TEXT: By Donna and Edwin Millheim
  HERO   GAMES
  ™
  
  Unknown Eagles Copyright  ©1998 Donna and Edwin Millheim of Meridian Designs. All rights Reserved. Meridian Designs
  and Unknown Eagles names and logos used by permission.
  Copyright ©1998 by Hero Games. All rights reserved.
  Hero System, Fantasy Hero, Champions, Hero Games and Star Hero are all registered trademarks of Hero Games. Acrobat and
  the Acrobat logo are trademarks of Adobe Systems Incorporated which may be registered in certain jurisdictions. All other
  trademarks and registered trademarks are properties of their  owners.
  Published by Hero Games.
  Hero Games
  Hero Games is the manufacturer of fine games, dedicated to  using the latest technology to bring products to our customers
  more efficiently, more rapidly, and at competitive prices. Hero Games can be reached at herogames@aol.com. Let us know what
  you think!  Send us your mailing address (email and snail mail) and we’ll make sure you’re informed of our latest products.
  Visit our Web Site at http://www.herogames.com
  Developed for Hero Games by: Edwin Millheim
  Published by:
  Hero Games®
  P.O. Box 699
  Aptos, CA  95001-0699
  herogames@aol.com
  Unknown Eagles
  Sourcebook  1
  By Donna and Edwin Millheim
  ™
  Permission is granted to photocopy for personal use. Permission is granted to out this document via Docutek or other method for personal use.
  
  Unknown Eagles
  Sourcebook 1
  By Donna and Edwin Millheim
  Based on the Unknown Eagles concept created by Edwin Anthony Millheim
  ™
  Project Manager:  Edwin Millheim
  Creator:  Edwin Millheim
  Writers:  Donna Millheim, Edwin Millheim
  Editor:  Donna Millheim, Patricia Sonnenberg
  Layouts:  Bruce Harlick
  HERO System/Fuzion Conversions Editor:  Brian Allbee
  Illustrations:  Nancy Champion, National Archives of the United States
  Contributing Writers:  Brian Allbee, Shael Millheim
  Choose Your Own Way Adventure Writer:  John Lyon
  Comic Archive Artwork: Ray Lederer, Roland Paris
  Editoral Contributions: Bruce Harlick
  Meridian Designs Logo designed by John Janek
  Hero Games Managing Editor:  Bruce Harlick
  Designed by:
  Meridian Designs
  P.O. Box 385
  Tallevast, FL 34270-0385
  whitelotus@aol.com
  
  4
  Dedications
  Our thanks to Bruce Harlick for giving us a chance.
  Thank you to Peter Adkison and Lisa Stevens who, years
  ago, gave those suggestions. For all of the team members
  that stuck to the guns. To all the people, living and dead,
  who shaped our world during troubled times. Some
  people who are younger feel the events that shaped the
  world in those years have nothing to do with them. They
  are so wrong.
  Edwin Millheim
  whitelotus@aol.com
  Meridian Designs Projects Manager/Head Writer
  My grandfather, Roland Harding, is a fascinating and
  vibrant veteran of Pearl Harbor who spent time with
  Edwin talking about the war. I hope this work of fiction
  meets with his approval. I’m not normally the type to
  get into wars, but I found this subject fascinating as I
  went through it. Edwin’s imagination gives it a neat twist
  (maybe it’s all true and we don’t know it?), and even I
  learned something. Who woulda thunk you could stuff
  world history into the ears of a closet rock chick? (RUN!!!
  She’s been infected!!)
  Donna “Sparkly” Millheim
  sharqua@aol.com
  Meridian Designs Head Editor
  My thanks to Edwin and Donna, for remembering me
  when the time was right; to Joe for letting them know
  when the time was right; Dennis Chinook for his insights;
  and Dawn and The Jelly Bean With No Name for keep-
  ing me working on it when I was down and out… And
  my efforts are dedicated to the memory of Grandpa
  Allbee, and his service to the country and the world from
  1941 to 1945. R.I.P., Grandpa.
  Brian Allbee
  Rules Editor
  I want to specifically dedicate this work to my father,
  Marine CWO5 Sydney J. Fishel, who is the face of Mat-
  thew Greensburg, and my mother, Blanche Fishel, whose
  face Lisa Trenton is borrowing. My father fought mainly
  in the Pacific Theater. He was an intelligence officer and
  for over a year was the Voice Of America for Australia
  and New Zealand. He fought a lot of battles and man-
  aged to come home unscathed by anything except ma-
  laria and memories he didn’t particularly like to share
  all that much. He won the Golden Gloves five times as
  an amateur boxer before the war and afterwards, long
  into his seventies, he was still teaching judo and riot con-
  trol to police and young National Guard soldiers. At 76
  he’d take on 19- and 20-year-olds four at a time and toss
  them all. All of that notwithstanding, Daddy was a gentle
  and intelligent man, very modest about his accomplish-
  ments, and overflowing with outrageous puns. He died
  at age 84 in 1990.
  He was gone for over two years during the war. My
  mother lived in Washington, DC, working at Treasury,
  Bureau of Shipping, tracking top secret ship movements.
  She and Fella, their big, friendly Samoyed, patrolled the
  streets during air raid drills; she was Block Warden. She
  preserved all the newspaper clippings and a lot of the
  other material I used as visual resource for my illustra-
  tions in UNKNOWN EAGLES. She joined my father in
  death in 1994, also at age 84. They were great parents.
  I want to also thank George Dan Bennett ll for allow-
  ing me access to materials he owns that provided addi-
  tional reference for me. Mr. B. navigated bombers across
  European skies and managed to bring himself and his
  spaniel Pat home safely to Bette, for which I’m grateful,
  since he subsequently fathered the gentleman I’m dat-
  ing. If you look really close at the group of flyers in the
  Jerome Antoineillo, you’ll see Mr. B. and Pat, first row
  sitting, third in from the left. Pat’s the four legged one
  on the tarmac.
  Many of the characters I’ve done for UNKNOWN
  EAGLES are based on people who lived during the war
  era. A lot of them didn’t live through it. I don’t have names
  to place with all the faces; some are lifted from old pho-
  tographs in ancient scrapbooks, others are from brittle
  newspaper clippings half a century old that threatened
  to disintegrate as I scanned the images. These are the
  true unknown eagles whose flights were heroic and of-
  ten tragically short. They will not know that their spirits
  have been invoked to live briefly again through these sce-
  narios. But those of you who play the game will under-
  stand that some of the faces you see here once belonged
  to real heroes who lived and perhaps died in a real war.
  This project was a labor of love for many of us who
  worked on it, and we’ve tried to imbue it with the reali-
  ties, memories, emotions, and awe it evoked in all of us
  as we grew it to maturity. The places integrated into my
  illustrations, the armament, the aircraft, the charts, the
  flags, the architecture, the concentration camp, even the
  explosions—all of it is authentic.
  When you enter this world, you’re traveling into his-
  tory right beside some of those who made it.
  Nancy Champion
  Artist
  My part in this, the editing that I have done, I would
  like to dedicate to my father. Dad is Roland W. Harding
  and was at Pearl Harbor the day Japan dropped the
  bombs that caused the United States to enter World War
  Two. Dad was an aircraft mechanic who worked on the
  planes that had to try to make it into the air at that time.
  As a side note…there is a famous picture of the USS
  Hood exploding in the background and two sailors in
  the foreground. The sailor that is standing is my Dad.
  Dad and Mom, Lois Harding, made the trip to Hawaii
  for the 50th anniversary of the bombing of Pearl Harbor
  and he said that was the most wonderful time of his life.
  The people there would just walk up to him and shake
  his hand and thank him for his part during this trying
  time in our history.
  Dad spent 21 years in the Navy and retired in 1958 as
  a Chief Petty Officer. He then entered the Postal Service
  where he again served his country in a totally different
  way. He was a Letter Carrier for 23 years and retired from
  the Postal Service in 1986.
  Mom and Dad still live in the same house they bought
  in 1958 and in which they raised 5 children, me being
  the eldest.
  At 77, Dad is still very active and loves to travel in their
  motor home.
  Patricia Sonnenberg
  Editor
  
  5
  Introduction............................... 7
  History and Background ........... 8
  Military Rankings...................................... 8
  The World of Unknown Eagles........9
  War’s Gathering Storm ............................. 9
  Expansion and War (Germany, Italy and
  Japan) ................................................. 9
  The War in Spain..................................... 10
  Germany .................................................. 11
  Italy .......................................................... 11
  Japan ........................................................ 12
  Free France .............................................. 12
  Vichy French............................................ 13
  United States............................................ 13
  Neutrals ................................................... 17
  Prisoners Of War ..................................... 17
  The Secret War ......................... 19
  Historic Events and Dates ..............19
  The Unknown Eagles......................30
  History ..................................................... 30
  Divisions .................................................. 30
  Interrogation Section .............................. 31
  Intelligence/Counter-Intelligence
  Section .............................................. 31
  Transportation and Communications
  Section .............................................. 32
  Armory and Testing Division ................. 32
  Aircraft Testing and Ferrying Section .... 32
  The German Secret Corps : The Ghost
  Corps (Condor Legion) ...........33
  Internal Police ......................................... 33
  Intelligence Section ................................. 34
  Espionage and Counter Espionage......... 34
  Aircraft Testing and Operations ............. 34
  Naval Aeronautical Research
  Laboratory ....................................... 34
  Codes and Encrypting ............................ 35
  The Underground...........................35
  Intelligence Operations........................... 35
  Operation Types ...................................... 35
  Groups and Organizations.............36
  The Polish Underground ........................ 36
  British Broadcasting Corporation and
  German Broadcasting
  Organization .................................... 36
  Abwehr..................................................... 37
  The Gestapo and SD ............................... 37
  British Intelligence (MI-5 and MI-6) ..... 38
  U.S. Intelligence ....................................... 38
  Codes, Ciphers and Sundry............38
  Types of Spies..................................39
  Moles/Sleepers......................................... 39
  The Double Agent ................................... 39
  The Expendable Agent ............................ 39
  The Penetration Agent ............................ 39
  Spies Among the Enemy ......................... 39
  Codes of Conduct in War...............39
  Campaigning............................ 40
  Arbitrators and New Players ..........40
  Setting up an Unknown Eagles
  Campaign .................................40
  Campaign Tone ....................................... 41
  Suggested Campaign Tone for
  Unknown Eagles .............................. 41
  Creating Characters ........................42
  Character Concept .................................. 42
  Character Background and History ....... 42
  Fuzion Parameters .................................. 44
  Getting Started................................44
  Life Path ................................................... 44
  Using Unknown Eagles with
  Fuzion™ .............................. 44
  Sample Character:
  Marshall Kimble .............................. 46
  Characteristics ................................47
  Primary Characteristics .......................... 47
  Derived Characteristics ........................... 47
  Talents ...................................................... 48
  Skills ......................................................... 48
  Package Deals .......................................... 50
  Complications: What’s Allowed and
  What Isn’t ......................................... 52
  Character Growth ................................... 52
  Using Unknown Eagles with the
  HERO System®.................... 53
  Table of
  Contents
  
  6
  Getting Started................................53
  Base Points and Disadvantages............... 53
  Everyman Skills ....................................... 53
  Maximums and Restrictions .................. 53
  Skills ......................................................... 53
  Talents ...................................................... 54
  Package Deals .......................................... 54
  Disadvantages.......................................... 54
  Character Growth ................................... 56
  Optional HERO System Rules for
  Unknown Eagles.......................56
  Wounding and Long Term Endurance
   Loss .................................................. 56
  Hit Location, Impairing or Disabling
  Wounds, and Bleeding..................... 56
  Knockback and Knockdown .................. 56
  Other Rules and Systems for
  Unknown Eagles................. 57
  Aerial Reconnaissance ....................57
  Air Combat .....................................57
  Aircraft Weapons in Use ......................... 57
  Damage Results in Air Combat (HERO
  System) ............................................. 58
  Aircraft Maneuvers ................................. 59
  Emergency Procedures in the Air ........... 60
  Bailouts and Crash Landings .................. 60
  Character Health in the Air .................... 62
  Equipment, Weapons and
  Vehicles ............................... 64
  Equipment ......................................64
  Miscellaneous Equipment ...................... 64
  Melee Weapons........................................ 64
  Small Arms .............................................. 64
  Special Equipment and Weapons ........... 67
  Explosives and Incendiaries .................... 68
  Making Your Own ................................... 68
  Aircraft Weapons..................................... 69
  Bombs and Bomb Types ......................... 71
  Navy special weapons,............................. 71
  Aircraft Parts and Weapons .................... 73
  Radio Codes ............................................ 73
  Getting Hold of Parts .............................. 73
  Mission Log Record Sheet ...................... 74
  Vehicles............................................76
  Aircraft..................................................... 76
  Aircraft Attack Tactics ............................. 86
  Victory Claims, Kill Markings and
  Mission Markings ............................ 87
  Glossary.................................... 89
  Resources.................................. 93
  Books...............................................93
  Television/Video .............................94
  Single-Player Adventure: The
  Battle of Britain .................. 94
  
  7
  The 1940s, as World War Two ravaged the world,
  were full of strife and horror. It was a time for he-
  roes, when men and women stood to battle for what
  they believed in. It would be a long while before
  the United States was drawn into the war. A few of
  her citizens, who wanted to fight for one reason or
  another, went off to form fighting groups, risking
  their United States citizenship. Some went on, later
  in the war, to become such groups as the Fighting
  Tigers and the Eagle Squadrons of Britain’s Royal
  Air Force.
  By August of 1939, the Axis started gaining
  chunks of the world in its conquests. Unknown
  Eagles is about a special group of women and men
  who might have formed groups of what, to some,
  might look like mercenaries, but who were in truth
  units of special agents made up to fight against the
  enemies of the free world.
  Fighters for this secret Allied organization
  needed a wide range of skills, ranging from
  common blade combat to aircraft piloting. Eagles
  unit personnel went on air-to-air missions or
  behind enemy lines as spies. Visits back to the States
  would not be a source of comfort, for if they were
  sent back stateside, it was often to go after enemy
  spies, to stop whatever plots they might bring
  against the Allies.
  One thing that I thought long and hard on was
  the inclusion of characters from either side. I, for
  one, condemn what happened due to Hitler’s
  actions, and those of his commanders. I must also
  say that when we speak of this role-playing scenario,
  it is more than possible to play any side or
  nationality. Like it or not, the terms of good and
  evil apply and were viewed differently, depending
  on one’s viewpoint. Back during those times,
  whatever side a person was on, they felt and believed
  that they were in the right. Some, in certain
  countries, conversely felt that their country was
  wrong in what it was involved in. They formed
  resistance groups to help the stricken. When
  playing, bear in mind that this game is not a hard-
  core historical game, but a role-playing game based
  on some events that are historic, and some from
  the imagination.
  Though this game has a great deal of historical
  information, it is intended for the “what if…?”
  method of role-playing. At the same time, as you
  play, you may learn a bit of history. Please bear in
  mind that the goal of this game is not to teach his-
  tory in any major sense. Unknown Eagles is gener-
  ously sprinkled with both fact and fiction, some-
  times with very blurred lines between, to form a
  game. For those who desire more historical accu-
  racy, I urge that extra bit of research. Discoveries
  can be eye-opening in the real sense, and could
  enhance your game even more.
  Before I go on, this game is dedicated to the men
  and women who fought for (or answered the call
  of) their countries. I hope that there may never be
  another time of such strife in the world.
  This game is designed for several ways of play,
  and we hope that it will catch the eye of strategy-
  gaming buffs as well. Unknown Eagles is for role-
  players who never considered playing a strategic
  game. Though this game does tend to stress role-
  playing, there are times that a brave person’s choices
  will decide many things, including their fellow Al-
  lies’ lives, and perhaps the lives of many Allied sol-
  diers and citizens as well.
  Unknown Eagles deals with most of the arenas
  of battle, from the sea and island wars to the battles
  over Europe. There is a time-line included about
  the war. An Arbitrator may want to run the game
  with a group of mercenaries anywhere from 1939
  to 1945, so there can be a wide range of actual hap-
  penings in the time-line that one might consider
  working into a game or string of adventures.
  Edwin Millheim
  Introduction
  
  8
  Common men and women joined the fight for
  freedom and beliefs during World War Two. Both
  Axis and Allied forces had secret wars to wage.
  Unexpected allies from both sides revealed them-
  selves, from simple, aggressive underground pub-
  lications to outright sabotage and guerrilla harass-
  ment. The Allies and the Axis made use of such
  people. On one side, the Axis joined forces with
  organizations such as the Ghost Corps and Con-
  dor Legion. With this the Allies, starting to make
  use of the secret war and spies, soon found the
  stakes even higher. Counterspies from the Axis or-
  ganizations soon started wiping out Allied spies and
  informants at an alarming rate. Something had to
  be done, something so secret that only a handful
  of top people knew about it. An organization came
  into being that would take on all the tasks the war
  thrust forth, from common aircraft attacks and
  patrols to working with resistance fighters behind
  enemy lines. The work against Axis spies was, of
  course, at the forefront. Smashing spy-rings in
  whatever country they could be found in was of
  utmost importance. The organization was code-
  named “Unknown Eagles,” for no one would keep
  a record of these men and women. History would
  never know of them, for they were truly Unknown.
  Training was on a skilled level; those with the most
  aptitude were trained in things they excelled in, be
  it aircraft piloting, weapons-handling, explosives,
  espionage, and so on. Full training from the SOE
  and other organizations helped make for a lethal
  mix. Now the war of the shadows began again in a
  veil of secrecy.
  A recruiter approached candidates, and a two-
  week period was set for training and evaluation.
  Those who washed out were no threat to the secret
  group, for they were never told of the true nature
  of the training and tests. The Axis was not so easy-
  going. Trained by top people from organizations
  such as the Abwehr, washed-out trainees ended up
  being shipped to the war-front—and most of them
  were never heard from again.
  Military Rankings
  Unknown Eagles Rankings (Army,
  Navy, Marines, Air Force)
  These are some of the more common Allied ranks
  that the Eagles agents ran into. Uniforms for the
  Army were olive drab; the Navy had navy blue and
  white uniforms, and the Army Air Corps or Air
  Force and Marines wore forest-green uniforms. All
  branches had fatigues, dungarees, and blue denim
  shirts for non-combat work detail. Within the Un-
  known Eagles, there were a vast number of mili-
  tary branches. Listed here are the rankings for the
  common ones. Rank is shown by shoulder insig-
  nia for the Army, Air Force and Marines, and by
  sleeve cuff-stripes for the Navy. Stripes, in the Navy,
  are gold. In this list, the first number is the number
  of two-inch-wide stripes, the second is the num-
  ber of half-inch stripes, and the third is quarter-
  inch stripes. The Army, Army-Air Corps or Air
  Force and Marines shared common rank-markings,
  with shoulder or collar insignia differing in minor
  aspects from service to service.
  History and
   Background
  Naval Uniform Stripes, by Rank
  Chief Warrant Officer (W-1)
  0-0-1
  (3 breaks)
  Chief Warrant Officer (W-2)
  0-1-0
   (2 breaks)
  Chief Warrant Officer (W-3)
  0-1-0
  (2 breaks)
  Chief Warrant Officer (W-1)
  0-1-0
  (1 break)
  Ensign
  0-1-0
  Lieutenant (Junior grade)
  0-1-1
  Lieutenant
  0-2-0
  Lieutenant Commander
  0-2-1
  Commander
  0-3-0
  Captain
  0-4-0
  Commodore
  1-0-0
  Rear Admiral
  1-1-0
  Vice Admiral
  1-2-0
  Admiral
  1-3-0
  
  9
  The World of Unknown
  Eagles
  War’s Gathering Storm
  The 1930s were the last attempt at a collective
  security system for Europe. The Geneva Disarma-
  ment Conference, presided over at the time by Brit-
  ish Prime Minister Arthur Henderson, came and
  went. The following elections proved a disaster for
  his labor party. In spite of a huge volume of
  communiqués, the meeting to regulate each world
  power’s armaments ended without accomplishing
  anything.
  France had its doubts that Germany had truly
  disarmed. French leaders set up a system of national
  security, based on a fortified line of defense. Be-
  tween 1930 to 1935, the supposedly impenetrable
  Maginot Line was built.
  Expansion and War (Germany,
  Italy and Japan)
  Threats appeared first in the Far East, and Euro-
  peans underestimated the danger of Japan’s expan-
  sions. The independence of India grew; at the same
  time, Japan began to establish a protectorate in Asia.
  In 1931, Japan invaded Manchuria. Then, during
  the following September, Mukden was occupied.
  That next year, Japan established a satellite state in
  the region called Manchukuo. A puppet of Japan,
  in turn a descendent of the old Manchu dynasty,
  ruled it. In time, Japan occupied all large Chinese
  coastal centers. Though they held these ports and
  coastal centers, they failed to control the vast rural
  areas surrounding them. “A New Order,” a term
  borrowed from Germany by Japan, was put into
  effect. In 1936, Japan signed an anti-comintern pact
  with Germany and Italy, creating the union known
  as the Axis powers.
  China put aside its internal political battles to
  unite against this common enemy. Both the
  Kuomintang Nationalists and the Communists
  agreed to a truce, at least until Japan was driven
  from their country. These aggressive actions by Ja-
  pan also sparked alarm in the United States, and in
  1939 Washington annulled the treaty, dating back
  to 1911, which had guaranteed deliveries of raw
  materials. Japan, highly dependent upon foreign
  imports, felt this was an act of economic war.
  During this time, Italy expanded its East African
  conquest and declared war on Ethiopia. October 3,
  1936 saw a rapid victory over Ethiopia due in large
  part to Italy’s use of poison gas against Ethiopian
  troops. In April 7, 1939, Italy invaded Albania, and
  King Zog was forced to flee his country or risk cap-
  ture. The League of Nations was powerless to stop
  Japan or Italy. Inquiry reports criticized Japan and
  Italy, but this only served to give them time to gain
  more of a foothold on the lands they had invaded.
  Above all else, the most dangerous threat came
  from Germany. Adolf Hitler assumed power in
  1933. At first he proceeded with caution, but once
  his position was secure he ousted members of other
  parties from the cabinet. Hitler’s foreign policy con-
  sisted at first of moves of moderation. In 1934,
  Hitler concluded a non-aggression pact with Po-
  land, a country later to become a victim of
  Germany’s advancements. While leading up to the
  conquest of Poland, Hitler undermined the
  Versailles Treaty, and with this came an imbalance
  of power in Europe. Compulsory military service
  went into effect in the March of 1935. The next pact
  to be violated in March of 1936 was the Locarno
  Pact. Hitler sent troops into demilitarized
  Rhineland. Later that same year, the period of re-
  quired military service was expanded to two years.
  Germany was well on its way toward gathering the
  machinery of war.
  The first target of Hitler’s expansion was his
  birthplace, Austria. Locally, Austria erupted into
  strife in February of 1934. Socialists and clerico-
  fascist forces battled in Vienna. The working-class
  district fell prey to barrages of artillery fire for sev-
  eral days. The resulting destruction and loss of life
  was considerable. Provincial cities also saw their
  share of fighting. The end of the Austrian Social
  Democratic Party was at hand. The leader of the
  Christian Socialists government, Engelbert
  Dollfuss, lacked the support of the working class.
  He tried in vain to rally a mass following with the
  creation of a patriotic front. This of course did not
  happen; the Nazis thrust into Austria on July 25th
  of that year. Austrian Nazis assassinated Dollfuss
  and tried to seize power. The coup failed. Rather
  than risk an armed conflict with the Italian troops
  sent to the Austrian border, Hitler backed down
  and disassociated himself from the coup.
  Army, Marine and Airforce Rank Markings
  Chief Warrant
  Gold bar with
   Officer (W-1)
   2 enamel bands
  Chief Warrant
  Gold bar with 3
   Officer (W-2)
   enamel bands
  Chief Warrant
  Silver bar with
   Officer (W-3)
   2 enamel bands
  Chief Warrant
  Silver bar with
   Officer (W-4)
  3 enamel bands
  Second Lieutenant
  One gold bar
  First Lieutenant
  One silver bar
  Captain
  Two silver bars
  Major
  Gold oak leaf
  Lieutenant Colonel
  Silver oak leaf
  Colonel
  Silver eagle
  Brigadier General
  One silver star
  Major General
  Two silver stars
  Lieutenant General
  Three silver  stars
  General of Army
  Four or five
   or Airforce
   silver stars
  
  10
  A little less than four years later, Hitler sum-
  moned the Austrian Chancellor Kurt von
  Schuschnigg to the Berchtesgaden retreat, where he
  announced his intentions to occupy the country
  of Austria. Schuschnigg capitulated and Germanys
  troops marched into Austria in March of 1938.
  The War in Spain
  Civil war had broken out in Spain. From 1931,
  Spain was attacked from within by dissension and
  civil strife. The majority of the upper class sup-
  ported conservative groups; the military and the
  hierarchy favored a restoration of monarchy. The
  Spanish labor movement opposed the restoration
  of the monarchy, while communists, socialists, and
  anarchists divided the labor movement itself. In July
  of 1936, the military rebelled against the govern-
  ment and tried to seize power for the conservatives.
  The leader of the rebels, General Francisco Franco,
  made to enlist most of the army’s higher ranked
  officers on his side. Upon accomplishing this,
  Franco controlled a large part of the armed forces.
  On the other hand, the republicans had been un-
  able to organize an effective defense. Over time, it
  all ended with a complete victory for Franco.
  As Hitler moved closer to war, the French So-
  cialists begin to see a major problem in their anti-
  militarism stand. If the problems continued,
  France would have to rearm. Several problems
  stood in the way of this. For instance, the labor
  movement had won a new law which set the work
  week at no more than 40 hours. This in itself
  slowed down production.
  Hitler won time and again, and it was not only
  from military might, but also by the fact that many
  opponent countries were in a state of confusion or
  disarray.
  The final months of peace, before war fully en-
  gulfed the world, saw French and British diplomatic
  ties floundering in uncertainty. French foreign
  policy was split, with a great rift between the panic
  of the defeatists and the attitudes of the overconfi-
  dent and aggressive. Britain, with an inner conflict
  weakening the government, also had troubles when
  it came to dealing with Hitler. The resolve and de-
  fensive nature of Britain was slow in coming, with
  the foreign office and chiefs of staff on one side
  and the pacifistic Chamberlain on the other side.
  On May 18, 1939 Britain introduced conscription
  into the armed forces.
  France and Britain used the strategy of involv-
  ing Germany on a war of two fronts, to weaken the
  German war machine. Polish leaders, who knew far
  in advance that they could expect little help from
  anyone, opted to preserve peace as long as possible
  and thus keep national honor. Polish leaders re-
  jected joining any kind of anti-German alliance
  with Romania, for fear of provoking Hitler into an
  attack. Defensive alliances from Germany’s neigh-
  boring countries never happened.
  Soviet leaders had been angered by their
  country’s exclusion by the western world in the
  Munich conference. Because of this, Stalin decided
  to deal with Germany directly himself. During this
  time, Vyacheslav Molotov took the place of Maxim
  Litvinov as the new Soviet foreign minister.
  Molotov and Joachim von Ribbentrop, the Ger-
  man foreign minister, signed a non-aggression and
  friendship pact. Less than a month later, Germany
  attacked Poland. Soviet leaders refused to aid their
  neighbor, and instead the Soviets occupied the east-
  ern half of the country. Soviet forces also occupied
  the Baltic States and attacked Finland, trying to gain
  control of the lands north and west of Leningrad.
  The Finnish put up a massive resistance in the win-
  ter war and cost the Soviet army heavy casualties.
  In the end, the Soviets had a better supply of mate-
  rials, forcing Finland to give up the military base
  Petsamo and a great deal of Karelia.
  The pact with Germany cost the Soviets a great
  deal. Operation Barbarossa placed the full strength
  of the Wehrmacht against the Soviets. Rather than
  look at Hitler’s history of breaking past non-ag-
  gression pacts with other countries, Stalin took
  Hitler at his word and paid the ultimate price. When
  Hitler struck, it took the Soviet leader by surprise.
  Nothing seemed to stand in the way of world domi-
  nation by the Nazi party.
  Over the first two years of the war, Germany had
  a great advantage in war material over its neigh-
  bors. A very large part of Germany’s resources were
  confined to use for the military. Until the Allies put
  forth their own economic might, Germany had the
  upper hand. Germany was, however, not without
  its problems in the production of essential indus-
  tries. The head of the Ministry of Economy was
  Hjalmar Schacht. Ignoring normal practices, the
  main goal of reintegration of Germany’s economy
  into the world market was foremost and unwaver-
  ing in his mind. Arms production dealt with cer-
  tain products such as hydrocarbons, aluminum,
  explosives, gunpowder, copper, steel, magnesium,
  and synthetic products such as rubber. As the war
  got into full swing, occupied countries played a key
  role in furnishing raw materials to Germany. By
  1943, almost 100% of all the iron ore, silicon, sul-
  fur and other materials used by the Nazi war ma-
  chine came from these occupied countries. The
  Reich levied tributes in the billions of reichsmarks
  to several occupied countries as well. These in-
  cluded France, Italy (after Sept. of 1943), Belgium,
  Denmark, the Netherlands and most of the other
  occupied countries. Those working against the Nazi
  war machine—behind enemy lines as a sabotage
  spy or pounding those areas via an air attack—did
  the most good on missions to damage the ability
  of Germany to wage war. Ground missions behind
  enemy lines as a spy were of course the most dan-
  gerous. In those times of war, one never knew who
  to trust.
  
