bedroom.

    The kitchen is not occupied.

    Bedroom 1

    This 15 x 15 bedroom is apparently being

    used by a German ofcer. All of his belongings

    and part of his uniform are in the room.

    The room is not occupied.

    Map: Fortied House (Players Map)GM Map

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    2ndFloor

    Stairs Landing

    A railing goes around the landing, making a

    balcony. There is one doorway in the middle of

    the house leading to a hallway.

    There is a German Wehrmacht Rookie with

    an MP40 stationed here. He will re on anyone

    entering the house our out the rearward facing

    window.

    Hall

    The hall is 5 feet wide and 25 feet long.

    There are 4 bedrooms off the hall, all identical

    except for the occupants.

    Bedrooms 2 5.

    These rooms are all 12.5 x 12.5 and

    arranged identically. Each room has a window,

    the two outermost rooms (3 & 5) have two

    windows.

    There are Germans in rooms 3-5 as follows:

    BR 3 Wehrmacht Rookie (K98)

    BR 4 Wehrmacht Veteran Ofcer (StG 44

    jammed, Walther P38)

    BR 5 Wehrmacht Rookie (MP40)

    MINEFIELDS

    There are several locations marked as

    mineelds. 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:

    There are 3 areas on the at that are not

    marked as mineelds by signs. The Omaha

    Beach GM"s map shows them as orange ovals.

    These are hidden mineelds. Each one has a

    density of 5%. Any player moving through the

    mineeld must roll 1d20 each round. On a roll

    of 1 he steps on a landmine. See the sections on

    landmines in the Players Guide.

    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".

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    THE BLUFFS BUNKERS

    The bunkers have one 50mm gun which can

    only re at targets on the beach or in the ocean.

    They also have two MG42s mounted to re in

    arcs that are pointing either up or down the

    beach at about a 45 degree angle. Unlike thePillbox, 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 Rookiesexcept the MP40 in the small storage room

    near the main bunker. That unit is a Wehrmacht

    Veteran.

    BUNKER COMPLEX B

    The Bunker Complex B 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.

    AFTERMATH

    Once the PCs clear both of the bunker

    complexes, any remaining German defenders

    at Dog Green will surrender or ee. The PCs

    can move to the rally point.

    The bluffs tower over the beach, rising

    150 to 170 feet above the at. The side

    facing the ocean is very steep and covered

    with grass and brush. About halfway up the

    slope, on each side of the draw are bunkercomplexes. The main component is a large

    concrete reinforced bunker.

    You can see what looks like a 40 to 50

    mm gun and two MG42s ring from inside

    the bunkers. Near each bunker are multiple

    ring positions and machine gun nests. You

    can only assume that they are all connected

    by a network of tunnels and trenches.

    The Bunkers and defenses on the bluffsare arranged to turn the draw into a meat

    grinder. They have overlapping elds of re

    on the entire draw area and most of the at.

    It would be suicide to approach the draw

    while the bluff defenses are intact.

    The players must decide how to get to the

    bluff defenses and which one to attack rst.

    The following information summarizes the

    features of the bluff defense complexes. At the

    end of this section is a list of defenders.

    TRENCHES

    All trenches are 4-5 feet deep and 5 feet

    wide. They are reinforced with wooden beams

    and walls. The oor is sandy dirty. Boxes,

    chests and barrels are located throughout

    the complex. Most contain supplies and

    ammunition for German weapons that are of

    no real use to the players.

    MACHINE GUN/MORTAR NESTS

    Machine gun/mortar nests are reinforced

    concrete circles that are about 3-4 feet deep.

    They are surrounded by layers of sandbags.

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

    Gamemaster

    Section

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    UnitName

    RAtk

    MAtk

    Def

    Dam

    AutoDam

    HP

    Wounds

    CombatActionsinRounds

    R

    ound1

    Round2

    Round3

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    DEFENDERS

    All of the defenders are Wehrmacht units.

    They are either Conscripts, Rookiers or

    Veterans. The following summarizes the

    information from the Players Guide on these

    NPC types:

    Wehrmacht Conscripts

    Conscripts are men who have been forced

    into service for the Third Reich. Many of them

    come from Eastern European countries that

    have been occupied by Germany, including

    some of Mongolian descent. Conscripts have

    little to no loyalty to Hitler. They are poorly

    trained, poorly equipped and very likely to run

    away or surrender given the opportunity.

