Documente Academic
Documente Profesional
Documente Cultură
Derek Chappell
Credits
Editor
Joe McNeil, Beau LaManna
Consultants
Younghwan Choo, Eric D.
Special Thanks
Special Thanks to The Great War Youtube channel, which was
invaluable while working on this project.
Photo Credits
The sources for the art in this book were derived from the public
domain. They were sourced from Pintrest, Facebook, and Wikimedia
Commons.
LKI and A7V photographs from the Bundesarchiv, CC BY-SA 3.0 DE. The
modified photographs are avaliable at newstandpress.tumblr.com
newstandpress.tumblr.com
https://www.patreon.com/opensketch
Version 1.1
In Flanders fields the poppies blow
Between the crosses, row on row,
That mark our place; and in the sky
The larks, still bravely singing, fly
Scarce heard amid the guns below.
- John McCrae
• No-Man’s Land Encounters 19
Index
The Trench Raiders
• No-Man’s Land by Day
• Other Movement
1 • New Terrain
19
19
20
• Ruined Land 20
Introduction 2 • Deep Mud 20
• The Basics 2 • Duckboard 20
• Archetypes 3 • Frozen Mud 21
• New Battlefield Rules 3 • Skeletal Forest 21
• Bounty System 3 • Overgrown Ground 21
• Leverage 3 • Shattered Town 21
• New Content 3 • Trench Lines 22
Character Creation 4 • Trench Sections 22
• Archetypes 4 • Fighting from Trenches 23
• Choosing an Archetype 4 • Fighting in Trenches 23
• Archetype Breakdown 5 • Trench Layouts 24
• The Wire 25
• Starting Skills & Equipment 6 • Communication Trenches 25
• Attributes 6 • Dugouts 25
• Special Templates 6 • Gun Posts & Batteries 25
• Nationalities 7 • Pillboxes 25
• France 7
• United Kingdom 7 New Threats 26
• Commonwealth 7 • Chemical Warfare 26
• United States 7 • Gas Mechanics 26
• Germany 7 • Suffering Gas Attack 27
Launching Raids 8 • Early Vehicles
• Off-Roading
28
28
• Raid Basics 8 • Vehicles & No-Man’s Land 28
• Bounty & Advancement 9 • Reliability 29
• Completing Bounties 9 • Gearmen 30
Leverage & Morale 10 • Spalling 30
• Fire Arcs & Sponsons 31
• Doubt & Fatigue 10
Expanded Rules 12 Animals
• Working Dogs
32
32
• Tactical Stealth 12 • Carrier Pigeons 32
• Tracker Positions 12 • Calvary & Work Horses 32
• Growing Awareness 13 • Rats! 32
• Cooling Awareness 13
• Animals & Gas 33
• Melee Combat 14
• Choosing a Target 14
• Riding 33
• The Bayonet 14 New Skills 33
• Creeping Barrage 15 Equipment 34
The Battlefield 16 • Item Changes 34
• No-Man’s Land 16 • Issuing Items with XP 34
• Generating No-Man’s Land 16 • Generic Equipment 35
• Awareness in No-Man’s Land 17 • Wearables 36
• Crossing No-Man’s Land 17 • Armour 37
• Fighting in No-Man’s Land 17 • Firearms 38
• Pathfinding 18 • Special Weapons 41
• Pathfinding 18
• Explosives 42
• Weapon Modifications 42 • In The Front Lines 86
• Supplies 43 • Friendly Enemies 87
• The Big Push 87
• Melee Weapons 44
• Rest & Relaxation 88
• Chemical Weapons 48 • Recruitment 89
Vehicles 50 • The Home Front 89
• Civilian Car 50 Solo Play 90
• Early Transport Truck 51
• Armoured Car 52
• The Last Man 90
• The Team 90
• Heavy Armoured Car 53
• Machine-Gun Autocar 54 • Objectives 91
• Armoured Scout 55 • Gameplay 91
• Tanks 56 • Fortune 91
• British Heavy Tanks 56 Non-Player Characters 92
• British Heavy Tank (Male) 58
• British Heavy Tank (Female) 59 Alternate Templates 98
• Cavalry 98
• Heavy Tank Features 60 • Stormtroopers 99
• Steering Trailer 60 • Tankers 100
• Unditching Bar 60 • Pioneers 101
• Grenade Screen 60
• Tadpole Tail w/ Mortar 60 Timeline 102
• MKV* Conversion (MKV Only) 60 • 1914 102
• Fascine 60 • Equipment Changes 102
• Semaphore Flags 60 • Gameplay Ideas 102
• Beutepanzerwagens 61 • 1915 103
• Mark I Gun Carrier 62 • Equipment Changes 103
• Mark IX Troop Carrier 63 • 1916 103
• Medium A “Whippet” 64 • Equipment Changes 103
• Medium B 65 • 1917 104
• Schneider CA1 66 • Equipment Changes 104
• Saint-Chamond 67 • Notes 104
• Renault FT Char Mitrailleur 68
• Renault FT Char Canon 69 • 1918 105
• Char 2C 70 • Gameplay Ideas 105
• A7V 71 1919 Offensive 106
• Aircraft 72 • Play Options 106
• Single-Seat Fighter 72 • New Gear 107
• Two-Seat Attack Plane 73
• 1919 Vehicles 108
The Western Front 76 • MK VII International 108
• Why We Fight 77 • Medium C 109
• The Franco-Prussian War 78 • Leichter Kampfwagen I 110
• Prewar Tensions 79 • Leichter Kampfwagen II 111
• Wilhelminism 79 • K-Wagen 112
• What Were They Thinking? 80 • Sturmpanzerwagen 113
• Trench Warfare 82 Other Fronts 114
• Race to the Sea 82 • Italian Front 114
• Strategy of Exhaustion 82 • Royal Italian Army 114
• History of Trenches 83 • Austro-Hungarian Army 114
• Attacking a Trench 84 • Imperial Russian Army 115
• Send the Reserves 85
• Life in the Trenches 86
PATROL
The Trench Raiders
“The lamps are going out all over Europe, we shall
not see them lit again in our life-time”
- Sir Edward Grey,
British Foreign Secretary, 1914
At the dawn of the 20th century, the Great Powers of Europe were
poised in a precarious balance. With vast armies fuelled by the
excesses of colonialism and the beating drum of industry standing
ready, all that stood between peace and apocalyptic conflict was a
web of alliances, intended to make any war too costly to fight. In
the words of Otto von Bismarck, it would merely take “some damned
foolish thing in the Balkans” to set it off.
1
Introduction
The Trench Raiders is a standalone game running on the rules of
PATROL. It is set during the First World War, when the imperialist
ambitions and webs of alliances spread across Europe finally
led to the apocalyptic industrial war which sundered empires,
destroyed a generation, and changed the shape of the world.
The Trench Raiders has a much more narrow focus than the original
PATROL. Rather than attempting to give an overview of the entire
conflict and allow players to take up many roles within it, this
book focuses entirely on a single circumstance, that of trench
raiding teams on the Western Front. The Great War is a much vaster
and more complicated subject spanning multiple fronts and dozens
of nations; this game is intended to highlight just a small piece.
The Basics
The Trench Raiders takes the basic elements of PATROL and
recontextualizes them using storygame elements to create brief,
tense, and extremely lethal missions into enemy lines. The
missions characters undertake are nigh-suicidal, and they must
do whatever they need to in order to survive.
You will need a copy of the original PATROL in order to play, as most
of the rules are unchanged. However, they are many new sections
expanded to explore unique aspects of the First World War.
2
If you’re a veteran of PATROL, here is a rundown of what’s changed.
Archetypes
The Trench Raiders omits Alignments, MOSes, and traditional
advancement. Instead, characters are built from a series of
personality Archetypes, simplified character outlines which
give a jumping-off point both for their mechanical roles on the
battlefield and their natures as people. Much of the game is built
from the conflict between these Archetypes.
Bounty System
The objective of most trench raids are the same, to sow chaos and
fear in the enemy ranks. To simulate this, players pursue Bounties;
objectives attached to each character Archetype. By achieving
Bounties, characters advance and change. Bounties encourage
players to push on to new and more dangerous circumstances, and
get themselves in over their head.
Leverage
The Trench Raiders is much more freeform than regular PATROL,
with players devising their objectives on the fly as circumstances
change. To make these operational decisions more complex, this
game uses a social currency called Leverage. Based on their
Archetypes, characters gain Leverage over one another, and use it
to compel action from their comrades.
New Content
This book is jam-packed with new weapons, equipment, vehicles,
and NPCs. From cutting-edge tanks and poison gases to deadly
improvised melee weapons and pseudo-medieval armour, the tools
of the First World War are well represented.
3
Character Creation
Creating a character works quite differently from vanilla PATROL,
with a special playbook used to generate unique characters.
Archetypes
The First World War predates much of the specialization that
would occur within the ranks of the infantry in future conflicts.
A rifleman was a rifleman, and a regiment would consist mostly of
a homogenous mass of men armed and trained similarly, with just
a few specialists attached. Elements like machine-guns or light
artillery, which today are attached organically to infantry
regiments, were at the time often entirely contained within
dedicated battalions.
But these are not cogs. They are people, with their own aspirations
and characteristics. They are distinguished through the use of
personality Archetypes.
Choosing an Archetype
The first thing you must do to create a character is to choose an
Archetype. Each Archetype is given their own Playbook; a set of
character sheets that allows you to quickly reference everything
you need to know about them. It covers their capabilities,
their motivations, and their advancement paths. Print out
these Playbooks before the session, and discuss as a group what
interactions you would find interesting before selecting one.
The Doubt section details what events will make this character
take Doubt. This works exactly the way it does for Alignments in
the PATROL, but all of these events will always inflict just one
Doubt at a time.
5
Starting Skills & Equipment
The starting Skills and Equipment for trench raiders are included
in each Archetype. It is usually a variation of the following, with
some items or Skills added or removed.
Skills
Bolt-Action Rifle (Medium)
Bayonet
Sentry
Prepare Position
Equipment Weight
x1 Fatigues 2 (Negated)
x1 Footwear 2 (Negated)
x1 Steel Helmet 2
x1 Overcoat 3
x1 Load Belt 0 (+5 Capacity)
x1 Haversack 3 (+8 Capacity)
x1 Entrenching Tool 2
x1 Gas Hood 2
x1 Bolt-Action Rifle 4
x1 Bayonet 2
Total Weight 18
Attributes
Assign 21 points between your Attributes. Your Archetype will
place modifiers atop this.
Special Templates
The default templates and rules centre around trench raiders as a
small force of infantry using night infiltration tactics, and most
of the game is based around that dynamic. The default template
will suffice for most variations on that theme.
6
Nationalities
France
French troops are fighting for their home soil, so ignore the first
point of Doubt you would take. Replace your Bolt Action Rifles
with Lebel Rifles, unless you spend an Advance (representing the
Bethier rifle). Early in the war, you would be wearing Conspicuous
Uniforms instead of Fatigues. You can take a Machine-Rifle (See
page 107) any time you could take a Mobile Machine-Gun, but it has
Failures on 1s and 2s.
You all speak French, unless you are playing as colonial troops,
like one of the 135,000 Senegalese Tirailleurs who fought on the
Western Front.
United Kingdom
Replace your standard Bolt-Action Rifles with SMLE Rifles. Don’t
worry; it uses the same Skills as the regular Bolt-Action.
Commonwealth
The Canadians may take an automatic success on their first
Pathfinding Check, but they must carry the awful Ross Rifle,
unless they spend an Advance to trade for SMLEs. ANZAC forces all
take the Stealth Skill for free.
You would be English speakers, but you could also opt to play
French-Canadians, Indians, or another such colonial regiment.
United States
Take the Skill Shotgun (Close). Any player can opt to take a Shotgun
instead of or in addition to their rifle.
You all speak English. One of the most noted and feared units
among the American expeditionary forces was the 369th Infantry
Regiment, known as the Harlem Hellfighters.
Germany
Regular German troops replace all their issued Hand Bombs with
Stick Grenades. You could also opt to use the Storm Trooper rules
on page 99.
7
Launching Raids
As with the base game, missions begin with a Briefing and continue
until everyone makes it home safe, or dies. As trench raiders, you
have a very specialized mission with an established structure,
which will be explored in this section.