  11
  Germany
  Before the war got into full swing, Hitler went to
  great lengths to forge a Germany of tomorrow. The
  Hitler Youth started with a bang. Over three mil-
  lion youths had been members by 1939. After 1939,
  it surpassed eight million, not counting those who
  outgrew the program and entered mainstream
  German life. The Hitler Youth maintained a grip
  on Germany’s youth with once-a-week meetings
  and constant activities and bombardments of Nazi
  ideology: They were part of a select community, a
  part of a master race. The Nazis took over the
  schools, from kindergarten classes on up. The
  smallest school-aged child started each class day
  with a Hitler salute. Interior Minister Frick laid
  down this protocol in December 1934. From that
  date on, the Nazi theory was in schoolbooks of all
  kinds, even children’s fairy tale books.
  It would be a rare thing to happen across a Hitler
  Youth meeting. If, for some reason during the
  course of a mission, characters happen across one
  of this organization’s assemblies, they would no-
  tice a few things foremost. First, the groups are seg-
  regated into girls and boys, not mixing other than
  for certain social functions. Second, no matter how
  angelic a child in Hitler Youth may seem to a char-
  acter, they are loyal to the Fatherland and Hitler
  only. The fierce loyalty shown by members of the
  Hitler Youth should be played in a most unsettling
  manner. Hitler Youth games focused on building
  brawn rather than brains. Physical training was
  emphasized above all else. Fast cross-country hikes
  with military-style field gear were one such ex-
  ample, as were some types of combat games. Most
  of the sports and events were designed to have po-
  tential military applications.
  The Nazi theory introduced the idea that certain
  people and races were to be scorned. Pamphlets on
  the subject stated that a mentally handicapped per-
  son cost the German people as much as four (4)
  reichsmarks per day, physically handicapped per-
  sons as much as five (5) reichsmarks, and crimi-
  nals at least three (3) reichsmarks. This kind of
  thinking wormed its way into the universities also.
  The goal of these selective teachings was to pre-
  pare the youth of the universities for service in the
  National Labor Service and the Wehrmacht, the
  German armed forces.
  The common German citizen was watched closely
  by Hilfshauswartens (deputy house wardens).
  Hilfshauswartens were everyday citizens in charge
  of blocks of apartments and neighborhoods. This
  community force included not only cities but the
  countryside as well. One never knew whom to trust.
  The members of the community force reported any-
  thing that resembled any kind of suspicious activity
  or looked as if it would be critical toward (or har-
  bor different thoughts than) the Nazi party. German
  citizens learned to keep silent around strangers,
  friends, even family in fear of those who were loyal
  to the Nazi cause. Even an infraction (such as for-
  getting to use the Nazi salute in greeting) was some-
  times reported. The person who forgot to use the
  greeting could be summoned to party headquarters
  for that district and questioned.
  Characters operating behind the lines would last
  longer if they know the customs and go to great
  pains to use them. Even a slip of the tongue or a
  statement that can be viewed as anti-party will be
  reported and the characters will find themselves
  captured in short order.
  Italy
  On January 3, 1925, the Fascist State was pro-
  claimed, and with it came the dictatorship of Italy.
  Soon after this, a consolidation started to take place.
  Mussolini developed a doctrine of discipline, na-
  tional cooperation and corporate representation.
  The New Italy was now directly and openly opposed
  to liberal democracy, pacifism, socialism, and any
  individualism. The only non-Fascist organization
  that survived was the Vatican. Mussolini imposed
  on the Pontiff the Lateran Accord of February 11,
  1929, which limited the Vatican to a small fief
  known as the “Citta del Vaticano.”
  Mussolini viewed Hitler and the happenings in
  Germany with suspicion. The order went out to
  amass Italian troops in the Brenner Pass when
  Hitler tried for the Austrian Anschluss. The final
  step toward making a bond with Germany and Ja-
  pan came with the Spanish Civil War of 1936 to
  1938. Both armed forces of Germany and Italy
  stepped in. The Rome-Berlin Axis formed on Oc-
  tober 25, 1936. Italy joined Japan and Germany in
  the Anti-Comintern Pact on November 6, 1937. On
  December 11, 1937, Mussolini removed Italy from
  the League of Nations.
  On a visit to Germany, Benito Mussolini was awed
  by Hitler’s power. He was convinced that Hitler’s
  power, now growing at an incredible rate, would not
  be stoppable. In May of 1938, Hitler returned the
  visit and went to Italy. Mussolini displayed his Navy,
  but opted to keep the less impressive Italian Army
  out of the way and in the background of events. In
  1938, Hitler provoked the Czech crisis. Mussolini,
  seeing that war was on the horizon, took the chance
  to set up a “Peace Conference” at the request of
  France and Britain. This gave rise to the Munich Pact.
  Hitler’s invasion of Czechoslovakia followed in a
  bloodless coop. Without consulting Mussolini, Hitler
  declared Czechoslovakia a protectorate of Germany.
  In May 22, 1939, he established a military alliance
  between Germany and Italy in the signing of the Pact
  of Steel.
  In April of 1943, Ivanoe Bonomi founded the
  Unified Anti-Fascist Front. This front took the lead
  in an internal struggle until the fall of Mussolini
  on July 25th. These activists were a mix of moder-
  ate republicans, monarchists, and radical leftists.
  The Italian activists put aside their political differ-
  ences in view of the common foe. Under all of this,
  they still never agreed on the country’s future.
  
  12
  On July 25th, Mussolini was tricked into visiting
  the King, and was arrested as he tried to leave. Ital-
  ian radio announced the formation of a new gov-
  ernment by Badaglio. The same day, Badaglio
  wasted no time in contacting the Allies, speaking
  with the SOE (Special Operations Executive) via a
  radio link. The armistice with Italy and the Allies
  was made public in September. The Badaglio gov-
  ernment began to cooperate with the Allies and
  during this time engaged in the formalities to en-
  ter the Allied camp. Mussolini was rescued from
  prison by a daring raid ordered by Hitler. Mussolini
  then founded the Republican State of Salo in North
  Italy to oppose the new Italian Government.
  Mussolini put forth a reign of terror that dwarfed
  anything the Gestapo ever did, beginning with the
  execution of his own son-in-law who was part of
  the plot that had imprisoned him.
  Meanwhile, Badaglio had started to reactivate
  troop units that later would fight alongside the Al-
  lies. Seeing this, Hitler placed the Italian troops into
  three categories. Those ready to fight alongside the
  Germans would be welcomed and treated with af-
  fection. Those that resisted would be placed in a
  labor battalion in the east, but not before their of-
  ficers were executed. Those who wanted to return
  home were deported to the Reich as forced labor.
  Those in the first group were pressed into the ser-
  vice of the new Republic of Salo under Mussolini.
  The second and third groups were sent to Germany
  or the USSR under the worst of conditions and
  treatment. Many in the last groups managed to es-
  cape into the mountains and join up with the Ital-
  ian Resistance.
  Not until December of 1942 would Allied agents
  parachute into Italy. In history, British SOE opera-
  tives went in and made contact with the Italian
  Resistance (for the game it may well be the player
  character that makes this historic contact). How-
  ever the Arbitrator handles it when dealing with
  the Italian Resistance, it should be done with cau-
  tion due to the uncertainties of the political out-
  look of resistance in Italy. The Resistance turned
  its guns towards the Nazis and the Salo, who all
  knew was a puppet regime. From October of 1942
  to September of 1943 the Italian Resistance, seek-
  ing to destroy the fascism that plagued them, be-
  came an ally of the German Resistance. The Italian
  Resistance was just as militant as their German
  Resistance counterpart, participating in strikes and
  sabotage against the Salo and the Germans. Most
  of the time the Salo Italian troops were out-gunned
  and outclassed, but this did not make them any less
  dangerous.
  JAPAN
  The incidents in China exploded into full-scale
  war when on July 7, 1937 a detachment of Japa-
  nese soldiers on patrol met up with a Chinese unit
  near Peking at Marco Polo Bridge. A skirmish broke
  out and several soldiers fell wounded or dead. Ma-
  jor General Kenji Doihara then led the KwanTung
  Japanese army on a full-scale attack. More troops
  and hardware were rushed in to reinforce the Japa-
  nese forces. With the hardware came Japanese Army
  and Navy planes and the pilots to fly them.
  Japan got an early start in the world war, begin-
  ning in July 1937 when it began fighting China. The
  Japanese government started a National Spiritual
  Mobilization campaign to help citizens become
  familiar with the country’s military aims. This also
  served to involve the people in war-related activi-
  ties on the home front. The propaganda machine
  was placed into full gear, the government encour-
  aging a frugal countryman. The Japanese people
  were called upon to strive for a sober mind towards
  the great national efforts now going on in China. A
  full year before the attack on Pearl Harbor, stan-
  dard items such as sugar, matches, fabrics, and fu-
  els had grown scarce. Gasoline for cars was reduced
  to 30 liters a month for private car owners. Taxi
  cabs after midnight could no longer be found and
  most homes went unheated.
  The British who lived in Burma, Borneo and
  Malaya, the French in Indochina and the Dutch all
  seemed to not take notice of the coming storm from
  Japan. Those colonists lived well and even when
  China came under attack, many British did not
  seem to take notice. This was shattered as war came
  into full swing.
  General Hideki Tojo was Japan’s Prime Minister
  and the Minister of War. After the plans for the at-
  tack on Pearl Harbor were known, Tojo did have
  some misgivings about an attack on the western
  Allies. His feeling was shared by at least four of his
  lieutenant generals. Those men were in charge of
  the conquest of Southeast Asia: Shojiro Iida in
  Burma, Hitoshi Imamura in the Dutch east Indies,
  Tomoyuki Yamashita in Malaya, and Masaharu
  Homma in the Philippines.
  FREE FRANCE
  Some time after the fall of France, on June 18th,
  1940 General Charles de Gaulle made a radio ap-
  peal: “The new government, by alleging the defeat
  of our armies, has come to an understanding with
  the enemy to put an end to the fighting… but… is
  that defeat final? No! For France is not alone… this
  is a World War…. I, General de Gaulle in London,
  invite the French officers and soldiers on British
  territory or who intended to come here, with or
  without their arms, I invite the engineers, and
  skilled workers in armaments industries on Brit-
  ish territory or who intended to come here, to get
  in touch with me. Whatever the final outcome may
  be, the flame of French resistance must never be
  quenched nor shall it ever be quenched.” For the
  most part, the call for a free France was ignored.
  Not until June 28th was de Gaulle accepted as the
  leader of the Free French. The objective was for the
  Free French to participate as a full-fledged ally in
  the war against the Axis powers. By the end of July
  
  13
  of that year the Free French number was small, only
  around 7,000. This later grew with the enlistment
  of European and native troops stationed in French
  Loyal territories.
  De Gaulle made full use of propaganda through
  the BBC. The BBC gave the Free French broadcast-
  ers two five-minute spots of radio time each day,
  and also a half hour program which de Gaulle him-
  self spoke on almost every week. The show was
  called “The French speak to the French.”
  On September 24, 1941, De Gaulle worked with
  a provisional cabinet. The ministers of the cabinet
  were Rene Pleven, Maurice Dejean, Le
  Gentilhomme, Emile Muselier, Rene Cassin,
  Thierry d’Argenlieu and Martial Valin. These men
  made up the National French Committee. By the
  end of October, it was Jean Moulin’s job to orga-
  nize the National Resistance Council and to coor-
  dinate the Resistance groups that had started form-
  ing in the occupied French territories. All of the
  resistance groups within these areas had acknowl-
  edged the leadership of de Gaulle.
  The French (and De Gaulle in particular) were a
  difficult people to deal with at times. The main
  policy of a Free France was a constant concern with
  de Gaulle, and any infractions towards his leader-
  ship would not be tolerated. The French and their
  leader were a proud and in some instances stub-
  born people.
  Further complicating things for France during
  the time of war were the French Colonies. In 1939
  France had several colonies, territories and protec-
  torates on every continent. These made up two dis-
  tinct blocs. The Indo-Chinese bloc included the
  colony of Cochin, China and the protectorates of
  Laos, Cambodia, Tonkin and Annam. Under man-
  date to French possessions were also Syrian and
  Lebanese territories and Turkish provinces, includ-
  ing Indian agencies within the British Territories
  and a few on the Gulf of Aden. France also con-
  trolled possessions in South and North America:
  Miquelon, French Guiana, St. Pierre, Guadeloupe
  and Martinique. France held possessions in the
  Pacific as well: Oceania, New Caledonia, the French
  and British condominium New Hebrides as well as
  several deserted islands in the South Pacific. On the
  continent of Africa, France held several territories:
  French North Africa (the Algerian provinces and
  the Moroccan and Tunisian protectorates), French
  West Africa (Senegal, Niger, Mauritania, Mali, Up-
  per Volga, Guinea, the Ivory Coast, Togo and the
  Dahomey territories), French Equatorial Africa
  (Chad, Gabon, Middle Congo, and Ubangi-Shari),
  the Cameroons (divided with Britain under man-
  date), Madagascar, and the Comoro islands.
  After war broke out, and the call went out from
  de Gaulle, very few of these territories joined in with
  him to take up the struggle. French Equatorial Af-
  rica, the Pacific territories and commercial Indian
  agencies joined the resistance. Chad, the
  Cameroons, the Middle Congo, Gabon and
  Ubangi-Shari all rushed to fight with the Allies.
  More can be found on the French Resistance in
  The Secret War section.
  VICHY FRENCH
  The Vichy government did not sit the center of
  the fence when war started. Instead, the people in
  power of the Vichy government unanimously
  agreed on collaboration with Germany. The Vichy
  French could not conceive of anything else for their
  conquered land. In the minds of the people in
  power, Germany would win the war and it was just
  a matter of French survival that France adapt to
  the New World. Loyal collaboration with Germany
  and Italy was policy. To fight against terrorist acts
  of sabotage, Germany put more of the Wehrmacht
  in place to reinforce the Vichy. The SD was brought
  in against the French Resistance. The Vichy pre-
  ferred to tell its people to stay calm and avoid use-
  less anger. Even with the Vichy Government’s ac-
  ceptance of the German takeover, many French
  people would rather be free. The Vichy French re-
  ceived next to nothing for bowing to Germany and,
  worse, lost Alsace-Lorraine. They had been sepa-
  rated from Northern France; Alsace-Lorraine had
  been transformed into a forbidden zone. France was
  the most vital source of supplies for the Reich, but
  people in Bohemia-Moravia ate better than the
  French people did. Fifty percent, if not more, of
  the French annual revenue went to support the Axis
  occupation troops.
  UNITED STATES
  World War Two was a pivotal period for man-
  kind in history, especially for the United States. Still
  innocent in the ways of the world, the American
  people believed themselves unaffected by the hap-
  penings in Europe. The American people took a dim
  view of any kind of aggression; the people’s hunger
  came first. Then the Great Depression hit, begin-
  ning in 1929 and touching every aspect of Ameri-
  can life. When Japan invaded Manchuria in 1931
  and attacked China in 1937, Presidents Herbert
  Hoover and Franklin D. Roosevelt could do noth-
  ing more than protest. American isolationism had
  started in the 1930s. These Americans felt the United
  States should not become involved in the affairs of
  other countries. Many also felt that the Atlantic and
  Pacific Oceans would protect the United States from
  foreign invasion. The United States had become a
  world industrial and trade power. Its political and
  economical well-being depended on world trade.
  Franklin Roosevelt (during these times and long
  before the full outbreak of World War Two) under-
  stood the realities of what was coming. But he could
  not strengthen the Army or Navy without the sup-
  port of the American public.
  Congress passed neutrality laws, designed to stop
  the shipment of arms on American ships to war-
  ring nations, in 1935 and 1937. Another limitation
  
  14
  was that cash payment only was required for goods
  sold to warring nations. Another law was drawn
  up to prevent Americans from traveling on ships
  owned by warring nations. Many people who sup-
  ported these laws believed that they would keep the
  United States out of another world war.
  In 1938, the nation was moving out of the Great
  Depression. National prosperity was on the rise,
  and President Roosevelt put forth to Congress for
  the Fair Labor Standards Act of 1938. This act
  would help prevent layoffs and wage cuts. The new
  law would also regulate workers’ hours and wages.
  It set the work week at 44 hours and set a mini-
  mum wage of .25 cents per hour. In 1940 the work
  week was shortened to 40 hours. Minimum wage
  was raised to .45 cents by 1945. Skilled labor on
  the railroad in 1942 fetched .42 cents an hour. Lim-
  its on child labor were also included in the act.
  Not all things that came were good during this
  time. The Axis Powers in Europe were gaining vast
  tracts of occupied land, and more countries were
  being attacked. In the United States, people were
  now forced to pay more attention to the threats and
  actions of the Axis. Most Americans still hoped to
  stay out of the world war that was now a reality.
  Congress passed a series of neutrality acts. At the
  same time, however, it began to build up the na-
  tional defense. After 1937, the shadow of war had
  spread further across the globe. Never before had
  Americans been so affected by what was happen-
  ing overseas. The Axis war machine had struck
  down one small nation after another. Now it was
  becoming clearer every day that the United States
  would be in mortal danger if the Axis conquered
  all the countries of Europe and Asia.
  The United States took steps for its own security
  before World War Two actually began. In 1938, it
  rallied all the nations of the two Americas, includ-
  ing Canada. These nations would act together to
  assure the defense of the western world. The
  strengthening of the military forces came next, and
  stockpiling imported strategic materials for the
  coming war. This was none too soon, for Hitler
  plunged Europe headlong into war in the fall of
  1939. With the German attack on Poland in 1939,
  President Roosevelt saw the opportunity to prepare
  the United States for the war to come and its prob-
  able part in it. At this time, much of the American
  public still had no sense of urgency.
  Congress repealed the arms embargo act. It was
  now possible for the United States to send vital sup-
  plies to embattled Britain and France. Roosevelt did
  not stop at that; he knew he must get the United
  States ready, so in the spring of 1940 he asked Con-
  gress to provide funds for 50,000 airplanes as well
  as a two-ocean navy. During that summer, the Na-
  tional Guard was called into service. By Septem-
  ber, Congress adopted the first peacetime military
  draft law in American history. Hundreds of men
  sped up marital engagements, thinking wrongly
  that if they were married they could not be drafted.
  During that month, in exchange for 50 destroy-
  ers for Great Britain, the United States received the
  right to build naval and air bases on Atlantic is-
  lands from Newfoundland to British Guiana. While
  these hurried preparations for the coming war were
  going on, the nation faced a critical Presidential
  election. Against tradition, Roosevelt accepted a
  nomination for a third term. The Republicans
  named Wendell L. Willkie as their Presidential can-
  didate. Despite some of the strongest opposition
  he had yet faced, Roosevelt was re-elected. He be-
  came the only United States president to serve more
  than two terms.
  Heavy decisions were made in 1941. United States
  aid to the free nations was on the increase. Ships,
  guns, and airplanes were turned out at a rapidly
  increasing rate. Soon a new problem arose: friendly
  nations like Great Britain could not pay the United
  States for needed military supplies. President
  Roosevelt proposed a plan, and Congress accepted
  it. Congress adopted the far-reaching Lend-Lease
  Act shortly before the United States entered World
  War Two. Near the end of the war, Lend-Lease
  would be providing about 50 billion dollars in aid
  to Allied nations. The act made it possible for the
  United States government to lend or lease war sup-
  plies to the Allies fighting in Europe, while still tech-
  nically remaining neutral. Later in the war, Lend-
  Lease materials were given to the Soviet Union af-
  ter Hitler invaded that country in 1941. The act was
  later extended to include China and 35 other Al-
  lied countries.
  Another problem soon came to light which in-
  volved getting the material across the Atlantic to
  Great Britain. President Roosevelt let it be known
  that he would take any measures necessary to in-
  sure delivery. On April 9, the United States took
  Greenland under its protection for the rest of the
  war. Later on July 7, the United States landed naval
  forces in Iceland. American troops later replaced
  British soldiers stationed there.
  For 27 months, the United States managed to stay
  officially neutral. In truth, the United States was
  on the side of Britain, France, and Poland from the
  start. As Hitler’s armies overran Poland, Roosevelt
  summoned Congress to a special session, and the
  arms embargo was repealed on Nov. 4, 1939. Shells,
  guns, and planes went to the British and French at
  once. Roosevelt rallied Latin America to action. The
  world war had begun. Congress voted $1,800 mil-
  lion dollars for defense.
  In April of 1940 the Nazis seized Norway and
  Denmark. In May of the same year, Hitler’s armies
  entered the Netherlands and Belgium, steamrolled
  over them, destroyed French resistance, and forced
  the British to withdraw from continental Europe.
  Roosevelt stated to Congress that no nation could
  be too strong, and he demanded a means to stop
  any war maker “before they can establish strong
  bases within the territory of American vital inter-
  ests.” He asked for money for at least 50,000 planes
  
  15
  and a much bigger Army and Navy. On May 31, as
  the Nazi sweep went on, he asked for another bil-
  lion dollars. Congress voted yes on the money, and
  on July 5, 1940 voted another 5 billion. That sum-
  mer, the nation adopted a peacetime draft and be-
  gan training a million men. With Canada, it set up
  a Joint Board of Defense.
  The immense speed-up in war production re-
  duced the number of unemployed in the United
  States. The New Deal was set aside as the nation’s
  attention and energies geared towards the war in
  Europe. Seventeen million men had been enrolled
  in the draft. Almost a million at a time were taking
  military training. There was a change in people’s
  attitude. Isolationism seemed to be a dying thing.
  Most Americans looked on and welcomed the At-
  lantic Charter, signed on August 14, 1941 by Presi-
  dent Roosevelt and British Prime Minister Win-
  ston Churchill. This was a joint declaration of prin-
  ciples to govern the final peace treaty. It promised
  a “permanent system of general security.”
  Tensions mounted between the United States and
  Japan. Japan’s military regime continued their at-
  tacks on neighboring nations. Japan was set on es-
  tablishing a new order in east Asia. In the Pacific,
  events were fast leading to war. Japan was certain
  Germany would defeat the Soviet Union and Brit-
  ain and wanted to complete the conquest of east
  Asia. In November of 1941, Japan seized part of
  French Indo-China and planted air bases in Thai-
  land (Siam). This threatened Burma, the Dutch East
  Indies, and the Philippines.
  The United States again protested. Japan sent a
  special group to Washington on November 14 to
  begin discussions on the matter. Japan wanted the
  United States to accept Japanese conquests in Asia
  and do business just as before. United States Secre-
  tary Hull refused. In return for full economic co-
  operation, he wanted Japan to leave Indo-China
  and China. They made no headway in negotiations.
  On December 6, Roosevelt appealed directly to the
  Emperor. The next day, on Sunday, Dec. 7, 1941,
  Japanese forces attacked Pearl Harbor and the
  United States was thrust fully into World War Two.
  Italy and Germany at once joined Japan in declar-
  ing war on the United States.
  For a full year the Axis was in control. The United
  States Navy had been crippled as a result of the at-
  tack on Pearl Harbor. Almost at will, the Japanese
  overran the Philippines, British Malaya, and the
  Dutch islands. German submarines began to sink
  hundreds of ships off the Atlantic coast of the
  United States. The British in North Africa were
  thrown back to Cairo. Soviet armies fought out-
  side of Moscow and Stalingrad. The war’s outlook
  for the Allies began to look grim. The President of
  the United States knew all to well the consequences,
  if the Axis should win the war.
  Early in 1942, Roosevelt called upon American
  industry to produce war equipment as it never had
  before. He asked for 185,000 aircraft, 120,000 tanks,
  and 18 million dead-weight tons of shipping and
  he wanted it within two years. The armed forces
  were being expanded as well, to more than 11 mil-
  lion by 1944. The Navy was to be built up into the
  greatest in the world. In time, the number of people
  employed or in the armed forces grew to more than
  65 million.
  The sleeping giant that was the United States
  stirred and awoke. As much as 100 billion dollars
  was spent in a single year to build a war machine.
  Between 1939 and 1945 employment increased
  from 45 to 65 million. Whole industries that once
  made cars and other peacetime products were
  quickly converted to make war materials. A stag-
  gering number of ships, aircraft, tanks, and guns
  were turned out. Industries worked around the
  clock to manufacture products such as synthetic
  rubber, aluminum, magnesium, and steel. New
  government agencies were created to manage the
  nation’s economy and direct war production.
  United States armed forces reached a peak of
  about 14 million men and women. The combined
  Allied forces reached well over 50 million. To help
  equip 50 million people, and keep the civilian
  economy in good shape, production feats never
  before approached were needed. Huge sums were
  raised by taxes to pay for the war. The whole cost
  of the war came to nearly 300 billion dollars. War
  loans raised a considerable part of the money, but
  by 1944 the national debt stood at nearly 200 bil-
  lion dollars. Taxes had become far heavier than
  anyone thought possible. In the fiscal year ending
  June 30, 1944 alone, the nation raised almost 20
  billion dollars by direct taxes on individuals, more
  than 14 billion dollars by direct taxes on corpora-
  tions, and 5 billion dollars by excise taxes.
  U.S. RATIONING
  The Office of Price Administrations oversaw ra-
  tioning and pricing during the war. To support the
  war effort, everyone had to pitch in. War produc-
  tion took up resources and created shortages. All
  metal wound up in military equipment, and as a
  result Americans could not purchase such things
  as toasters or washing machines. Cigarettes were
  also hard to come by: more than 30% of the ciga-
  rettes made were put aside for the military. To even
  get cigarettes, people stood in long lines. To curb
  inflation and ensure pricing remained fair, many
  goods were price controlled, and still others were
  rationed.
  Ration Books had certain restrictions. Stamps,
  when used, must have been torn from the booklet
  in front of the store clerk or an employee of the
  store. If it was already torn out or mutilated, the
  stamps were void. If the stamp was torn and more
  than half was still in the book, it was still good.
  During the war, nearly everything ended up on
  the rations list at one time or another. Rationing
  helped preserve resources for the military and was
  carried out in several ways. Beginning in May of
  
  16
  1942, ration books were issued through the schools.
  The ration book showed how much any one per-
  son could purchase certain items.
  Ration Book One was issued in May 1942. Sugar
  was rationed beginning in April, and coffee made
  it onto the list in November. In July of 1943, frozen
  meats such as fish were added. This caused a panic
  and runs to the supermarket for many Americans.
  Butter was added to the list in March of 1943; an-
  nual butter consumption dropped from 16 pounds
  per person to 12 pounds. During this time, items
  such as potatoes took up the slack—5 pounds of
  potatoes could be had for 26 cents. The price for
  bananas remained at the usual pricing of around 2
  pounds for 19 cents. Heavy drinkers had been hit
  the hardest by rationing, vegetarians the least (see
  Criminal Elements).
  War Ration Book Two was distributed in Febru-
  ary. It contained red and blue stamps, each worth
  ten points. Blue stamps were used for processed
  food, and red stamps were used for cheeses and
  meats. An individual’s rations amounted to about
  25 pounds of canned vegetables, 90 pounds of meat,
  and 13 pounds of cheese per year. Fresh foods were
  not rationed. A pound of pork chops or a one-
  pound can of beans could be purchased for eight
  points plus whatever the store charged. Points that
  were charged depended on the scarcity of an item.
  Pork chops may have cost as little as 8 points in
  May; in June they may have cost as much as 15
  points.
  Each month, three billion ration stamps ex-
  changed hands all over the United States. Every
  American received 48 blue points for canned goods
  and 64 points for perishables. Americans ate better
  than any other country during the war, but with
  rationing they were forced to stick to a budget. With
  sugar becoming rare, honey was the major sweet-
  ener substitute.
  Restrictions and rations soon flowed over into
  non-food items. Rubber was the first non-food item
  to find its way onto the rations list. With this also
  came the Idle Tire Purchase Plan. Any and all tires
  not in use had to be handed over, under the
  government’s new law. Tire use was a problem, so
  the government also rationed gasoline. With this
  came the issue of ration stickers, which were placed
  on vehicles to show how much gasoline could be
  purchased for that vehicle. Gas station owners re-
  ceived the order from the government to stop af-
  ter-hours sales on gasoline, which helped stop over-
  consumption. Other restrictions included a special
  speed limit (35 mph), dubbed the Victory Speed
  Limit. Pleasure driving was banned altogether.
  Anyone with an A sticker caught pleasure driving
  would have their gas rations taken away. The ban
  was hard to enforce, but it was in full effect until
  lifted in September of 1943.
  In the beginning, when the stickers were issued:
  A stickers were good for four gallons of gas, later
  changed to only three. Owners of autos with an
  A sticker could go 15 miles per gallon or 60 miles
  per week around town.
  B and C stickers represented limited driving. Car-
  poolers got the B Sticker to get to work, and es-
  sential people such as medical personnel used
  the C sticker for larger allocations of gas. C stick-
  ers were given to people such as doctors, mail
  carriers, ministers and nurses.
  E stickers were for emergency personnel such as
  ambulance, firefighter and police officers. They
  could purchase unlimited gasoline.
  T stickers were for truckers, which included deliv-
  ery drivers and mass transit drivers. They could
  purchase unlimited fuel for their work vehicles,
  since they were essential to the war effort.
  X stickers were the most controversial and widely
  criticized. They were given to U.S. Congressmen,
  with no rationing at all.
  CRIMINAL ELEMENTS
  As a result of rationing, some items such as drink-
  ing alcohol became close to non-existent. To fill the
  gap, racketeers and moonshiners mixed a lethal
  brew called Ersatz Whiskey. The stuff was flam-
  mable and in some cases deadly to drink. There
  was a 25-30% chance of becoming gravely ill or,
  worse, dying from drinking this concoction. It was
  a sad thing but, because of the war, crime found
  new avenues from which to ply its trade.
  Players may find it difficult to keep player knowl-
  edge and character knowledge apart when it comes
  to dealing with the late 1930’s and 1940’s swindlers,
  con-men and rip-off artists. Players should remem-
  ber that their character is a product of the 1930’s
  and 1940’s, and many people were naive when it
  came to scams. Even if you (as a player) know what
  may be going on, your character may not. It will be
  an opportunity to stretch role-playing skills. Scams
  were common during this time. Criminals sought
  to take advantage of happenings in the world.
  Scams that characters may run afoul of are listed
  here.
  Badger
  This was a blackmail operation that in the spy
  world was called the Honey Trap. This scam was
  run using a female as bait. The woman enticed a
  male into a sexual situation, and was then caught
  in the act by her accomplice, a male claiming to be
  the woman’s husband. The so-called husband
  threatened to go to the person’s wife unless they
  could come to an arrangement, many times mon-
  etary. If in a spy situation, the price could also be
  information. Whatever the price, it was often high
  once the victim was trapped.
  