    Conscript: Level: 1, CR: 1/3, HD: 1d8, HP:

    8, MAS: 11, Init Bonus: +0, Defense: 11, Flat-

    footed: 11, Base Attack Bonus: +0, Grapple:

    +1, Unarmed Attack: +1, Melee Attack: +1,

    Ranged Attack: +0, Fort: +0, Reex: +0, Will: -

    1, Str: 12, Dex: 11, Con: 11, Int: 9, Wis: 8, Cha:

    8, Guts: 9, Disciplin: 6 , Leadership: 6. Weapon

    Qualication: Only the weapon indicated for

    the unit in the mission specs.

    Rookie

    Rookies tended to be German citizens,

    though often they were either young boys or

    old men. They had relatively poor training, but

    had reasonably good equipment, especially at

    the time of D-Day.

    Rookies will stand and ght, but may run or

    surrender if their unit suffers 50% casualties.

    Rookie: Level: 1, CR: 1/2, HD: 1d10+2, HP:

    12, MAS: 14, Init Bonus: +1, Defense: 13, Flat-

    footed: 12, Base Attack Bonus: +1, Grapple:

    +2, Unarmed Attack: +2, Melee Attack: +2,

    Ranged Attack: +2, Fort: +3, Reex: +3, Will:

    +1, Str: 12, Dex: 14, Con: 14, Int: 13, Wis: 11,

    Cha: 9, Guts: 11, Disciplin: 8 , Leadership: 8.

    Weapon Qualication: The weapon indicated

    for the unit in the mission specs, plus the K98

    and Hand Grenade.

    Veteran

    Veterans are German soldiers who haveexperience ghting, often from somewhere

    on the Eastern Front. They tend to be tough

    ghters. They will not usually run away or

    surrender unless facing overwhelming odds.

    They often are either NCOs or Ofcers.

    Veteran: Level: 5, CR: 2, HD: 5d10+10,

    HP: 60, MAS: 15, Init Bonus: +2, Defense:

    116, Flat-footed: 14, Base Attack Bonus: +5,

    Grapple: +6, Unarmed Attack: +6, MeleeAttack: +6, Ranged Attack: +7, Fort: +5,

    Reex: +5, Will: +2, Str: 13, Dex: 15, Con: 15,

    Int: 13, Wis: 11, Cha: 9, Guts: 12, Disciplin: 10

    , Leadership: 10. Weapon Qualication: The

    weapon indicated for the unit in the mission

    specs, plus the K98, Walther P38, MP38/40

    and Hand Grenade.

    WOUNDING AND DEATH

    This mission is extremely combat oriented.

    Characters are very likely to get wounded

    or killed. You should have several backup

    characters ready to take over in the event of

    a PC becoming incapacitated or killed. Have

    the backup characters operate as NPCs in the

    players squad until needed.

    Medics are NPC characters that you dont

    really have to worry about. Anytime a PC

    yells for a medic, one will come within 1d4rounds. However, remember that Treat Injury

    only restores 1d4 Hit Points. It can also only be

    performed once a day for a character. However,

    feel free to change this to be once per day per

    injury. If a character is treated and then shot

    again, he should be able to be treated for the

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    new wound.

    Medics can also stabilize a dying character.

    This may be the most common use for them.

    Characters who are wounded are eligible to

    receive the Purple Heart. Also, if a character is

    incapacitated, he cannot gain experience points

    until he is back in action.

    USING MINIS

    We have included a set of minis for you to

    use. They include 1 inch, round counters with

    German and US infantry depicted. Use them

    as you wish to represent both PCs and NPCs.

    They are scaled to match the map pieces also

    included.

    Wounded Soldier Being Treated on Beach

    You can either use the maps we provide andindicate on them where units are or build a

    virtual battleeld using the mini map pieces.

    We dont provide you with minis for the

    bunkers, but you can make your own fairly

    easily.

    The trenches, obstacles, barbed wire, etc.

    that we do provide should be helpful. You will

    also nd chits to indicate which units have

    red automatic weapons (Burst and Autore)

    as well as target chits for such things as thrownweapons and mortars.