Raid Basics
The job of trench raiders is to cross No-Man’s Land in the night,
enter the enemy trenches, and cause as much chaos and destruction
as possible before safely making it back to their own lines. The
most successful trench raids cause so much devastation that
they open the way for a successful dawn attack, but for the most
part these raids simply prevented the enemy from getting too
comfortable.
Time
As in the original game, Turns each represent a half-hour, save for
intense close-range fighting. Trench raids need to be completed
quickly, as being stuck on the wrong side of No-Man’s Land when
the sun comes up is a death sentence.
8
Raider Squad
A trench raid usually consists of about ten men. As you probably
don’t have ten players, fill out the rest of the squad with NPCs. A
good rule of thumb should be to have as many NPCs as there are PCs.
Epilogue
The Trench Raiders does not use the Epilogue system from the basic
game. The accounts of private soldiers are not much trusted for
awarding medals, and nobody cares if you break the law as long as
you’re doing it over in the enemy trenches.
Completing Bounties
Whenever the conditions set out in a Bounty are met, everyone
in the Squad gets to take 1 Advance. The player whose Bounty was
achieved gets 2 Advances.
Taking Advances
Attached to the Archetype character sheet are the Advances, in the
form of lists with checkboxes. You can take these between missions.
Taking Doubt
Because characters do not have Alignments, they each have a unique
mechanism for taking Doubt. Each Archetype has a unique list of
conditions that give them Doubt, and they always take 1 Doubt
whenever these conditions are met. Without Fatigue, the amount of
Doubt taken is never reduced.
Despair
Whenever characters have 5 or more Doubt at a time, they give in
to Despair. Their objectives change; they no longer care about the
mission, instead focusing on a neurotic activity or behaviour.
10
Recovering Doubt
Every 12 Turns, rather than gaining Doubt, as per the regular
game, characters recover 1 Doubt, representing a slow recovery of
their nerve. Tobacco is treated as a Narcotic instead.
Leverage
Leverage is the way players manipulate one another by taking
advantage of the soft points and weaknesses in their comrades.
Gaining Leverage
Each Archetype has a Leverage section containing a number of
Conditions. When these conditions are met, Leverage is awarded
to players. Leverage is a quantifiable resource and is held over
other character specifically. For example, a player could be said
to have “2 Leverage over” another character.
Using Leverage
At any time, a player who has Leverage over another player may spend
that point of Leverage to order them to perform a straightforward
task for them. “Draw their fire.”, “Cover our retreat.” or “Give me
your rifle.” are good examples.
The other player has a simple choice. Either they follow the order,
recovering 1 Doubt in the process, or they refuse, and take 1 Doubt
instead. Either way, the point of Leverage is spent.
11
Expanded Rules
A trench raiding mission involves a stealthy dash across No-Man’s
Land, desperate close combat in the confines of a trench, and an
escape across broken ground back to safety.
Tactical Stealth
Trench Raiding involves a lot of stealthy movement. In the ideal
raid, not a single shot is fired; the engagement is made entirely
at close range with spades and clubs, then you withdraw, having
taken prisoners without the enemy being any the wiser.
Tracker Positions
Each position on the tracker changes the way the GM handles enemy
behaviours, as follows.
0
0 - The enemy suspect nothing. Except 11 1
for sentries and insomniacs, they are
10 2
trying to sleep.
9 3
3 - Some men in the front trenches
suspect there is something going on in 8 4
No-Man’s Land. They are loading weapons
just in case. 7 5
6
6 - The front trenches are awake and alert,
and know there is something afoot. Messengers are sent down the
line, and those still asleep awaken.
9 - The entire enemy line knows something is wrong. Men from the
support and reserve trenches move forward to reinforce. Flares
will be launched to expose infiltrators.
12
Growing Awareness
There’s plenty of noise in No-Man’s Land, even at night, as artillery
usually fires a few probing shots and snipers fire at any light
sources. Soldiers eventually learn to tune out the occasional
gunshot or scream, but a real racket will still draw attention.
Cooling Awareness
On any Turn the Awareness Tracker does not increase, it decreases
by 1, as the enemy believe the raid has been abandoned or repulsed
and begin to return to their normal routine.
Once the tracker reaches 11, it stays there; the enemy is fully alert
and committed now, and won’t be backing down just because it’s
quieted a bit.
Though things might return to normal in the enemy ranks, front line
soldiers will not be able to shake the experience too easily. You
will find a greater proportion of awake and alert men that night,
even once the tracker returns to the starting position, and they’ll
be more willing to respond with immediate force.
13
Melee Combat
Trench Raiding involves a lot close-in fighting. Often, raiders
would carry nothing but melee weapons on their missions, as a
rifle could simply be a liability.
Choosing a Target
Because soldiers of this era were trained to expect melee combat
as a more regular occurrence, and because this game expects it,
the random target element of melee combat is not in place. The
attackers should pair off with defenders as they choose, and any
leftovers can choose who they gang up on. You can’t choose to gang
up on anyone while there are free opponents to choose from.
The Bayonet
All soldiers are armed with, and trained with, a bayonet for their
rifle. This bayonet is not like the small knife used by Vietnam-
era soldiers; it is over a foot long, and many of them even lack a
handle, making them useless as anything but a bayonet.
Fix Bayonet!
You afix the bayonet to your rifle and prepare for close combat.
Attribute Proficiency Difficulty -
Length Minor Skill -
Requirements
A firearm and bayonet.
Effects
Attach your bayonet to your weapon!
It was believed before the war that longer reach would be the
deciding factor in close combat. Experience rapidly disproved
that. In the trenches these bayonets, which made a weapon five
or six feet long, rapidly proved impractical. Soldiers quickly
learned that their spades, especially when sharpened, had far
greater utility, and many raiders would go to their regimental
blacksmiths to have even deadlier weapons forged.
14
Creeping Barrage
A special tactic used during assaults in the First World War, the
moving barrage has artillery pieces “walk” their fire slowly
forward, creating an oncoming sheet of fire and shrapnel. Moving
right behind this barrage would be the assault, which could catch
the survivors before they’d recovered and manned their positions.
Lay down a line on the field: you can do it on your physical map
with a length of string for a tactile touch. The Barrage starts at
this line and advances a fixed distance each Turn.
Everything between the start and end point of the barrage line is
hit by the barrage. Roll one instance of a standard Bombard attack
against these targets, ignoring Failures and FUBARs, from one gun
and its crew. No follow-up shots are taken.
This line would often be shaped to box in the enemy on three sides,
preventing reinforcement from any direction. Feel free to get
creative with your bombardment, but keep players informed of the
schedule.
No-Man’s Land
No-Man’s Land is a blasted, directionless moonscape, with no
landmarks or navigational aids. The lay of the land shifts daily
under shelling and engineering work, forming hills, dips, and
pits of stagnant water. Roads, buildings, and forests have long
vanished under the crushing weight of artillery, leaving only
skeletal remains and collapsed foundations.
Once that’s done, mark this area out on your map, drawing the two
opposed trench lines. Rather than two straight lines, add curves
or irregularities, but keep the trenches parallel and equidistant.
Draw some big circles across the map, especially in No-Man’s Land,
for zones of terrain. That’s all you need to do, as the interesting
hidden details will be determined dynamically during the game.
16
Awareness in No-Man’s Land
While you are in No-Man’s Land, the ground is treated as Obscuring,
Broken Terrain, adding +1 to To-Hit values and reducing sight
distance to one-tenth as normal. Characters outside No-Man’s Land
looking in, such as soldiers in trenches, or observers in balloons
or planes, treat No-Man’s Land as open terrain for the purposes of
sight, but still Broken Terrain for shooting.
17
Pathfinding
The Pathfinding Action is the system which makes every trench
raid unique and interesting. Your mission in the enemy trenches
is straightforward, but will invariably be complicated by the
things you come across on the way there.
Pathfinding
You do your best to find a safe path through the featureless
wasteland of No-Man’s Land.
Attribute Vigilance Difficulty Variable
Length Special Skill Pathfinding
Requirements
One member of the unit must roll Difficulty
while moving in No-Man’s Land. Difficulty is dependant on
Effects lighting conditions.
Choose a direction, a speed, and • 1 under daylight.
make a Vigilance Check. • 2 under flare-light.
• 3 at night.
Successes Reduce Difficulty by 1 if
For every Success equal to or you are guided, such as by
exceeding the Difficulty, the landmarks, trails, or the
entire Unit moves one Shift sound of a rolling barrage.
in your chosen direction.
Failures
For each Failure, take a -1 to the tens on your 2d6 roll for the
No-Man’s Land Encounter Table.
FUBAR
Roll twice on the Encounter Table and pick the lowest result.
If you do not pass, you become lost. Move one Shift in a random
direction. Make an Observe Action to get your bearings next
Turn, else you continue to move randomly.
Speed After you have made your
Choose a pace to make your Pathfinding Action, roll
Pathfinding Action. 2d6 on the No-Man’s Land
• Slow: Take +3 Stealth Rating. Encounter Table to choose
• Fast: +1 Difficulty. Take a a category, then 1d6 to
Half-Move instead of Shift. determine what exactly tou
Take a -3 to Stealth Rating. encounter.
18
No-Man’s Land Encounters
The No-Man’s Land Encounters Table is part of the game’s playbook,
and is rolled after every Pathfinding action. It consists of 11 1d6
tables, creating 66 possible encounters in No-Man’s Land.
When moving during the day, roll 1d6 here to get your sub-table.
Ignore failures.
Follow the Barrage
# Sub-Table Later in the war, a technique
1 Deadly Hazards called the Creeping Barrage was
developed to assist in assaults.
2 Hazards This involved precisely timed
3 Terrain Pieces artillery barrages timed to
4 Terrain Pieces land ahead of a moving force of
5 Bodies men, providing a combination of
suppression and concealment.
6 Advantages
The most useful aspect of the
rolling barrage turned out not
Other Movement to be its destructive effects,
Under rare circumstances, you but its ability to keep troops
may find reason to move using moving in the right direction.
regular rules in No-Man’s Land As long as you were following
instead of pathfinding. For the sound of explosions, you
example, players might want to were going the right way!
Charge into an enemy trench in
the final approach. As long as there is a creeping
barrage ahead of people moving
Remember that the Pathfinding towards enemy lines, lower the
rules are in place to make things difficulty of Pathfinding by 1,
interesting. If what is happening and gives a +3 bonus to the 2d6
is already interesting, feel free encounter roll.
to ignore them!
19
New Terrain
These unique terrain types apply only in No-Man’s Land.
Ruined Land
This is the “default” terrain of No-Man’s Land; a mixture of dirt,
mud, and shell-holes that has been dug up and blasted by artillery.
If you’re moving through these areas without Pathfinding, it is
Difficult Terrain 3 and Broken Ground.
Deep Mud
Mud on the Western Front could be more than a nuisance; it could
be downright dangerous. Deep Mud represents areas of mud several
feet deep, which makes movement nearly impossible and potentially
lethal.
Duckboard
As mud was so dangerous, wooden planks called duckboards were
laid at the bottom of trenches and over particularly bad ground.
The duckboards made progress easier, but had their own dangers;
the hobnailed boots of soldiers would often slip on the slick wood.
20
Frozen Mud
In the winter, the mud of No-Man’s Land could become several feet
of rock-hard ice. This made careful movement easier, but runninga
almost impossible. Reduce the difficulty of Pathfinding by 1 when
going Slow, and increase it by 1 when moving Fast.
Skeletal Forest
When the front lines cut through forests, in most places the forest
lost. Trees would be shattered by artillery barrages, and within
a year the only remnants of life would be the blasted, twisted
remnants of tree trunks rising up through No-Man’s Land, and the
lumps of ground that used to be root systems.
Overgrown Ground
In other places, where the war was newer or quieter, the lines could
remain green, with trenches separated by a blanket of living trees.
Shattered Town
When towns got caught between the front lines, they often simply
ceased to exist in any meaningful way. Artillery and bombs
would reduce them to little more than piles of bricks and rubble,
with only chimneys and churches still identifiable as manmade
structures. They were confusing nightmares to fight or move in.
21
Trench Lines
Rapid-firing artillery and machine-guns have made entrenchment
a necessity for survival. Temporarily slit-trenches have been
expended into a dense network of trench lines, two parallel
fortresses facing off across eastern France.