  17
  The Gas Pill
  The gas pill was perhaps the worst of all, espe-
  cially during times of gasoline rationing. The crimi-
  nal rigged a fake gas tank to his or her car and then
  disguised the real gas tank opening. The fake gas
  tank opening was all that could be seen. After driv-
  ing up to a gas station, the crook asked for the wa-
  ter hose. He then filled the false tank with water,
  and then with much fanfare dropped several pills
  into it. When people (of course) asked was going
  on, the crook would give some kind of story about
  a scientist who made pills that turned water into
  gasoline. The crook then started up the car and
  drove it a bit to show that it did in fact work. He
  would offer to sell a few of the pills to people that
  had gathered around. Then he would drive off to
  pull the scam elsewhere. The people who purchased
  the pills, if they were unlucky, filled their gas tanks
  with water and dropped the pills in. They found
  not only that the pills did not work, but that they
  had ruined their car by placing water in the gas tank.
  Hit and Run
  A rip-off artist would sometimes use a female
  partner. Inside a store, just as a store employee
  opened the cash drawer, the female would pretend
  to faint. As focus was drawn away from the male
  partner and to the fainted female, the male crook
  would snatch money from the open drawer.
  Selling of fake or non-existent air raid gear was
  also all too common.
  Of course, big crime was in high gear. Crime
  families were not often run into by chance. On the
  other hand, Unknown Eagles agents may have to
  use unconventional means to get a job done. Many
  crime families had no love for the Nazis and were
  approachable—though more often than not on
  their own terms.
  NEUTRALS
  In international law, a state of neutrality existed
  when a nation chose not to take part in a war fought
  by other nations, and pursued a nondiscrimina-
  tory and impartial policy toward those nations.
  Belligerent nations were expected to refrain from
  interference in the land or territorial waters of the
  neutral state. Perpetual neutrality differed from
  temporary neutrality in that the former—as in the
  case of Switzerland—was set by multilateral treaty,
  whereas the latter was declared unilaterally.
  One of the main neutrals and the largest of the
  five Nordic countries was Sweden, part of
  Scandinavia in northwestern Europe. During those
  turbulent times, neutrality risked the anger of all
  nations at arms and only a few countries managed
  to declare themselves neutral. One such group of
  nations was the Oslo States. The Oslo States com-
  prised of seven states. Several of the Oslo states such
  as Denmark, the Netherlands, Norway, Luxem-
  bourg and Belgium all ended up being overrun by
  the Nazis in spite of their declaration of neutrality.
  Finland was twice attacked by the Soviets. Other
  countries such as Switzerland, Portugal, Turkey,
  Ireland and Spain all worked hard during those
  times to stay neutral. By balancing the demands of
  both Axis and the Allies with their own require-
  ments for surviving, they managed to, more or less,
  avoid the conflict. Sweden was the only country that
  was able to stay truly neutral.
  PRISONERS OF WAR
  The Geneva Convention gave several guiding
  principles for the treatment of prisoners in the time
  of war. It detailed the rights of the captive and the
  obligations of the captors. The Geneva Convention
  defines prisoners as a uniform-wearing member of
  a regular military unit. This excluded spies, guer-
  rillas, and other irregular warriors. A prisoner of
  war had the right to clothing, food, and shelter
  equal to the captor’s own troops. Also, prisoners
  were allowed to communicate with their family. If
  not an officer, a prisoner could be used for work
  details. The Soviet Union, Germany and Japan ig-
  nored the Geneva Convention in different ways. A
  prisoner’s first few hours were often the worst. Pi-
  lots in particular encountered hostile people when
  shot down in enemy territory. These people were
  eager to get their hands on pilots. Pilots who
  bombed their own homes and country, often spies,
  were shot outright. An Unknown Eagles agent
  would be a rich prize indeed, handed over to the
  Gestapo and then to the Ghost Corps or
  Whitelotus.
  In the United States, prison camps were spread
  far and wide. In the beginning, work programs were
  not very common. The security-minded American
  authorities made sure to restrict Prisoner of War
  Labor. In American Prisoner of War Camps, the
  prisoners did extra work such as working in the
  mess halls and laundries. Some worked in the mo-
  tor pools, hospitals and maintenance shops. By
  1943, things tended to open up a bit when it was
  realized that most prisoners where not interested
  in murder or sabotage. With this in mind, the work
  program was expanded.
  Near the beginning of the war, the majority of
  the prisoners in Europe captured by Germany were
  confined to the front stalags, in both Belgium and
  France. At the start of 1941, many prisoners were
  sent to Germany. Officers were placed in Oflags,
  and enlisted men were placed in Stalags. Germany
  was divided into regions and each one had its own
  camps.
  Stalag prisoners were registered with a base camp,
  and during nighttime hours they were locked up.
  During the day they were sent to work, often in
  forests, factories, farms or mines. This did not in-
  clude officers. Officers in the Oflags were kept
  locked up and not forced to work. To occupy the
  time, officers engaged in intellectual and artistic
  pursuits. Sporting events such as soccer, softball,
  and boxing were common. Some prisoners even
  
  18
  put on shows for fellow prisoners to while away
  the time. For Americans in German POW camps,
  life was not as bad as it was for other nationalities
  captured by Germany. Things were especially bad
  for the Soviets and Italian prisoners. Those pris-
  oners got visits once in a while by volunteers who
  often tried to convince them to serve in the mili-
  tary forces of the Third Reich. Italian prisoners who
  began showing up in German prisons during 1943
  were considered political detainees. They were
  badly under-nourished and ill-treated. They were
  promised many things if they consented to rejoin
  Mussolini’s armies.
  In Asia, American and British prisoners of Japan
  suffered beyond anyone. Torture was common.
  
  19
  The main secret organizations opposing one an-
  other were the Unknown Eagles (special units for
  the Allies) and Ghost Corps (the Condor Legion,
  special units for Germany, Japan, and Italy). Both
  units were involved in every aspect of spy work,
  and were called on for the more deadly missions.
  For the person that pulled spy duty in one of the
  secret corps, they soon found it to be a complex
  business, with much preparation the rule. There
  was constant watchfulness and preparation for how
  to act, what to do, and how to interact with others
  around them. Of first importance for an agent in
  another country was to have a cover, which was
  some seeming legitimate occupation that would
  justify the agent’s presence and hide his or her in-
  terest in certain information. Sometimes operatives
  came equipped with a natural cover of their own,
  such as an airline employee, a person working in
  industry or exports, or even a cab driver with rea-
  son to be in an area at times. Once in place, an agent
  needed to see as much as they could while not draw-
  ing attention to themselves.
  Historic Events and
  Dates
  Timeline of Events:
  Both great and small events are found here. With
  it, an Arbitrator can track some of the major events
  and minor events of these trying times and decide
  how it affects the players’ characters. Events are
  placed in the general month and year so that the
  Arbitrator can use them during the year and month,
  but not necessarily have to use them during the
  exact day. Format is with month headers and ac-
  tual days indicated in parentheses.
  1933
  January
  (30) Hitler pronounced Chancellor by then-Presi-
  dent of Germany Hindenburg.
  February
  (27) Large fire starts in Reichstag; communists
  blamed.
  (28) Hindenburg signs away the constitutional
  rights of the German people. The Weimar Re-
  public is no more.
  March
  (5) Parliamentary elections in Germany are held.
  The Nazi party gains 44 percent of the votes.
  April
  (7) New Aryan law passed in Germany. All non-
  Aryan people barred from holding public office.
  October
  (14) Germany separates itself from the League of
  Nations.
  1934
  January
  (26) Germany and Poland sign a 10-year non-ag-
  gression pact.
  May
  (24) Tomas Masaryk re-elected President of
  Czechoslovakia.
  June
  (15) Hitler and Mussolini hold their first face-to-
  face meeting in Venice.
  (30) The SS and Gestapo help Hitler rid himself of
  all political opponents in the Night of the Long
  Knives. During this time, the German pocket
  battleship the Admiral Graf Spee is launched in
  Wilhelmshaven, ignoring the restrictions of the
  treaty of Versailles.
  July
  (25) The Austrian Chancellor, Dollfuss, is assassi-
  nated during a push by Nazis trying to over-
  throw the government. The overthrow fails.
  August
  (2) President Hindenburg dies, and Hitler declares
  himself Fuhrer and Chancellor of the German
  Reich.
  The Secret
  War
  
  20
  October
  (1) In secret, Hitler orders the creation of a new
  German Air Force and expansion of both the
  Army and Navy.
  1935
  March
  (1) After a much-debated decision by the League
  of Nations, the Saar area is officially returned to
  Germany after 16 years.
  (11) The Luftwaffe comes into being. Germany’s
  Air Force is up to strength.
  (16) Hitler reinstates compulsory military service
  in Germany.
  May
  (19) Elections in Czechoslovakia reveal an over-
  whelming support by the German population
  for the Sudeten Party.
  June
  (28) Germany commissions its first U-Boat since
  World War One.
  September
  (15) The German parliament adopts the
  Nuremburg Laws. This deprives all Jewish
  people of German Citizenship.
  1936
  March
  (7) German troops march into the Rhineland,
  which had been demilitarized since the Treaty
  of Versailles.
  August
  (1) Hitler opens Berlin Olympic Games, showing
  a great celebration by the Aryan people.
  (30) Britain announces the launch of its biggest
  naval expansion program in history, calling for
  the building of 38 new warships.
  October
  (25) Berlin and Rome come together to form the
  Axis.
  1937
  January
  (30) Hitler renounces the Versailles Treaty.
  May
  (28) Neville Chamberlain becomes Prime Minis-
  ter of Britain.
  November
  (5) Hitler gives a speech revealing his war plans;
  given only to those in a need-to-know position.
  1938
  March
  (12) German troops march into Austria to help stop
  public disorder.
  (13) Official annexation of Austria by Germany
  takes place.
  September
  (23) Hitler sets forth a demand that the Czechs
  evacuate the Sudetenland.
  (30) Hitler, Chamberlain, Mussolini and Daladier
  sign the Munich Agreement dividing up the ter-
  ritory of Czechoslovakia.
  October
  (1) German troops march into the Sudetenland.
  November
  (9, 10) During these nights, the Krisallnacht, Jew-
  ish property destroyed in Germany.
  1939
  January
  (4) United States President Roosevelt calls for an
  increase in the U.S. defense budget.
  (5) Hitler insists on the return of Danzig to Ger-
  many.
  (9) Hitler reopens the Reichstag building, which
  had been destroyed in a fire in 1933.
  (10) Chamberlain meets Mussolini in Rome.
  (17) Law passed in Germany forbidding any Jew-
  ish person to drive a car.
  (19) Hitler dismisses the president of the
  Reichsbank after its president issues a warning
  that Germany’s rearmament program was
  threatening the economy.
  (24) Evacuation of the Jewish people from Ger-
  many sped up, spearheaded by Gestapo officer
  Heydrich.
  (28) Report published in Sweden on splitting the
  atom, called nuclear fission.
  February
  (10) Poland permits no German rail or road traffic
  across the Danzig Corridor.
  (14) The new German Battleship Bismarck is
  launched.
  (19) Trade agreements are signed between the gov-
  ernments of the Soviet Union and Poland.
  (23) Jewish people in Germany are ordered to hand
  in all precious stones and metals.
  March
  (13) Berlin demands the dismissal of anti-Nazi
  ministers from the government.
  
  21
  (15) Hitler marches troops into Prague. Czecho-
  slovakia ceases to exist.
  (20) United States recalls their ambassador from
  Berlin in protest of the invasion of Czechoslo-
  vakia.
  (21) Annexation of the German-speaking Memel
  area into the German Reich.
  (28) Civil war in Spain ends. Franco is now in con-
  trol of Madrid.
  (31) France and Britain announce their intent to
  defend Poland.
  April
  (3) German military creates plans for the invasion
  of Poland.
  (6) France, Britain and Poland sign a mutual assis-
  tance agreement.
  (7) Italy invades Albania.
  (15) U.S. President Roosevelt protests against
  Germany’s and Italy’s actions.
  (20) A military parade is held in Berlin in celebra-
  tion of Hitler’s 50th birthday. The day is declared
  a national holiday.
  (26) Compulsory military service in Britain is
  introducted by a government bill.
  (28) Hitler revokes the 10-year nonagression pact
  with Poland.
  May
  (8) Britain turns down a Soviet proposal for a de-
  fensive alliance.
  (12) German military attacks on Polish property
  in Danzig takes place.
  (22) Germany and Italy sign the Pact of Steel.
  (23) Hitler plans the assault on Poland, letting his
  advisors and generals know his feelings that a
  war with Britain and France should be avoided.
  (31) Germany signs a 10-year nonagression pact
  with Denmark.
  June
  (7) The deportations of Jewish people to Poland
  begin. Germany, Latvia, and Estonia sign a non-
  aggression pact.
  (15) Russia turns down offers from Germany for
  talks to reach an economic agreement.
  (23) France and Turkey sign a mutual defense
  treaty.
  July
  During the month, Jewish emigration from Ger-
  many reaches a total of over 78,000 people.
  (9) Churchill proposes a military alliance with Rus-
  sia.
  (17) Poland declares its opposition against Ger-
  many in case of an attack on the city of Danzig.
  (20) London issues a warning on illegal immigrants
  to Palestine.
  (31) Polish customs officials are told to leave
  Danzig. Poland’s response is economic sanc-
  tions.
  August
  (7) Poland sends out warnings about the arming
  of its customs officers at the border of Danzig.
  (20) During a speech to his generals in his moun-
  tain hideaway, Hitler announces that the de-
  struction of Poland will begin on the next Sat-
  urday morning.
  (23) Hitler and Stalin conclude a nonaggression
  pact. General lines of partition of Poland are
  drawn up.
  (24) Poland readies her forces for war.
  (25) Poland and Britain sign a mutual assistance
  agreement.
  (27) The world’s first jet-powered aircraft makes
  its first flight in the form of Germany’s Heinkel
  He-178
  (29) Hitler gives Poland an ultimatum on the ques-
  tion of Danzig and the Polish Corridor.
  (30) Britain begins evacuation of civilians from
  London.
  September
  (1) 4:45 a.m. Germany invades Danzig. German
  armored cruiser Schleswig-Holstein shells the
  Westerplatte, the anchorage point of the Polish
  navy. Italy, Ireland, Finland, Norway and Swit-
  zerland proclaim their neutrality. Britain and
  France begin discussions on how to honor the
  Allies’ pledge and come to Poland’s aid.
  (3) France and Britain declare war on Germany.
  The SS Athenia is sunk by the German sub U-
  30. German military forces march through the
  Polish Corridor. Belgium declares its neutrality.
  (4) The first Allied air offensive against German
  naval bases ends in near-disaster.
  (5) Confirmation of U.S. neutrality.
  (6) South Africa declares war on Germany.
  (7) Britain begins using the convoy system for mer-
  chant ships again.
  (8) The German army reaches the edge of Warsaw.
  (12) A Czech army in exile is formed in France by
  refugees.
  (13) The German high command announces that
  civilian targets will now be bombed in Poland.
  (14) The Royal Navy sinks the German sub U-39
  in the Atlantic.
  (14 - 15) The bulk of the Polish army is decimated
  and Warsaw is surrounded.
  (16) Germany demands the surrender of Warsaw.
  
  22
  (17) Russia invades eastern Poland. The British fleet
  carrier Courageous is sunk by a German U-Boat.
  (19) Hitler makes a triumphiant entry into Danzig.
  Russian and German troops join up in Brest-
  Litovsk. This ends the Polish campaign.
  (20) The RAF and Luftwaffe have their first air en-
  gagement over Germany.
  (21) A massive resettlement of Jewish people be-
  gins into the newly won German territories.
  (23) In Germany, all radio sets belonging to Jewish
  households are confiscated.
  (25) Warsaw suffers major attacks from air raids.
  (27) Warsaw surrenders after three days of constant
  bombardments. Poland is divided between Ger-
  many and Russia with the signing of a frontier
  and friendship agreement between the two ag-
  gressors.
  (30) The Royal Navy begins a world wide hunt for
  the German pocket battleship Graf Spee. A Pol-
  ish government in exile is set up in Paris.
  October
  (1) The Polish navy surrenders.
  (9) Hitler orders his generals to begin preparations
  for a massive offensive against Belgium, France
  and Holland.
  (12) Germany begins the deportations of Austrian
  and Czech Jewish people to Poland.
  (14) The British battleship Royal Oak is sunk at
  Scapa Flow by the German sub U-47.
  (17) Hitler declares to his commander-in-chief that
  the area of the Reich is to be purged of unwanted
  elements.
  (30) In Britain, a government White Paper begins
  publication. The focus is on the horrors of Nazi
  concentration camps.
  November
  (1) Danzig and the Polish Corridor are officially
  passed over to the German Reich, as well as all
  of the territories ceded to Poland under the
  terms of the 1919 Treaty of Versailles.
  (3) The U.S. neutrality bill is amended to allow
  Britain and France to obtain arms.
  (8) Bomb attack made on Hitler in a beer cellar in
  Munich. The attack fails.
  (12) The first Ensa concert is staged for troops sta-
  tioned in France. The concert features Maurice
  Chevalier and Gracie Fields.
  (23) The HMS Rawalpindi, an armed merchant
  cruiser, is sunk by the German warships
  Gneisenau and Scharnhorst.
  (29) Russia breaks off all diplomatic relations with
  Finland.
  (30) Russia invades Finland.
  December
  (2) The Graf Spee sinks the British steamer Doric
  Star in the Atlantic.
  (13) The Graf Spee is sighted just off the River Plate
  estuary.
  (14) Russia is expelled from the League of Nations.
  (17) The Graf Spee, after being severely damaged
  in a running battle in the Plate River by the cruis-
  ers HMS Ajax and HMS Exeter and the Royal
  New Zealand cruiser Achilles, seeks sanctuary
  in Montevideo. Soon after, the captain of the
  Graf Spee, Hans Langsdorff, believing himself
  opposed by a much larger force, scuttles the ship
  and soon after commits suicide.
  (23) Several Latin American countries protest
  against the violations of their countries’ neutral-
  ity by warring nations.
  (25) Hitler carries out an inspection of his troops
  on the western front.
  1940
  January
  (8) Finland scores a victory against Russia on the
  Karelian Front.
  (10) An emergency landing of a German plane at
  Mechelen in Belgium uncovers the plans or Ger-
  man invasion of neutral Belgium and Holland.
  (13) Belgium begins to mobilize its forces.
  (16) Hitler postpones the offensive in the west un-
  til spring.
  (21) The Britist destroyer Exmouth is sunk by an
  unknown U-Boat just off Scotland.
  (30) During a speech at the Berlin Sportpalast,
  Hitler reveals that the first phase of the war is
  complete with the destruction of Poland. He
  hints that the second phase may be a war of
  bombs.
  February
  (2) A Russian offensive on the Karelian Front takes
  place.
  (9) The Mannerheim Line in Finland is the site of
  fierce fighting.
  (11) Russia and Germany sign an agreement about
  supplies of raw materials in exchange for mili-
  tary equipment.
  (15) Hitler orders an escalation of the U-Boat war.
  (16) Raiders from the HMS Cossack free 299 Brit-
  ish prisoners from the German ship Altmark.
  (20) Russia proposes new peace talks in Finland.
  March
  (5) Finland, realizing it’s in a desparate situation,
  agrees to negotiate peace with Russia.
  
  23
  (13) Finland and Russia sign a peace agreement.
  Finland is forced to cede a large part of its terri-
  tory to Russia.
  (16) German bombers attack the Royal Navy base
  at Scapa Flow.
  (18) Hitler and Mussolini meet at Brennero.
  Mussolini tells Hitler that Italy will join Ger-
  many in the war against Britain and France.
  (19) In reprisal for the attack on Scapa Flow, 50
  RAF bombers raid the German base Hornum
  on the island of Sylt.
  April
  (2) Hitler gives the orders to begin the invasion of
  Denmark and Norway.
  (8) The German heavy cruiser Hipper sinks the
  HMS Glowworm off Trondheim.
  (9) Germany invades Denmark and Norway. Den-
  mark surrenders.
  (15—18) British troops land in Norway.
  (17) Japan launches an offensive in the province of
  Shansi.
  (29) Japan bombs the Nationalist Chinese Capital
  Chungking.
  (21 - 30) German troops advance on all fronts in
  the Norway battle, taking hundreds of British
  troops prisoner.
  (26) The British evacuate Norway.
  (30) A dark time, as Germany establishes the Jew-
  ish Ghetto in Lodz Poland.
  May
  (1) Japan starts an offensive along the upper
  Yangtze.
  (10) Germany invades Belgium, the Netherlands,
  Luxembourg, and France. Churchill succeeds
  Chamberlain as the new Prime Minister of Brit-
  ain.
  (15) The Netherlands capitulates to Germany.
  (19) China is defeated in the battle of Yichang.
  (20) China counter-attacks in the province of
  Shansi. German troops reach the channel in
  Noyelles.
  (21) Germans crush an Allied counterattack at Ar-
  ras.
  (26 - June 3) Allied troops are evacuated from
  Dunkirk and escape to Britain.
  (31) Japanese troops cross the Han River near
  Yichang.
  June
  (5) Germans start an offensive in the south of
  France.
  (10) The Norwegian army surrenders. Italy declares
  war on France and Britain.
  (14) German troops march into Paris for occupa-
  tion.
  (20) France allows Japanese military missions into
  Indochina.
  (22) France signs an armistice with Germany at
  Compiegne.
  (24) France closes Indochina frontiers.
  (28) Britain recognizes General Charles de Gaulle
  as the leader of the Free French forces.
  July
  (1) U-boats of Germany start what is called the
  Happy Times in the Atlantic. France’s Govern-
  ment moves to Vichy.
  (2) Japan takes Lungchou.
  (3) British Navy ships sink French warships at Mers
  El Kebir (Algeria).
  (10) First days of bombing of the Battle of Britain.
  The Luftwaffe’s objective is to destroy the RAF,
  aircraft factories, and air bases. The battle starts
  with Luftwaffe raids on docks in Cardiff and
  Swansea.
  (11) Attacks made by the Luftwaffe, targeting Ports-
  mouth. Henri Petain becomes the leader of the
  Vichy government.
  (16) Japanese Cabinet resigns; Prince Konoye Tojo
  becomes the Minister of War.
  (18) Britain closes the Burma Road.
  (19) Roosevelt signs the Two Ocean Navy Expan-
  sion Act.
  (24) In an air battle the RAF loses 15 aircraft; the
  Luftwaffe loses 19 aircraft.
  (30) A lull in bombing ends the first phase of the
  Battle of Britain.
  August
  (4) Italy sends troops to invade British Somaliland
  from Ethiopia.
  (8) Luftwaffe attacks on channel shipping begins
  the second phase of the Battle of Britain.
  (13) “Eagle Day” arrives in the Battle of Britain.
  Luftwaffe bombs British fighter airfields and
  aircraft factories.
  (20) Chinese Communists launch the “Hundred
  Regiments” offensive, attacking Japanese-held
  railways in Northern China.
  (21 - 25) Britain withdraws from Shanghai.
  (24) Luftwaffe raids on RAF command centers be-
  gins the third phase of the Battle of Britain.
  (25) British RAF launches the first bombing attacks
  on Germany, hitting Berlin.
  (29) Vichy France cedes bases in Tonkin
  (Indochina) to Japan.
  
  24
  September
  (3) The U.S. agrees to give destroyers to the British
  in exchange for bases.
  (7) London Blitz begins the fourth phase of the
  Battle of Britain.
  (13) Italian troops invade Egypt by way of Libya.
  (15) Massive bombing raid by the Luftwaffe
  launched against English cities. This was the cli-
  max to the Battle of Britain.
  (17) For reasons of his own, Hitler postpones the
  invasion of Britain indefinitely.
  (22) Japanese troops invade Indochina.
  (27) Germany, Italy and Japan sign the Tripartite
  Pact.
  October
  (1) Japanese troops occupy Weihaiwei China.
  (4) Hitler and Mussolini meet in the Brenner Pass.
  (17 - 20) British reopens Burma road. German U-
  boats sink 32 ships in two Allied convoys.
  (23) Franco meets with Hitler in Spain and refuses
  to join the Axis.
  (28 - 29) China retakes Lungchou and Nanning.
  Italy invades Greece.
  (29) U.S. holds the first peacetime military draft.
  November
  (1) Jews are forbidden to leave the Warsaw Ghetto.
  (5) Franklin D. Roosevelt is elected for a third term.
  (11) British carrier aircraft sink three Italian battle-
  ships at Taranto in Italy.
  (14) Greek counterattack drives Italian troops into
  Albania. German bombers begin night blitz by
  bombing Coventry.
  (30) Japan signs a treaty with a puppet government
  who they placed in power in Nanking.
  December
  (9) British begin the Western Desert Offensive in
  Egypt.
  (23) Chiang Kai-Shek disassociates himself from
  the Communists.
  (29) Roosevelt declares that the U.S. must be the
  arsenal of Democracies. Luftwaffe bombers
  launch a large raid on London, using Incendi-
  ary bombs.
  1941
  January
  (5) In China, Nationalist and Communist forces
  clash.
  (10) Soviets and Germans sign pact on trade and
  spheres of influence.
  (16) The Luftwaffe for the first time attacks Malta.
  French and Thai troops clash in Indochina.
  (19) British forces invade Eritrea East Africa.
  (22) British win a victory and take Tobruk in Libya.
  (24) British troops invade Italian Somaliland.
  (25) Japanese troops launch a offensive in Honan.
  (31) Japan imposes an armistice on the Thai-French
  conflict.
  February
  (1 - 14) The German Battleship Hipper sinks seven
  ships in the Atlantic.
  (2) Japanese troops capture Wucheng in Honan.
  (3) Japanese troops land in Wai Chow, occupy Tam-
  shin near Canton.
  (7) Thailand and Vichy France negotiate peace
  settlement in Tokyo.
  (11) British troops invade Italian Somaliland from
  Kenya.
  (12) General Erwin Rommel arrives in Tripoli.
  (14) German Afrikakorps begins disembarking in
  Tripoli.
  March
  (2) German troops occupy Sofia Bulgaria.
  (11) Roosevelt signs Lend Lease Act. France cedes
  parts of Laos and Cambodia to Thailand.
  (15 - 25) British troops invade Ethiopia. Rommel
  Takes El Agheila, Libya on the 24th. Chinese
  troops repulse Japanese offensive near Nanchang
  in Honan.
  (28) Japan is defeated in the Battle of Shangkao in
  Honan.
  (30) Rommel launches offensive in Cyrenaica.
  April
  (4) Rommel takes Benghazi.
  (6) Germany invades both Yugoslavia and Greece.
  (11) Roosevelt expands the Pan-American security
  zone in the Atlantic. Rommel takes Bardia and
  the siege on Tobruk begins.
  (12) U.S. troops occupy Greenland.
  (27) German troops enter Athens.
  (21) Japanese troops occupy Foochow.
  (27) The U.S., British and Dutch discuss defense
  plans in Singapore.
  May
  (1) Australian forces repulse the German attack on
  Tobruk. Victor Gerson (French textile merchant)
  and his wife join the SOE. His wife, a Chilean,
  was the first female agent for the Special Op-
  erations Executive (SOE). Gerson organized the
  “VIC” escape route for the SOE.
  (7) Japan launches an offensive in Shansi Province.
  (9) Thailand and Vichy France sign peace treaty.
  
  25
  (10 - 11) Rudolf Hess flies to Britain on a peace
  mission. The end of the Night Blitz on London
  was hailed with the heaviest raid to date by the
  Luftwaffe. Japan demands an end to U.S. aid to
  China, proposes normalization of Japan-U.S.
  trade.
  (24) German battleship Bismarck sinks H.M.S.
  Hood.
  (27) British warships sink the Bismarck.
  June
  (1) U.S. coast guard begins patrols from Greenland.
  (8) British and Free French forces invade Syria.
  (15 - 17) British efforts to relieve Tobruk fail.
  (22) Operation Barbarossa begins; Germany begins
  the invasion of the Soviet Union.
  (24 - 30) Germans capture Vilnuis, Kaunas
  (Lithuania) and Lvov. The American Volunteer
  group arrives in Burma throughout the month
  of June. Japan declares the Greater East Asia Co-
  Prosperity Sphere.
  July
  (7) U.S. Marines occupy British bases in Iceland,
  Trinidad and British Guiana. American warships
  start escorting convoys out of American waters.
  (9) Germans take Vitebsk, capturing 324,000 Sovi-
  ets in Minsk pocket.
  (19) U.S. Navy begins escort duty, escorting con-
  voys to Iceland.
  (26) U.S. and Britain freeze all Japanese assets; Ha-
  waii placed on alert. Filipino army is national-
  ized under the command of General Douglas
  MacArthur.
  (27) Germans capture Talinin and surround
  Smolensk.
  (28) Japanese troops land in southern French
  Indochina.
  (31) Orders come down to Reinhard Heydrich to
  implement the “Final Solution” (extermination
  of the Jewish peoples).
  August
  (4 - 5) Germany takes some 410,000 prisoners in
  Uman and Smolensk pockets. U.S. embargoes
  raw materials to Japan.
  (8 - 13) Heavy Japanese bombing raids hit
  Chungking. Atlantic Conference between
  Roosevelt and Churchill takes place.
  (14) U.S. and Britain issue the Atlantic Charter,
  declaring war aims and the foundation of the
  United Nations.
  (20) German troops reach the outskirts of
  Leningrad.
  September
  (4) Germans begin a siege on Leningrad that lasts
  890 days.
  (6 - 8) Germany orders Jewish people to wear the
  Star of David badge. Ho Chi Minh forms Viet
  Minh in French Indochina.
  (17 - 19) Japan launches an offensive in Hunan.
  Germans take over 700,000 prisoners in Kiev
  pocket.
  (27 - 29) U.S. launches the Patrick Henry, first Lib-
  erty ship. Japan occupies Changsha. Germans
  massacre 33,000 Jewish people at Babi Yar
  (Ukraine).
  October
  (2 - 16) Germans Launch operation Typhoon: the
  drive on Moscow. Heavy fighting in Changsha
  China throughout the month. Hideki Tojo re-
  places Prince Konoye as Japan’s prime minister.
  Germans take over 600,000 prisoners in Bryansk
  and Vyazma pockets. Mass exodus of civilians
  in Moscow takes place.
  (20 - 31) Japan’s Navy prepares for a special opera-
  tion to Pearl Harbor. Germans besiege
  Sevastopol. USS Reuban James sunk by a U-Boat
  near Iceland. This was the first U.S. warship sunk
  during the war.
  November
  (11 - 19) Hitler and Himmler authorize Final So-
  lution. U.S. Marines are evacuated from
  Tientsin, Shanghai and Peking. Germans renew
  Moscow offensive. British launch Operation
  Crusader to relieve Tobruk. U.S. repeals 1939
  Neutrality Act.
  (26 - 30) U.S. demands that Japan withdraw from
  China and Indochina. British 8th Army links up
  with Tobruk Garrison. U.S. Navy placed on alert.
  Japan goes to war. Malta has its one thousandth
  air raid alert.
  December
  (5 - 6) German Army halts on the outskirts of Mos-
  cow. Soviets launch counter-offensive around
  Moscow.
  (7 ) Japan attacks the U.S. Pacific Fleet at Pearl
  Harbor, Hawaii.
  (8 - 22) U.S. and Britain declare war on Japan. Ger-
  many and Italy declare war on the U.S. Hitler
  takes personal command of the German Army.
  Japan invades Hong Kong, Malaya, the Gilbert
  Islands, the Philippines and Borneo. Japan lands
  on Luzon (Philippines)
  (23 - 25) Japan takes Wake Island. U.S. forces on
  Luzon withdraw to the Bataan Peninsula. Hong
  Kong falls to Japan.
  