    PREMADE CHARACTERS

    You can use the following if you like:

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    PRIVATE COBB

    ABILITIES

    Ability Score Bonus

    Str 12 +1

    Dex 14 +2Con 14 +2

    Int 10 +0

    Wis 10 +0

    Cha 10 +0

    Disc 10 +0

    Guts 13 +1

    Lead 11 +0

    STATS

    Hit Points: 12

    Initiative: +2

    Fort: +3

    Ref: +3

    Will: +1

    Melee Attack: +2

    Ranged Attack: +3

    Defense: 13

    Flat-footed: 11

    WEAPONS

    Private Anderson is qualied with the

    following weapons:

    Weapon Extra Attack

    Bonus

    Carried?

    M1 Garand +1* No

    M1 Carbine +0 Yes

    M9A1 Rocket

    Launcher (Bazooka)

    +0 Yes

    Bayonet +0 Yes

    M2 60mm Mortar +1* No

    *Bonuses from feats included.

    FEATS

    Athletic, Bravado, Dead Aim, Far Shot,

    Heroic Effort, Improved Brawl, Indirect Fire,

    Mortar Expert, Run, Streetghting, Weapon

    Focus (M1 Garand).

    SKILLS

    Skill Ranks

    Chemical Defense 1

    Craft (Fortications) 2

    First Aid 2

    Hygiene & Sanitation 1

    Knowledge (Military) 1

    Map Reading 2

    Marching 1

    Protecting Military Info 1

    Radio Operation 1Sign Language (Military) 1

    Tactics (Squad) 1

    Use & Characteristics(Allied Weapons, Allied

    Vehicles, Axis Weapons, Axis

    Vehicles)

    1 each

    Balance 4

    Climb 4

    Concentration 4

    Crawl 4

    Hide 4

    Jump 4

    Landmines 1

    Move Silently 4

    WOUNDS

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    PRIVATE DOUGLAS

    ABILITIES

    Ability Score Bonus

    Str 14 +2

    Dex 16 +3Con 15 +2

    Int 10 +0

    Wis 10 +0

    Cha 10 +0

    Disc 10 +0

    Guts 15 +2

    Lead 10 +0

    STATS

    Hit Points: 12

    Initiative: +3

    Fort: +3

    Ref: +4

    Will: +1

    Melee Attack: +3

    Ranged Attack: +4

    Defense: 14

    Flat-footed: 11

    WEAPONS

    Private Anderson is qualied with the

    following weapons:

    Weapon Extra Attack

    Bonus

    Carried?

    M1 Garand +2* No

    BrowningAutomatic

    Rie (BAR)

    +1 Yes

    Hand Grenades +0 4

    Bayonet +0 Yes

    Thompson SMG +0 No

    Colt .45 Pistol +0 No

    *Bonuses from feats included.

    FEATS

    Autore Expert, Burst Fire, Disciplined,

    Dodge, Double Tap, Far Shot, Knockout Punch,

    Rie Expert, Shot on the Run, Suppressing

    Fire, Weapon Focus (M1 Garand).

    SKILLS

    Skill Ranks

    Chemical Defense 1

    Craft (Fortications) 1

    First Aid 1

    Hygiene & Sanitation 1

    Knowledge (Military) 1

    Map Reading 1

    Marching 1

    Protecting Military Info 1

    Radio Operation 1Sign Language (Military) 1

    Tactics (Squad) 1

    Use & Characteristics(Allied Weapons, Allied

    Vehicles, Axis Weapons, Axis

    Vehicles)

    1 each

    Balance 3

    Booby Traps 3

    Climb 3

    Crawl 3

    Decipher Code 3

    Demolitions 2

    Gamble 2

    Hide 2

    Landmines 2

    Spot 1

    WOUNDS

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

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    Beach Obstacles

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    Barbed Wire

    Boxes & Barrels

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    PLAYER MAPS

    The maps on the following pages are intended to be given to the players.

    They do not contain any secret information. Permission is granted to

    photocopy any of the maps for personal use.

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    GAMEMASTER MAPS

    The maps on the following pages are intended to be used only by the

    Gamemaster. They contain troop positions, locations of mineelds and

    other secret information. Permission is granted to photocopy any of the

    maps for personal use.

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