Trench Sections
The trenches on the Western Front were miles upon miles of
interlocking defensive lines stretching endlessly across the
French countryside.
To prevent a single shell from sending shrapnel all the way down
a trench line, trenches were built with regular angular turns,
creating a zig-zag or zipper-tooth pattern. This gives natural
breaks in the trench lines for a mechanical abstraction called
Trench Sections.
A character can
move through as
many friendly or
unoccupied Trench
Sections as their
Speed value. This
move is treated
as a March action.
22
Fighting from Trenches
Trenches are deep enough to completely protect anyone inside
from small arms fire unless they expose themselves. Characters in
a Trench who have not attacked a target outside of the Trench or
used a Sentry or Observe Action are exempt from being struck by
small arms attacks fired from outside the trench. They may still be
hit by artillery, bombs, and so forth.
Trenches are set up with a firing step on one side, but not the
other, in order to make it more difficult for attackers to turn
them around after they’ve been captured. Add +1 to To-Hit when
firing out of a Trench the wrong way to represent the difficulty of
finding a good firing position.
A Trench Section only has enough room on the firing step for half
its capacity (10 soldiers) to fire out of the Trench at one time. The
other half must stay below the parapet.
Fighting in Trenches
Fighting in a Trench is resolved as Room-to-Room fighting,
in Steps. Everyone who is aware that fighting is going on can
participate.
23
Trench Layouts
Trenches were typically laid out in three parallel lines, 100-200
meters apart from one another.
╧ ╧ Front Trench
Pillbox
Communication
╧ ╧
Trenches
Tunnel
║
Support Trench
D D
╪╪
Reserve Trench
24
The Wire
10 meters in front of the first trench is the barbed wire line that
keeps enemy forces out. The night before an attack, this wire would
be moved aside to let the offensive pass through.
Communication Trenches
Running between each line are Communication Trenches,
passageways which allow small groups of soldiers to move between
each line safely. Only 10 soldiers can pass down a communication
trench in one Turn; during a large counterattack, forces will have
to go over the top to charge the next trench.
Dugouts
Dug into the back of Support and Reserve Line trenches are
dugouts, underground bunkers where soldiers can sleep and wait
safely. They usually have a curtain or a wooden door, and a stove
or fire inside to ward off the cold. They are treated like regular
rooms with impassible, invincible walls.
Pillboxes
The Germans pioneered the use of concrete pillboxes. These Level
5 defensive positions are either attached directly in front of
or over a trench position, or connected to a trench by a Width 10
tunnel. You cannot shoot backwards out of them.
25
New Threats
The Western Front is filled with a myriad of hazards, some unique
to the theatre.
Chemical Warfare
The First World War was the dawn of a terrifying new age of
chemical warfare. Both sides used airborne poisons, released from
cylinders or carried by shells, to attempt to drive the other from
the trenches.
The time gas will linger over an area is defined by the agent
itself. Usually, this is just a single Turn; the effects of the gas
are resolved once, immediately, when the gas is activated. Being
without a mask in lingering gas means you take the effects each
turn until it dissipates or you leave.
26
Suffering Gas Attack
Whenever you get exposed to
poison gas, everyone must make
the Gas! Action. This action
determines if you detect the
gas and react in time.
Gas!
You pull on your mask as soon as you detect deadly gas.
Attribute Vigilance Difficulty Variable
Length Free Skill Readiness
Effects
Make a Vigilance Check.
Successes
If you meet the difficulty, you pull your mask on without
issue. You may still be subject to secondary effects of the gas,
but you are protected from primary effects.
FUBAR
Your mask is damaged, your filter spent, or you failed to
achieve a proper seal. After this Turn, your mask is worthless,
but it will protect you this Turn if you succeeded.
If you fail to pass this Check, you receive the full effects of the
gas as listed in the agent’s profile.
27
Early Vehicles
Though earlier conflicts like the American Civil War had seen the
use of armed trains, and the Crimean War had steam tractors, the
First World War saw the first widespread use of vehicles. These
early armoured cars and tanks had many teething problems.
Off-Roading
Wheeled vehicles of the era were ill-suited to off-roading; their
thin tires had high ground pressure and provided little traction,
while their underpowered engines didn’t provide the torque
necessary to climb steep slopes.
28
Reliability
Early vehicles often taxed their engine, transmission, and
suspension to the breaking point in routine operation. More
vehicles were lost to mechanical breakdown than to enemy action.
3 - With a jolt, the engine backfires and goes silent. The vehicle
is disabled until repaired.
Coax Vehicle
You try to cajole your vehicle into behaving.
Attribute Vigilance Difficulty Temperament
Length Regular Action Skill Handyman
Effects
Make a Vigilance Check against the vehicle’s Temperament.
Successes
For every Success meeting or exceeding the difficulty, reduce
the Temperament by 1, down to the starting Temperament.
FUBAR
You’ve made it worse! +1 Temperament.
29
Gearmen
Many early tanks had such complex transmissions that they could
not be operated by a single person. In fact, the Mark I tank had a
driver, two gearmen, and a commander who also operated the brakes!
Crew Stress
Being in an early tank is awful. The engine sits exposed in the
middle of the crew compartment, pouring exhaust fumes into the
air, and everything is cramped, heavy, and hot. There’s effectively
no suspension, so the ride is awful, and the noise is constant and
deafening.
Spalling
The thin, low-quality steel plating covering early tanks was less
than perfect protection. The impact of bullets, especially around
structural weak points like vision slits, would cause small metal
fragmentation to detach from the inside of the plate and ricochet
around the inside of the tank. These fragments are called Spalling.
When a tank is attacked with small arms, roll a die for every point
of Suppression. On a 1, spalling affects a crewman, inflicting one
Injury. FUBAR on Spalling shock checks always blinds the victim.
30
Fire Arcs & Sponsons
Unlike modern tanks which mount their heavy weapons on turrets
to fire in any direction, the weapons of early tanks had very
limited arcs of fire. To make up for this, they were usually studded
in multiple weapons to cover all angles.
Weapons marked with a “L” or “R” (for Left and Right) are sponson
weapons, mounted in a sort of turret in the side of the vehicle.
They have a 90 degree fire arc from the front of the vehicle out to
the side, like so.
Two opposite sponsons can still fire on the same target, providing
that the vehicle is facing directly towards that target. Otherwise,
they are limited to their fire arcs.
Remember that gunners can fire before or after the vehicle Moves,
so you could, for example, fire one sponson weapon at a target,
rotate the tank, and fire the other at the same target, while
pointing the tank elsewhere.
31
Animals
Humans were not the only creatures on the Western Front.
Working Dogs
Dogs served a variety of roles in the Western Front. Chief among
them were as messengers and rat-catchers. Dogs follow all the
regular dog rules. Having a dog in the unit gives +6 to Gas! Actions.
Carrier Pigeons
As the man-portable radio was still decades away, carrier pigeons
were the most reliable form of communication for troops on the
move. They could fly back to base, relaying messages to commanders.
You can use a pigeon to send a message, even a Spot Target Action, but
there is always a delay of one full Turn between a pigeon message
being sent and being received. This prevents any Spot Target
except Immediate Suppression and Final Defence Fire. Pigeons are
one-way; they can be used to send messages back to base, but they
can’t find troops in the field.
Rats!
The trenches of the Western Front had a huge rat problem; millions
of the vermin swarmed to the lines, feasting on sewage, discarded
food, detritus, and corpses. They grew fat and bold, and the hordes
crawling underfoot could eat a wounded man alive.
Riding
It’s safe to assume that unless a soldier is a cavalryman, they
probably don’t know how to ride a horse properly. Anyone but
cavalrymen riding a horse will be unable to get them to make more
than a half-move.
New Skills
Each Mission begins with a Briefing, goes through a series of
Turns where characters make Actions to effect the outcome, and
Mud Rat
You’re as at home in deep mud as you are on dry cobblestone.
Applies to the Fortitude Check for Deep Mud.
Pathfinding
You’re perfectly suited for navigating the twisted ground of No-
Man’s Land.
Applies to the Fortitude Check for Deep Mud.
Readiness
You know poison gas by scent, and are always ready with your mask.
Applies to the Gas! Action.
Stick Shift
You are one of the few who can manage the dizzying complex
transmissions of a modern armoured vehicle.
Applies to the Operate Gears Action.
33
Equipment
Contained here is a full list of new equipment added for The
Trench Raiders. A great deal of equipment originally issued in the
original PATROL book is still in use here.
Item Changes
Some items are still in use between the First World War and Vietnam,
but should be changed for gameplay or historical purposes.
• Electrical Line now comes in 100m sections rather than 500m.
It still weighs the same.
• 1910s cameras weigh 2 instead of 1.
• Loudspeaker range is only 150m, as it is unpowered.
• The Bayonet is now its own item.
• Flamethrower Fuel Tanks are Weight 14.
• Anti-Tank Hand Grenades weigh 3 instead of 1.
34
Generic Equipment
Gas Hood National Flag
Ranging from treated cloth The colours of your nation,
to sophisticated respirators, folded neatly.
gas hoods would protect you Type Equipment
from chemical weapons.
Weight 1
Type Equipment
Can be hoisted as a regular
Weight 1 action. Has no gameplay effect.
Protects against poison gas.
• While worn, reduce all
Swagger Stick
Attributes to 5. The badge of office for junior
• Prevents the wearer from officers and NCOs.
eating or drinking. Type Equipment
Gas Fan Weight 1
A canvas fan to shoo away While carrying a swagger
lingering clouds of gas. stick, and of appropriate
rank, those who refuse your
Type Equipment
orders when using Leverage
Weight 2 take 2 Doubt instead of 1.
Use as a regular action.
Disperses any lingering gas In Solo Play, carrying a
within 10m. Swagger Stick lets you negate
the first point of Doubt you
Pigeon Carrier would take.
A small box for holding a
carrier pigeon. Carry carefully! Signal Rocket
Type Equipment A coloured rocket, like a low-
intensity flare, used to send
Weight 1 signals.
Holds 1 Pigeon. Max 1 per
Type Equipment
person.
Weight 2
Trench Periscope Can be launched as a minor
A small set of mirrors in a action.
frame or tube. • Comes in a bundle of 3.
Type Equipment • Comes in any colour.
Weight 1 • Visible for 20 kilometres.
The meaning of the rockets
Allows Observe and Sentry can be set when launched. It
actions over the top of a is presumed these signals
trench without exposing were prearranged, even if the
yourself. meaning is specific.
35
Wearables
Load Belt Overcoat
Early leather and canvas Heavy, long wool coats were
webbing resembled their issued to every soldier of the
modern counterparts, but era. It kept out the cold, damp,
were often less comfortable or and even some of the mud.
effective. Type Wearable
Type Wearable - Webbing Weight 3
Weight - Prevents the Exhaustion
Adds +5 Carrying Capacity. effects from the Cold Snap
weather event.
Cartridge Belt
These light belts did nothing Groundsheet
but carry lots of ammunition, Rubberized or otherwise
and were used by stormtroopers waterproofed, groundsheets
and cavalrymen. were rigged as waterproof
Type Wearable - Webbing capes or shelters in the rain.
Weight - Type Wearable
Carries 6 items of 1 Weight, Weight 2
which do not count towards -1 Doubt taken from adverse
Load or Carrying Capacity. weather.
• Has no weight when worn.
Pigeon Roost Pack • Groundsheets are issued
It’s a backpack that carries a and worn for free when it
bunch of pigeons. Yes, these is raining.
were real.
Conspicuous Uniform
Type Wearable - Backpack
Not all armies had switched to
Weight 4 less garish tones before the
Carries 4 Pigeons. The birds war began. The French went
do not count towards Load or into the conflict wearing
Carrying Capacity. dark blue overcoats, with red
Medical Markers pants and hats!
Armbands, vests, or helmet Type Wearable - Clothing
covers in white and red. Weight 2
Type Wearable Fatigues.
Weight - • -2 Stealth Rating.
• Wearers are recognizable
If you wear these and are by nationality on sight at
unarmed, only a real asshole any range.
would shoot you.
36
Armour
Leather Jerkin Additional Plates
British leather vests kept out Added plates to the shoulders,
the cold and prevented getting arms, or legs would insulate
caught on the wire. the soldier against shrapnel.
Type Wearable - Armour Type Special
Weight 1 Weight 4
Body Armour. Requires a Steel Cuirass.