  26
  1942
  January
  (7 - 15) Soviets begin counteroffensive south of
  Lake Ilmen. Japan begins an offensive on Bataan.
  Germans start U-Boat offensive of U.S. eastern
  coast. Japanese troops invade Burma.
  (20 - 31) Wansee Conference formalizes plans to
  exterminate the Jewish people. General Joseph
  W. Stilwell appointed Chief of Staff to Chiang
  Kai-Shek. Rommel launches new offensive in
  Cyrenaica. The first U.S. troops arrive in north-
  ern Ireland. British forces withdraw from Ma-
  laya to Singapore.
  February
  (4 - 15) Rommel’s offensive halted on the Gazala-
  Bir Hacheim Line. Soviets encircle 90,000 Ger-
  man soldiers in the Demyansk pocket.
  Scharnhorst, Gneisenau and the Prinz Eugen
  German ships run from Brest to North Sea ports.
  Japan lands on Singapore. Singapore surrenders
  to Japan.
  (27 - 28) Allied naval squadron destroyed in the
  Battle of the Java Sea. Japan invades Java.
  March
  (1 - 8) U.S. aircraft sink the German U-Boat U-
  656 off Newfoundland, marking the first U.S.
  success against U-boats. German Battleship
  Tirpitz ordered to attack convoy PQ12, begin-
  ning Germany’s efforts to halt convoys to the
  Soviet Union. Remnants of the Allied naval
  squadron sunk in Sunda Strait. Japan lands on
  New Guinea and enters Rangoon (Burma).
  (11 - 30)Soviet winter counteroffensive draws to a
  close. MacArthur leaves the Philippines and
  heads for Australia. Dutch East Indies capitu-
  lates to Japan. China abandons Toungoo
  (Burma) and retreats toward Assam.
  April
  (1 - 10) U.S. begins partial convoying of ships along
  the southeastern coast. Harry L. Hopkins and
  George C. Marshall in Britain for talks on sec-
  ond-front strategies. U.S. forces surrender in
  Bataan and the death march begins. Corregidor
  besieged.
  (18 - 29) Doolittle’s Raiders bomb Tokyo in the first
  U.S. air raid on Japan. Germans relieve
  Demyansk pocket. Japan takes Lashio and cuts
  off the Burma Road.
  May
  (5 - 15) Corregidor surrenders to Japan. In the
  Battle of the Coral Sea, the U.S. forestalls the
  Japanese invasion of Port Moresby (New
  Guinea). Germans launch offensive in Crimea.
  Japan captures Mandalay (Burma).
  (15 - 31) Stilwell crosses into Assam after retreat
  from Burma. Germany captures 214,000 Sovi-
  ets around Kharkov. Rommel attacks Gazala
  Line. Czech commandos kill Reinhard Heydrich
  in Prague. The first 1,000 plane raid against Co-
  logne takes place.
  June
  (4 - 7) In the Battle of Midway, Japan loses four
  carriers and abandons invasion plans. The ini-
  tiative in the Pacific War swings over to the U.S.
  (21—30) Germans begin summer offensive in
  southern Russia. British 8th Army retreats to El
  Almein line. General Dwight D. Eisenhower is
  appointed Commander, U.S. forces in European
  Theater.
  July
  (1 - 9) Germans attack and devastate the British
  convoy PQ-17 to Archangel. The first battle of
  El Alamein halts Rommel’s advance. First U.S.
  Army Air Force raid on occupied Europe. At-
  tacks on the airfields in Holland take place. U.S.
  Joint Chiefs of Staff order the recapture of the
  Solomons. Australians begin Papua New Guinea
  campaign on Kokoda Trail. German 6th Army
  begins drive on Stalingrad.
  (21 - 29) Japan lands at Gona (New Guinea). Japan
  takes Kokoda.
  August
  (4 - 21) Eisenhower appointed to command inva-
  sion of North Africa. U.S. Marines land on
  Guadalcanal. Naval Battle of Savo Island, off
  Guadalcanal. Marines on Guadalcanal devastate
  attacking Japanese forces. Allied raid on Dieppe
  (France)
  (23 - 31) Luftwaffe raid kills 40,000 in Stalingrad.
  Rommel is pushed back at the battle of Alam
  Halfa. Naval battle of the Eastern Solomons
  takes place. Japan drives Australians back along
  Kokoda Trail. Germans reach the outskirts of
  Stalingrad.
  September
  (3 - 15) Germans isolate Stalingrad then attack into
  the center of Stalingrad, reaching Volga.
  Guadalcanal Battle of Bloody Ridge takes place.
  U.S. troops arrive in Port Moresby.
  (25 - 28) U.S. establishes the Manhattan Project to
  build the atomic bomb. Australians advance
  along Kokoda Trail. Germans reinforce the
  Stalingrad offensive.
  October
  (1 - 11) Most of the month sees heavy fighting in
  Stalingrad as Germany continues its effort to
  gain control of the city. U.S. troops advance
  along Kapa Kapa Trail (New Guinea). Naval
  Battle of Cape Esperance (Guadalcanal).
  
  27
  (23 - 26) Second battle of El Alamein; Rommel is
  defeated. Guadalcanal battle takes place. U.S.
  Marines defeat Japanese attack at Matankau
  River. Naval battle of Santa Cruz Islands takes
  place.
  November
  (4 - 19) Rommel retreats from El Alamein. Allied
  invasion of North Africa, code-named opera-
  tion Torch, begins with landings in Morocco and
  Algeria. Soviets launch counteroffensive around
  Stalingrad. In New Guinea, the Allies advance
  on Burma. Naval action takes place with the
  battle of Guadalcanal. Australians reach main
  Japanese position at Gona-Buna.
  (23 - 31) Naval Battle of Tassafaranga
  (Guadalcanal). Soviets trap German 6th army
  in Stalingrad. French fleet is scuttled at Toulon.
  December
  (2 - 18) First nuclear chain reaction achieved at Uni-
  versity of Chicago. U.S. XIV corps begins attack
  on Mount Austen (Guadalcanal). British begin
  Arakan offensive in Burma. The final Allied at-
  tacks at Buna Station take place. Rommel with-
  draws from El Agheila.
  (24 - 25) Germans fails to relieve the 6th Army in
  Stalingrad. Battle for Longstop Hill in Tunisia
  takes place.
  1943
  January
  (2 - 14) Germans begin withdrawal from Caucasus.
  Australian and U.S. troops take Buna. Japan be-
  gins evacuation of Guadalcanal. Casablanca
  Conference between Churchill and Roosevelt
  takes place. U.S. troops begin moving into Aleu-
  tian Islands.
  (23 - 31) U.S. troops capture Mount Austen on
  Guadalcanal. The first USAAF raid on Germany
  takes place, targeting Wilhelmshaven. German
  6th Army surrenders in Stalingrad.
  February
  (1 - 14) Japan evacuates Guadalcanal. German re-
  sistance in Stalingrad ends. U.S. completes
  Guadalcanal campaign.
  (20 - 29) British Chindit expedition into Burma
  takes place. German counter-offensive begins,
  trying to recapture Kharkov.
  March
  (3 - 15) Air battles of the Ruhr take place. Battle of
  the Bismarck Sea takes place. Japan launches
  offensive up the Yangtze River in China. The cli-
  max of the Battle of the Atlantic takes place. U-
  Boat wolf packs sink 21 Allied merchant ships.
  (20 - 31) Naval Battle of Komandarski Island takes
  place in the Bering Sea. British 8th Army attacks
  Mareth Line. U.S. troops under General Patton
  take Maknassy Pass.
  April
  (7 - 22) British 8th Army and U.S. II Corps link up
  in Tunisia. Japanese air offensive in the
  Solomons begins. Admiral Yamamoto is shot
  down over Bougainville. Uprising in the Ghetto
  in Warsaw begins. Allies launch final drive into
  Tunisia.
  May
  (6 - 13) Allies sink 41 U-boats, forcing Germany to
  withdraw the wolf packs from the North Atlan-
  tic. U.S. forces land on Attu in the Aleutian Is-
  lands. Allies take Tunis and Bizerte. Axis forces
  surrender in Tunisia. The Trident Conference
  takes place in Washington. The RAF launches
  the first Dambuster raid.
  (14 - 30) British retreat ends Arakan offensive in
  Burma. Attu is secured.
  June
  (9 - 11) Soviets attack along Mius River. British seize
  Pantelleria off Sicily.
  (21 - 30) Allies capture New Georgia. Allies land at
  Nassau Bay in New Guinea. U.S. troops take
  Rendova in the Solomon Islands. First USAAF
  raid on the Ruhr.
  July
  (4 - 10) Naval battle of Kula Gulf. Battle of Kursk,
  the Soviets winning the largest tank battle to
  date.
  (12 - 28) Soviet summer offensive begins. Naval
  battle of Kolombangara in the Solomon Islands.
  Japan evacuates Kiska in the Aleutian Islands.
  U.S. troops enter Palermo. Mussolini is over-
  thrown and a new government is formed in Italy.
  August
  (1 - 15) USAAF attack on Ploesti oil fields in Ro-
  mania. Quadrant Conference in Quebec takes
  place. Naval battle of Vella Gulf in the Solomon
  Islands. U.S. and Canadian troops land on Kiska.
  (17 - 28) Messina falls; all Axis resistance in Sicily
  ends. The USAAF has a heavy blow struck to
  them as two raids (Schweinfurt and Regensburg)
  turn disastrous. End of Japanese resistance on
  New Georgia. Soviets retake Kharkov.
  September
  (1 - 5) Italian government accepts armistice with
  Allies. Allies land near Ale New Guinea. Allies
  cross Strait of Messina.
  (11 - 25) Japan evacuates Salamau in New Guinea.
  German commandos rescue Mussolini. Soviets
  recapture Smolensk. Australians land near
  Finshhafen in New Guinea.
  
  28
  October
  (1 - 6) Italian, U.S. troops enter Naples, British take
  Foggia. Stilwell’s Chinese troops advance on the
  Refugee trail in Burma. Naval Battle of Vella
  Lavella off of New Georgia.
  (9 -  24) U.S. 5th Army crosses the Volturno River
  in Italy. U.S. aircraft raid Japan’s navy base at
  Rabaul.
  November
  (1 - 23) U.S. Marines land on Bougainville. Navy
  battle of Empress Augusta Bay takes place off
  Bougainville. U.S. Marines land at Tarawa and
  Makin in the Gilbert Islands. The Sextant Con-
  ference takes place.
  (24 - 28) Battle of Cape St. George in New Ireland.
  British forces in Italy assault Gustav Line. Eu-
  reka Conference takes place in Tehran.
  December
  (15 - 26) U.S. Forces land on Arawe Peninsula in
  New Britain. Soviets launch offensives in the
  Ukraine. Battle of North Cape takes place and
  the Scharnhorst is sunk. U.S. forces take Cape
  Gloucester in New Britain.
  1944
  January
  (2 - 17) U.S. landing at Saidor in New Guinea takes
  place. Soviet Leningrad offensive begins. U.S. 5th
  Army crosses Garigliano River in Italy.
  (22 - 31) Allied forces land at Anzio in Italy. Siege
  of Leningrad is lifted. U.S. assault on Marshall
  Islands begins.
  February
  (1 - 7) U.S. landings on Kwajalein atoll in the
  Marshall Islands. Japan launches Ha-Go offen-
  sive in Burma. Soviet troops enter Estonia. Sec-
  ond Chindit expedition launched in Burma.
  (15 - 23) Allies attack Monte Cassino in Italy. Sovi-
  ets destroy Korsun pocket in the Ukraine. Big
  Week bombing raids on German fighter ball
  bearing plants begin. Battle of Eniwetok atoll.
  March
  (4 - 18) Soviets open spring offensive in Ukraine.
  First USAAF heavy bomber raids on Berlin. Al-
  lies renew attack on Monte Cassino. Japan
  launches U-Go offensive into Assam. U.S. car-
  rier aircraft destroy Japan’s naval base at Truk.
  April
  (2 - 22) Soviets enter Romania. Soviets recapture
  Odessa. Soviets take Ternopol. Japan begins Ichi-
  go offensive against the USAAF bases in south-
  ern China. Allies land at Hollandia and Aitape
  New Guinea.
  May
  (10 - 29) US-Chinese Army crosses Salween River
  in Burma. German forces in the Crimea surren-
  der. Allies break through Gustav Line into Liri
  Valley in Italy. Merril’s Marauders take Myitkina
  Airfield. Polish troops capture Monte Cassino.
  U.S. forces seize Wadke Island in New Guinea.
  U.S. 5th Army breaks out of Anzio beachhead.
  U.S. forces land on Biak Island, New Guinea.
  June
  (4 - 27) U.S. troops enter Rome. D-Day: Allies land
  in Normandy Operation Overlord. Germans fire
  first V-1 Rocket against England. First B-29 raid
  on Japan from China. U.S. forces land on Saipan.
  Battle of the Philippine Sea (the Great Marianas
  Turkey Shoot). Soviets take Viipuri Finland. So-
  viets launch Operation Bagration, main sum-
  mer offensive. U.S. troops liberate Cherbourg.
  July
  (3 - 27) Battle for St. Lo, France takes place. Japan
  withdraws from Imphal. Soviets take Vilnius.
  Tojo resigns as Japanese Prime Minister. July
  bomb plot by German generals to kill Hitler
  takes place and fails. U.S. Marines land on Guam,
  then Tinian. U.S. carrier aircraft raid Bonin Is-
  land. U.S. forces launch Operation Cobra: break-
  ing out of Normandy. Soviets take Lvov and lib-
  erate western Ukraine.
  August
  (1 - 31) Polish Home Army uprising begins in War-
  saw. U.S. forces secure Tinian. Stilwell’s troops
  take Myitkina. Japan captures Hengyong China.
  Allies land in southern France. Paris Resistance
  rises against Germany. Falaise pocket closed:
  defeat of Germans in Western France takes place.
  Allies liberate Paris. Soviets enter Bucharest.
  September
  (4 - 26) Japan captures USAAF air base at Lingling
  China. British take Antwerp. First V-2 strike
  against England takes place. U.S. carrier planes
  sink 59 Japanese ships in the Philippines. U.S.
  forces take Peleliu. Allies breach the German
  Gothic Line in Italy. Operation Market Garden:
  Allied airborne attack to take Rhine Bridge at
  Arnhem fails. Soviets take Tallinn in Estonia.
  U.S. forces occupy Ulithi Atoll.
  October
  (6 - 14) Battle of the Huertgen Forest in Germany
  takes place. Soviets take Riga. British liberate
  Athens. The first B-29 lands in the Marianas.
  (20 - 26) U.S. forces invade Leyte in the Philippines.
  Soviets, Yugoslavian partisans liberate Belgrade.
  Aachen falls to U.S. troops. Soviets capture
  Kirkenes in Norway. The Battle of Leyte gulf
  takes place; Japan’s fleet is crippled.
  
  29
  November
  (1 - 24) Battle of Walcheren in the Netherlands takes
  place. Roosevelt wins a fourth term as President
  of the United States. U.S. forces begin offensive
  to clear Roer Plain. Japan captures air bases at
  Liuchow and Kweilin in China. The first B-29
  raid on Japan from the Marianas takes place. U.S.
  troops take Metz. French troops capture
  Strasbourg.
  December
  (3 - 25) Civil war breaks out in Greece. U.S. troops
  land at Ormoc in Leyte. Allies call off offensive
  in Italy. Chinese capture Bhamo in Burma. U.S.
  troops land on Mindoro in the Philippines. Leyte
  cleared of Japanese troops. Germans launch
  Ardennes offensive the Battle of the Bulge.
  Patton’s troops relieve Bastogne. Soviets encircle
  Budapest.
  1945
  January
  (1 - 28) Germans begin Operation Nordwind in
  Alsace. British 2nd Army attacks Roermond Tri-
  angle. British forces occupy Akyab in Burma.
  U.S. landings take place in Lingayen Gulf in
  Luzon. The Burma road is reopened. Soviets take
  Warsaw. Allies destroy the Colmar Pocket. So-
  viets Liberate Auschwitz. German Ardennes re-
  sistance eliminated. The Battle of the Bulge ends.
  February
  (2 - 25) U.S. forces reach Manila. Yalta Conference
  takes place. Canadians and British launch of-
  fensive toward lower Rhine. Soviets take
  Budapest. RAF and USAAF raids destroy
  Dresden. U.S. troops land on Corregidor. U.S.
  Marines land on Iwo Jima. Mount Suribachi on
  Iwo Jima is captured. First incendiary bombing
  raid on Tokyo takes place. U.S. forces begin
  Operation Grenade and cross the Roer, thrust-
  ing towards the Rhine River.
  March
  (2 - 10) Corregidor secured. U.S. forces take Ma-
  nila. US-Chinese troops take Lashio in Burma.
  Germans launch last offensive of the war in
  Hungary. U.S. 1st Army seizes Remagen Bridge
  over the Rhine. Allies take Cologne. Incendiary
  raids on Tokyo kill 84,000.
  (22 - 30) British troops capture Mandalay in
  Burma. Allies cross the Rhine at several loca-
  tions. The Soviets take Danzig.
  April
  (1 - 16) U.S. troops invade Okinawa. Japan begins
  mass kamikaze attacks at Okinawa. The Battle of
  the East China Sea takes place; the Yamato is sunk.
  Roosevelt dies; Harry S Truman becomes the U.S.
  President. Soviets begin Battle of Berlin.
  (18 - 30) U.S. forces destroy Ruhr pocket, taking
  325,000 prisoners. Italian partisans kill
  Mussolini. In Berlin, Soviets capture Reichstag
  and Chancellery. Hitler commits suicide.
  May
  (1 - 27) German forces in Italy surrender. Germans
  surrender in North Germany, Holland and Den-
  mark. Germans end resistance in Berlin. Aus-
  tralians land at Tarakan, off Borneo. British
  forces capture Rangoon. Japan launches offen-
  sive on Okinawa. Australians take Wewak in New
  Guinea. Germans sign unconditional surrender
  at Reims in France. VE Day: War in Europe offi-
  cially ends. Ceremony in Berlin to ratify Ger-
  man surrender takes place. U.S. force begin new
  offensive on Okinawa. U.S. forces capture Naha
  capital in Okinawa.
  June
  (5 - 30) Interallied Control Council assumes gov-
  ernment of Germany. Australian troops land in
  Brunei Bay in Borneo. British forces invade
  Thailand. U.S. forces complete the capture of
  Okinawa. The San Francisco Conference takes
  place; the United Nations is founded. The United
  Nations Charter is signed by 50 Allied nations.
  End of Luzon campaign.
  July
  (1 - 26) Australian troops land at Balikpapan in
  Borneo. Philippines declared liberated. U.S. and
  British carrier aircraft strike Japan. First meet-
  ing of Interallied Control Council. Potsdam
  Conference and agreement of post-war division
  of Germany. First atomic bomb explosion in
  Alamagordo, New Mexico takes place.
  August
  (6 - 28) Atomic bombs dropped on Hiroshima and
  Nagasaki. Soviet troops invade Manchuria. U.S.
  ends rationing of gasoline and canned goods.
  U.S. War Production board removes controls
  over manufacturing. Truman orders an end to
  lend lease, the bill that was passed on March 11,
  1941 giving the President of the United States
  the power to sell, transfer, exchange, lend or lease
  defense materials to any country whose defense
  the President deems as vital to the defense of
  the United States of America. Japan agrees to
  unconditional surrender. VJ Day: Japan’s Em-
  peror Hirohito announces surrender to his
  people. First U.S. forces arrive in Japan.
  September
  (2 - 16) Japan signs formal surrender agreement
  on USS Missouri. MacArthur arrives in Tokyo
  to assume control of the occupation. Japan signs
  surrender in China. Surrender of Southeast Asia.
  Japan surrenders in Hong Kong.
  
  30
  The Unknown Eagles
  History
  During 1937, when the United States and Brit-
  ain both knew the war was coming, the Unknown
  Eagles training command was formed. It was not
  until 1939 that training became more of an im-
  portance to the leaders of these two countries. Ev-
  erything was kept in utmost secrecy; the countries’
  leaders (and perhaps a few aides) knew of the train-
  ing command for the Eagles, but knowledge of its
  existence was kept to those people only.
  A select few went on to graduate, passing the hard
  training. The perilous duties that lay ahead helped
  decide the fate of the world. On June 4 of 1940,
  Prime Minister Winston Churchill announced to
  a grim House of Commons that the last troops of
  the British Army had withdrawn from the beaches
  of Dunkirk, out of the very jaws of death itself. The
  birth of Britain’s Commando units were at hand,
  and full acceptance of the Unknown Eagles came
  to pass. Churchill knew that the Eagles were an ace
  that should be played without warning, and he was
  going to do just that. The next day at the war of-
  fice, Colonel Dudley Clarke, a staff officer at the
  war office in Whitehall, went to see his superior
  officer Sir John Dill Chief of the Imperial General
  Staff. Clarke put forth a plan for an elite force. The
  plan was so liked by Dill that it was passed on to
  Churchill. This was what Churchill needed: the di-
  version of an up-front fighting force so The Eagles
  of the Allies could stay unknown.
  Divisions
  Internal Security
  Section
  The Internal Security
  Section watches for in-
  ternal breaches of secu-
  rity. This includes ferret-
  ing out moles placed in
  the structure of the
  Corps by the enemy.
  When on a case, they are
  very much a thorn in the
  side. If a character is sus-
  pect for any reason
  whatsoever, Internal Se-
  curity has him or her
  watched and, in some
  cases, brought in and
  questioned—sometimes
  in none-too-polite a
  manner. Some members
  of this section at times
  feel they are above other
  persons in other sec-
  tions, and act as such.
  The Internal Security Section is headed by Dave
  Roman, a single, American retired military general
  who was in charge of fighter pilot training at one
  time in the United States. In his late 40’s, he has
  dark hair going silver at the temples. Most of the
  time he carries a cane, as his left leg is wooden—
  lost in a plane wreck. Roman is used to having his
  way and does not mind pulling rank if necessary,
  or even keeping information on other high-rank-
  ing officials that they would rather keep secret.
  Roman has the help of two agents for Internal
  Security, a brother-and-sister team from China, Su
  Tao Lung and Su Mao. They have been fighting the
  Axis powers in one form or another since working
  with General Chiang Kai Shek against Japan. It was
  never known how the brother and sister came to
  work in the Unknown Eagles Corps, but they both
  have an uncompromising reputation when it comes
  to their job.
  Report File Section
  Report File Section deals with very delicate re-
  ports such as reconnaissance, information about
  secret bases and test sites, and missions reports of
  all Unknown Eagles units. This section compiles
  photos of persons, structures, and anything else of
  interest, including reconnaissance aircraft photos
  as well. Research of these photos and information
  can glean much, such as new installations, troop
  concentrations and movements, and also, with luck,
  secret information and/or blueprints for secret
  weapons.
  
  31
  A British woman named Lisa Trenten (she pro-
  nounces the first name Lie-ayza) runs this section.
  Lisa Trenten spent most of her life involved with
  photography of one type or another, and did much
  work in the book business before she had a gov-
  ernment job offer. Always one to rise to a challenge,
  she accepted. When Germany started warring with
  other countries, her section handled photos that
  were gathered of the events. Lisa is 33 years old, a
  plain-looking woman, but her inner self more than
  makes up for anyone who cares to see beyond looks.
  She is a redhead with a temper and an expert in
  her field.
  Ciphers and Code Breaking Section
  The Ciphers and Code Breaking Section deals
  with decoding the enemy’s coded messages and, in
  turn, coming up with codes for the Unknown
  Eagles units.
  Matthew Greensburg, a man in his early thirties
  with a pencil-thin waxed mustache, oversees this
  section. It is said that he fled Poland with his wife
  when Germany invaded his country. For a man who
  handles secrets, he is very open and enjoys when
  anyone takes any interest in his work, though he is
  careful never to give secrets away. He enjoys copi-
  ous amounts of tea and collects different types from
  all over the world.
  Interrogation Section
  Enemy spies captured
  and delivered back to
  headquarters are subject
  to questioning by the In-
  terrogation Section. The
  men and women of this
  section have been trained
  in the myriad ways to
  speak to a prisoner, which
  can cause the prisoner to
  reveal things the enemy
  wanted hidden. Well
  versed in psychology,
  members in this section
  will never resort to physi-
  cal abuse. They carry out
  their jobs by using a
  question-and-answer
  technique to keep the
  enemy spy subject off
  balance, all the while
  reading undertones and
  listening for voice stress.
  Everyone in this branch
  is more than able to de-
  fend him or herself if a
  subject gets out of hand.
  The Section head is Angel Jespers, a tall woman
  with blonde hair and green eyes. Now in her early
  twenties, she learned a great deal from her father
  who was a spy during the Great War (World War
  One). Other members of the branch have nick-
  named her “Pretty Poison” for her ability to be such
  a gentle and inviting woman, and then in an in-
  stant all business.
  Intelligence/Counter-
  Intelligence Section
  This section works closely with the Report File
  Section and works primarily in areas such as me-
  dia gathering, compiling reports from the Ciphers
  and Code Breaking Section, and deciding what ac-
  tions, if any, need to be taken. The Counter-Intelli-
  gence side of this section deals with fieldwork and
  actions against spies and/or whole spy rings. This
  section is the final say when dealing with spies and/
  or enemy information. All members of this area
  are experts on the military and political climates
  of most countries.
  Phernell Walters runs Intelligence/Counter-In-
  telligence. A man in his forties, Phernell has thick
  black hair with a touch of a silver streak in the cen-
  ter. Some say he got the streak because he is always
  worried about his work. Never one to be very so-
  
  32
  cial, if engaged in conversation his mind is already
  considering all the angles and wondering whom
  the person may work for. Coming from a long line
  of Pinkertons in the United States, Phernell is an
  expert in the field in almost all operations.
  Transportation and
  Communications Section
  This section is also known as
  MI9; its sole purpose is the rescue
  of Allied men and women trapped
  behind enemy lines. This includes
  supporting and helping to organize
  escape lines in cooperation with
  resistance fighters in occupied
  countries. All members of this sec-
  tion are trained in techniques of es-
  cape and evasion in unfamiliar ter-
  ritory. This section, more than any
  other, has a multitude of different
  nationalities working within it.
  Transportation and Communi-
  cations was founded in September
  1939 and is currently run by Colo-
  nel Norman Crockatt.
  Armory and Testing Division
  If the right tool or weapon
  for a job is needed, the Armory
  and Testing Division supplies
  it. The Armory and Testing Di-
  vision deals with stocking stan-
  dard weapons, such as pistols,
  rifles, machine guns, and ex-
  plosives for the Unknown
  Eagles units. They also deal
  with other types of weapons
  and equipment that are not
  standard by anyone’s terms.
  These include but are not lim-
  ited to radio sets, hidden boot
  knives, and even many differ-
  ent types of poisons. The sec-
  tion also tests newly designed
  weapons, and tests and reports
  on any enemy weapons captured by operatives.
  A Japanese-American, Tetsu Nakahira, runs Ar-
  mory and Testing. Nakahira is a man in his 40’s,
  light of build, clean-shaven and dark-haired with
  some strands of silvery white. He is a brooding man
  who condemns what has transpired between the
  German and the Japanese nations. He throws him-
  self into his work and is an incredible source of
  information for new types of weapons.
  His assistant is head of the Testing Division, a
  black woman by the name of Wanda Page. Wanda
  had been in Africa researching a paper for the Uni-
  versity of New York when the war broke out. The
  fighting spread to parts of Africa, causing her to
  leave before her work was finished.
   Upon return-
  ing to the United
  States, she found
  that her boyfriend
  had joined up
  with the Un-
  known Eagles and
  headed to En-
  gland. She knew
  he had yearned to
  be a pilot and,
  with the outbreak
  of war, he may
  have taken the
  chance to become one. Packing her bags, she set
  forth to find him again, only to run into many dead
  ends. During this time, she encountered someone
  in the Unknown Eagles organization that took a
  liking to her spunk and ability to learn, and then
  apply her knowledge with an astounding turn-
  around time. The man hired her on, and she worked
  her way up to the Testing Division. Though she still
  has not found the man she wants to marry one day,
  she feels that he will return if she remains in the
  organization.
  Aircraft Testing and Ferrying
  Section
  The Aircraft Testing and Ferrying Section has a
  twofold job. Its personnel test new aircraft and try
  to find ways to boost performance in older aircraft.
  Also, this section has the dangerous job of testing
  enemy aircraft that have been captured, find out
  all they can about its workings, and then determine
  ways to combat the aircraft in an air-to-air con-
  frontation. The flip side of this section is the Fer-
  rying Service Section. The men and women in this
  branch ferry aircraft where needed for other op-
  erations. Also, personnel may be called on to tow
  targets for fighter pilots to practice against at one
  of the training bases.
  The person in charge of both sections is Jerome
  Antoine. This Frenchman has an outgoing man-
  ner unless asked about the burn scars on both sides
  of his face or plastic nose. A crash-and-burn in a
  Spitfire almost killed him, and left him with scars.
  If asked about it, he will only smile a cracked smile
  and say, “Oh, just a crack up in a kite—that’s all,”
  and then leave it at that. Antoine escaped France
  just before the German war machine invaded, and
  was soon flying with a special unit. After the crash
  he was let out of service, but since he had back-
  ground and ties with more than one resistance
  group in France, a highly-ranked officer in the
  Unknown Eagles project invited him in. Recogniz-
  ing this as a chance to continue the fight against
  his country’s enemies, he accepted and soon found
  himself in the Testing and Ferrying Section.
  Though for some this may have seemed a small part
  to play, not so for Jerome Antoine. He took to the
  
  33
  job with vigor, for he knows what could be at stake,
  and in this war there are no small parts. Aside from
  the scars, Jerome has dark eyes and close-cropped
  hair. A thin man who may have before looked like
  a living skull, with the scars and facial skin pulled
  back he now looks like a man risen from the grave.
  The German Secret
  Corps — The Ghost
  Corps (Condor Legion)
  The German Ghost Corps includes the best of
  the best of units such as the Waffen SS, the
  Luftwaffe, the Abwehr, units from Japan
  (Whitelotus) and Italy (Patriots). High standards
  are required for these elite forces, with higher-rank-
  ing positions requiring long enlistment periods of
  10 years or more for officers. Like their counter-
  parts or opposite numbers, the Ghost Corps (the
  Condor Legion) has several training camps estab-
  lished that house special training facilities for the
  corps. Training includes aspects of physical fitness,
  demolitions, hand-to-hand combat, weapons han-
  dling, and special weapons handling for the weap-
  ons of the spy (hidden daggers and other surprises).
  Vehicle handling and aircraft handling as well is
  covered, as are commando raids and coding and
  enciphering messages.
  The German secret corps upholds
  the highest ideology of the Nazi party.
  They are trained to accept the basics
  of the Nazi philosophy: life is a struggle
  against all non-Aryans, and all inferior
  races are to be ruled by the Aryan race.
  There is unquestioning obedience to
  the leader of Germany, mental and
  physical hardness towards oneself, and
  the Nazi form of atheism called
  Gottglaubigkeit (belief in God). All of
  this is hammered into recruits in an
  almost brainwashing manner, combin-
  ing to make a deadly weapon with an
  undying patriotic belief in Germany.
  The Ghost Corps is made up of men
  and women from not only German de-
  scent but from other peoples as well,
  including Japanese, Italians, and mer-
  cenary groups from many nations. The
  German High Command shares infor-
  mation with these other peoples when
  need be; certain branches are often
  kept in the dark. Like the Unknown
  Eagles, the Ghost Corps is organized
  into various support sections.
  Internal Police
  Gotz Von Wittman, who had been a
  Sturmfuher at one time in the Sanitats (Medical)
  SA, runs this section. His willingness to inflict pain
  rather than relieve it caught the attention of the
  commanders of the Ghost Corps. Von Wittman
  worked his way up and became leader of the Inter-
  nal Police. The methods used by Von Wittman and
  his people make even the seasoned Gestapo cringe.
  Gotz Von Wittman is a large man of around 300 lb.
  with blue eyes and close-cropped blonde hair. He
  has jowls that move about when he gets excited or
  agitated.
  
