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Showing posts with the label Weird War II

πŸ’€ Skull Island πŸ’€

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Post-March 1942 Sumatra has fallen to the Japanese! Allied forces have been driven before the Imperial invaders. With its western flank threatened, the US, British, Australian, and Dutch militaries desperately search for an island stronghold from which to launch a counter-offensive. After months of exploration, scouts have located an island at the center of an area of magnetic anomalies and violent storms. High Command has given the party orders to conduct a reconnaissance survey of the island to determine the feasibility of establishing an airfield and supply depot in support of a bomber squadron and its fighter escorts. The party boards a submarine and sails to the island. They are sent ashore and soon find ancient ruins. Chief among them is a mighty wall that divides a lone settlement from a thickly forested jungle. Enormous stone buildings, their original builders lost to antiquity, dwarf the crude mud and stick homes of the hostile, cannibalistic natives. Beyond the wall, a moun...

The War Wheel

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The War Wheel was a nigh-unstoppable Nazi weapon in DC comics. Its original incarnation was defeated when it came into contact with high voltage lines, electrocuting the crew. While subsequent versions corrected this fatal flaw, it's great weight made it vulnerable to sinking in quicksand and marshy ground. War Wheels could be transported to and from battlefields by teams of dirigibles. On Earth-218 , the War Wheel would have been created by H.Y.D.R.A. When my players reach the World War II chapter of my campaign , they may find themselves facing off against this monstrous war machine. Craft: War Wheel Class:  Military Ground Size:  Colossal (150' diameter x 30' wide) Init:  -8      Crew: 22 (see below)     Passengers: 0 Cargo: 8,000 lbs* Maneuver: -4 (-8 size, +4 equipment) Top Speed: 80 (8) Defense: 2 (-8 size)      Hardness: 20      Hit Points: 240 Weapons:...

The Generation Spanning Campaign

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(No.  Not that kind) I have been toying with an idea of late.  Last summer, I wrote out a Western campaign (that I am still waiting to run) based on a combination of the old Boot Hill Modules with some Deadlands and Fistful of Zombies thrown in.  I had also planned another set of adventures using the Gangbusters boxed set and modules mixed with Cthulhu by Gaslamp.  And then I said, "what if the characters in the 20's are the grandchildren of the characters from the Western?" How far could I take that idea?  What if the characters from the Western were the great-great-great-great-great-grandchildren of another group from the American Revolution?  And what if the children from the 20's characters were involved in the fighting during World War II?  What if there was an overarching story that combined elements of each of these campaigns? The players begin the campaign during the American Revolution.   Everything seems all f...