• 6+ Save in Melee. • +1 to Save vs shrapnel and
• +5 to Cross Wire. Melee.
Cloth Armour Reinforced Helmet
Experimental body armour Some nation’s helmets could
made from many layers of cloth be reinforced for better
could actually stop bullets! protection.
Type Wearable - Armour Type Special
Weight 3 Weight 2
Body Armour. Requires a Steel Helmet
• +5 Save vs pistol rounds. • Count your Defensive
• Always first item burnt. Position as 1 level higher.
Light Body Shield Splinter Mask
Vests with steel inserts could Many tankers wore shuttered
be worn under your coat. goggles to protect their eyes.
Type Wearable - Armour Type Wearable
Weight 4 Weight 1
Body Armour. • 3+ Save vs Spalling.
• 5+ Save vs. shrapnel and • Negates Blinded results.
pistol rounds.
Mail Armour
Steel Cuirass Chainmail was experimented
Soldiers not expected to move with, but bullets would force
around much might wear suits bits of armour into the wound!
of steel armour. Type Wearable - Armour
Type Wearable - Armour Weight 6
Weight 8 Body Armour.
Body Armour. • 5+ Save vs. melee, shrapnel
• 5+ Save vs. small arms. and pistol rounds.
• 4+ Save vs. shrapnel and in • 2 Auto Failures on Shock
Melee. Checks vs firearms.
37
Firearms
Revolver
The revolvers issued at the beginning of the war tended to be
underpowered, but highly reliable.
Type Firearm Weight 1
Close-Range Firearm capable of Precision Fire.
• Consume 1 Ammo for +1 Damage from Lethal Melee results.
• Maximum Range of Medium.
• Never jams, no attack penalty for running out of ammo.
• A Clear Action must be used to reload.
Convertible Pistol
The Mauser C96 and some other period automatic pistols were
shipped with wooden holsters that could double as stocks,
turning the weapon into an impromptu carbine.
Type Firearm Weight 2
Counts as a Pistol.
• As a Minor Action, you can convert the convertible pistol to a
Carbine, or back again.
• Uses the Pistol or Carbine Skill, as appropriate.
Cavalry Rifle
Shortened bolt-action carbines typically used the same round as
full-sized rifles, but were simply cut down for size and weight.
Type Firearm Weight 3
Long-Range Firearm capable of Suppressive and Precision Fire.
• +4 to Precision Fire.
• Treat 1s, 2s, and 3s as Failures for Follow-Up Shots.
• -2 to Suppressive Fire.
• Uses the Bolt Action Rifle Skill.
Early Battle Rifle
Representing the Mondragon and Fusil Automatique Model 1917,
these early semi-automatic rifles were effective, but often
stymied by the mud. In particular, the Mondragon was used almost
exclusively by airmen, as it jammed too much on the ground.
Type Firearms Weight 4
Medium-Range Firearm capable of Suppressive and Precision Fire.
• +2 to Suppressive Fire
• +4 to Precision Fire
On the ground, 2s count as Failures for the purposes of FUBAR.
38
Hunting Shotgun
Privately owned shotguns and fowling pieces found their way to
the front lines in numbers as a hold-out weapon.
Type Firearm - Feed Weight 2
Uses the Shotgun profile and Skill.
• Uses the Feed ammo type, so must reload after each shot.
Hunting Shotgun (Sawn-Off)
Some troops, notably Australians, cut the barrels of their
shotguns down for weight and ergonomics in the trenches.
Type Firearm - Feed Weight 1
Uses the Hunting Shotgun profile and Skill.
• Maximum Range is Close.
SMLE Rifle
The 10-round magazine and incredibly fast action of the SMLE
rifle, combined with the training of British troops, made it the
fastest rifle around. German soldiers often mistook squads of
SMLE-firing men for machine-gun posts.
Type Firearm Weight 4
Use the Bolt Action Rifle profile and Skill.
• -1 to Suppression rather than -2.
• Only treat 1s and 2s as Failures for Follow-Up Shots.
Lebel Model 1886
The obsolete Lebel rifle had a tube magazine, meaning that it had
to be reloaded one round at a time. It was also longer and heavier
than anything else in service.
Type Firearm Weight 5
Use the Bolt Action Rifle profile and Skill.
• A Clear Action must be used to reload.
Ross Rifle
An straight-pull target-shooting rifle from Canada, the Ross
Rifle had many reliability problems, but was forced into
deployment for political reasons.
Type Firearm Weight 5
Use the Bolt Action Rifle profile and Skill.
• +7 to Precision Fire instead of +6.
• 2s count as Failures.
• On a FUBAR of 3+ excess failures, inflicts 1d3 Injury on the user.
39
Mobile Machine-Gun
The first wave of light machine-guns were all strange devices
with complicated feed and magazine systems. Despite that, they
revolutionized mobile infantry tactics.
Type Firearms Weight 6
Long-Range Firearm capable of Suppressive Fire.
• +5 to Suppressive Fire, inflicts +1 Suppression.
• Built-in Bipod.
Breachloader
Old 19th Century rifles were used as “second line” equipment,
issued to reserve troops and non-combat units behind the lines.
Some would see action through preference or desperation.
Type Firearm - Feed Weight 4
Extreme-Range Firearm capable of Precision Fire.
• +5 to Precision Fire.
• +1 Injury.
• No Follow-Up Shots.
Fires Old Cartridges.
Elephant Gun
When tanks first began to appear, the Germans responded by
shipping big game hunting rifles used in Africa to the front
lines. They were of dubious utility.
Type Firearms Weight 5
Long-Range Firearm capable of Suppressive and Precision Fire.
• +4 to Precision Fire.
• No Follow-Up Shots.
• At Close Range, roll a d6. On a 5+, the shot is AP 1.
• Fires Heavy Ammo.
Anti-Tank Rifle (Early)
Emerging late in the war, these massive rifles fired huge armour-
piercing rounds. The first anti-tank rifle, the T-Gewehr, weighed
40 pounds and was 5.5 feet long!
Type Firearms Weight 7
Extreme-Range Firearm capable of Precision Fire.
• +4 to Precision Fire.
• No Follow-Up Shots.
• At Close Range, roll a d6. On a 3+, the shot is AP 1.
• Fires Heavy Ammo, comes with built-in bipod.
Take 1 Exhaustion every time you fire this weapon.
40
Special Weapons
Manual Grenade Launcher
A variety of weapons powered by human muscle were used during
the First World War, mostly to launch grenades between trenches.
Most of these took the form slingshots, crossbows, and catapults.
Type Firearm - Feed Weight 10
Acts as a Grenade Launcher.
• Fires Hand Bombs.
• Requires a Clear Action to reload.
• Requires 2 people to reload.
• Take 1 Exhaustion to reload if reloading alone.
Grenade Crossbow
Smaller, single-person crossbows were revived in small numbers
to launch grenades across No-Man’s Land.
Type Firearm - Feed Weight 4
Acts as a Grenade Launcher.
• Fires Hand Bombs.
• Take a point of Exhaustion to reload.
Early Flamethrower
Early flamethrowers were large and complex devices with many
parts, including separate pressure and fuel tanks and a firehose-
like nozzle.
Type Firearm Weight 6
Acts as a Flamethrower.
• The Flamethrower has a 5 foot hose, so a second person in the
Unit can carry the fuel. If those two split up, both must drop
the flamethrower and tank.
Infantry Field Gun
The 1899 Hague Convention dictated that 37mm shells were the
smallest allowed to be explosive. The Entente Powers used them
for direct-fire action against German positions.
Type Firearm - Feed Weight 8
Extreme-Range Firearm capable of Blast Attacks.
• Fires Tiny Shells.
• Room for 1 Assistant.
• Extra Part: 4 Weight Tripod.
41
Explosives
Hand Bomb Jam Tin Grenade
Early grenades were heavy and Early in the war, when there
of questionable reliability. weren’t enough grenades to go
Type Grenade around, soldiers made their
own.
Weight 1
Type Grenade
Hand Grenade.
• Inflicts 1d6 Injury. Weight 1
• Inflicts 1 Suppression per Hand Grenade.
struck target. • Inflicts 1d3+1 Injury.
• Hits twice as many people • Inflicts +1 Injury inside
if thrown into a trench or structures and defensive
enclosed space. positions.
• Add 2 Automatic Failures.
Stick Grenade
German hand grenades were
more like concussion grenades
than fragmentation bombs.
Type Grenade
Weight 1
Hand Grenade.
• Inflicts 1d3+1 Injury.
• Inflicts +2 Injury inside
structures and defensive
positions.
• Ignores 1 level of Cover/
Defensive Position.
Weapon Modifications
Gun Shield Periscope Modification
Heavy steel plates attached to Guns rigged to fire remotely.
a gun to protect the operator. Type Item Modifier
Type Item Modifier Weight 2
Weight 5 Attaches to firearms.
Attaches to firearms. • Allows the weapon to be
• Offers +1 Cover to the user. fired from a trench without
• Can be detached and exposing yourself.
attached to weapons with a • Cannot be Skilled when
Minor Action. using this modifier.
42
Supplies
Armour Piercing Bullets
Special bullets, like the tool-
steel cored K Bullet, were
issued to punch through the
armour of tanks and sentries.
Type Supplies
Weight 1
Loads in small arms. Laudanum
• Roll a d6 when you attack a
A mixture of opiates and
vehicle. On a 6, the attack
alcohol, laudanum was the
counts as AP1.
premier painkiller of the 19th
• Ignores armour saves.
century. You could buy it in
Chocolate kits to send to the front line
To men on the front lines, there for a loved one.
was nothing more valuable in Type Supplies
the universe than chocolate. Weight 1
Not only was it high in vital
calories, but it lifted the When consumed...
spirits considerably. • Lasts 2d3 Turns.
• Suppresses 2 Doubt.
Type Supplies • Reduces Attributes by 2.
Weight 1
Absinthe
Consume to remove 1 Hunger
A wormwood-based alcoholic
and 1 Doubt.
beverage, the more cheaply-
Tobacco brewed absinthe of the early
Smoking was a much less 20th century could cause
common habit in the lower hallucinations. It was banned
classes at the turn of the in 1914, but the Swiss kept
century. WW1 went quite a ways producing it and selling it to
to popularizing it, and soon soldiers.
cigarettes were being shipped Type Supplies
by the millions. Weight 1
Type Supplies When consumed...
Weight 1 • Lasts 2d3 Turns.
Consume while resting to • Suppresses 1d3 Doubt.
remove 2 Doubt. Can only • Roll 1d6. On 1-2, suffer
consume once every 3 Turns. hallucinations for 1d3
Turns.
43
Melee Weapons
Bayonet
Many prewar planners clung to the idea of the bayonet as the
primary weapon of the infantry long after its lethal utility
had been overwhelmed by firearms, but it still had a place in an
assault. Raiders quickly discovered its shortcomings.
Type Melee Weapon Weight 2
When attached to a firearm...
• +Firearm Weight in Melee.
• +5 minus Firearm Weight in Melee in a trench.
• Inflicts +2 Injury if you win Melee.
If you kill a target, roll 1d6. On a 1-2, the bayonet snaps in your
target and is lost.
44
Infantry Sabre
British officers were ordered to send their curved swords home
in 1915, as they tended to draw enemy fire, but not all of them
listened.
Type Melee Weapon Weight 2
• +5 in Melee.
• Inflicts +3 Ongoing Damage if you win Melee.
• Negate 2 of the user’s Failures in Melee.
Cavalry Sabre
By the First World War, Cavalry Sabres had essentially become
three foot long needles with a handle, intended to be used as
small lances. The incredible force you could put behind a thrust
would punch through most armour.
Type Melee Weapon Weight 2
• +5 in Melee.
• +2 Injury if you win Melee.
• Negate 1 of the user’s Failures in Melee.
• Reduces target Armour Saves by 1.
If you kill a target on foot, roll 1d6. On a 1-2, the sword is stuck
in your target and must be retrieved as a Regular Action.
Cavalry Lance
The cavalry of most nations still carried lances, which by this
time were all-steel. They could be deadly even on foot.
Type Melee Weapon Weight 4
In the open...
• +8 in Melee.
• Negate 4 of the user’s Failures in Melee.
• +3 Injury.
• Additional +4 and +1 Injury on Horseback.
Cannot be used inside trenches or other enclosed spaces.