  34
  Intelligence Section
  The Intelligence Section gathers informa-
  tion about other countries as well as infor-
  mation about what’s going on in the war.
  Keeping records, they piece together the in-
  formation that may point to enemy agents
  in the field. When an operation is to be car-
  ried out, this is the section that gathers the
  information beforehand, such as the set-up
  of the target, security of the target, and pic-
  tures and floor plans of the target area. If
  the target happens to be human, they col-
  lect information about the person, includ-
  ing habits and day-to-day movements in
  hopes of establishing a pattern.
  The head of this section is a man who
  works almost above and beyond the call of
  duty, Hans Kumph Zigglier, a man in his
  late 30’s. With brown hair and eyes, he has
  a well-groomed mustache and very short
  hair. Hans feels that he must prove himself to his
  German heritage; though his father was German,
  his mother was Jewish. Accepted into the service
  after proving himself by turning in a seven-mem-
  ber underground fighting group, Hans went on to
  be one of the best intelligence people the German
  high command had ever encountered.
  Espionage and Counter
  Espionage
  This has several branches run by each Axis coun-
  try, including Italian Military Intelligence, the Ger-
  man Ghost Corps, and the Japanese Lotus. The
  groups handle many of the dangerous assignments
  including assassination and spy work, espionage
  and counter espionage. These groups have infil-
  trated most of the Allies’ secret organizations at one
  point or another. Most of the groups get along, for
  what that’s worth. Germany and Italy have what is
  considered an uneasy alliance. Head of the higher
  section that deals with this most secret work is un-
  known at this time.
  Aircraft Testing and
  Operations
  Working on their own outside the Naval
  Aeronautical Research branch, this branch
  of operations is run by a man who envi-
  sioned the use of jets on aircraft. Harro
  Rossler, who had a short stint in the Ger-
  man Air Ministry, is a short man with light
  gray close-cropped hair. This is a surprise
  since he is only in his early thirties. Slight
  of build, Rossler has steel gray eyes that
  match his hair color. The only distinguish-
  ing mark he has is a round, brown half-inch
  birthmark under his right eye. He is a fa-
  natic when it comes to German dreams of
  world conquest. He feels very strongly that
  some people were destined to rule others.
  Naval Aeronautical Research
  Laboratory
  This section is located in Japan, along the shores
  of the Miura Peninsula, which forms the western
  coast of Tokyo Bay. Most of Japan’s main naval in-
  stallations are located here as well. The main labs
  are located at Oppama and there is at least one
  known branch lab in Ka Nazawa-Hakkei. These labs
  take on the job of testing new weapons and aircraft
  built by private firms, under the supervision of the
  Naval Aeronautical Department of the Navy Min-
  istry. The Ghost Corps of course has its ties and
  pulls strings when necessary. These research facili-
  ties work with the main four research and devel-
  opment centers for Germany, Peenemunde,
  Gottingen, and Lechfeld as well as Augsburg. Work-
  ing on such projects as the V1 and V2 rockets, the
  research heads feel something like a jet aircraft is
  not long in the making. Work on the ME 163 and
  ME 262 is slow and last on the list of projects to
  develop. Japan has a jet fighter / bomber on its list,
  the Kikka, based on the ME 262 designs.
  The head of projects at the Japanese end is Motoji
  Yamashi. A man of good nature for the most part,
  he feels that the higher-ups ask too much while not
  giving enough funds or materials for projects to be
  developed. Originally from Yokohama, Yamashi was
  asked to join in a secret organization that would
  help fend off his country’s enemies. With his high
  grades in classes at the navel academy of sciences,
  the controller for his unit offered him a job in the
  research and development section in the hopes that
  Yamashi would design breakthrough work in aero-
  nautical weapons. Standing at 5' 5” and looking
  none of his 45 years, Yamashi immerses himself in
  his work. He has been known to voice his dislike
  for the German allies traipsing around his labs.
  Yamashi’s German counterpart is a woman
  named Helena Broust. Helena is a tall, blonde
  woman with striking blue eyes. She is around 30
  years of age and enjoys opera. Helena is known to
  have a record blaring one of her favorite operas as
  
  35
  she works in her home labs. She sports a 4-inch
  scar on her right hand; she got this when a gun
  misfired and exploded in her hand. Strong in char-
  acter, she heads the section with an iron fist, letting
  nothing come before her work. Even though she is
  a top agent in her field, the higher-ups still keep a
  careful watch over what projects get worked on. Not
  long ago, Helena had an idea for taking the heli-
  copter and advancing it enough to give close sup-
  port of troops. The project was dismissed in favor
  of the V-1 flying bomb.
  Codes and Encrypting
  Roberto De Vecchi runs this section with unusual
  zeal. Deep within the headquarters and mobile
  command stations, dozens of agents work on crack-
  ing Allied codes, and in turn encrypting messages
  for the field commanders. Roberto enjoys the good
  challenge of cracking a code. A mathematician, his
  equations and methods have spotted many Allied
  codes, some within simple print that looks none
  too deviant. Roberto is in his mid-30’s and is known
  to always carry a pistol.
  The Underground
  Intelligence Operations
  The purpose of the Unknown Eagles organiza-
  tion is to fight the secret war. Operations are the
  process by which governments, military groups,
  businesses, and other organizations systematically
  collect and evaluate information for the capabili-
  ties and intentions of their rivals. Such informa-
  tion in-hand, the organization can protect itself and
  its charges (the country they represent) and also
  use an enemy’s weaknesses against it.
  A real danger in wartime is that a person with-
  out military ID, out of uniform, can be shot as a
  spy. Secrecy is of utmost importance for the agent
  to be able to operate in any environment. Agent
  characters would do well to not broadcast who they
  are in any fashion whatsoever.
  Intelligence operations range into many realms,
  depending on the organization involved. Covert
  operations can pull in different forms of informa-
  tion, from strategic to national security concerns.
  This can include things that some may not even
  consider, such as a nation’s economic and social
  trends. This kind of intelligence information can
  come in handy for the agent about to go behind
  enemy lines or into enemy-held territory. On the
  flip side of the coin, concerns with counter-intelli-
  gence vary in a wide range of activities. The sim-
  plistic view to counter-intelligence is protecting
  one’s own sensitive information, while also pen-
  etrating and disrupting an enemy intelligence net-
  work.
  Operation Types
  Covert operations range the scale in a huge mag-
  nitude of operations, some of which are:
  Analysis:
  Analysis of enemy movements, tactics, codes, etc.,
  ad infinitum, is a mainstay of intelligence/espio-
  nage operations, even if almost entirely “behind the
  scenes.” Results from these analyses, if of any use
  to the front-line troops, would be passed on and
  made use of. Probably not something that the char-
  acters would be doing themselves (boring!), but an
  important part of the intelligence community
  nonetheless.
  Assassination:
  Self-explanatory: remove a key person from a key
  position at a critical time and watch the enemy
  stumble or fall. Lesser efforts may not require kill-
  ing, though: at times, even just kidnapping some-
  one, or knocking them out for a while suffices quite
  nicely. What happens to the victim when the other
  side finds out about it is their concern.
  
  36
  Courier:
  These operations are simple: take this item to this
  person at this location, and don’t get caught. Items
  that were moved by courier-agents during World
  War Two are too numerous to keep an accurate
  count of.
  Defection/Recruiting:
  What better way to figure out what the enemy’s
  up to than by having one to ask? Inciting an enemy
  to desertion, through whatever means (blackmail
  was popular if “dirt” on the subject could be dug
  up), weakens the enemy in manpower (slightly),
  morale (a lot, if it’s discovered), and can provide
  information to be had no other way.
  Disruption:
  The disruption of an enemy’s intelligence orga-
  nization or political process. Such things include
  propaganda, encouraging any dissidents, assassina-
  tion, and also acts of sabotage.
  Espionage:
  Though one of the most dangerous of covert
  operations (spies have no real rights if captured,
  especially during wartime), sending an agent into
  the enemy’s territory, to dredge up information by
  whatever means they can, has been one of the most-
  used methods since time immemorial.
  Infiltration:
  Another dangerous operation; the benefits of
  having one of your own people in the enemy’s in-
  frastructure are obvious.
  Groups and
  Organizations
  Agent characters will, no doubt, be involved in
  clandestine operations between standard military-
  type missions. These missions will be the ultimate
  test of skills. During these intelligence operations,
  the characters will need to rely on many different
  types of skills, including interaction with civilians
  (who in time of war are careful of any stranger)
  and interaction with other organizations. What
  follows is a short run-down of different groups and
  organizations that characters may at one time or
  another interact with.
  The Polish Underground
  The Polish underground resistance came about
  as the Polish realized they were in danger of Ger-
  man occupation. They gave much thought to get-
  ting an underground resistance in-place in advance.
  There were a few Polish who were prepared to work
  with the Russians that had occupied eastern Po-
  land in 1939. Other underground networks are
  based in France, Poland, Greece, and even in some
  parts of Africa and China.
  Any underground resistance network will be in-
  valuable to operatives, a good source of informa-
  tion, and help in achieving mission goals, what-
  ever they may be. Whatever nationality an under-
  ground is, it will be a touchy situation for opera-
  tives from the Unknown Eagles unit. This is greatly
  affected by the political outlook of the persons they
  come in contact with. Men and women of the un-
  derground could be working for the enemy and
  operatives would not find out until it is too late.
  For the most part, any operative is considered a spy,
  for if the enemy captures anyone on the opposing
  side out of uniform, then that is what they are: a
  spy. If the enemy operatives know of the Unknown
  Eagles, the chance to learn more of the inner work-
  ings of the organization would be a boon to the
  Unknown Eagle operative; the usual fate for a spy
  is execution or long-term imprisonment. For those
  that have their spirits broken by whatever the en-
  emy subjects them to, they are sometimes given one
  alternative: become a double agent and work for
  the enemy. This choice is a grim one indeed, for no
  one likes a turncoat—not even the new employer.
  If the characters are going to deal with any of
  these groups, they had better know the ground
  rules. Not all groups accept a stranger with open
  arms, and most groups will be very cautious when
  dealing with the characters unless they are intro-
  duced by a well-trusted source.
  British Broadcasting
  Corporation and German
  Broadcasting Organization
  The BBC got its start in 1922. Incorporated in
  1926, it has monopoly of broadcasting within the
  United Kingdom. The BBC stays on the air by funds
  partly from the treasury and partly from licensing
  fees and subscribers. At a meager 10 shillings per
  household, the licensing fee is paid by some 8.9
  million in 1939, and rises to 9.9 million by 1945.
  The opposing broadcasting system of Germany
  runs at about the same size. The German Broad-
  casting system started out with eight powerful
  transmitters but it is doubtful that it has gone above
  fifty. The BBC in the other hand started out with
  twenty-four with a steady rise to 121 transmitters
  by 1945, several long and or medium range.
  The BBC has a reputation for telling the truth
  no matter what, even when the tides of war are
  turning against the British. The BBC reports the
  facts. This form of broadcasting has struck a chord
  in the world of listeners, and has turned into a pow-
  erful weapon against an enemy that treats the truth
  as something to change as one would clothing. The
  BBC, in sticking to the truth and never knowingly
  lying, has gained a great amount of credibility; lis-
  teners have come to trust in the BBC. This can’t be
  said for the radio Berlin.
  
  37
  Information sent about the resistance in occu-
  pied countries is at times imprecise due to the fact
  that getting information first-hand is not an easy
  task. The BBC has no on-the-spot coverage. Many
  people help morale by making broadcasts using the
  BBC. People such as Winston Churchill, Queen
  Wilhelmina and King Haakon make frequent
  broadcasts to their own countries. These and many
  other less-known people and exiles speak to their
  compatriots at home.
  The BBC also has a role with organizing resis-
  tance forces and sending information in the form
  of personal coded messages. Such messages as “She
  is home tonight”, or “The ribbon is blue” tells clan-
  destine groups about operations, air or sea opera-
  tions had been set for a certain day and hour. While
  highly public, the method is safe since the unknow-
  ing would not know what the intent of the mes-
  sage is about.
  The Nazi war machine, in an attempt to stop the
  wave of morale boosts and propaganda that comes
  from the BBC, made it an offense to listen to any
  foreign broadcast station. Since the Nazi war ma-
  chine is spread far and wide, they take this law with
  them. It is an act of resistance to listen to the BBC
  or other foreign broadcasting. Even with this re-
  striction in place, many people tune in to the BBC
  and even the Swiss broadcasting system in secret.
  Abwehr
  The Abwehr (Amt Austlandsnachbrichten und
  Abwehr), a branch of the OKW, (Armed Forces
  High Command), is engaged in information-gath-
  ering and counterespionage, and in keeping watch
  on information such as the military readiness of
  foreign nations. The Abwehr started soon after in
  1933 in violation of the provisions lain down in
  the Versailles treaty. Wilhelm Canaris started as the
  Chief of the Abwehr in 1935. He drove the Abwehr
  to the very picture of efficiency.
  Wilhelm Canaris, though the head of the Abwehr,
  is opposed to Hitler and the Nazis. Canaris is more
  and more horrified by what the Nazis are doing
  and uses his position to falsify reports and help vic-
  tims escape. Canaris keeps a card file of all Nazi
  crimes, starting back in 1933. The file not only in-
  cludes crimes of the Nazi party but of the leaders
  themselves.
  Canaris was arrested by the Gestapo and executed
  at Flossenburg concentration camp on April 9,
  1945. Before this date, if the characters run into
  him, it will not be known whether or not he will be
  in a position to help them or not. The Gestapo is a
  suspicious lot and Canaris must be careful. He loves
  Germany but not what the Nazis are doing to it.
  The psychology of it all is hard to fathom, since he
  plots against Hitler but at the same time takes part
  in espionage activities against the enemies of the
  Third Reich.
  The Gestapo and SD
  The SD came into being fully in 1931, with jobs
  which included the hunting of political enemies
  outside and dissenters on the inside of the Nazi
  party. In the spring of 1933, this portion of the SD’s
  job was handed over to the newly-created Gestapo
  (Geheime Staatspolizei [State Secret Police]). Its
  duties include surveillance of enemies of the state
  or the Nazi party. The Gestapo carries out mass
  executions of war prisoners, and people or groups
  considered politically dangerous in any of the oc-
  cupied countries.
  After a time, the Gestapo came under the con-
  trol of the SS and over time was absorbed altogether.
  Under Himmler’s orders, head of the Gestapo
  Reinhard Heydrich unified and did a total reorga-
  nization of the police throughout the Reich. Come
  1936, Heinrich Himmler was awarded the position
  of Chief of the State Secret Police. By 1939,
  Himmler combined the Gestapo and the criminal
  police into the Sicherheitspolizei (State Security
  Police), also known as the Sipo. Reinhard Heydrich
  was appointed to head the parent organization, the
  Reichssicherheitshauptamt (Central Security Of-
  fice of the Reich), or RSHA.
  Associated with the new RSHA is the
  Sicherheitsdienst Des Reichsfuehrers SS (Security
  Service of the SS Reichsfuehrers), also known as
  the SD. The SD, or Sicherheitsdienst, is the secret
  intelligence branch, as well as security for the Nazi
  party. Two sections exist of the SD, the foreign sec-
  tion commanded by Walter Schellenberg, and the
  domestic SD section commanded by Otto
  Ohlendorf.
  The SD is responsible for internal surveillance
  and espionage on foreign soil. It is under the direct
  orders of Heinrich Himmler, but under command
  of Walter Schellenberg. Schellenberg over the years
  has been involved in uncountable intrigues of the
  Nazi regime. (By the end of the war Schellenberg
  will develop contracts with the Swiss and the Al-
  lies, and urge Himmler to negotiate a peace treaty.)
  The SD trespasses increasingly on the Abwehr’s ju-
  risdiction. As a result of this the two groups have
  an unbridled rivalry that character Unknown
  Eagles agents may use to some kind of advantage.
  The domestic section of the SD deals with infor-
  mation gathering on political groups and social circles
  to make sure they remain loyal to the Nazi party. The
  foreign section deals with cultivating relations with
  political and fascist groups that are politically sym-
  pathetic or loyal to the Nazi party. The foreign office
  of the SD also directs or at least tries to direct the
  behavior of Germans living in other countries.
  The SD has more than 5,000 agents and 13 ma-
  jor sections with 50 lesser subsections. In each and
  every occupied country and behind the front lines,
  Gestapo units are always established working as
  surveillance teams. These Einsatzgruppen (Mobile
  Squads) are also able to bring about mass execu-
  tions in these occupied countries.
  
  38
  In 1943 after Heydrich’s death, Ernst
  Kaltenbrunner took command of the Gestapo.
  Membership in these very feared units now
  amounts to more than 31,000.
  British Intelligence (MI-5 and
  MI-6)
  England also has two main agencies for working
  on military intelligence-gathering and counter op-
  erations: MI5 and MI6. MI5 deals with domestic
  security and MI6 works on foreign espionage, but
  more often than not the two agencies’ operations
  overlap. These organizations match wits with in-
  creasing complexity and ferocity.
  Some of the organizations (such as MI6) that deal
  with foreign affairs do their best to shroud their
  existence. They use bogus undertakings and fronts
  such as passport controls, rare book exchanges, and
  import/export auction houses. This of course goes
  for any countries that have secret organizations
  working in the field. Player characters dealing with
  such organizations will find them very secretive and
  protective of those secrets, and they will hold the
  characters in suspicion of any number of real or
  imagined plots.
  U.S. Intelligence
  The battle for secrecy continues on both sides,
  with more and more complex means. To pass on
  secret information and keep it safe from the en-
  emy, codes and ciphers are used. Cipher machines
  are used, such as Purple by Japan and Enigma by
  Germany. Machines such as Ultra are used to deci-
  pher the German codes.
  Also baffling to the enemy in the code wars will
  be the rare language speaker. Rare language speak-
  ers are used on the Allies’ side, such as Navajo In-
  dians. These soldiers send messages that Japan may
  never figure out. Elsewhere, other American Indi-
  ans are enlisted in the communications core as well,
  such as Comanche and Chippewa. In the Native
  American Language, descriptive words were used
  to fill in gaps such as “bounded by water” to repre-
  sent Britain, “floating lands” for the Philippines; an
  observation plane is coded “owl,” and so on.
  Codes, Ciphers and
  Sundry
  Pilots and other enlisted and non-enlisted per-
  sonnel may want to come up with codes themselves
  to pass information back and forth to command
  and other units. What follows is a bit of informa-
  tion on codes and other terminology that may be
  useful. Speak with other players about this; try to
  come up with codes that have a basis in logic. The
  Arbitrator will in most cases do the same. This will
  add a new dimension to your game play as you
  embark on the road to cracking codes. Code words
  at times can and most times do have a pattern. In
  this case, keep records of certain words that pop
  up many times. After a while, you will be able to
  figure out what these words mean, and in the pro-
  cess piece together other parts of the code.
  As a general rule, when a character creates a code,
  the character rolls against their Cryptography skill
  (or a general Intelligence roll, if they don’t have the
  skill). In the HERO System, every point they make
  their roll by adds 1 to the difficulty of another to
  decrypt the cipher without the key; in Fuzion, the
  result of the roll is the Difficulty of the Cryptogra-
  phy roll someone without the cipher’s key must beat
  on their Cryptography roll. Breaking a code with-
  out the key, or a piece of the original plain text is
  often impossible (Arbitrator’s discretion) without
  the Cryptography skill.
  Cipher Text:
  Simple ciphers operate by consistently substitut-
  ing one (code) letter for another (plaintext), such
  as replacing all “E”’s in the message with “L’”s. More
  complex ciphers using more than one letter in the
  substitution (i.e., “E” in the plaintext represented
  by “D”, or ”N” or “B”) have existed as well. Anyone
  can create a cipher code, but for it to be useful, the
  recipient must have the cipher’s key (something
  that is generally closely guarded). Generally, ciphers
  are the easiest of codes to break, and doing so does
  not require a skill roll (just some time and basic
  intelligence) if some portion of the plaintext is
  known—even a single letter-substitution pair. If no
  portion of the plaintext is known, a Cryptography
  skill roll is required to break the cipher. Simple-
  substitution ciphers are not difficult to break, even
  without skill, if any portion of the cipher or its
  plaintext is known or can be guessed. Certain com-
  mon words, like “and”, “I”, “a”, and many of the more
  common small words can often lend enough clues
  to allow a full decryption with nothing more than
  some time and effort.
  Codetext:
  This is written using symbols that stand for
  units of different length in the plaintext.
  Steganogram:
  This can be prepared using code or cipher and
  conceals the existence of the message altogether.
  One can use special ink that only shows up when
  heated (lemon juice is a well-known example), or
  when a certain chemical agent is introduced. Mes-
  sages can also be marked with pinpricks over let-
  ters or words in a book, magazine or newspaper.
  Unless a character has reason to believe that there
  is a message concealed in this fashion and actually
  tries to look for it, there is effectively no chance to
  detect it. (An Arbitrator might allow a Perception
  roll to be made to see if the character notices a faint
  smell of lemon or an odd texture to the paper).
  
  39
  For the most part, operatives will deal with events
  that shape the world behind the scenes. The out-
  come of the secret war at times can have a telling
  effect on world events and even the war that tran-
  spires in the open. Espionage will play a key role at
  one time or another with missions the Unknown
  Eagles are engaged in. In this section, we will go
  over the framework of several secret organizations,
  both Allied and Axis. The Arbitrator and player will
  soon learn that often there is a gray line that sepa-
  rates allies and enemies. That line sometimes fades
  away, leaving players in a very deadly situation.
  Types of Spies
  In hard-core organizations there are, by rule of
  thumb, several categories of spies.
  Moles/Sleepers
  The Mole or Sleeper agent can be considered al-
  most the same thing. They are agents that have in-
  filtrated a country so well some years before that
  they, for all outward appearances, look like an av-
  erage citizen. It is only when they are put into play
  that they become dangerous. Until that time, the
  job they have is to be a part of the life they started
  in an enemy country.
  The Double Agent
  This is a spy that had been captured and has been
  persuaded to work for the other side. Can also be a
  triple agent sent in to be captured and turned and
  then turned again to use against the enemy.
  The Expendable Agent
  This is an expendable person that is used to leak
  information to the other side. This information,
  not being the truth, can damage an enemy agency’s
  intelligence network.
  The Penetration Agent
  This is an agent that would infiltrate a country,
  get whatever information was needed, and then get
  out again, returning with information for their side.
  Sometimes the agent would infiltrate and sabotage
  a military or scientific project, to slow or even stop
  the enemy government from advancing in some-
  thing that would give them an edge over another
  government.
  Spies Among the Enemy
  Spies from within the enemy’s command are by
  far the best — they have information that is more
  accurate and up-to-date than most that is obtain-
  able by external espionage activities. Getting such
  a potential agent in the first place is difficult at best,
  and motivating them is another issue altogether.
  The three main motivating factors that have been
  used to “recruit” spies from within the enemy’s
  ranks have been:
  Money:
  Bribery, pure and simple, can garner a lot of in-
  formation; though without some other controlling
  factor, the spy could easily give false information,
  or turn their contact over to their own side for in-
  terrogation.
  Ideology:
  Arguably the best spy among the enemy is the
  one who is spying because they disagree with what
  their government or military is doing. So long as
  the spy’s ideology holds, they’ll be a fairly reliable
  and motivated source of intelligence. A careful
  spymaster will try to ensure that the ideology does
  hold true.
  Compromise:
  A less polite (and perhaps more correct) term
  would be “blackmail.” Get information that would
  ruin the potential spy, then point out that so long
  as they continue to provide useful information on
  a timely basis, those negatives won’t end up in the
  hands of the high command.
  Codes of Conduct in War
  As noted before, the Geneva Convention does not
  apply to spies or personnel out of uniform. Most
  spies are shot or hanged outright, unless a higher
  power in the chain of command feels they may be
  of some use.
  