Heavy Sword
Some enterprising individuals went positively medieval,
bringing heavy broadswords and claymores to the field.
Type Melee Weapon Weight 3
• +8 to Melee.
• Reduces target Armour Saves by 1.
• Negates 1 of the user’s Failures in Melee.
If you win Melee with a Heavy Sword, the enemy is dead.
45
Trench Mace
A trench mace was a deadly club, usually made by attaching a metal
item like a sprocket or empty grenade case to the end of a wooden
pole. It could easily crush a skull through a helmet.
Type Melee Weapon Weight 2
• +5 to Melee.
• Reduces target Armour Saves by 2.
Punch Knife
A very all-or-nothing weapon, a punch knife has a perpendicular
handle, so you punch it forward instead of thrusting. Deadly, but
you have to get very close...
Type Melee Weapon Weight 1
• +4 in Melee.
• Inflicts +1 Injury if you win Melee.
• Add 1 Automatic Failure on the user in Melee.
Punch Gauntlet
To solve the very real risk involved in using a punch knife, some
were built into armoured gauntlets, so they could also be used to
defend the user.
Type Melee Weapon Weight 2
Counts as a Punch Knife, and uses the same Skill.
• The User ignores 2 Failures in melee (the Automatic Failure
and one additional Failure)
Buckler
Small duelling shields were used by some soldiers to protect
themselves in close combat. They were often improvised from
spade heads or sheet metal.
Type Melee Weapon (special) Weight 2
Can be used in addition to a Melee Weapon.
• The user ignores 2 Failures in Melee.
Hatchet
Light one-handed axes made for excellent weapons, and were
plentiful because of their use in field work.
Type Melee Weapon Weight 2
• +3 in Melee.
• Target counts as taking 2 more Injury for Shock Checks.
46
Heavy Axe
Large axes for lumberwork or firefighting, used infamously by
French sappers, were awkward but unquestionably dangerous.
They were also intensely frightening to see in action.
Type Melee Weapon Weight 3
If you win Melee with a Heavy Axe, the target is dead. Inflict 3
Doubt on every enemy who witnesses the brutal act.
Fascine Knife
A short sword traditionally used by artillerymen as both a badge
of office and a utility tool, fascine knives were perfectly sized
for use in trenches.
Type Melee Weapon Weight 2
+4 in Melee.
• Inflicts +2 Ongoing Damage if you win Melee.
• Negate 2 of the user’s Failures in Melee.
Spiked Club
If you couldn’t get anything better, driving a bunch of nails
through a wooden pole would create a brutal instrument.
Type Melee Weapon Weight 2
Counts as a Club.
• Inflicts 2 Ongoing Damage if Melee is won.
47
Chemical Weapons
Gas Cylinder
The most basic way to poison the enemy is to simply wait for the
wind to turn towards the enemy lines, then open a compressed
cylinder of the stuff and let it float towards the enemy. Of course,
the wind could easily turn...
Type Trap Weight 1
Command-Operated Trap. These are usually operated by a cable
from a distance of 10+ metres.
• 800m range.
Gas Shell
The use of gas shells had mixed results. Though a safer and
longer-range means of delivering gas, very little agent was
contained in each shell.
Type Heavy Munition Weight X
Gas Shells are fired from artillery pieces like any other. The gas
effects any units struck by the Bombard Attack. It also spreads
from the location of the original target on a hit.
• X x 10m range.
Gas Canister
A decent compromise was reached late in the war by creating
large-bore mortars which could simply launch an entire gas
cylinder into the enemy line, allowing the impact to rupture the
tank and begin the leak.
Type Special Weight 10
Gas Canisters are launched from special mortars (use the Medium
Artillery Gun profile) out to Long Range. They scatter 1d6 x 10m
in a random direction and begin spewing gas.
• 300m range.
Tear Gas
The first gas used in the war, tear gas is less lethal, but in high
concentrations can still blind or cause unconsciousness.
Type Chemical Agent Weight -
2 Difficulty. Does not linger.
Exposed victims...
• Must take a Difficulty 1 Shock Check. No Ongoing or FUBAR.
• Reduce Attributes by 1d6 for 2 Turns.
• Are blinded for 1 Turn if exposed to 2+ sources.
48
Chlorine Gas
Chlorine Gas forms a grey-green cloud, smelling like a mixture of
pepper and pineapple. The stinging gas has a metallic taste, and
it creates hydrochloric acid in your lungs and throat, burning
and choking victims. It was the first poison gas used in warfare.
Type Chemical Agent Weight -
Detection Difficulty 2. Lingers for 1 additional Turn.
Exposed victims...
• Take 1d6 Ongoing Damage.
• Take 2 Injury if moving.
• -1d3 Vigilance for 24 hours.
Characters who don’t have a Gas Hood but pass their Gas! Check can
minimize the effects with a damp rag, negating ongoing damage.
Phosgene Gas
The next gas used, and much more deadly, phosgene smells like
mouldy hay. The yellow-white gas is thin, almost invisible, and
though you might cough and your eyes may water, deadly effects
might not manifest for hours. You could already be dead.
Type Chemical Agent Weight -
Detection Difficulty 3. Does not linger.
Exposed victims...
• Must make a Shock Check against 2 Difficulty, no Ongoing.
• If they fail, take 4 incurable Ongoing Damage for 6 Turns.
Regardless of if the characters passed or failed, roll 4d6. In
that many turns, the Ongoing Damage is inflicted a second time.
Mustard Gas
Mustard gas is a dense, oily gas, brownish yellow in colouration
and smelling briefly of mustard and lilacs before you go nose-
blind. It pools in liquid puddles, poisons the ground, and it
burns to the touch, causing horrifying blisters. It might kill
you, but it’ll take weeks, and it’ll be agonizing the entire time.
Type Chemical Agent Weight -
Detection Difficulty 1. Lingers for 2d6 hours. (1d3 in rain)
Exposed victims...
• Make a Shock Check against 3 Difficulty.
• Take 1 automatic Ongoing Damage.
• Are at +3 Difficulty for any Medical Checks attempted on them.
• Are blinded for 1d6 Turns.
All victims, including those protected, also take 1 Ongoing
Damage as the gas burns their skin.
49
Vehicles
Civilian Car
Civilian cars were used primarily as staff vehicles for high-
ranking officers, though some were employed for runners and
scouts. They were usually unarmed, and their narrow tires had a
great deal of difficulty with mud.
Type Speed Fuel Storage
Ground 15km/250m/50m 6/5 15
Weight Temperament Armour Toughness
60 - 0 6
Driver Passengers x4
Type On Type On
Visibility - Visibility -
Capacity 15 Capacity 15
50
Early Transport Truck
Though most supplies were moved by rail and horse, transport
trucks began seeing widespread use in the First World War,
moving ammunition, fuel, and soldiers. They were especially
valuable for quickly responding to enemy breakthroughs.
Type Speed Fuel Storage
Ground 10km/150m/40m 4/5 5
Weight Temperament Armour Toughness
100 - 0 8
One of the passengers will take over as the gunner, and the others
can act as loaders. Ammunition will be stored in empty passenger
slots.
51
Armoured Car
Armoured cars were a prewar development which never quite got
a chance to shine on the Western Front, as there was simply too
much mud to allow them to roam freely. By the time they could
once again roam free, the tank was filling some of their roles.
Type Speed Fuel Storage
Ground 10km/150m/40m 3/9 20
Weight Temperament Armour Toughness
120 1 1 5
Driver Gunner
Type In Type In
Visibility 5+ Visibility 3+
Capacity 20 Capacity 20
Mobile Machine-Gun
8 Spare Ammo
52
Heavy Armoured Car
While most armoured cars were fairly small machines, a few were
like rolling fortresses on a truck chassis. They were envisioned
as linebreaking machines like tanks would eventually become,
but high ground pressure means they never got a chance to shine.
Type Speed Fuel Storage
Ground 8km/100m/30m 2/10 25
Weight Temperament Armour Toughness
180 2 1 5
53
Machine-Gun Autocar
A Canadian invention, the machine-gun autocar was an armoured
truck with a pair of machine-guns mounted on the back. It
could pull up to a spot and drop the sides, instantly creating a
fortified gun position.
Type Speed Fuel Storage
Ground 8km/100m/30m 2/6 15
Weight Temperament Armour Toughness
150 1 1 5
54
Armoured Scout
Some armoured cars were only “armoured” in the most generous
sense, being regular cars with some reinforced plates around
certain components. This allowed them to achieve decent road
speeds, making for good patrol vehicles as the lines broke down.
Type Speed Fuel Storage
Ground 15km/250m/50m 3/6 15
Weight Temperament Armour Toughness
75 1 1 5
55
Tanks
Many tanks of the period came in two types; “Male” and “Female”. The
Male tanks were the linebreakers that carried heavy firepower in
the form of cannons. They were intended to engage enemy bunkers,
blow apart trench lines, and destroy enemy guns. Protecting them
were the “Female” variants, which would carry extra machine-guns
instead of cannons. With nearly all-around coverage, they could
scythe down any enemy infantry who tried to get close and disable
the tanks with bombs and grenades.
There were five marks of British Heavy Tank total. The 3 was
exclusively used as a training tank, so only the Mark I, II, IV,
and V have mechanical profiles. Additionally, there are separate
profiles for the Mark V*, a modified V with troop transportation
capability, and the IX, a dedicated armoured troop carrier.
Mark I
MKI tanks had a steering trailer, intended to make it easier to turn.
Add the Steeering Trailer from the Heavy Tank Feature section on
page 60.
Mark II
The MKII is the default version of the tank.
Mark IV
The MKIV was the most common variant. Add +1 Armour and reduce
Temperament by 1. Additionally, add 1 Tank Feature from the Heavy
Tank Feature section on page 60.
Mark V
The most radically changed Mark, the MKV had a completely new
gearbox which could be operated by a single driver. Keep all the
changes to the MKIV. Add an additional Tank Feature, upgrade speed
to 5km/125m, and the two Gearmen become Passengers who can offer
Fire Assistance to the Machine-Gunners.
56
57
British Heavy Tank (Male)
The Male heavy tanks were the heavy hitters of the British tank
corps, with six-pound cannons to knock out bunkers and blow
apart trench lines. They were slow, unreliable, thinly armoured,
and they completely revolutionized warfare.
Type Speed Fuel Storage
Ground 4km/100m 2/10 15
Weight Temperament Armour Toughness
400 2 1 5
x2 Gunner x2 Loaders
Type In Type In
Visibility 5 Visibility 5
Capacity 20 Capacity 20
Light Cannon L/R 10 HE Shell
Mobile Machine-Gun *
5 Spare Ammo
58
British Heavy Tank (Female)
The Female heavy tanks had smaller sponsons with a pair of
machine-guns each. The sheer weight of firepower was sufficient
to drive away any threatening infantry and catch men who were
attempting to flee the trenches in front of the armoured drive.
Type Speed Fuel Storage
Ground 4km/100m 2/10 15
Weight Temperament Armour Toughness
400 2 1 5
x4 Gunner
Type In
Visibility 5
Capacity 20
Mobile Machine-Gun *
5 Spare Ammo
59
Heavy Tank Features
Steering Trailer
The Steering Trailer makes it easier for the tank to make turns,
but it would often get bogged down in the mud. While attached, the
Steering Trailer adds +10m of movement per Turn, but increases the
Temperament penalty of Deep Mud by 1.
Unditching Bar
A wooden beam with a metal casing, the unditching bar could be
afixed to the tracks from the top of the tank, where it would roll
under the vehicle and provide a huge amount of traction. Ignore
the Temperament penalty in Deep Mud.
Grenade Screen
A sloped mesh screen which prevents grenades from resting in
contact with the roof when thrown atop the vehicle. When throwing
a grenade at this vehicle, increase the To-Hit by 2.
Fascine
A large bundle of brushwood or a special metal frame, the fascine
can be dropped into a trench or atop an anti-vehicle obstacle to
neutralize it, allowing easy passage over it by the vehicle and
those following.
Semaphore Flags
A pair of coloured paddles on a stand which can be rearranged from
inside the tank as a Regular Action, semaphores allow the tank to
communicate with those outside. You can display 5 words per Turn.
60
Beutepanzerwagens
Literally meaning “Looted Tanks”, the Beautepanzerwagens were
captured British Heavy Tanks in German service. The Germans
managed to capture and refurbish about 40 British tanks over the
course of the war, often cannibalizing multiple tanks to kluge
together working examples.