  40
  Arbitrators and New
  Players
  A WW2-based game can be difficult to run. A
  history buff playing this game may wish everything
  to be exact. This is all fine and well, but remember
  it’s a game. Enjoy yourself. By all means do extra
  research—the libraries and the internet are filled
  with books and documents of historical informa-
  tion. While working on this game, we tried our best
  to include the basic history of the times, while add-
  ing twists of our own. We may not have hit every-
  thing, but our main goal was a fun game with a
  mix of fact and fiction.
  When in doubt, trust the Arbitrator; you’ll be in
  good hands. Be as helpful as you can with new play-
  ers. This will only enhance your game enjoyment
  in the end.
  Setting up an Unknown
  Eagles Campaign
  There are a number of items that an Arbitrator
  may wish to consider while doing the foundation
  work for a game or campaign. Following are some
  of the points that we feel are worthy of consider-
  ation; by adjusting some or all of them, an Un-
  known Eagles campaign’s flavor can be varied over
  a considerable range — anything from a harsh,
  gritty, “do-or-die” WW2-commando-movie style
  of game, to “Hogan’s Heroes,” if you so desire.
  While the character-heroes should, of course,
  always be the focal points of a campaign, they may
  not be particularly significant in the game-world
  itself. This isn’t necessarily a question of raw power,
  though it may very well reflect the power-level of
  the characters in comparison to the other (non-
  player) characters in the world. It might represent
  how significant the achievements of the characters
  could be, as a general rule. To some degree, this may
  also dictate how much and what kind of support
  to expect from others.
  Unimportant
  The PCs have little, if any real impact on the
  world as a whole (though this does not mean that
  their actions don’t make some difference; it’s just
  not the sort of difference that generally makes head-
  lines, or gets a lot of credit or attention). Regard-
  less of what the PC’s actually do, the world will
  more-or-less go on as if they weren’t there. (If they
  manage to shoot down the best enemy fighter pi-
  lot in the whole world, someone else who’s nearly
  as good will appear to fill that NPC’s place. If they
  try to assassinate Hitler [and actually succeed], it
  won’t stop the war… at best it’ll slow things down
  for a bit while a new commander comes into power
  over Germany). This level of character-importance
  would probably be the most realistic from the
  standpoint of keeping pretty true to real history,
  but could be a pretty grim setting — they couldn’t
  realistically expect any more support than anyone
  else in their position, and maybe no appreciable
  support whatsoever.
  Important
  The characters are reasonably important in the
  context of the game-world, and can make signifi-
  cant differences in the world-picture in some
  area(s). For example, the characters’ presence on
  their secret air base in the middle of the Pacific,
  while not of global importance, does keep the Japa-
  nese navy from overrunning some other nearby
  island that the Allies consider strategically useful
  (but not necessarily essential). The characters may,
  at this level, have significant impacts on the events
  of the world-at-large, but if so, it’s probably a com-
  bination of a lot of hard work and being in the right
  place at the right time. This character-importance
  level is probably the best one for an Unknown
  Eagles game. The characters are important enough
  that, while the going is tough, they can expect some
  support from someone, regardless of who it is, and
  they see the results of their actions, and what dif-
  ferences they have made in other peoples’ lives.
  Very Important
  Here, the characters are not only important, but
  they are among the most important people of their
  type. This importance-level is a good one for a
  world-ranging crack commando-team, the best of
  Campaigning
  
  41
  the best, who only get called in on missions that no
  one else would even try, or for most any other “best
  of the best” character group. Characters in a
  campaign where they are Very Important can
  realistically be expected to have global-level effects
  of some duration and significance. If they blow up
  an installation on the Russian Front, it’s a key
  installation that allows the Red Army to sweep in
  afterwards and win a decisive victory for the Allies,
  and so on.
  Characters might also be All-Important within
  the context of the game world, but the possible
  variations in this case are so numerous that it would
  be pointless to even try listing them, and, frankly,
  we can’t imagine any offhand that would be much
  fun, except maybe as a one-shot game. All-
  Important characters can make radical changes to
  the world, and do so with some degree of regularity.
  This would be more suited to a game where the
  characters are actually superhuman.
  Campaign Tone
  The overall tone of the campaign will have an
  effect on what kinds of characters are made for it,
  their outlook on life and on their adventures. Some
  key aspects of campaign tone, and what kinds of
  effects they could have are discussed below.
  Morality
  Morality in wartime is a sticky question at best,
  and deserves very careful consideration on the part
  of the Arbitrator before play begins. Characters (on
  any side) that overstep the codes of wartime con-
  duct (see Codes of Conduct in War, page 39) can
  expect to be outcasts, court-martialed or tried by
  civilian courts, or tried afterwards for war-crimes,
  depending on the severity of their offenses. The
  punishments are not pleasant!
  That having been said, the operative question for
  determining campaign-morality is “how clear are
  the moral choices that the characters are faced
  with?” This will affect both character design and
  reactions in many cases. If the question of good vs.
  evil is a black-and-white issue, then characters can
  rest assured that the enemies are evil to the core,
  and irredeemable to boot, and act accordingly. This
  level of morality is vastly oversimplified, and very
  unrealistic, though it does lend itself well to larger-
  than-life adventures.
  On the other end of the spectrum, the answer to
  every moral question is, at best, a shade of gray —
  there is no “black or white” answer. Player charac-
  ters in this sort of setting cannot assume that en-
  emies are the villains. There may be individuals who
  are “unquestionably evil,” but these will be few and
  far between.
  Realism
  The realism of a campaign reflects how forgiv-
  ing or unforgiving the world-at-large is. In a very
  realistic campaign, guns kill people with some de-
  gree of regularity (Player Character or not!), and
  combat is a no-nonsense affair: If you are mortally
  wounded, you die. If you grandstand, you get shot
  at (and probably hit). If you get wounded, you have
  to worry about bleeding to death, unless you got
  hit in the head — and the chances are that you won’t
  worry about anything anymore. In campaigns that
  are less realistic (“Romantic” campaigns), dramatic
  behavior, even if it’s unrealistic, is emphasized if
  not outright encouraged.
  Outlook
  Campaign outlook is a mixture of the overall
  attitude of the people in the world with the root
  causes of that outlook. In more pessimistic games,
  there will always be something that could be done
  to make the world a better place, and actually do-
  ing so is difficult or a short-term remedy at best.
  Optimistic campaigns allow characters to make
  long-term or even permanent beneficial changes,
  or changes that may be short-lived but are really
  beneficial. This aspect of campaign setup/planning
  and the character-importance item mentioned pre-
  viously are interrelated to some degree.
  Seriousness
  How serious a campaign’s setting is makes a lot
  of difference in its mood, and how the characters
  will act and respond to events and situations. Giv-
  ing careful thought to the seriousness of the cam-
  paign, and more importantly, to why it’s as serious
  as it is can provide any number of ideas for charac-
  ters, adventures, etc.
  Suggested Campaign Tone for
  Unknown Eagles
  We suggest that characters be of some impor-
  tance, but (at least initially) make it so that they
  aren’t by themselves doing anything that has any
  noteworthy global-level effects. That is not to say
  that they aren’t making a difference — just that they
  shouldn’t be regularly called upon to save the whole
  war-effort. Their support-infrastructure is, at best,
  unreliable or slow, and officially no one condones
  (or maybe even admits to) their presence or ac-
  tions.
  For the purpose of playability, we recommend
  that campaign morality be somewhere in the
  middle. There’s obviously evil afoot, and the char-
  acters are motivated by something to fight against
  it, but they have very clear boundaries (whatever
  they are!) that they will not cross, and might or
  might not bear personal animosity towards any
  given individual from the other side. This sort of
  mindset should allow for the almost-swashbuck-
  ling style of game that we think would work best
  
  42
  for Unknown Eagles: characters allowed to be big-
  ger-than-life, but with some real-world concerns;
  without the game becoming hideously unrealistic
  or turning into a “Who do we kill this week?” game.
  We also feel that campaign realism should fall
  somewhere in the middle: Characters are heroes and
  fate smiles kindly on them, but when they get too
  cocky, they can suffer for it. Campaign outlook is a
  bit on the pessimistic side — there will be a fairly
  steady stream of wrongs to right, missions to un-
  dertake and achieve, etc.. But at least occasionally
  some good will come of the characters’ actions that
  will last for a while, or make a real difference in the
  lives of the characters or others in the world. This
  assumes that the characters begin play near the
  beginning of WW2; as the war-effort progresses, it
  would not be unreasonable to have the campaign-
  tone become more and more optimistic.
  Unknown Eagles is designed to be a serious cam-
  paign — it’s World War Two, and people are dying
  by the hundreds, thousands or millions. Freedom
  is being threatened on a scale the likes of which the
  world has never seen. It’s pretty hard to laugh about
  much of anything with all that is going on. Again,
  that doesn’t mean that every character should be a
  grim, humorless drone; just that the overall tone
  of the campaign is serious. Deathly, worldly seri-
  ous.
  Campaign continuity we’re not really going to
  make any suggestions on — that will depend en-
  tirely on what the Arbitrator and the players de-
  cide would be the most fun for them, and on what
  the Arbitrator can come up with in the way of ad-
  ventures.
  Creating Characters
  Character Concept
  Characters are more than just collections of sta-
  tistics and abilities — they are people, whose back-
  grounds, upbringing, religion and any number of
  other factors have shaped the way they’ll act and
  react. These suggestions are meant to encourage
  the development of complex, realistic characters
  whose motivations and actions have reasons, even
  if those reasons aren’t immediately apparent to
  other people.
  Character Background and
  History
  Your character’s identity is a very important base
  for their personality, abilities, etc. Remember that
  Unknown Eagles characters can hail from any
  country in the world, though it may be unusual for
  characters working with Allied agencies to be from
  Axis countries and vice-versa. Many of this last sort
  may be mercenaries, strictly in it for the money,
  regardless of the events going on in the world or
  around them.
  Characters should probably be at least 20 years
  old, though the Arbitrator might make exceptions
  for really interesting or fun character concepts. The
  character’s gender is up to the player, though in
  more realistic games it bears noting that women
  were still considered second-class citizens through
  most of the war in most of the world. If you have
  any concerns on this matter, check with your Arbi-
  trator!
  Character background can provide the Arbitra-
  tor with any number of “hooks” for adventures, as
  well as providing explanations of just where a char-
  acter got that unusual skill or ability. Some basic
  questions to ask about the character’s background
  include:
  •Who is the character? What’s their family-back-
  ground like? Where do they come from, and how
  has it affected their world-view? A character who
  came from the Deep South of the U.S. in the
  30’s might secretly agree with the Nazi dogma
  of Negroes being “an inferior race;” someone
  from Poland after the Blitzkrieg campaigns will
  probably be really torqued at Germany just be-
  cause.
  •What did the character do before they got into the
  Secret Corps? If they had a job, they likely have
  skills or abilities from their profession. Some of
  these might even be reasons why they were ap-
  proached to join the Secret Corps! Be sure to
  pick up any such skills or abilities when build-
  ing the character—you never know when you
  might need that Language: Tagalog skill…
  •What motivated them to get involved with the
  Secret Corps? Did they volunteer? Were they in
  a situation where they had no real choice
  (whether because of their own attitudes or
  something else…)
  •How long have they been with the Secret Corps?
  Are they fresh out of training, or were they there
  when it all began?
  •How does the character feel about the Secret Corps
  now that they know what it’s all about?
  •What has the character given up or left behind in
  joining the Secret Corps? Is the girlfriend or
  boyfriend back home a reason that they’re do-
  ing this? Or maybe they were running from
  some criminal element, or were a criminal them-
  selves…
  The answers to any of these questions can pro-
  vide a lot of background information that may be
  of use in creating adventures for the character, or
  in selecting Disadvantages or Complications for the
  character. Players and Arbitrators should take some
  time to flesh out the character’s background until
  they are both comfortable with it.
  You may have a specific personality in mind for
  your character that might be difficult to remem-
  ber if it’s significantly different from your own.
  
  43
  Don’t hesitate to keep crib-notes on the character’s
  general personality traits, or how the character re-
  acts to certain things. Some suggestions: Does the
  character fidget? Do they play with a favorite knife?
  Do they play with any visible switches, dials, etc.
  even if there are no visible results? How do they
  react to the enemy? Do they have an accent, or try
  to fake having one they don’t really have? Do they
  use specific phrases or words more than normal or
  when referring to a specific person/group/place/
  thing?
  Try to be as realistic as you can. Playing the char-
  acter to an extreme can help others believe in the
  character that much more. Finally, careful
  recordkeeping can be a great asset to player and
  Arbitrator alike. Also, in most role-playing games,
  it has become accepted practice that the Arbitrator’s
  word is accepted, even if wrong. Try not to point
  any fingers until after the game. When you point
  out what you considered a wrong call your Arbi-
  trator may have been unaware of, or a rule over-
  looked, there may be circumstances that the player
  was unaware of that the Arbitrator may bring you
  up to date on. It pays to have an open mind.
  
  44
  Fuzion Parameters
  SWITCHES:
  Complications: ON
  Wealth: OFF
  Rule of X: OFF
  Speed: ON
  Impairing Wounds: ON
  Superpower Rules: OFF
  Mecha Rules: OFF
  DIALS:
  Characteristic Points: 35
  Option Points: 35
  Multiply Perk By: 2x. (Perks can become rather
  useful, for instance delays in shipping of equip-
  ment can be overcome or sped up)
  Cost of Martial Arts: Martial Arts are very rare (3x
  cost) outside of their “native” cultures, where
  they are uncommon (2x cost).
  Rule of X: N/A (since almost all attacks are through
  equipment, vehicles, etc.) [Rule of X, if such a
  control is needed, could be set at 9-12 depend-
  ing on campaign levels/tone, with 9 being more
  realistic and 12 being high-level, near-fantastic
  capabilities (for normal folks).]
  Modify Current STR by: -1
  Autofire Ratio: Not used.
  Knockback: Just knocked down.
  Getting Started
  Life Path
  The steps for creating a character in Fuzion are
  streamlined and you may find that you prefer them
  to the suggested rules and suggestions listed in
  Character Background and History. That’s accept-
  able; both provide a lot of leeway in creating a cus-
  tomized character that has a concept as well as a
  history. Fuzion’s flowcharts help speed the process
  along at a much faster pace. Choosing from each
  chart will start building the character’s basic per-
  sonality, their values, and their world-views. To have
  even more fun and a true touch of fate that tests
  your role-playing skills, use 2d6 instead.
  We strongly suggest that fully random LifePaths
  be discouraged for any reasonably realistic game
  run in Fuzion, though “semi-random” ones where
  players can override the die-rolls for specific results
  might be acceptable.
  Using Unknown Eagles
  with Fuzion™
  Basic Personality:  (Roll 2d6)
  2 ........... Shy & secretive
  3 ........... Rebellious, antisocial, violent
  4 ........... Arrogant, proud and aloof
  5 ........... Moody, rash and headstrong
  6-7........ Friendly and outgoing
  8 ........... Stable and serious
  9 ........... Silly and fluffheaded
  10 ......... Sneaky & deceptive
  11 ......... Intellectual and detached
  12 ......... Picky, fussy and nervous
  Proceed to whom you value most.
  Who Do You Value Most? (Roll 2d6)
  2 ........... Child
  3 ........... Brother or Sister
  4 ........... Friend
  5-6........ Lover
  7 ........... Yourself
  8 ........... Pet
  9 ........... Teacher or mentor
  10 ......... Public figure
  11 ......... Personal hero
  12 ......... No one
  Proceed to what you value most
  What Do You Value Most? (Roll 2d6)
  2 ........... Money
  3 ........... Honor
  4 ........... Knowledge
  5 ........... Honesty
  6-7........ Friendship
  8 ........... Your world/country
  9 ........... Love
  10 ......... Power
  11 ......... Having a good time
  12 ......... Vengeance
  Proceed to worldview
  
  45
  Your World View (2d6)
  2 ....Every person is a valuable individual.
  3 ....I like almost everyone.
  4 ....No One understands me.
  5 ....People are sheep that need to be led.
  6-7.I’m neutral to most people.
  8 ....People must earn my respect.
  9 ....People are untrustworthy. Be careful
  whom you depend on.
  10 ..No one’s going to hurt me again.
  11 ..People are wonderful.
  12 ..People are scum and should be
  wiped out.
  Proceed to Early Background
  You MUST roll for these. 2D6
  2-3.... Poor: Just scraping by, day by day.
  4-6.... Middle class: Like most kids, you
  were pretty run of the mill.
  7-8.... Well to do: You went to good
  schools, wore nice clothes, had lots
  of treats.
  9-10.. Wealthy: You had plenty of
  everything, even servants.
  12 ..... Rich: You lived in the lap of luxury,
  lacking nothing.
  Roll 1D6
  1-3........ A boring childhood (Go to Life
  Events)
  4-6........ Go to Childhood Events
  Childhood Events
  You had a crisis in your early youth, roll
  1D6 to see how your family was affected:
  1-4........ One or some family members
  were...
  5-6........ Your entire family was...
  Now roll 1D6 to fill in the rest of the event.
  1-3........ Enemies
  1.... betrayed by a friend or relative
  and lost everything they had.
  2....  exiled; you have returned
  under an alias.
  3.... murdered before your eyes.
  4....  Hunted by (Or involved in a
  long-standing vendetta) with a
  powerful person, group or
  organization.
  5.... abducted or mysteriously
  vanished; you were inexplicably
  left behind.
  6.... killed in the war, terrorism or
  disaster.
  4-6........ Secrets
  1.... Accused of a terrible crime they
  may (Or may not) have
  committed. ROLL 1D6, they
  were imprisoned for 1D6+2
  years; 4-6, they escaped
  imprisonment but are still
  under the gun.
  2-3 considered having some kind of
  unique, birthright, skill, ability
  or status.
  4.... unknown- you grew up alone,
  never knowing your true
  heritage.
  5-6 not the real thing- your
  adopted, and obsessed with
  finding your true family.
  Now go to Life Events
  Life Events
  Roll 2D6 +16 or choose to determine your
  age. For each year over 16 roll once below and
  go to the appropriate table.
  1-2........ Good with the Bad
  3-4........ Friends and Enemies
  5 ........... Love and War
  6 ........... Nothing happened that year
  After completion of all the years to the
  present, go to Current Situation to see where
  your at now.
  Friends and Enemies (Roll 1D6)
  1-3........ Make an Enemy. Roll and see
  below
  1.... Bitter ex-friend or lover.
  2.... Relative.
  3.... Partner or co-worker.
  4-5 From rival group or faction.
  6.... Powerful official or noble.
  4-6........ Make a Friend: Roll 1D6 and
  see below
  1.... Like a brother, sister or parent
  to you.
  2.... Partner or Co-worker.
  3.... Old lover (Choose which one)
  4.... Old Enemy (Choose which
  one)
  5-6 Have common interests/
  acquaintances.
  Good with the Bad (Roll 1d6)
  1-3........ Something Good.  Roll and
  see below
  1.... Make a Connection
  2.... Gain a Mentor
  3-4 Someone owes you a Favor
  5.... Gain a Membership in a select
  group
  6.... Gain a financial windfall
  4-6........ Something Bad.  Roll and see
  below
  1.... Imprisonment
  2.... Falsely Accused
  3.... Accident or Injury
  4.... Hunted or an Enemy
  complication gained
  5.... Mental or Physical Illness
  6.... Emotional Loss
  Love and War  (Roll 1d6)
  1-2........ Had a happy love affair
  3-4........ Had love trouble (Roll 1d6)
  1.... Your lover’s friends/family
  would use any means to be rid
  of you.
  2.... You fight constantly.
  3.... You’ve had a child!  Roll for sex:
  Even=female; Odd=male
  4.... One of you is messing around.
  5.... You got married!  Any further
  Love & War rolls refer to your
  marriage.
  6.... It just isn’t working out.
  5-6........ Had a tragic romance (Roll
  1d6)
  1.... Lover died in accident or was
  murdered.
  2.... Lover mysteriously vanished.
  3.... Lover was kidnapped.
  4.... Lover was imprisoned or
  deported.
  5.... Lover went insane and is now
  “hospitalized.”
  6.... Lover committed suicide.
  Current Situation (Roll 2D6)
  2 ....You’re involved in the underworld..
  3 ....You’re involved in law enforcement.
  4 ....You’re involved in government or
  other administrative duties.
  5-7.You have a  mundane day job.
  8 ....You’re involved in business or high
  finance.
  9 ....You’re a freelancer, you work for
  yourself.
  10 ..You’re involved in craftwork or
  construction.
  11 ..You’re involved in research or
  scientific study.
  12 ..You’re involved in a brother or
  sisterhood for ancient goodness.
  
  46
  Sample Character:
  Marshall Kimble
  This sample character will serve to show Arbi-
  trators and players a finished character. The char-
  acters listed in the Unknown Eagles and German
  Secret Corps sections do not have stats. If an Arbi-
  trator wishes to use them to any great extent in a
  game, stats can be quickly rolled up. This is why
  the basic background is given for those characters.
  Here’s the sample character specs/stats. The ba-
  sic concept is a wannabe con-man type who got
  picked up by the Eagles because he was pretty well
  rounded, and likely to be loyal. He has a lot of per-
  sonality-based skills (though only a few of them
  are above minimum). He has not been through
  military flight training, but has been a civilian pi-
  lot, and has a talent for aerobatics, bombing and
  dive-bombing, but no real training for it. He’s a
  firm believer in what the Eagles stand for, and fully
  believes that it’s his duty as a free man to uphold
  the freedoms of others. This last probably is one of
  the few things that make his arrogance and over-
  confidence tolerable for most people who work
  with him. Though he’s actually a fairly talented guy,
  he’s gotten where he is more on luck/Moxie than
  anything else is…
  Marshall Kimble
  2
  INT
  4
  WILL
  5
  PERS
  4
  TECH
  4
  REF
  4
  DEX
  3
  CON
  3
  STR
  4
  BODY
  3
  MOVE
  ———
  6
  SD
  6
  Run
  6
  ED
  9
  Sprint
  2
  SPD
  3
  Swim
  6
  REC
  3
  Leap
  30
  END
  12
  Resistance
  20
  STUN
  20
  HITS
  (6
  LUCK*)
  Complications
  (Base 35 points + 20)
  Overconfident (Constant, Severe, Minor) 6
  Arrogant (Frequent, Strong, Minor)
  4
  Sense of Duty (to Unknown Eagles)
  10
  Skills and Talents
  6
  Combat Sense (+2 initiative)
  3
  High Pain Threshold (-2 STUN on all
   damage taken)
  3
  Moxie
  3
  Aerobatics (TECH)
  2
  Bombing (TECH)
  1
  Dive Bombing (TECH)
  1
  Parachuting (TECH)
  2
  Athletics (DEX)
  1
  Bribery (PRE)
  2
  Pistols (REF)
  3
  Hand to Hand (REF)
  3
  Melee Evade (REF)
  3
  Ranged Evade (DEX)
  4
  Pilot (DEX)
  2
  Conversation (PRE)
  1
  Interrogation (PRE)
  1
  Oratory (PRE)
  3
  Persuasion (PRE)
  1
  Seduction (PRE)
  1
  Streetwise (PRE)
  2
  Wardrobe & Style (PRE)
  5
  +1 Characteristic Point
  
  47
  Characteristics
  Primary Characteristics
  Mental Group
  Intelligence (INT): This is a measure of how bright
  the character is. Much more than sheer intelli-
  gence, it also covers cleverness, awareness, per-
  ception and the ability to learn; any kind of
  mental deficiencies don’t become apparent un-
  til the character hits a 1 or lower.
  Willpower (WILL): Reflects the ability to concen-
  trate, to resist control by others, to resist reac-
  tions of the body against attacks both physical
  and verbal, pain, physical abuse, as well as stress
  and the ability to face down danger. This repre-
  sents the character’s courage and coolness un-
  der fire.
  Personality (PRE): The character’s ability to inter-
  act with other cultures, and other people, and
  the ability to impress and influence people with
  character and charisma.
  Combat Group
  Technique (TECH): The character’s ability to ma-
  nipulate tools or other instruments. Not the
  same as reflexes. This covers the knack of using
  tools or items.
  Reflexes (REF): This reflects the character’s re-
  sponse time and coordination, used in aiming,
  throwing and juggling.
  Dexterity (DEX): This is the measure of the
  character’s ability in such things as hand-eye
  coordination, balance, and the ability to con-
  trol their bodies in stressful situations or highly
  fast-paced encounters. The overall physical com-
  petence of the character as pertaining to leap-
  ing, balancing, jumping, combat and most other
  athletic activities. Most important of all, this stat
  is used to avoid being hit.
  Physical Group
  Constitution (CON): Constitution is physical
  health, as well as resistance to exposure to harsh
  weather, heat, cold, etc., sickness and types of
  drugs or poisons.
  Strength (STR): Strength is the measure of physi-
  cal power, muscular strength, heavy lifting, or
  overpowering an opponent. The higher the
  strength, the more powerful the character’s
  blows. This also comes into play when dealing
  with extreme combat conditions in single-seat
  fighters.
  Body (BODY): The measure of how much physi-
  cal damage a character can take before going
  down. In an Unknown Eagles game, a character
  can slip into negative points up to -5 or as far as
  -10 before they are considered beyond saving.
  Movement Group
  Movement (MOVE): This is the character’s speed
  of movement, running, leaping, swimming, etc.
  Derived Characteristics
  Derived Characteristics are stats that are created
  by performing some kind of simple mathematical
  operation on the character’s already existing Pri-
  mary Stats. Listed here are the Derived Stats that
  are used in the Unknown Eagles game world. An
  Arbitrator may opt to use different stats and that is
  acceptable, but here are the ones we suggest.
  Stun (CON x 4): This is how much stunning/brawl-
  ing damage the character can take before being
  knocked into unconsciousness, calculated as
  points. Rule of thumb: if your CON stat is 0 or
  less, the character automatically has 3 hits.
  Hits (BODY x 5): This reflects how much killing
  damage a character can take before dying. Any
  armor is subtracted from any stun damage
  taken. If BODY stat is 0 or less, the character
  automatically has 3 hits.
  Stun Defense (CON x 2): This is a measure on how
  resistant the character is to stun damage. Stun
  defense is subtracted from any stunned damage
  taken.
  Recovery (STR + CON): This stat determines how
  fast the character recovers from damage. The
  character gets back this many stun points each
  turn when at rest, and this many HITS back for
  each day of medical attention.
  Run (MOVE x 3m), Leap (MOVE/2m), and Swim
  (MOVE/x1m): This shows how fast the charac-
  ter runs, leaps or swims from a standing start.
  Luck (INT + REF): Luck is a measure of what to
  some would feel would be a divine being’s favor
  towards the character. Also coined as Moxie, or,
  to some who do not believe in divine beings…
  dumb luck. Each game session a player can take
  points from this Derived Stat and use them in
  other places: add to important die rolls or sub-
  tract from damage. When the points have been
  used up, they are gone until the next game ses-
  sion. To coin the phrase, “You’re out of luck.”
  Endurance (CONx10): This Stat represents how
  long the character can expend energy, whether
  in physical endurance or in the use of a special
  ability. It is spent in the same way as hits or stun
  points. When it runs out, the character is ex-
  hausted and can’t do anything more except rest
  and recover. Generally, 1-2 point effect, 1 minute
  or hour of time (or 1 point of power used)
  spends 1 endurance point. Endurance returns
  whenever the character takes a recover action;
  this restores as much Endurance as Recovery.
  
  48
  Speed (1/2 of REF): This stat represents the
  character’s reactions. Speed determines either
  when the character moves during the course of
  action or how many things the character can do
  in a specific action phase.
  Maximums and Restrictions
  As a general rule, no Primary characteristic
  should be allowed to exceed 5 without careful
  thought on the part of the Arbitrator, and should
  never exceed 7.
  Talents
  MOXIE
  Moxie is a Talent, costing one point per level.
  Each point of Moxie a character has may be ex-
  pended to increase the odds of a successful skill-
  or attack-roll. Moxie may be spent “on the fly,” al-
  lowing a character to modify the die-roll after the
  roll has already been made on a one-to-one basis.
  Moxie affects any base die-roll (one which deter-
  mines the success or failure of an action), but not
  damage rolls. Once spent, Moxie points are gone,
  gone, gone.
  Optional Moxie Rule: Additional Moxie may be
  purchased with Experience Points as characters
  progress, but only as long as they have at least one
  Moxie remaining. Once it’s all gone, that’s it — no
  more Moxie ever again for that character. The Ar-
  bitrator should feel free to award Moxie in place of
  or along with Experience if they feel that the char-
  acters earned it. But be warned: Moxie is a power-
  ful ability, and can easily lead to abuse!]
  Standard Fuzion Talent List
  In addition to Moxie, Unknown Eagles used the
  following standard Fuzion talents. These Talents
  costs 3 Option Points each, or 3 Options Points per
  level. You can find full descriptions of these Tal-
  ents in the Fuzion rules. (And if you don’t have
  Fuzion, you can download a free copy from http://
  www.herogames.com)
  Acute Senses:
  Ambidexterity:
  Animal Empathy:
  Beautiful/Handsome:
  Blind Reaction:
  Combat Sense:
  Common Sense:
  Direction Sense:
  Double Jointed:
  Eidetic Memory:
  High Pain Threshold:
  Immunity:
  Intuition:
  Lightning Calculator:
  Light Sleeper:
  Longevity:
  Night Vision:
  Perfect Pitch:
  Rapid Healing:
  Schtick:
  Simulate Death:
  Speed-Reader:
  Time Sense:
  Skills
  What follows is a sample of a string of events in
  a game of Unknown Eagles. Attribute scores can
  have a telling effect in any given action. The Arbi-
  trator should decide just how hard the action is and
  whether or not it is in the realms of the character’s
  chance for success. For example:
  Janet Beck, an agent character, is deep behind
  enemy lines on an assignment. She was supposed
  to scout out a V-1 rocket site that the
  reconnaissance and photo planes could not spot
  from the air. Lying in the deep bushes
  surrounding the base, she sees the German
  soldiers getting set to launch the V-1 rocket. As
  she starts to get the precise bearings so that a
  bombing raid can hit this target later, the
  Arbitrator makes a secret perception check for
  Janet. Janet has an Intelligence of 5, and the
  Arbitrator rules that she’d need to beat a DV of
  18. The Arbitrator rolls exactly 18. A borderline
  success, Janet notices that the soldiers are
  pumping something into the housing of the
  rocket, and that a strange smell is in the air.
  Searching her memory (an Intelligence roll, and
  she rolls a 13), she can’t recall what the smell is,
  but it doesn’t seem right to her. She decides that
  whatever it is, it must be pretty bad.
  Janet decides to take aim with her rifle and
  try to detonate the rocket. The shot is a good 80
  yards, almost the length of a football field. She
  has a high skill (6) in the sniper rifle, but that’s
  completely offset by the range to her target (-6),
  and the base DV is fairly low (3), since she’s
  shooting at a large, immobile object, but she’s also
  trying to hit something that’ll make the V-1
  explode. The Arbitrator decides that the careful
  aim she needs balances out against her taking
  extra time to aim carefully, leaving a total DV of
  13 to hit the rocket. Taking aim with her rifle,
  she rolls a 10 on a 3d6—a failure. Janet decides
  to spend some of her Luck to make the attempt
  at least have some effect. She has 6 Luck
  remaining (having spent a couple points in the
  process of finding the position she’s shooting
  from). Janet spends 3 of her remaining Luck, for
  a roll of 13 — a hit.
  She fires, and the bullet speeds the distance and
  cracks at the base of the rocket. The shot alerts
  
  49
  the soldiers, and Janet decides it’s best to hightail
  it. After getting out of the area, she hears the
  rocket go off and then sees it streak across the sky.
  It starts to trail an extra stream of flame from its
  side at the base—her bullet struck a fuel
  compartment. A second later, the rocket explodes
  far, far away from its target.
  Janet smiles and continues her escape from the
  area.
  Some New Skills
  This list includes new skills as well as re-defini-
  tions for some already existing skills. These skill
  descriptions supercede the ones on the Fuzion
  rules.
  Aerobatics (TECH)
  Basic skill at getting out of the way of someone
  who is trying to shoot you down from another air-
  craft. Also, the ability to perform intricate and/or
  precision maneuvers in an aircraft. Roughly equiva-
  lent to Ranged Evade, but usable in aircraft.
  Archery (REF)
  Basic skill at using bows and crossbows.
  Auto Weapons
  Skill at using hand-held autofire weapons, such
  as submachineguns and battle rifles. Heavier
  autofire weapons, such as full-blown machineguns,
  is covered by the Heavy Weapons Skill.
  Bombing (TECH)
  The ability to drop a bomb in a relatively precise
  location from an aircraft. Includes all “level” bomb-
  run methods, but not dive-bombing. Used as the
  basic attack skill when performing a level bomb-
  ing run.
  Bugging (TECH)
  The ability to properly implant and operate lis-
  tening, visual, or other sensing devices (“bugs”).
  Before the advent of transistors and miniaturized
  electronics, eavesdropping equipment was gener-
  ally limited to on-site recording devices, and often
  mechanical ones at that. Radio bugging, while not
  impossible, was not very practical under most cir-
  cumstances. Characters with the Bugging skill are
  fully conversant with the tools of the era, know how
  and where to best place them, and because of the
  types of equipment they are generally limited to,
  and know how and where to best position them-
  selves to personally eavesdrop, should they so
  choose.
  Computer Programming (TECH)
  The ability to program and operate computers.
  Computers existed during WW2 — in fact, the
  computer was one of the only reasons that the Al-
  lies broke the German Enigma Machine codes as
  quickly as they did. Nonetheless, computers were
  so rare, expensive, and limited in their functional-
  ity that this skill should be unavailable except to a
  very few people.
  Criminology (TECH)
  You know how to look for clues, dust for finger-
  prints, examine evidence, do ballistic tests, exam-
  ine records, search through files, and so on. Note
  that many of the modern criminalistic tools that
  are commonplace in the modern era were not avail-
  able, or were (at the very least) quite a bit less use-
  ful. — Fingerprints, for example: Fingerprinting
  had been around for a good long time already by
  the onset of WW2, but its usefulness was severely
  limited due to the sheer amount of time it took to
  manually sift through hundreds or perhaps thou-
  sands of fingerprint cards.
  Dive Bombing (TECH)
  The ability to drop a bomb in a relatively precise
  location from an aircraft using dive-bombing
  methods. Used as the basic attack skill when per-
  forming a dive-bombing run.
  Languages
  In addition to the “normal” languages, certain
  common codes (Morse code, semaphore, etc.) can
  each be considered a single language-family.
  Martial Arts
  Standard Fuzion Martial Arts rules are in effect,
  though their cost varies depending on the society
  the character comes from (see Fuzion Switches and
  Dials on page 44).
  Parachuting (TECH)
  The ability to use a parachute, jump from a plane
  (or other high-altitude location), keep control of
  the ‘chute, and land safely on the ground.
  Pistol
  The basic skill for using all types of handguns.
  Rifle
  The use of all types of shoulder arms, including
  shotguns. This skill is used to resolve semi-auto-
  matic fire; the Auto Weapons skill is used for to
  resolve rifles that are autofiring.
  