61
Mark I Gun Carrier
The first self-propelled artillery piece, the Mark I Gun Carrier
was paired with a detachable 6-pound gun. The breakthroughs
they were intended to accompany never manifested, so they were
instead mostly used as cargo transports.
Type Speed Fuel Storage
Ground 2km/50m 2/10 500
Weight Temperament Armour Toughness
500 2 1 5
The Gun Carrier carries a Medium Artillery Gun and its crew of 8.
This crew can load or unload the gun into a stationary position
as a collective Regular Action. Additionally, the gun can be fired
from the carrier, but add +1 to the To-Hit Difficulty.
62
Mark IX Troop Carrier
The world’s first armoured personnel carrier, the Mark IX was
invented to allow infantry to move up with the tanks without
being exposed to machine-gun fire. It could carry an entire
platoon directly into an enemy trench.
Type Speed Fuel Storage
Ground 4km/100m 2/10 15
Weight Temperament Armour Toughness
600 2 1 5
63
Medium A “Whippet”
The Medium Mark A was intended to follow up on tank attacks by
quickly exploiting gaps created in the line, driving on through
to attack rear elements. Though it had some ergonomic and
technical problems, the concept was sound.
Type Speed Fuel Storage
Ground 8km/200m 3/10 20
Weight Temperament Armour Toughness
300 2 1 5
Though two gunners can be fit into the vehicle, usually the tank
only goes into battle with one.
64
Medium B
Put out in September 1918, the Medium B had some interesting
innovations, including a smoke screen device, but the machine
had many practical issues. It only barely saw service, and was
quickly eliminated in favour of the upcoming Medium C.
Type Speed Fuel Storage
Ground 8km/200m 3/10 20
Weight Temperament Armour Toughness
300 2 2 5
65
Schneider CA1
The first French tank, developed independently to the British
examples, the Scheider CA1 was an ugly, asymmetrical vehicle
which can charitably be called a learning experience. They were
considered obsolete within a year.
Type Speed Fuel Storage
Ground 4km/100m 2/6 20
Weight Temperament Armour Toughness
300 2 1 5
x2 Gunner Gearman
Type In Type In
Visibility 3 Visibility -
Capacity 15 Capacity 25
Med. Machine-Gun*
5 Spare Ammo
The Schneider CA1’s cannon is built into the right side sponson.
There is no left-hand cannon. Good luck!
66
Saint-Chamond
Another ungainly French vehicle, the Saint-Chamond jutted
awkwardly over its track base, which made trench-crossing very
difficult. It was more effective on flat ground, where it was less
likely to become stuck aiming it’s oversized forward gun.
Type Speed Fuel Storage
Ground 4km/100m 3/6 15
Weight Temperament Armour Toughness
400 2 1 5
67
Renault FT Char Mitrailleur
While their heavier tanks struggled, French developments of
light tanks produced a work of art. The FT was light, nimble,
decently armed, and cheap. It was far and away the most-produced
tank of the war and a forerunner of modern vehicles.
Type Speed Fuel Storage
Ground 5km/120m 3/8 5
Weight Temperament Armour Toughness
150 1 1 4
Driver Gunner
Type In Type In
Visibility 5 Visibility 5
Capacity 20 Capacity 20
Mobile Machine-Gun
5 Spare Ammo
68
Renault FT Char Canon
Like the British Male and Female tanks, the FT came in two
variations. The Char Canon carried a small cannon, supporting
the more numerous machine-gun tanks. They even carried
pennants; the Char Canon blue, and the Char Mitrailleur red.
Type Speed Fuel Storage
Ground 5km/120m 3/8 5
Weight Temperament Armour Toughness
150 1 1 4
Driver Gunner
Type In Type In
Visibility 5 Visibility 5
Capacity 20 Capacity 20
Infantry Field Gun
10 HE Shells
69
Char 2C
This 70 ton monster didn’t quite make the war, but it was quite
real. Armed with a turret-mounted 75mm cannon and with an
engine so large it protruded from the hull, the Char 2C only ever
saw action in the next war, when it was profoundly obsolete.
Type Speed Fuel Storage
Ground 6km/150m 1/12 35
Weight Temperament Armour Toughness
400 2 2 5
70
A7V
The German Empire rapidly fell behind in tank development.
Their only wartime tank, the A7V, was an oversized, unreliable
monster, more a fort on treads than a vehicle. Only 20 were
produced; each had their names written on the bow and rear.
Type Speed Fuel Storage
Ground 2km/60m 1/12 25
Weight Temperament Armour Toughness
700 3 1 5
71
Aircraft
Single-Seat Fighter
The knights of the sky, single-seat fighters swirled and fought
high above the trenches in their own private war. Occasionally,
one of these planes would swoop low to strafe the ants moving
about on the ground, but it was rare.
Type Speed Fuel Storage
Air 500m/20km 1/6 0
Weight Difficulty Armour Toughness
40 2 - 5
Pilot
Type On
Visibility -
Capacity 15
Med. Machine-Gun
4 Spare Ammo
72
Two-Seat Attack Plane
Before the invention of the interrupter gear, most armed military
aircraft had a pilot and a gunner. Some planes, especially
observers, retained this setup, though they sometimes dropped
the rear gun for a camera.
Type Speed Fuel Storage
Air 800m/18km 1/8 2
Weight Difficulty Armour Toughness
60 2 - 5
Pilot Gunner
Type On Type On
Visibility - Visibility -
Capacity 15 Capacity 15
Mobile Machine-Gun
4 Spare Ammo
73
The Western Front
As the First World War recedes ever further in our cultural
consciousness, passed now from living memory, our image of the
conflict is painted in more and more simplistic terms. To the
vast majority of people who have a dim awareness of the conflict,
besides recognizing it by name, the First World War is reduced to a
set of archetypical images which have drowned out all nuance.
76
Why We Fight
The causes of the First World War are not quite as simple as an
assassination setting off a chain reaction of defensive alliances.
While the assassination of Archduke Ferdinand by the Serbian
nationalist group The Black Hand caused the war, the pressures
that caused it to spin out of control had been building for decades.
77
The Franco-Prussian War
The war on the Western Front was fought the way it was in large
part because of another conflict entirely, one fought almost half a
century beforehand. In the Franco-Prussian War, the French Empire
declared war on the North German Confederation and, to the shock
of everyone, lost.
While the chaos in the Balkan states is what ignited the spark
of war, many powers in Europe were only too happy to put fuel on
the fire. The Triple Entente bear much of the blame, as France was
eager for a round two with the Prussians, Russia jumped to a war
footing at the first sign of crisis, and Britain was all willing to
join them, but the lion’s share of the fault for the war’s spiral out
of control falls on Germany.
Wilhelminism
The militant and autocratic German Empire had high ambitions.
Kaiser Wilhelm II was a great enthusiast for the military and
believed strongly in strengthening the powers of the monarchy
during an age where power was increasingly shifting to
representative governments. He was surrounded by generations of
Prussian military families who saw war as a way of life.
For all the colossal powers the German Empire wielded, they were
ruled by fear. They saw their position as a slowly disappearing
window of opportunity to cut themselves free of this trap before
it strangled them, and they were ready to make aggressive action.
79
The German Empire had a plan they referred to as Mitteleuropa,
a political and economic domination of central and eastern
Europe by Germany. When the Great War broke out, they drafted a
set of war aims called the Septemberprogramm, which included the
subjugation of Belgium, the creation of a Polish puppet state from
Russian territories, economically crippling France and Britain,
and creating a massive central African colony (Mittelafrika). From
that point, Germany would be expanded eastward by the ethnic
cleansing of Poles and their replacement with German colonists.
80
The Plan was an obsession for German High Command. The concept of
a six-week victory over their hated foe, achieved through perfect
planning and precision, perfectly suited the basis and beliefs
of the Prussian military class. It would be a glorious moment in
history, the ascension of the German way of life, and it consumed
them. There is a legend that General Schlieffen’s last words were
“Remember: Keep the right wing strong.”
The British and French likewise expected a swift and easy victory.
Anticipating the German attack, even foreseeing the push through
neutral Belgium, they would present a united front, crushing
them in a grand operation and forcing them to come to terms. The
upstarts wouldn’t stand a chance against two of the world’s leading
powers pooling their technological brilliance and manpower.
Every nation going into the First World War expected an easy time
of it. Even little Serbia, staring down Austria-Hungary and its
big friend Germany, figured they could hold out until they were
rescued by the Russians. Jingoism, nationalism, honour, and
naïvety colluded to blind everyone to the reality of the war that
was about to unfold.
We see now, with the benefit of hindsight, how all these plans
were hopelessly optimistic. But at the time, none of it seemed
unreasonable to any party involved. Europe had not fought a war
among themselves since the Franco-Prussian, and they were about
to pay dearly for their lack of experience.
81
Trench Warfare
Contrary to popular belief, trench warfare as it unfolded on the
Western Front was not inevitable. The static, grinding warfare
in France and Belgium was, in fact, unique to the theatre. In the
East and other fronts, armies manoeuvred more freely and the front
frequently shifted. So what happened in France?
Strategy of Exhaustion
Once momentum was lost, German High Command reassessed their
position. They were sitting on some of France’s most valuable land
and had occupied Belgium entirely. Making further gains into
French territory was likely possible, but it would be costly, and
might not be necessary. The purpose of the war against France was
to knock them out of the fight so the Germans could concentrate on
Russia. Locking the Western Front into a stalemate was the next
best thing, and still left the most of the German forces free to
fight in the East.
Even then, trenches were not new. They had been used in siege
warfare for as long as there were fortifications to besiege, as they
were a vital way to more safely move men and equipment in view
of the enemy fortifications. A besieged castle would be ringed
in trenches, allowing soldiers to maintain a tight net around
the enemy fort without exposing themselves to missiles from the
defenders. These siegeworks could also be used to safely bring
artillery and other siege equipment into range, and protect them
while they battered the walls.
The Western Front was some 700 kilometres long, which meant that
garrisoning the entire length in numbers was a gargantuan task.
Even if you had a million and a half men, which was about the size
of the Westheer on any given year, you would still only have about
2,140 soldiers guarding each kilometre of trench.
Now, that might sound like a lot, but not all men can be on the front
lines at all times. Men will be sick, or lightly wounded. They can’t
all be standing guard, because there is a lot of work to be done
behind the lines to keep it all going. Finally, the men are simply
going to need a break.
When all was said and done, you at most had half that force to hold
your line, and probably far less than that. Your forward-most
trenches would be occupied by as little as a tenth of your force;
214 soldiers to a kilometre!
Even early in the war, the act of taking a trench was quite possible,
and it only grew easier as the war dragged on and everyone got
better at it. The basic tactic was simple; you quietly moved up some
reserve units, unleashed a fierce bombardment on the enemy line
to smash up their defences and force them back or underground,
and then dashed across no-man’s land and stabbed the disoriented
survivors with your bayonets. It didn’t always work, as mistimed
or undersupported attacks and improperly planned bombardments
could leave the attacking forces at the mercy of enemy guns, but it
was hardly impossible.
84
Send the Reserves
The point at which technology became an insurmountable obstacle
to the offense actually occurred here, rather than in the dash
across no-man’s land. Ultimately, the most important defensive
technology was not the machine-gun or the rapid firing cannon,
but the telephone and the railway.
The men might easily seize the first trench, but lose the advantage
because they had to wait for the scheduled bombardment of the next
to finish rather than press the advantage. Or the first wave might
fail to gain ground, leaving the support equipment and reserves
moving behind them to be slaughtered. Initial progress wasn’t the
problem, it was the inability to relate that progress back.
The problem was never taking the enemy’s trenches. The problem
was taking the enemy’s trenches and then holding them against
the fresh reserves coming to take them back from the exhausted,
depleted attacking force.
This kind of war was horrifically bloody for both sides. The
attacker would suffer terribly crossing no-man’s land, with men
having to cross barbed wire and minefields while under constant
fire from rifles, machine-guns, and artillery. If the attackers
seized a trench, the defender would then need to do the same, often
losing an equal number of men pressing a counter-attack. All the
while, both sides would be toiling under the weight of artillery
barrages, disease, gas attacks, snipers, and the elements.