  50
  Standard Fuzion Skill List
  In addition to the skills listed above, Unknown
  Eagles used the following standard Fuzion Skills.
  You can find full descriptions of these Skills in the
  Fuzion rules. (And if you don’t have Fuzion, you
  can download a free copy from http://
  www.herogames.com)
  Acrobatics (DEX)
  Acting (PRE)
  Animal Handler (INT)
  Athletics (DEX)
  Autofire Weapons (REF)
  Bribery (PRE)
  Bureaucratics (PRE)
  Business (INT)
  Climbing (STR)
  Concealment (INT)
  Concentration (WILL)
  Contortionist (DEX)
  Conversation (PRE)
  Cryptography (INT)
  Deduction (INT)
  Demolitions (TECH)
  Disguise (TECH)
  Driving (REF)
  Education (INT)
  Electronics (TECH)
  Expert (INT)
  Forensic Medicine (TECH)
  Forgery (TECH)
  Gambling (TECH)
  Gunnery (REF)
  Hand To Hand (REF)
  Hand To Hand Evade (DEX)
  Heavy Weapons (REF)
  High Society (PRE)
  Interrogation (PRE)
  Inventor (TECH)
  Lip Reading (INT)
  Local Expert (INT)
  Lockpicking (TECH)
  Mechanics (TECH)
  Melee Evade (DEX)
  Melee Weapons (REF)
  Mimicry (PRE)
  Navigation (INT)
  Oratory (PRE)
  Paramedic (TECH)
  Perception (PRE)
  Persuasion (PRE)
  Pilot (DEX)
  Professional (INT)
  Ranged Evade (DEX)
  Research (INT)
  Riding (DEX)
  Science (INT)
  Security Systems (TECH)
  Seduction (PRE)
  Shadowing (INT)
  Sleight of Hand (REF)
  Stealth (DEX)
  Streetwise (PRE)
  Surveillance (INT)
  Survival (INT)
  Systems Operations (TECH)
  Tactics (INT)
  Teaching (PRE)
  Tracking (INT)
  Trading (PRE)
  Ventriloquist (PRE)
  Wardrobe and Style (PRE)
  Weaponsmith (TECH)
  Package Deals
  The character package deals are done in such a
  way that it covers most countries from a generic
  point of view. In the case of some armament fa-
  miliarities, the country is named followed by the
  type of weapon they would be familiar with. When
  a line states several weapons from several countries,
  that does not mean that the character is familiar
  with every one of the weapons, but with the weapon
  from the country that the character is serving. All
  military personnel have to have some form of ba-
  sic training; in this case the basic military training
  or enlisted personnel package is a prerequisite for
  all of the other military packages. Characters who
  have no military background may be built with the
  Civilian Expert Package Deal as a basis, but it is
  certainly not required (though it does help explain
  why the character is involved with the Unknown
  Eagles — civilian or not, they had something that
  the Eagles wanted or needed).
  
  51
  Generic Military Training Package
  Deal
  Skills
  2
  Rifles
  1
  Concealment
  1
  Climbing
  1
  Paramedic
  1
  Expert: Enemy Forces
  1
  Tactics
  2
  Expert: Military Procedure, 11-
  1
  Standard military-issue weapon
  3
  3 points of MOS skills (see list below).
  1
  Perk: Member of Military (E1, Private or appren-
  tice seaman 0)
  1
  Weaponsmith
  3
  Characteristics: +1 STR, +1 CON, +1 BODY
  Disadvantages
  6
  Watched: Own military†
  4
  Military-trained mindset.
  MOS Skills (choose 1 MOS):
  Fighter or Bomber Pilot: Parachuting, Perk: Mili-
  tary Rank (to lowest officer-rank in that service-
  branch, 2 points)*, Pilot.
  Commando**  (Pick 3 points worth of Skills from
  the list): Parachuting, Demolitions, Education:
  Civil Engineering, Explosives, Weapons skills
  with “non-standard” weapons, Survival, Con-
  cealment, Education: Enemy Forces, Tracking,
  etc.
  Spy*** (Pick 3 points worth of Skills from the
  list): Bugging, Demolitions, Electronics,
  Lockpicking, Mechanics, Security Systems, Bribery,
  Conversation, Interrogation, Languages, Persua-
  sion, Shadowing, Streetwise, Disguise, Stealth, Edu-
  cation: Enemy Forces, Education: Enemy Com-
  manders, Education: Enemy fortifications/instal-
  lations.
  Support Personnel (Line mechanics for airstrips,
  communications guys, etc. Pick two): Electron-
  ics, Mechanics, Driving, Systems Operation, and
  Inventor.
  * At least for the U.S. - The Air Force was not in
  existence yet, and pilots were generally run
  through officer’s training in the Army.
  ** The U.S. did NOT have a recognizable com-
  mando-force until the formation of the Devil’s
  Brigade in late 1941. Purist Arbitrators might
  disallow this MOS for US-military characters.
  Also, Martial Arts training of any kind were very
  rare outside of Japan and a few other Asian na-
  tions.
  *** Not every nation had spies trained in their mili-
  tary, but those that did should be built with this
  package deal instead of the generic “Spy” pack-
  age.
  Generic Spy Package Deal
  Civilian experts can come from nearly any walk
  of life: Linguists, scientists, people who’ve lived in
  certain areas for most of their lives... the list of pos-
  sibilities is nearly endless. The one thing they all
  have in common in Unknown Eagles is that they
  possess some ability, some skill that the Eagles have
  a need for — that is why they were recruited.
  Skills
  1
  Pistols
  1
  Language of choice
  1
  Mimicry (Accents)
  2
  Expert: Enemy Organization
  3
  “Divisional” Skills - 3 points from list below
  1
  Systems Operation
  1
  Paramedic
  1
  Concealment
  1
  Stealth
  Disadvantages
  15 Hunted: Opposing forces
  1
  Mimicry only usable for faking accents
  Divisional Skills
  Technical/Surveillance: Bugging, Electronics,
  Lockpicking, Mechanic, Security Systems, an-
  other Language, Perk: Contact, Perk: Favor, Perk:
  Money;
  Espionage: Bribery, Conversation, Interrogation,
  another Language, Persuasion, Shadowing,
  Streetwise, Disguise, Perk: Contact, Perk: Favor,
  Perk: Money;
  Civilian Expert Package Deal
  Skills
  5
  Expert, Education, Knowledge, Science or Language
  skills of player’s choice.
  2
  2 points of options from Options List below.
  Disadvantages
  3
  Distinctive Features: Well-known among fellow
  members of their field(s)
  Options List for Civilian Experts:
  Linguist, Scientist, Well-Traveled, Well-Connected,
  Additional points in languages, sciences, perks,
  knowledge skills, area knowledge, etc.
  
  52
  Complications: What’s Allowed
  and What Isn’t
  Complications are one of the elements of Fuzion
  that give a character… character. As such, we feel
  that they are pretty near critical for an Unknown
  Eagles campaign (some characters might not have
  any Complications, but everyone should have ac-
  cess to them). The difficulty is that though there
  are quite a few “stock” complications available to
  Fuzion characters in general, many of them could
  easily make a character unplayable. Arbitrators are
  advised to carefully review a character’s Compli-
  cations to make sure that characters do not have
  too many complications, or complications that
  would make it difficult for them to fit in or even
  function in the environment of an Unknown Eagles
  game. Additionally, if a Complication is taken on a
  character, it should be worth the points that they
  are receiving from it… Complications make life
  more… interesting (at the very least)… for a char-
  acter, and often downright dangerous. As an Arbi-
  trator, make sure that you are getting their points’
  values out of Complications!
  Character Growth
  Experience Points
  The standard Fuzion experience-point system  is
  used.
  Keeping Characters Balanced
  As characters gain experience, it is quite possible
  that the player will plow all of their Experience
  Points into one or two Skills, Abilities or whatnot,
  making them all but superhuman in that field of
  expertise. It’s the Arbitrator’s call as to whether or
  not to allow this sort of experience expenditure,
  but we recommend that no character should ever
  exceed maximum human levels in any Character-
  istics, Skills or Talents without explicit permission
  of the Arbitrator. If there were that many super-
  men in WW2, it wouldn’t have taken nearly so long
  for the Allies to win the war, or it would’ve been a
  lot longer… If the Rule of X is being used, consid-
  eration to applying it to characters as they gain
  Experience should be given.
  
  53
  Getting Started
  Unknown Eagles makes use of all the standard
  and many optional HERO System rules for both
  Hand-to-Hand and ranged combat (see the HERO
  System Rulesbook, p. 152, for a full explanation of
  combat maneuvers).
  Base Points and Disadvantages
  The number of points an Unknown Eagles char-
  acter is built on will depend on the power-level the
  Arbitrator determines for the game. Though we
  suggest that they be constructed as Talented
  Normals (HERO System Rulesbook, pp. 10-11): 50
  points as a base — they are, after all, supposed to
  be heroic, but not superhuman! If the Arbitrator
  wants to run a more realistic game, 25 points might
  be advisable, though at this level care must be ex-
  ercised to make sure that the characters aren’t woe-
  fully under-powered. A heroic- or super-heroic-
  level game might be fun as well, but may start radi-
  cally diverging from reality, especially in the case
  of a super-heroic-level game.
  Everyman Skills
  Unknown Eagles characters begin with certain
  “Everyman” skills (HERO System Rulesbook, p. 19):
  Familiarity with Climbing (8-)
  Familiarity with Concealment (8-)
  Familiarity with Conversation (8-)
  Familiarity with Deduction (8-)
  Familiarity with Paramedic (8-)
  Familiarity with Shadowing (8-)
  Familiarity with Stealth (8-)
  Transport Familiarity (automobiles)
  Native Language (4-point level)
  Area Knowledge: Home
  Weapon Familiarity: Clubs
  Maximums and Restrictions
  Since Unknown Eagles characters are reasonably
  normal (if very talented) human beings, they
  should not have many, if any, truly superhuman
  abilities. Accordingly, character-construction limi-
  tations should include:
  •Normal Characteristic Maximas (HERO System
  rules, page 122) should be adhered to. Note that
  characters do not get any points from this dis-
  advantage! Everyone else in the world has to deal
  with it as well, so it’s not a disadvantage!
  •Skill-rolls should generally not exceed 16– to 18–
  (though an Arbitrator should consider allow-
  ing exceptions if a player can come up with some
  justification for why their characters are so in-
  humanly good at… whatever… But it should
  be a good one!).
  •Unbalanced talents (HERO System Rules, p. 46)
  should be allowed only with a very good rea-
  son; many of these Talents are bordering on su-
  perhuman, and a few are well and truly over the
  line between human capabilities and superhu-
  man ones.
  •Certain skills are not available, or at least severely
  limited in their availability or usefulness. Most
  of them, like Computer Programming, should
  be fairly obvious, and others, most notably Mar-
  tial Arts, are restricted in some fashion (see the
  Skills section on this page, and Martial Arts on
  page 52, respectively, for details).
  Skills
  As mentioned, some Skills from the HERO Sys-
  tem Rulesbook list are not available, or are restricted
  in some fashion. A quick breakdown of the signifi-
  cant changes in skills follows:
  Bugging
  Before the advent of transistors and miniaturized
  electronics, eavesdropping equipment was gener-
  ally limited to on-site recording devices, and often
  mechanical ones at that. Radio bugging, while not
  impossible, was not very practical under most cir-
  cumstances. Characters with the Bugging skill are
  fully conversant with the tools of the era, know-how
  and where to best place them, and because of the
  types of equipment they are generally limited to,
  Using Unknown Eagles
  with the HERO System®
  
  54
  know how and where to best position themselves to
  personally eavesdrop, should they so choose. Con-
  cealment is a complementary skill for Bugging or
  Stealth if the character is eavesdropping personally.
  Computer Programming
  Computers existed during WW2 — in fact, the
  computer was one of the only reasons that the Al-
  lies broke the German Enigma Machine codes as
  quickly as they did. Nonetheless, computers were
  so rare, expensive, and limited in their functional-
  ity that this skill should be unavailable except to a
  very few people.
  Criminology
  Much of the criminological science in use today
  did not exist in the 1930s and 40s, though the fun-
  damentals were well established before the outbreak
  of war in Europe. The usefulness of fingerprinting,
  though it had been around for decades, was severely
  curtailed by the length of time it took to manually
  sift through existing fingerprint records—even as-
  suming that the subject’s prints were on file! Crimi-
  nology skills are limited to a maximum skill-roll
  value of 14-.
  Forensic Medicine
  As with Criminology, many of the techniques
  available to modern forensic scientists were not
  available, or at least were not as well understood.
  Forensic Medicine skills are also limited to a maxi-
  mum skill-roll of 14-
  Martial Arts
  Most “real” martial arts in the 1930’s and 40’s
  were virtually unknown outside the regions that
  they originated in: Japan and China for many,
  Savate in parts of Europe, etc. Some, like Aikido,
  weren’t even really in existence yet. Characters wish-
  ing to have Martial Arts that aren’t generally found
  in their country or region should be required to
  come up with some character-background reason
  why they learned them, and, far more importantly,
  where and from whom.
  Talents
  MOXIE
  Moxie is a Talent, costing one point per level.
  Each point of Moxie a character has may be ex-
  pended to increase the odds of a successful skill-
  or attack-roll. Moxie may be spent “on the fly,” al-
  lowing a character to modify the die-roll after the
  roll has already been made on a one-to-one basis.
  Moxie affects any base die-roll (one which deter-
  mines the success or failure of an action), but not
  damage rolls. Once spent, Moxie points are gone,
  gone, gone.
  Optional Moxie Rule:
  Additional Moxie may be purchased with Expe-
  rience Points as characters progress, but only as long
  as they have at least one Moxie remaining. Once
  it’s all gone, that’s it — no more Moxie ever again
  for that character. The Arbitrator should feel free
  to award Moxie in place of or along with Experi-
  ence if they feel that the characters earned it. But
  be warned: Moxie is a powerful ability, and can eas-
  ily lead to abuse!]
  Standard HERO System Talents
  All of the standard HERO System Talents may
  be used, but those marked with a magnifying glass
  or stop-sign in the rules should definitely be allowed
  only very cautiously!
  Package Deals
  Character package deals are done in such a way
  that it covers most of the countries from a generic
  point of view. In the case of some armament fa-
  miliarity the country is named followed by the type
  of weapon they would be familiar with. So when a
  line states several weapons from several countries,
  that does not mean that the character is familiar
  with every one of the weapons, but with the weapon
  from the country that the character is serving. All
  military personnel have to have some form of ba-
  sic training, in this case the basic military training
  or enlisted personnel package is a prerequisite for
  all of the other military packages. Characters who
  have no military background may be built with the
  Civilian Expert Package Deal as a basis, but it is
  certainly not required (though it does help explain
  why the character is involved with the Unknown
  Eagles — civilian or not, they had something that
  the Eagles wanted or needed). See the facing page
  for the package deal description.
  Disadvantages
  Most of the Disadvantages in the HERO System
  will fit into a realistic campaign like Unknown
  Eagles, though some, like Susceptibilities, should
  be restricted. As always, bear in mind that if the
  disadvantage doesn’t inconvenience or threaten the
  character in some way at some time, then it’s not a
  disadvantage. The only disadvantage that is not al-
  lowed is Normal Characteristic Maximas — every-
  one in the world has that disadvantage, so it’s not a
  disadvantage.
  The Arbitrator should carefully keep track of a
  character’s Disadvantages, both to make sure that
  the characters have to deal with them often enough
  to warrant the points gained from them, and that
  they are appropriate to the style or setting of the
  game the Arbitrator is running. For example: If a
  character is Hunted by Axis Forces on a 14–, then
  about nine out of every ten adventures they will
  have to deal with hostile Axis Forces agents. This
  would be something difficult to justify if the char-
  
  55
  Generic Military Training Package
  Deal
  Skill
  1
  Familiarity with Rifle
  1
  Familiarity with KS: Enemy Forces
  1
  Familiarity with Tactics
  2
  KS: Military Procedure (INT-based), 11-
  3
  +1 Level with standard military-issue weapon†
  6
  6 points of MOS skills.
  1
  Perk: Member of Military
  1
  Familiarity with Weaponsmith
  10 Characteristics (Maximas increase as well): +1 STR,
  +1 CON, +1 BODY (Maximas: 21 STR, CON,
  BODY).
  Disadvantages
  -10 Watched: Own military, More Powerful, Non-Com-
  bat Influence, on 8-, watching only.
  -10 Psychological Limitation: Military-trained mindset
  (common, moderate).
  -3 Package Bonus
  † The specific armaments of different nations
  should be listed here, as the Skill Level only ap-
  plies to ONE weapon (M-1 Garand for US
  forces, etc.).
  MOS Skills (choose 1 MOS):
  Fighter or Bomber Pilot: Fam. w/ Parachuting,
  Perk: Military Rank (to lowest officer-rank in
  that service-branch, 2 points)*, Pilot.
  Commando** (Pick 6 points worth of Skills from
  the list): Parachuting (3 points), Demolitions (3
  points), KS: Civil Engineering (1-3 points, INT-
  based, Complementary skill for Demolitions),
  Explosives (1-3 points, General, Complemen-
  tary skill for Demolitions), Weapons Familiari-
  ties with “non-standard” weapons, +1 Skill Level
  with specific weapon-type (3 points), Survival
  (3 points), Concealment (+2 points), KS: En-
  emy Forces (+1-2 points), Range Skill Levels,
  Tracking, etc.
  Spy*** (Pick 6 points worth of Skills from the list):
  Bugging, Demolitions, Electronics, Lockpicking,
  Mechanics, Security Systems, Bribery, Conver-
  sation, Interrogation, Languages, Persuasion,
  Shadowing, Streetwise, Disguise, Stealth, KS:
  Enemy Forces, KS: Enemy Commanders, KS:
  Enemy fortifications/installations.
  Support Personnel (Line mechanics for airstrips,
  communications guys, etc. Pick two): Electron-
  ics, Mechanics, Driving, Systems Operation, In-
  ventor (Repair).
  * At least for the US - The Air Force was not in
  existence yet, and pilots were generally run
  through officer’s training in the Army
  ** The US did NOT have a recognizable com-
  mando-force until the formation of the Devil’s
  Brigade in (Year?). Purist GMs might disallow
  this MOS for US-military characters. Also, Mar-
  tial Arts training of any kind were very rare out-
  side of Japan and a few other Asian nations.
  *** Not every nation had spies trained in their mili-
  tary, but those that did should be built with this
  package deal instead of the generic “Spy” pack-
  age.
  Generic Spy Package Deal
  Skills
  2
  Familiarity with Small Arms
  4
  Language of choice, fluent, no accent
  2
  KS: Enemy Organization
  9
  “Divisional” Skills - 6 points from list below
  3
  Systems Operation
  1
  Familiarity with Paramedic
  1
  Familiarity with Concealment
  1
  Familiarity with Stealth
  Disadvantages
  -20 Hunted: Axis Forces, More Powerful, Non-Combat
  Influence, on 8-.
  -3 Package Bonus
  Divisional Skills
  Technical/Surveillance: Bugging, Electronics,
  Lockpicking, Mechanic, Security Systems, an-
  other Language, Perk: Contact, Perk: Favor, Perk:
  Money;
  Espionage: Bribery, Conversation, Interrogation,
  another Language, Persuasion, Shadowing,
  Streetwise, Disguise, Perk: Contact, Perk: Favor,
  Perk: Money
  Civilian Expert Package Deal
  Skills
  6
  Knowledge, Science or Language skills of player’s
  choice.
  3
  3 points of options from Options List below.
  Disadvantages
  -3
  Distinctive Features: Well-known among
  fellow members of their field(s), small group, and
  minimal reaction.
  -1
  Package Bonus
  Description
  Civilian experts can come from nearly any walk of
  life: Linguists, scientists, people who’ve lived in
  certain areas for most of their lives... the list of
  possibilities is nearly endless. The one thing they
  all have in common in Unknown Eagles is that
  they possess some ability, some skill that the
  Eagles have a need for—that is why they were
  recruited.
  Options List for Civilian Experts
  Linguist, Scientist, Well-Traveled, Well-Connected,
  Additional points in languages, sciences, perks,
  knowledge skills, area knowledge, etc.
  
  56
  acter is operating from a secret airbase on an is-
  land that doesn’t show up on any maps of the Pa-
  cific, and seldom or never leaves it!
  Character Growth
  Experience Points
  Standard HERO System experience rules  are in
  use.
  Keeping Characters Balanced
  As characters gain experience, it is quite possible
  that the player will plow all of their Experience
  Points into a handful of Skills or other abilities,
  making them all but superhuman in that field of
  expertise. It’s the Arbitrator’s call as to whether or
  not to allow this sort of experience expenditure,
  but we recommend that no character should ever
  exceed maximum human levels in any Character-
  istics, Skills or Talents without explicit permission
  of the Arbitrator. If there were that many super-
  men in WW2, it wouldn’t have taken nearly so long
  for the Allies to win the war, or it would’ve been a
  lot longer…
  Optional HERO System
  Rules for Unknown
  Eagles
  Wounding and Long Term
  Endurance Loss
  In more realistic games, the use of Wounding
  rules (HERO System Rulesbook, page 162) for
  Non-Player Characters and Long Term Endurance
  Loss (page 168) for all characters is recommended,
  but optional. Long Term Endurance Loss requires
  more bookkeeping, but allows an Arbitrator to set
  caps on the amount of activity a character can
  maintain, based on the character’s abilities, before
  dropping from sheer exhaustion. This is something
  that could make a considerable difference to some-
  one on the run behind enemy lines or who hasn’t
  been allowed any down-time between flight-mis-
  sions…
  Hit Location, Impairing or
  Disabling Wounds, and
  Bleeding
  When determining damage, use of the Hit Loca-
  tion Table is optional, but recommended for more
  realistic fights (especially firefights). It is also rec-
  ommended that the Arbitrator make use of the
  Impairing and Disabling Wounds rules, and the
  rules for bleeding as well. While it does involve
  slightly more time and book-keeping to use these
  rules, they add a high degree of realism to the game
  and a greater sense of self-preservation to the PCs.
  Knowing they can die from bleeding will certainly
  make them want to get out of a fight and over to a
  hospital as quickly as possible! For a full explana-
  tion of each of the above rules, see pages 162 to
  165 in the HERO System Rulesbook.
  Knockback and Knockdown
  Because Unknown Eagles is set as a campaign
  for Talented Normals, Knockback rules are not
  used—use the rules for Knockdown instead (p. 165
  in the HERO System Rulesbook).
  
  57
  Aerial Reconnaissance
  It may well come to pass that a player’s unit will
  pull Aerial Reconnaissance duty. This is a danger-
  ous job, for the planes will many times be flying
  low over enemy-held land. It is the job of the re-
  connaissance flight to take photo shots of various
  mission objectives. Here is a run down of a few of
  the types of reconnaissance missions one can ex-
  pect. It is noted that the Allies have these designa-
  tions; though we know the Axis does in fact have
  reconnaissance flights, it is unknown what the des-
  ignation codes are.
  Tactical reconnaissance missions will fly at dif-
  ferent altitudes for different missions, ranging from
  6,000 feet on down to 3,000 feet. Many times it can
  be necessary to go below even 3,000 feet to make
  specific observationary runs, such as cargo on the
  flat bed of a train. Using the K-22 camera with a
  12-inch cone, one can turn out detailed photos
  from 6,000 feet. The K-17, with a 6-inch cone, is
  used for reconnaissance below that range—most
  times around 3,000 feet. For missions that require
  oblique photography, the K-24 camera with either
  a 7- or 14-inch cone can be used, as can the K-22
  with a 12-inch cone. The K-22 is best at taking pho-
  tos via low-altitude oblique coverage of railways,
  and bridges. This is very important information to
  brief a bomber crew with.
  Thevarious types of aerial reconnaissance are:
  Area search: Area search for search and rescue or
  target search.
  Route: Best route search for ground based units.
  Artillery adjustments: Artillery spotting; help guide
  artillery to target.
  Photo reconnaissance: Photographing areas for re-
  connaissance duty or bomb damage assessment.
  The types of aircraft used are as follows, includ-
  ing the fighter designations: F-4 (P-38); F-4A (P-
  38F); F-6B (P-51A); F-6C (P-51B or C); F-6D (P-
  51D).
  Air Combat
  Aircraft Weapons in Use
  Most aircraft weapons are focused to converge
  to a point from 100 -250 yards ahead of the air-
  craft. This is called harmonization. To be effective
  with any attack, the player must close to at least
  250 yards or better. *Skilled pilots might be able to
  hit their targets outside that range (no modifier to
  DCV or DV), but they generally cannot hit with
  more than half of the fixed-mount guns in their
  aircraft (see Aircraft Damage rules on page 58).
  Aircraft weapons range from machine guns to
  cannons. For smoothness of play we have broken
  damage down. Those who wish can use this sys-
  tem, or an Arbitrator may wish to make a damage
  chart of their own.
  Aircraft Hit Location Tables
  Other Rules and
  Systems for
  Unknown Eagles
  Roll
  Location
  Odds
  3
  Port Wing-tip
  1/216
  4-5
  Port Wing
  8/216
  6-7
  Port Wing Root
  16/216
  8
  Engine
  11/216
  9
  Cockpit
  13/216
  10-11
  Fuselage
  30/216
  12
  Fuel tank
  13/216
  13
  Control Surface
  11/216
  14-15
  Starboard Wing Root
  16/216
  16-17
  Starboard Wing
  8/216
  18
  Starboard Wing-tip
  1/216
  
  58
  Damage Results in Air Combat
  (HERO System)
  An aircraft that is reduced to 0 BODY or 0 SDP,
  regardless of its condition, is unflyable. There are
  just too many bullet holes in it for its aerodynam-
  ics hold up.
  Certain locations on the hit-location tables cause
  special problems when hit by enemy gunfire:
  Cockpit/Crew:
  The pilot may take Damage done to the cockpit
  or crew compartment of an aircraft, or it might
  knock out some of the cockpit control systems or
  other equipment. To determine what actually gets
  hit, roll on the following table:
  Control Surfaces:
  Control surfaces are what allow a pilot to ma-
  neuver his airplane. When these have been dam-
  aged, it will affect the aircraft’s performance. When
  a Control Surfaces hit is made, a roll of 8– (HERO
  System), or against a difficulty of 8 (Fuzion) indi-
  cates that the control surface is shot beyond the
  ability of the pilot to compensate for it. The plane
  can (technically) still fly, but it might be stuck in a
  loop, or turning to the left, etc. Chances are good
  that the end result will be a spin or a stall, and the
  plane is useless in combat. Every additional Con-
  trol Surfaces hit increases the number rolled against
  by one (i.e., the first hit is an 8- roll (HERO) or DV
  8 (Fuzion); the next is a 9– or DV 9; the next is a
  10- or DV10, and so on…)
  Controls:
  Controls hits use the same system as Control
  Surfaces, except in this case the damage isn’t to the
  outside of the plane, but to what the pilot uses to
  control the plane.
  Engine:
  Engine hits make the engine unreliable, or cause
  it to fail outright. Once a single engine hit has been
  made, the engine will fail sporadically every com-
  bat round on a roll of 8– (HERO System), or the
  Arbitrator must roll against a difficulty of 8
  (Fuzion) for the engine to continue to function.
  Every additional hit on the engine thereafter in-
  creases the number rolled against to determine if
  it’s still working. Any engine hit where this func-
  tion-roll immediately fails indicates that the engine
  is dead. The pilot can bail out, or try to crash-/
  splash-land his craft, but it’s not going to fly any-
  where without replacing the engine. Multi-engine
  planes can generally fly with half of their engines
  out, though they may have to ditch some payload
  or cargo to stay in the air. Multi-engine aircraft can
  move along with one engine still running, but speed
  and range are hindered.
  Fuel Tank:
  Roll on the following table. If the attacker used
  Tracer ammunition, add 1 to the roll, +2 if the at-
  tacker used Incendiary rounds, +1 (again) if the
  aircraft is already suffering from a Minor leak, or
  +2 (again) if it has a Massive leak:
  Minor Leak:
  The airplane is losing fuel, but the pilot should
  be able to get it back home again if he’s careful (Pi-
  lot skill roll at –2 [HERO System] or +2 DV
  [Fuzion]).
  Massive Leak:
  The next hit you take to the fuel will start the
  aircraft on fire, if the pilot’s lucky, and might very
  well blow it up completely! There’s no way you can
  make it back to base unless you’ve still got more
  than half of your original starting fuel when you
  got hit, and you’re using (and losing) twice as much
  fuel as you normally would.
  Fire:
  The aircraft is on fire, and the pilot should bail
  out real soon. Every round after the fire starts, re-
  rolls on the Fuel Tank hit result table (above), dis-
  regarding any results but Explosion!
  Explosion:
  The aircraft blows up in flight, doing 3d6+1 Kill-
  ing (HERO System) or 8 DC Killing (Fuzion) at
  ground zero (often right behind the cockpit)
  Fuselage:
  Fuselage hits are raw damage; in most cases, apart
  from noting how much of the aircraft is still there
  after the damage has been done, nothing needs to
  be done.
  Landing Gear:
  No immediate obvious effects, but the landing
  gear has been damaged. When a Landing Gear hit
  is made, a roll of 8– (HERO System), or against a
  difficulty of 8 (Fuzion) indicates that it is shot be-
  yond the ability of the pilot to compensate for it.
  The plane can still fly, but landing it will require a
  Pilot Skill Roll at –1 (HERO System) or +1 DV
  Roll (1d6)
  Item Hit
  1
  Pilot/Crewmember
  2
  Radio
  3
  Controls
  4
  Weapon
  5-6
  Fuselage
  Roll (1d6)
  Effect
  1
  Minor leak
  2
  Minor leak
  3
  Massive leak
  4
  Massive leak
  5
  Fire
  6+
  Explosion!
  