85
Life in the Trenches
The static warfare of the Western Front lead to a unique culture
among the soldiers posted there.
Soldiers at the front had little to do but keep their head down and
wait for their turn in the firing line to end. Though there was
much anxiety and stress at the front, it was, all things considered,
fairly safe, so long as you weren’t involved in an offensive. Though
the enemy would throw the occasional artillery shell your way to
keep you on your toes, you were fairly well insulated. Even a near
hit would probably do little more than splatter you with mud. As
long as you didn’t make your head a target for enemy sharpshooters,
you’d probably be okay.
86
Friendly Enemies
Most of the time, when soldiers were at the front, they weren’t
directly fighting with the enemy. Though the two trench lines
could be less than a hundred meters apart, the primary role of
soldiers on both sides was simply to keep an eye on one another and
be present to spoil an enemy attack. Neither side had the drive, or
the ammunition, to be constantly engaging one another.
These attacks rarely made progress, and for days afterwards the
cries of the wounded would fill No-Man’s Land.
87
Rest & Relaxation
Though the typical image of trench warfare in the First World War
imagines soldiers sitting in muddy front-line trenches for months
on end, the reality was that soldiers would only serve for a short
time at their positions. Spending more than a week at a time up
front was unusual, and during an offensive soldiers might only
spend a few hours in the forward trenches.
Sport was also highly encouraged, as it kept the men fit and
aggressive. Football behind the front lines was a constant sight,
and some neighbouring units even had informal leagues. Boxing
was also quite popular, as was betting on the outcome.
Most units were given plenty of time away from the front to
recuperate. Usually, they billeted in villages near the front, which
were often abandoned as the war neared. Sleeping in barns and empty
houses, they could often hear the artillery rumble over the hills
and see flashes from flares against the night sky, but they were safe.
88
Recruitment
Most soldiers in the First World War entered service through
conscription. European nations maintained conscription even in
peacetime, so every young man was trained and served a short time
before returning to civilian life. These men were still considered
part of the reserve, and could be called back when war broke out.
After a few weeks of remedial training, they would be ready to go
into combat.
An exception was the British Empire, which began the war with a
strictly volunteer army and high recruiting standards. Though
there was a massive recruitment drive at the start of the war,
driven by patriotic fervour, it was not enough to meet the needs
of the war, and conscription was soon implemented. As recruits did
not have prior military experience, they had to be trained over a
period of three months.
The Team
The Last Man is a junior officer
leading a small trench raiding
team. That teams is made up of 4-6
NPCs, selected from the Solo Play
Squad list in the playbook. Either
the GM or the player can select
these soldiers.
90
Objectives
At the start of the raid, your commander sets an Expectation for
the mission; how much Bounty they expect you to gather. These
points are earned in a unique fashion in this game type.
At the end of the mission, all the points on each of the team members
who made it back are converted to Advances. That means if you want
Advances for your achievements, you need to get your team back
alive!
Casualties
When you come back with a wounded soldier, you gain 1 Advance.
When you lose a soldier, you gain 2 Advances. When you yourself
have +2 Injury, you gain 2 Advances. Your commanders take these as
signs that you were bravely engaged with the enemy.
Taking Advances
The Last Man cannot advance during the game, as they only receive
their Advances at the end of a Mission.
Gameplay
Whenever the player’s Unit is struck by enemy fire, The Last Man
is only ever hit if they are alone. Otherwise, they are except
from being randomly struck, and NPC opponents never target them
directly; instead, one of the Team is hit.
Fortune
In place of Leverage, issue the player 1d3 points of Fortune at the
beginning of the Mission. The player can spend a point of Fortune
to do any of the following.
91
Non-Player Characters
The combatants on the Western Front used broadly similar
equipment, so the same NPC profiles apply to all of them.
Front-Line Soldier
A private soldier, probably Fort. Vigil. Prof.
conscripted, waiting out the
war in a damp trench. 7 7 7
Skills
Guard, Bayonet, Bolt-Action (Medium), Prepare Position
Equipment
A Bolt-Action Rifle, Helmet, Load Belt, Fatigues, Entrenching
Tool, Footwear, 6 Spare Ammo, Gas Hood, and an Overcoat.
Behaviour
These soldiers will mostly stay in their trenches, keeping their
heads down until ordered otherwise. At night, or under intense
bombardment, they will retreat to dugouts.
92
Junior Infantry Officer
A young officer, the idealism Fort. Vigil. Prof.
not yet worn off, attending to
the needs of his men. 7 8 6
Skills
Pistol (Close), Eagle-Eyed
Equipment
An officer’s uniform, a whistle, and a revolver. Early in the war,
a sword. Late in the war, infantry officers began dressing like
their troops during offensives. They may even carry a rifle and
remove their rank insignia.
Behaviour
Junior Officers will probably be trying to get some sleep at
night, and will patrol the trenches during the day, dealing with
minor issues.
Young officers are beloved by their men, who will protect them
at all costs. If they are wounded, soldiers will drop everything
to get them to safety, and will often redouble their efforts to
protect or avenge them.
Sniper
A quiet sharpshooter, adjusting Fort. Vigil. Prof.
his sights carefully and
waiting for the perfect moment. 7 8 9
Skills
Soldier Skills, Bolt-Action (Long, Extreme)
Equipment
Standard equipment. They may have a camouflaged blind, and a
small number will have telescopic sights.
Behaviour
Snipers will wait in firing posts in the trenches, or sometimes
foxholes or posts in No-Man’s Land, looking for opportune
targets. They will often keep an Overwatch Action to shoot anyone
who pokes their head over the top of the trench, or else they will
wait for a high-value target like a machine-gunner, officer, or
enemy sniper.
93
Field Engineer
A soldier, weighed down with Fort. Vigil. Prof.
engineering gear, streaked
with mud and soot. 7 8 7
Skills
Guard, Hand Grenade, Bolt-Action (Medium), Prepare Position,
Handyman, Trapper, Explosives
Equipment
Infantry equipment, plus whatever specialized tools they need
for their current task.
Behaviour
Field Engineers move into No-Man’s Land to perform specific
tasks, usually under guard by several infantrymen. They will
attempt to remain out of sight, and run rather than engage.
Stretcher Bearer
An unarmed soldier with white Fort. Vigil. Prof.
armbands, hunting for the
wounded in the mud. 7 7 7
Skills
Soldier Skills, Water-Cooled Machine-Gun (Close, Medium, Long)
Equipment
Standard soldier kit, but without weapons or ammunition. Teams
will carry medical gear and stretchers.
Behaviour
Stretcher Bearers will wander through no-man’s land at night,
looking for anyone who still shows signs of life and attempting
to get them back. Though usually under orders not to treat enemy
soldiers, they will often ignore these orders.
Artilleryman
Shirtless, this soldier is Fort. Vigil. Prof.
loading new shells. His ears
are still ringing. 7 7 7
Skills
Soldier Skills, plus skills for their artillery piece.
Equipment
Standard soldier kit. On hot days, they will be wearing nothing
but their trousers and boots.
Behaviour
Artillerymen live and sleep by their weapon, and will try to keep
it firing until they are ordered to retreat. They usually do not
have weapons nearby to defend themselves.
94
Raider
Face blackened with cork, this Fort. Vigil. Prof.
silent killer creeps across no-
man’s land to the enemy trench. 8 8 8
Skills
Soldier skills, plus Melee (Entrenching Tool).
Equipment
Infantry equipment, plus various melee weapons and pistols.
Behaviour
Trench raiders do exactly what the players do. They will always
prefer to fight silently and up close if they can.
Tank Crewman
Wrapped in a thick boiler suit Fort. Vigil. Prof.
and a chainmail mask, coughing
from petrol fumes. 7 7 7
Skills
Drive (tank), Stick Shift, Pathfinding, or a weapon skill.
Equipment
A boiler suit, boots, and a splinter mask. Some may have a pistol.
Behaviour
While operating their tank, they will attempt to push over enemy
positions, overrunning them with the bulk of their vehicle and
cutting them down as they flee. If their tank breaks down in sight
of the enemy, they will often abandon their vehicle. They have no
desire to fight or be captured, and will make themselves scarce as
fast as possible.
Pilot
A dashing figure in a leather Fort. Vigil. Prof.
suit, oil-streaked goggles, and
a long silk scarf. 6 8 9
Skills
Pilot (vehicle)
Equipment
A revolver and cold-weather gear.
Behaviour
Pilots who are shot down will have little time for ground troops,
even as they rely on them for protection. They will be arrogant,
annoying, presumptuous, and generally shitty people.
95
Senior Officer
You can tell he’s important Fort. Vigil. Prof.
because he hasn’t got mud all
over him. 5 9 6
Skills
No relevant skills.
Equipment
A snazzy uniform and shiny books. A swagger stick.
Behaviour
Seniors officers often tour near the front to be “close to the
action”, even when it is wildly unsafe. They may even attempt to
rush out to engage a raid!
Runner
A sprightly soldier, quick on Fort. Vigil. Prof.
his feet, nervously looking for
an exit. 8 7 7
Skills
Infantry skills, plus Fleet-Footed.
Equipment
Infantry equipment. They will usually carry less than their
peers.
Behaviour
Runners usually fight as private soldiers, but are always
standing by to move orders. They will set off on the fastest path
they can, often sprinting in the open at night.
Nurse
A woman in a blood-soaked Fort. Vigil. Prof.
uniform, moving between the
rows of wounded. 5 9 1
Skills
Stem Bleeding, Trauma Care, and Medicine
Equipment
A nurse’s uniform and medical tools. Their boots are too flimsy to
count as military footwear.
Behaviour
Field nurses will often be positioned in the rear-line trenches,
helping to sort and tend to the wounded. They will avoid direct
action and be sent farther back by the officers if in danger, but
they will refuse to leave their patients. Attacking enemy nurses
is probably the least-honourable thing a soldier could do.
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Cavalryman
A proud soldier on horseback, a Fort. Vigil. Prof.
shining sword at his side and a
short rifle in his saddle. 7 7 7
Skills
Bolt-Action (Medium), Melee (Cavalry Sword, Lance)
Equipment
A uniform and boots, cartridge belt, a cavalry sword, and a
cavalry rifle. Late in the war, a gas mask for themselves and their
horse. They may carry a lance and wear a Steel Cuirass.
Behaviour
Cavalrymen will usually be moving behind the lines most of the
time, but may join a counter-offensive. During a larger offensive,
cavalry will attempt to capitalize on weak points in the line and
run down enemy gunners.
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Alternate Templates
Here’s some other ways of playing the game. Simply replace the
default Equipment and Skill list for all characters with these.
Cavalry
The First World War was not the last war to see large-scale use
of cavalry; the last large-scale cavalry charges wouldn’t occur
until 1941, and horses remain in service today for special forces
and some military police. Still, in many ways the Western Front
was the last hurrah for traditional European cavalry units.
Early in the war, before the trench lines became stagnant, the
cavalry were particularly important, serving as scouts and
raiders in the still-mobile conflict. A cavalry mission in late
1914 could easily be represented by the same framework that covers
a trench raid in 1917, but with a larger field to play with.
Skills
Bolt-Action Rifle (Medium)
Melee (Cavalry Sabre, Lance)
Guard
Equipment Weight
x1 Fatigues 2 (Negated)
x1 Footwear 2 (Negated)
x1 Steel Helmet 2
x1 Cartridge Belt 0
x2 Gas Hood 4
x1 Cavalry Rifle 3
Total Weight 9
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Stormtroopers
In 1918, a new breed of soldier emerged in the German Army. Based
on tactics used by the Russians on the Eastern Front, and built
out of the Jager and Pioneer divisions of the German Army, the
Sturmtruppen were specially trained in infiltration and rapid
assault. Essentially, they used trench raiding tactics on a large
scale to force their way into Entente lines, capturing guns and
command posts to let regular forces move in.
Skills
Bolt-Action Rifle (Close, Medium)
Submachine-Gun (Close)
Melee (Entrenching Tool)
Hand Grenade
Bloodlust
Equipment Weight
x1 Fatigues 2 (Negated)
x1 Footwear 2 (Negated)
x1 Steel Helmet 2
x1 Cartridge Belt 0
x1 Entrenching Tool 2
x1 Gas Hood 2
x1 Pistol 1
Total Weight 7
You have the Cross-Trained Trait: You always have the Enemy
Equipment Skill for any equipment they are Skilled with.
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Tankers
Tanks were very experimental during the First World War, and the
specifics of their use were not yet ironed out. Though most uses
of the vehicles were in large numbers in grand assaults, small
numbers of tanks were also used to support more minor operations.
A squadron of two or three vehicles could still throw the enemy
line into disarray, and so could easily be a suitable basis for a
game of The Trench Raiders.
A good example of the sort of play you could achieve with a tank
comes from the historical incident of Whippet #344, “Musical Box”.
On 8th August, 1918, Musical Box became separated from a larger
tank unit during an assault. Finding themselves behind enemy
lines after a flanking manoeuvre, they went on a nine-hour rampage
through the German logistical train, destroying an observation
balloon, shooting up a supply convoy, and scattering a battalion
of infantry, before finally being disabled by artillery fire.
The players should pick their vehicles before the game starts,
giving them serial numbers and names. Ask them for more details
about their vehicles, such as how they are painted or if there is
any artwork on the sides.
You should fill out all the important positions where characters
get to make significant decisions, like commanders, drivers, and
primary gunners, and then have NPCs perform the remaining tasks.
Playing a single tank crew would make for a claustrophobic and
desperate game, but two might be better, as it unlocks greater
tactical options and allows one tank to be knocked out without
ending the game.
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Pioneers
Pioneers are special units tasked with providing engineering
support to units on the move. This includes supervising the
construction of trenches and other defences, placing mines and
barbed wire, and helping open holes in enemy defences by bridging
ditches and destroying obstacles. They are also tasked with
operating unusual equipment like flamethrowers.
Soldiers can take Blast Mines as free equipment, and every soldier
should be issued a hatchet. They should be given specific and
dangerous tasks on the field, like clearing mines at night.
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Timeline
Just as PATROL is set during a nebulous, archetypical period
of the Vietnam War, The Trench Raiders doesn’t have a specific
chronological setting. For the sake of interesting and diverse
gameplay, it draws from the most iconic imagery of the second
half of the war, from tanks to gas masks, while treating the trench
systems as they were slightly earlier in the war.
If you want to set the game more concretely in a period during the
war, you can use the rules here.
1914
The first six months of the war were primarily mobile and based
around large actions; The Trench Raiders is not well suited to
covering these circumstances. The war settled into trenches by the
winter, and the first trench raids began soon after.
Equipment Changes
• Do not issue Gas Hoods or Steel Helmets to any character.
• All officers carry Infantry Sabres.
• There are no tanks or poison gas in use.
• Creeping barrages have not yet been developed.
• The following equipment is not available:
• Hand Bombs and Stick Grenades.
• Any kind of steel armour.
• Mobile Machine-Guns.
• Submachine-guns.
• Flamethrowers and anti-tank rifles.
Gameplay Ideas
• Emphasize that it is early days for the conflict. The ground is
mostly level and untouched, German trenches are still under
construction, and everyone is still just getting used to the idea
that the war might not be over by Christmas.
• The Indian Corps were the first to launch trench raids, so they
make obvious protagonists.
• Instead of trench raiders, it might make more sense to play as
cavalrymen, who served a similar purpose in mobile warfare.
• Your soldiers would be innovators, engaging in untested tactics.
They might see support or opposition from their officers. Try
playing up military politics between raids.
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1915
Fighting on land is fairly low-intensity until the spring, when
offensives are renewed. Poison gas is used for the first time at
Ypres, Italy joins the war against Austria-Hungary, and Russia
retreats from Poland. The Germans dominate the air with the
invention of the interrupter gear.
Equipment Changes
• Gas hoods are just simple masks or bags with mouthpieces. Roll a
d6 when a mask is used; it fails on a 1 or 2.
• Steel helmets are issued to French soldiers only.
• British officers are ordered to send their swords home.
• Chlorine and Phosgene are both in use.
• Replace Hand Bombs with Jam Tin Grenades.
• The following equipment is not available:
• Submachine-guns.
• Anti-tank rifles.
1916
After a relatively quiet 1915, the war in the West picks up in 1916.
Armies clash at Verdun and the Somme and casualties are measured
by the hundreds of thousands. The first tanks rumble across the mud
and the war in the air escalates as the Allies finally contest the
Fokker Scourge.
Equipment Changes
• Steel Helmets are now general issue.
• Of tanks, only the Mark I and Schneider CA1 are available.
• The French begin wearing horizon blue instead of their
Conspicuous Uniform.
• The following equipment is not available:
• Submachine-guns.
• Anti-tank rifles.
• Splinter Masks.
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1917
The Entente powers are in a bad spot in early 1917. The Russians are
knocked out of the war by a communist revolution, and while the
Americans join the war a month later, it’ll take almost a year for
them to arrive in numbers. In the meantime, hundreds of thousands
of hardened German soldiers are heading west to France. The RAF is
cut to pieces by new German planes in Bloody April, coordination
between the Allies is breaking down, and tens of thousands of
French troops mutiny rather than go to the front lines.
Equipment Changes
• The Renault FT, Saint Chammond, and Mark II tanks are available.
• Only the submachine-gun is not yet issued.
Notes
By this time, German defensive doctrine had evolved significantly,
and they had changed the way they were building their trench
systems. Rather than one continuous set of trench line, they were
now building small complexes of trenches, pillboxes, and foxholes,
allowing them to better cover dead zones and make more economical
use of their increasingly depleted forces.
To represent this in your maps, draw your long line for the
Allied trenches, then create chaotic areas of German trenches and
pillboxes opposite. You can vary the width of no-man’s land this
way, making for a fairly dynamic field.
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1918
The final year of the war was in many ways the most intense on
the Western Front. Changes in tactics and technology lead to the
breakdown of static warfare, as infiltration tactics and mass tank
assaults finally shattered the supremacy of defensive warfare. The
carefully ordered defences broke down, and the front now moved
over the span of days what used to take months.
The end of the war came as a shock to many Germans, who were
insulated from the direness of their position by state-controlled
press. Having heard only of the massive gains made in the Spring
Offensive, the sudden loss and hurried negotiations that followed
seemed incongruous, and rumours swirled about betrayal by their
leadership. Combined with the humiliating sanctions Germany
suffered in the Treaty of Versailles, the groundwork was laid for
the next war...
Gameplay Ideas
A last battle in 1918, with the now-hardened player characters
entrusted with the task of leading a major assault using the
skills and techniques they developed, is the perfect end to a long
campaign. The stakes are high and a great deal of trust is put in
the PCs, and everything can be escalated to maximum intensity.
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1919 Offensive
Flush with American manpower, the Entente planned to end the war
in the spring of 1919 with a massive offensive, utilizing perfected
versions of all the tools and weapons developed over the last four
years, plus some new tricks. They would have gone up against the
height of German defensive ingenuity and tactics.
Play Options
By this time, the French were an exhausted force, and the British
weren’t doing much better. The bulk of the 1919 Offensive would
have fallen on the shoulders of American troops.
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New Gear
The Americans heading into the 1919 Offensive would have had a
wide variety of cutting-edge equipment available, designed from
the ground up for the realities of trench warfare.
Issue every soldier a Pedersen Device. Any can opt to take a Self-
Loading Shotgun as an Advance, and any Advance that would get a
Mobile Machine-Gun could instead be used to take a Machine-Rifle.
Additionally, anyone can spend 2 Advances to acquire a Thompson
Submachine-Gun, an SMG with an extended magazine.
Pedersen Device
This strange device was essentially the core of a submachine-gun.
You could pull out the bolt on your Springfield 1903 and slot the
device in place, allowing it to rapid-fire a pistol round.
Type Weapon Attachment Weight 1
Fits into an American Bolt-Action Rifle. When attached as a minor
action, converts the weapon’s profile to a submachine-gun.
• The weight you are carrying remains consistent; the removed
Bolt becomes a 1-Weight item.
Self-Loading Shotgun
Self-loading shotguns like the Browning Auto-5 were used in
small numbers by American shooters. They were valued for their
extremely rapid rate of fire, allowing the user to sweep an entire
trench clear.
Type Firearm Weight 1
Uses the Shotgun profile and Skill.
• +8 to Attack.
• Can Jam.
Machine-Rifle
Representing the Browning Automatic Rifle and revised versions
of the Chauchat, these light machine-guns are designed to be
fired both from the bipod and from the hip while advancing.
Type Firearm Weight 5
Long-Range Firearm capable of Precision and Suppressive Fire.
• +4 to Suppressive Fire, +2 to Precision Fire.
• Inflicts +1 Suppression for Suppressive Fire.
• Built-in Bipod.
• Uses the Mobile Machine-Gun Skill.
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1919 Vehicles
MK VII International
The next evolution of the British Heavy Tanks, this joint UK-US
project was designed to unify the heavy tanks of all the Western
Allies with one robust, capable vehicle. Well armed and decently
armoured, it would have lead the 1919 push.
Type Speed Fuel Storage
Ground 4km/100m 2/15 15
Weight Temperament Armour Toughness
400 1 2 8
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Medium C
Produced just too late to make it to the front lines, the Medium
C was much like the Medium B, but with better ergonomics and a
much larger engine. Fast and powerful, the Medium C would have
been a perfect compliment to existing tank forces.
Type Speed Fuel Storage
Ground 8km/200m 2/15 15
Weight Temperament Armour Toughness
300 1 1 5
Gunner
Type In
Visibility 4
Capacity 15
Med. Machine-Gun
15 Spare Ammo
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Leichter Kampfwagen I
The LK I was a German light tank design prototyped in 1918. A
radical departure from the heavy A7V, and clearly modelled on
the FT and Whippet, the LK I was only ever intended as a test, but
could potentially have been produced for 1919.
Type Speed Fuel Storage
Ground 9km/300m 2/15 15
Weight Temperament Armour Toughness
200 2 1 5
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Leichter Kampfwagen II
The much-improved LK II would have been a solid little light
tank, had the original order been built. Better armoured and
with better crew awareness, they never saw service, but examples
were given to the Swedish.
Type Speed Fuel Storage
Ground 9km/300m 2/15 15
Weight Temperament Armour Toughness
200 1 1 7
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K-Wagen
The K-Wagen was a massive German landship project that made it
to the prototyping stage as the war ended. These 120 ton beasts
was so large they would have to be disassembled for transport
and rebuilt at the front lines.
Type Speed Fuel Storage
Ground 3km/75m 1/15 100
Weight Temperament Armour Toughness
1000 3 2 12
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Sturmpanzerwagen
The Sturmpanzerwagen Oberschlesien was an experimental
tank project in progress during the war. It would have been a
revolutionary design had it been completed, resembling tanks
that wouldn’t be fielded for decades.
Type Speed Fuel Storage
Ground 6km/200m 3/10 10
Weight Temperament Armour Toughness
250 1 1 8
The front gunner has coverage of the front 90 degrees while the
rear gunner has covers the rear 90 degrees. Follow sponson rules.
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Other Fronts
While The Trench Raiders is based on the Western Front, the First
World War encompassed the whole world, and those tales are just as
worth telling.
Italian Front
In the Mountain War, Italy turned on their former allies in the
Triple Alliance and engaged Austria-Hungary across the Dolomite
mountains. As on the Western Front, the war was soon bogged down in
trenches, though the harsh, steep terrain created its own twists.
Concrete fortifications like modern castles guarded mountain
passes, and bases were dug out of glaciers and snowcapped peaks.
Austro-Hungarian Army
Just as their empire was a mess politically, the Austro-Hungarian
Army was a mess in terms of organisation. There were three separate
Armies; the Common Army which served the Empire, and the Imperial-
Royal Landwehr and Royal Hungarian Landwehr, which protected
Austria and Hungary respectively. Funding squabbles over these
armies meant that the soldiers on the front lines were often ill
equipped and poorly trained.
As the front was much wider, the war in the East was much more
mobile than it was in the West. Much of the war consisted of trying
to find and engage the enemy, leading to large cavalry actions
and running battles. However, when forces did engage each other
in close proximity, the trench warfare that resulted could be even
more prolonged and brutal than the battles of the Western Front,
with months-long sieges and massive artillery duels commonplace.
The Russians were the first to develop the tactics which would
eventually be used by German Stormtroopers, using a short, sudden
artillery barrage followed by raiding teams infiltrating the
lines. This makes an obvious jumping off point for a campaign.
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