  59
  (Fuzion) for every such hit taken, unless the pilot
  decides to just crash- or splash-land it without us-
  ing the landing gear.
  Pilot/Crewmember:
  The pilot or a crewmember takes any damage
  that got through the plane’s armor.
  Radio:
  The radio in the aircraft is shot, and cannot be
  used.
  Weapon:
  When a Weapon hit is made, a roll of 8– (HERO
  System), or against a difficulty of 8 (Fuzion) indi-
  cates that the weapon(s) at that location is no longer
  usable.
  Wing (Port or Starboard):
  If the wing takes BODY damage, the systems,
  weapons, etc. in the wing may be affected. Roll on
  the following table for random damage-effects:
  Wing Root (Port or Starboard):
  A hit on a wing-root will have the same effects as
  a hit on the main wing (check for damage-effects
  as if a wing-hit were made). In addition, the dam-
  age is checked against half the aircraft’s BODY
  (HERO System) or against half the normal loca-
  tion-SDP (Fuzion): if the damage done exceeds that
  number, the wing has been completely blown off
  (obviously, the aircraft is going down).
  Wing Tip (Port or Starboard):
  While the wing-tips aren’t as vulnerable, an
  aircraft’s performance will suffer if they aren’t there
  or have been so severely mangled as to be useless.
  If a wing tip is destroyed or
  rendered useless, piloting the
  plane will be more difficult (–
  2 to Pilot Skill Roll in HERO,
  +2 difficulty to Pilot in Fuzion,
  and these results are cumula-
  tive!). Once a single wing-tip
  hit has been made, a roll of 8–
  (HERO System), or against a
  difficulty of 8 (Fuzion) indi-
  cates that the wing tip is non-
  functional. Additional hits on
  a still-functional wing tip in-
  crease the number to be rolled
  against.
  Aircraft Maneuvers
  To add a little flavor to your game, here is an ex-
  planation of a few combat flight maneuvers. As
  combat pilots, you will have to know how to handle
  your machine in combat. Survival depends on it. If
  you’re going to survive in this war and win one for
  the folks back home, you’ll need to keep a constant
  eye out. Look around, check instruments, and then
  look around again. If enemy fighters are in the area,
  never fly in a straight path for more than thirty sec-
  onds.
  Some of the fighter-to-fighter maneuvers that
  agent characters learned in fighter school will be
  tested out in combat; that’s when things will mat-
  ter the most. It will not be uncommon for a player
  to exhaust their Moxie points in a fighter or bomber
  mission. Most maneuvers will be decided, whether
  success or fail, by a skill roll. When in combat, fac-
  tors may be added. The piloting skill level measures
  maneuver success. See the Aircraft Maneuver Modi-
  fier Table, below.
  If the player’s aircraft stalls out at less than 5,000
  feet, the chances of crashing are very high.
  Chandelle
  This maneuver is executed by putting the aircraft
  into a slow climbing turn through 180 degrees.
  From level flight pull the stick left or right, pulling
  back gently at the same time. In this move you re-
  verse your direction and gain altitude. Minimum
  Altitude: 2,000 feet.
  Break Turn
  This maneuver is used when your flight spots
  enemy aircraft and is maneuvering out of forma-
  tion to the attack, or if an enemy is on your six and
  someone in your flight is lining up the enemy
  fighter that is lining you for the kill. The break turn
  is used when you want to change direction quickly;
  it also has the advantage of turning your plane into
  the enemy’s line of attack—it can make them over-
  shoot. Minimum Altitude: 1,000 feet.
  Roll (1d6)
  Effect
  1
  Weapon or Engine
  2
  Control Surface
  3
  Landing Gear
  4-6
  No special effect
  Aircraft Maneuver Modifiers Table
  Skill Roll Modifiers
  Defensive Bonuses
  Maneuver
  HERO
  Fuzion
  +DCV (HERO)
  +DV (Fuzion)
  Chandelle
  +2
  18 DV
  N/A
  N/A
  Break Turn
  Lag Pursuit
  ±0
  20 DV
  N/A
  N/A
  Immelman
  ±0
  20 DV
  +1
  +1
  Loop
  +1
  21 DV
  -1
  -1
  Barrel Roll
  –2
  22 DV
  +2
  +2
  Wingover
  -1
  21 DV
  +1
  +1
  Scissors
  -1*
  21 DV*
  +2
  +2
  Head On Pass†
  -1
  21 DV
  -2
  -2
  * Every pilot must make Roll involved. If anyone fails their roll, the other pilots must
  make a successful Pilot skill check to keep from colliding in midair!
  
  60
  Lag Pursuit
  This maneuver can be used as a counter to the
  Break Turn. The lag pursuit will keep your plane
  from overshooting your target. This is performed
  by holding a path just below and behind the en-
  emy craft, while pulling into slight climbs at inter-
  vals to reduce speed and thereby remaining on the
  enemies six, seven, or five o’clock position. Mini-
  mum Altitude: 1,000 ft.
  Immelman
  This is a maneuver that started in the first world
  war and still is used. This is a climbing half loop
  with a 180 degree roll. This brings the aircraft to a
  higher altitude and reverse direction. If you pass
  beneath an enemy craft that is going in the oppo-
  site direction, this maneuver is a good one for pur-
  suit. Minimum Altitude: 3,000.
  Loop
  With this maneuver, you are doing a full 360 ro-
  tation in pitch, so you will need plenty of speed
  before beginning a loop. If an enemy fighter is at
  your six o’clock and his closure rate is high, pull-
  ing the move will put you behind him. A loop also
  makes a craft lose speed. Minimum Altitude: 5,000
  feet.
  Barrel Roll
  This maneuver, if done correctly, will cut a cork-
  screw path across the sky. This move can be used
  as a defensive maneuver when a bogie is on your
  tail. Minimum Altitude: 2,000 feet.
  Wingover
  This maneuver makes your aircraft react like a
  ball going up a hill. It begins in a steep climb, and
  when close to a stall the pilot uses full rudder, pull-
  ing the plane over until the nose is pointing down.
  This is good in a dive attack where the pilot wants
  to come back around for a second fast attack. Mini-
  mum Altitude: 14,000 feet.
  Scissors
  This maneuver works well in a one-on-one fight
  but even better when you have a fellow pilot flying
  your wing. This is used when the enemy gets on
  your six and is going for a kill. With two planes
  beginning side-by-side, the craft on the right starts
  a turn to the right, and the craft on the left starts a
  turn to the left, and then back respectively. This is
  done with a series of hard bank turns, alternating
  right and left. If the plane doing the move is more
  maneuverable than the attacker, this move can slow
  your craft down and cause the enemy to overshoot,
  thus putting you in position for a flame. This move
  can be done without a wingman, but the backup
  helps. As the enemy fighter is set on one craft, the
  wingman comes in from the enemy’s six and flames
  him. Minimum Altitude: 3,000 feet.
  Head On Pass:
  This move requires great willpower, and perhaps
  a lot of Moxie! This is much like playing chicken,
  only with an even deadlier intent and very real bul-
  lets or cannon shells. If you don’t score a hit on the
  first pass, the plane with the tightest turning arc will,
  with skill, end up in a good position to paste (or
  flame) the other one. Minimum altitude: 1,000 feet.
  Emergency Procedures in the
  Air
  What follows are emergency procedures in case
  of problems while in an aircraft. Ditching, para-
  chuting, and other types of emergency landings are
  covered here, as well as the dangers of high-alti-
  tude flying. Elsewhere are random dice roll tables
  for that twist-of-fate effect.
  Parachutes
  There are three types of personnel parachutes:
  the back type, seat type, and chest type. When pos-
  sible one can find in use nylon instead of silk. Ny-
  lon fiber does not disintegrate with age as fast as
  silk fiber. Some crewmen in the ball turret on
  bombers use a quick attachable chute. This chute
  rolls up in a small pack and snaps onto a D-ring
  which is part of the harness worn on the chest.
  Oxygen Equipment
  For chute jumps from high altitudes, a bail-out
  bottle is used. They are strapped to the leg and have
  10 minutes of oxygen. This is enough in most cases
  to allow a parachutist to descend safely past the
  upper air. All crewmen, including those in fighter
  craft, are instructed to use oxygen above 10,000 feet.
  Oxygen Mask
  Masks are fitted for the contours of the user’s
  face to guard against leaks. They have a small built-
  in microphone to hook up to the interphone on
  bombers and the radio communications unit.
  Masks are connected via hose to the central oxy-
  gen system.
  Aviation Medicine
  When a human goes up in the air above 10,000
  feet air pressure, temperature, gravity and inertia
  can run to extremes and sometimes past a body’s
  breaking point.
  Bailouts and Crash Landings
  A plane may end up getting forced down by dam-
  age of one kind or another, by enemy action, me-
  chanical malfunction, or even human failure. To
  better prepare for such events this section will deal
  with emergencies dealing with an aircraft in flight.
  Such things as flak damage or attack from an en-
  emy aircraft can cause a problem to the extent of
  the aircraft just wont fly very far and is going down
  one way or another.
  
  61
  Bailing Out
  No one wants to think about it, but all characters
  should be ready. For a light, medium or heavy bomber
  the best thing to do is to get the aircraft on a level
  course and get the air speed down. Crewmember bail-
  out exits are located in accessible sections of the air-
  craft. Fires on the inside of the aircraft may cause a
  problem with this; it is up to the Arbitrator. For a
  fighter pilot, the ideal bail-out is to get the plane
  turned over if possible. This helps the pilot get loose
  from seat belts and push out with the feet.
  Some enemy aircraft have the deadly habit of straf-
  ing a bailed-out pilot. To avoid enemy fire, the pilot
  does a long free fall, falling below the level of the
  enemy’s plane, and only then opening the chute. At
  high altitude, a free fall is best, for it speeds the pilot’s
  decent past cold and rare air. Landing on the ground,
  the pilot should hit legs bent and run forward with
  the wind behind, pulling on the shroud to collapse
  the chute. In a water landing it is best to bring the
  knees up and get out of the chute as soon as possible,
  inflating the Mae West life jacket in the process. If a
  life raft is available inflate that as well, check supplies
  after getting into the raft, and check for leaks. Com-
  ing down in the trees, the pilot needs to cross the arms
  at the chest and tuck the chin. If hung up, work at
  getting out of the straps and to the ground. Arbitra-
  tor should check to see if any enemy pilots are in-
  clined to follow a pilot down and strafe, and check to
  see if any of the bailed-out pilot’s flight group sees
  the danger and heads down to assist.
  In a bailout there are many things the Arbitrator
  should check for. Has the chute been damaged by
  shrapnel in the enemy attack? Does the pilot charac-
  ter drop far away from the slipstream of the aircraft
  before opening the chute? If not, does it become fouled
  on the tail surfaces of the crashing aircraft? Moxie can
  come into play here, if the character cuts free from
  the chute and tries for a free fall towards another chute
  of a friend or foe. This should be far and between,
  and can spend a lot of Moxie in the process.
  An EGO roll (HERO System) or an Easy Will-
  power Roll (Fuzion) is required for a character to
  steel themselves up for jumping out of the plane.
  From that point on, all they need do is keep con-
  trol of their ‘chute (Parachuting skill) until they
  land. Note that a character must have 2,000 feet or
  more to do a safe bail-out and have time for the
  chute to open. The chances of an accident increase
  depending on an aircraft’s attitude to the horizon.
  If the aircraft is in a spin of any sort, roll:
  Crash-landings
  When the aircraft is over jungle, arctic or desert,
  and in distress, it is best to crash-land. The outline
  of an airplane is easier seen by a search plane than
  a person on the ground. The aircraft can also pro-
  vide shelter, fuel, and other material for making
  improvised weapons. Coming in with a wheels-up
  belly landing is best to avoid snagging and tipping
  the aircraft. Ditching an aircraft in a body of water,
  the crew would (in a large bomber) take action to
  get ready for the event. All loose items in the air-
  craft such as guns, ammo, and any other added
  weight is thrown out before hitting the water.
  Bombs or depth charges are also jettisoned. Emer-
  gency equipment is placed close to escape hatches;
  bomb doors are closed to prevent an inrush of wa-
  ter that could sink the aircraft quickly.
  Bringing the plane in under power rather than
  gliding is best; after hitting and the plane stops its
  forward motion, the crew should exit through the
  hatches. The Arbitrator may wish to check if the
  character or characters carry any of the emergency
  equipment along. Life rafts in a water landing are a
  must! Rafts are equipped with things like rations,
  first aid kit, fishing tackle, flare pistols, an appara-
  tus for making sea water drinkable and a sea marker,
  and vials that dye the water around the raft a bright
  yellow green—making the raft easier to spot by res-
  cue craft.
  When a plane crashes, the people inside it may
  take significant damage from the impact if the crash
  cannot be controlled. On the up side, however, the
  aircraft will still protect the occupants somewhat.
  If the pilot can maintain any control over the crash-
  ing plane, he can keep the angle of impact shallow,
  and the only worry they will have is obstacles on
  the ground. In an uncontrolled crash, especially if
  the plane is mostly nose-down (coming in at an
  angle of over 45°), the impact can be brutal, if not
  outright lethal. Use the Falling rules to determine
  the base damage that the aircraft is taking from the
  impact. Any damage that gets through the plane’s
  structure should be halved and then applied to the
  occupants. If there is someone in the crashing plane
  who is not secured in some fashion to the plane
  itself (seat belts, etc.), then the damage is not halved.
  Bouncing around like a ball bearing in a paint-mix-
  ing machine is not healthy!
  Post-crash survival in any condition will depend
  on training. The Unknown Eagles Corps trains its
  men and women in many aspects of survival under
  3d6 Roll
  1d20 Roll
  Effect
  3-10
  0-10
  The character does a clean bail out, no problems.
  11-13
  11-15
  The character gets hit with some part of the aircraft but may
   still be coherent. 5d6 Normal damage from the impact
  14-16
  16-19
  The character is thrown around violently, and may or may not
   be coherent as a result. 9d6 Normal damage from the impact.
  17-18
  20
  The chute is fouled up into the falling aircraft. The character is
   probably doomed unless they can cut or break themselves free
   and fall back on their secondary ‘chute.
  
  62
  many conditions. Survival until S and R finds the
  character can be an adventure in itself. For more in-
  formation about weather conditions and other skills,
  see other areas of this book. After the third day adrift,
  attribute rolls must be made against fatigue and ex-
  posure. The attributes in question are body, consti-
  tution, reasoning, dexterity and all of the secondary
  attributes under it. A willpower check after the third
  day must be made once a day afterwards.
  Whatever the reason or wherever the character
  has gone down, they must now survive. Evading
  the enemy is just one of the hazards to consider.
  Character Health in the Air
  The air we breathe is 78% Nitrogen, 21% Oxy-
  gen and 1% other gases. The amount of oxygen,
  which is absorbed by the blood, is governed by the
  quantity of air in the lungs. This in turn is gov-
  erned by atmospheric pressure. As a body goes
  higher; the pressure falls and the atmosphere be-
  comes rarefied. Air content for the lungs becomes
  smaller, as does the oxygen content. The term for
  this is “oxygen want” or “anoxia.” To counter this,
  the oxygen system is relied on. At 34,000 feet, 100%
  oxygen must be breathed; above this height, even
  100% oxygen does not provide sufficient oxygen.
  This does not become a critical deficiency until
  40,000 feet. Above this, even pure oxygen will pro-
  vide consciousness only for a short while before
  unconsciousness and then death. Another type of
  problem faced by fliers
  is called aeroembolism.
  This happens at 30,000
  feet and above. Gases in
  the blood form bubbles
  in the joints and tis-
  sues—for divers this is
  known as the bends.
  The result is very pain-
  ful. One can get relief by
  descending to 25,000
  feet or lower. Done in
  time, this can prevent
  serious injury. If this
  happens, the player
  must make an EGO
  Roll (HERO System) or Willpower roll (Fuzion) to
  see if they can withstand the pain enough to take
  action. Unless the roll is made by 4 or more, they
  are at -2/+2 DV on all Skill and Attack Rolls.
  Blackouts and Redouts.
  If a character is subjected to a prolonged pull
  greater than the force of gravity, that character may
  not function properly. Depending on the degree of
  force that is exerted, it is measured in terms of num-
  ber of Gs, such as 2gs, 4gs and so on. Centrifugal
  force is a force that pushes an object outward when
  moving in an arc of greater than 1g. When a char-
  acter piloting a plane goes into an inside loop, or
  pulls out of a dive or climb, the centrifugal force
  has an effect on the character’s body. The forces
  push the blood to the lower parts of the body.
  Blood, forced away from the head, leaves the brain
  without its much-needed oxygen. First the charac-
  ter will get a graying of vision. Any increase in the
  force results in a blackout. Most times the pilot will
  not become unconscious during a high G encoun-
  ter, but may if the forces are continued.
  An outside loop or sudden termination of a climb
  makes the blood move in the opposite direction,
  towards the head in a great rush. If the forces are
  strong enough, the first thing that happens is a great
  painful throbbing in the head. The eyes feel as if
  they will bulge from the head, and vision is washed
  with a red tinge. Blackouts and redouts occur only
  in high Gs pulled. To guard against this, a pilot
  needs to learn to level off gradually out of climb-
  ing or diving movements in the plane. At high alti-
  tudes there is a chance of the pilot regaining motor
  function of the body and also getting proper vi-
  sion back before any real danger (unless an enemy
  fighter has the pilot in their sights and flames them).
  Blackouts or redouts at lower altitudes of 1,000 feet
  or less can be deadly, and can result in the pilot
  flying into the ground or even a building, tree, or
  mountain. To resist a blackout or redout a charac-
  ter must make a successful CON roll.
  Strength required to move under varying G-
  forces and CON- or WILL-roll-modifiers to remain
  conscious:.
  Every 5 STR (Hero) or 1 STR the character uses
  to overcome the effects of g-forces applies a -1
  modifier (Hero) or +1 DV (Fuzion) to any skillroll
  that requires physical movement . Characters can
  Push their Strength (as normal) to overcome the
  effects of gravity.
  Temperature
  The temperature at high altitudes can be a prob-
  lem for a flyer as well. Altitudes of 25,000 to 30,000
  feet can be 20 to 50 degrees below zero. Body
  warmth ranks up there with oxygen. A body part
  exposed to 20-50 below zero can become frostbit-
  ten within a few moments. Heavy frostbite is
  enough to ground a pilot or gunner of an aircraft
  G-Force Table
  CON Roll
  G-forces HERO STR Fuzion STR
  HERO
  Fuzion
  Damage*
  1g
  10
  2
  ±0
  DV: 21
  N/A
  2g
  15
  3
  –1
  DV: 22
  1d6 Normal
  4g
  20
  4
  –2
  DV: 23
  2d6 Normal
  8g
  25
  5
  –3
  DV: 24
  3d6 Normal
  16g
  30
  6
  –4
  DV: 25
  4d6 Normal
  32g
  35
  7
  –5
  DV: 26
  5d6 Normal
  * Sustained g-forces (more than a few seconds duration) will begin to do
  damage to a character every phase. The character’s PD or SD does not modify
  the STUN damage.
  
  63
  for weeks. A fleece-lined leather flight suit and the
  alpaca flying suit are enough to provide the flyer
  with maximum protection from the below-zero
  temperatures. A winter flight suit includes felt boots
  and leather gloves, and they can all be worn over
  other layers of clothing. Tight fitting clothing is to
  be avoided, since circulation is needed to keep the
  hands and feet warm. This is not enough for pro-
  longed exposure, the solution for which is cabin
  heating. This is effective in fighter planes and en-
  closed compartments of some bombers, but next
  to useless in exposed portions of a fuselage, such
  as in a B17. Electrically heated suits, boots and
  gloves are used to protect waist, tail and turret gun-
  ners in such bombers.
  Fatigue
  This is yet another problem that can sneak up
  on a character, and flying fatigue is a doubled prob-
  lem. Hard work, extreme cold or even accidental
  anoxia causes immediate fatigue. For a character
  on constant alert or the emotional strain of a single
  mission, chronic fatigue is brought on by accumu-
  lated nerve wear. This is a mental condition, and
  when it happens the best thing is complete rest, no
  strain, or even a change of scene. If fatigue persists
  and goes untreated, or worse unnoticed, the char-
  acter could be in great danger on a mission, or even
  a danger to others. Fatigue will affect constitution,
  mind and all of the secondary attributes under it,
  dropping the scores by as many as minus 2 points,
  arbitrator’s discretion.
  Sooner or later the character or even the whole
  unit will pull night flying duty. In this event, they
  are vectored via radio from ground unit radar, or
  even from the aircraft itself if it has built-in radar.
  Night flying is one of the most dangerous flight
  missions a character can get assigned. Pilots read
  instruments rapidly during a night flight, so they
  are not exposing the eyes to the lighted panel for
  any great length of time. If they stare at something
  that is lit too long, then night vision is affected. In
  a night mission, all skill concerning aircraft flight
  and operations including weapons release are con-
  sidered with a difficulty roll of 3 added. On air-
  craft carriers and ready rooms during a night mis-
  sion, the rooms are lit with red lighting, which least
  affects night vision. A supply of vitamin A is also
  essential to night vision, and without a supply via
  foodstuffs or pills the character can be at a severe
  disadvantage in a night mission.
  Long Term Endurance Loss rules can simulate
  this reasonably well. Assume that just flying an air-
  craft in potential combat situations requires 1 END
  per phase, and in full combat, the character will
  use their full STR (and the associated END cost)
  unless they specifically try not to.
  Injury while Flying
  In a high-speed dogfight against other aircraft, a
  pilot may end up being injured in the battle but be
  still flying. In this case, a modifier of –1 to -3 (HERO
  System) or +1 to +3 DV (Fuzion) may be added to
  all Skill and Attack rolls at the arbitrator’s discre-
  tion.
  Checking in each maneuver on attributes, a
  Strength roll in controlling the aircraft will be called
  for as well as willpower if injured. The chance of
  blacking out is raised to 3% if an injury takes place.
  Getting the aircraft landed is high on the list, or
  bailing out before blacking out. If the character
  blacks out they have one chance per 20 feet the air-
  craft drops to regain their senses until they crash
  and die.
  Rules for falling may be found in the HERO Sys-
  tem Rulesbook or in the Fuzion rules. Characters
  get one chance every phase to recover and either
  bail out or re-establish control over their aircraft
  up to the point where they crash and die. If an air-
  craft is still reasonably intact, it probably won’t
  reach the maximum falling velocity (subtract 5”/
  second [HERO System] or 10 yards/second
  [Fuzion]) unless the aircraft is pointing nose-down
  (then add the same amount to the maximum ve-
  locity). [In HERO, a phase is generally from three
  to six seconds, depending on the character’s SPD.
  1g free-fall accelerates a falling body by 5”/second
  to a maximum of 30”/second. A free-fall from
  20,000 feet to 0 (splat!) takes about three and a half
  minutes.]
  
  64
  Equipment
  Miscellaneous Equipment
  Hair of the hound: A small bottle with a mix of
  cocaine and dried blood. Used to throw off dogs
  on the hunt.
  Makeup kit: A kit including some minor rubber
  and shades as well as hair to make a beard or
  mustaches; enough for several mustaches or one
  full beard and mustache.
  Melee Weapons
  Double Edged Fighting Knife or Bayonet: 1d6+1
  HKA (HERO), 2d6 Killing Attack (Fuzion)
  Small Fighting Knife: 1d6d6 HKA (HERO), 1d6
  Killing Attack (Fuzion)
  Sleeve Dagger (Worn in a special sheath on the
  forearm well hidden): 1d6d6 HKA (HERO), 1d6
  Killing Attack (Fuzion)
  Lapel Knife (Sewn into the lapel of a jacket well
  hidden): 1d6 HKA (HERO), 1d6 Killing Attack
  (Fuzion)
  Frisk Knife (FLAT bladed knife that can be worn
  in a leg sheath under the trouser well hidden.):
  1d6d6 HKA (HERO), 1d6 Killing Attack
  (Fuzion)
  Smatchet (A broad bladed heavy knife that can
  penetrate thin layers of steel such as those used
  in steel helmets.): 1-1/2d6 HKA (HERO), 3d6
  Killing Attack (Fuzion)
  Spring Cosh (telescopic spring weapon, like a steel
  club) 4d6 Normal (HERO), 4d6 Damage
  (Fuzion)
  Garrote (A thin bit of steel wire with handles at
  either end to strangle an enemy with): 1d6 HKA
  (HERO), 1d6 Killing Attack (Fuzion)
  Close Combat Weapon (Combination club, dag-
  ger and garrote): 1d6 HKA (HERO), 1d6 Kill-
  ing Attack (Fuzion)
  Brass Knuckles: +2d6 Hand-to-Hand damage
  (HERO), +2d6 Hand-to-Hand damage
  (Fuzion)
  Small Arms
  The various generic firearms in your main rules
  will suffice for every standard-issue and many non-
  standard weapons as well. Here are information and
  secondary suggestion rules for Unknown Eagles
  and firearms. For gun-specs, use baseline standard-
  HERO damages, etc. If guns should be LETHAL,
  add an additional 2 damage-classes to all damage
  (+2d6 in Fuzion, or see Damage Class rules, HERO
  System Rulesbook, p. 158).
  For secondary rules suggestions using percentile
  dice roll for the range that the character or NPC is
  firing from, if they make it within the number range
  that means it’s a success. Then roll the damage
  chance to see what kind of wounding is done from
  the gunfire.
  Listed here are just a few firearms to be found
  during the war; other types will be written of in
  later expansions. For now this will give a good mix
  of mayhem.
  GERMANY
  Model: Mauser C93 Automatic Pistol
  Magazine: 10 round Integral box.
  Ammunition: 7.63mm Mauser patrone
  Weight: 2l.. 14½ oz.
  Muzzle Velocity: 1425ft/sec.
  Malfunction: 5%.
  Rate of Fire: 2
  Damage chance: Graze: 01-10 Mild: 11-25. Me-
  dium: 26-60. Lethal: 61-00.
  HERO Damage: 1d6+1K
  Fuzion Damage: 3d6K
  Luger PO8 Automatic Pistol
  Magazine: 8 rounds detachable box.
  Ammunition: 9mm pist patr 08.
  Muzzle velocity: 1150ft/sec.
  Malfunction: 2%.
  Rate of Fire: 2
  Damage chance: Graze: 01-10 Mild: 11-25. Me-
  dium: 26-60. Lethal: 61-00.
  HERO Damage: 1d6+1K
  Fuzion Damage: 3d6K
  Equipment, Weapons and
  Vehicles
  
  65
  Walther P38.Automatic Pistol
  Magazine: 8 Round detachable box.
  Ammunition:: 9mm pist patr 08.
  Muzzle velocity: 1,150ft/sec.
  Malfunction: 2%.
  Rate of Fire: 2
  Damage chance: Graze: 01-10 Mild: 11-25. Me-
  dium: 26-60. Lethal: 61-00.
  HERO Damage: 1d6+1K
  Fuzion Damage: 3d6K
  Infanteriegewehr Model 1898 Rifle
  (Mauser 98)
  Magazine: 5-round internal box.
  Ammunition: 7.92mm Gewehr patrone 1898
  Muzzle velocity: 2850ft/sec.
  Rate of Fire: 1 (Bolt Action)
  Damage chance: Graze: 01-8, Mild: 9-19, Medium:
  20-52, Lethal: 53-00.
  HERO Damage: 2d6K
  Fuzion Damage: 5d6K
  Gewehr 43 Rifle (G43)
  Magazine: 10 round detachable box.
  Ammunition: 7.92mm Gewehr patrone 98
  Muzzle velocity: 2450ft/sec.
  Rate of Fire: 2
  Damage chance: Graze: 01-8, Mild: 9-19, Medium:
  20-52, Lethal: 53-00.
  HERO Damage: 2d6K
  Fuzion Damage: 5d6K
  Maschinen pistole 34/I (Bergmann MP 34)
  [SMG]
  Magazine: 24 or 32 detachable box.
  Ammunition: 9mm Parabellum
  Muzzle velocity: 1250ft/sec.
  Rate of Fire: 10
  Damage chance: Graze: 01-8, Mild: 9-19, Medium:
  20-52, Lethal: 53-00.
  HERO Damage: 1d6+1K (Autofire)
  Fuzion Damage: 3d6K (Autofire)
  Maschinen Pistole 40 (MP40) [SMG]
  Magazine: 32 round detachable box.
  Ammunition: 9mm Parabellum.
  Muzzle velocity: 1250ft/sec.
  Weight: 8lb 12oz.
  ROF: 10.
  Damage chance: Graze: 01-8, Mild: 9-19, Medium:
  20-52, Lethal: 53-00.
  HERO Damage: 1d6+1K (Autofire)
  Fuzion Damage: 3d6K (Autofire)
  Maschinengewhr 34 (MG34) [Machinegun]
  Magazine: 50 rounds belt or 75 round saddle drum.
  Ammunition: 7.92mm Gewehr 98.
  Muzzle velocity: 2480ft/sec.
  Weight: 26 lb 11 oz.
  ROF: 10 (Sustained fire heats the barrel and a new
  one has to be replaced for further use, which
  tales 4 Phases to change; 7 Phases to change a
  barrel in the dark.)
  Damage chance: Graze: 01-8, Mild: 9-19, Medium:
  20-52, Lethal: 53-00.
  HERO Damage: 1d6+1K (Autofire)
  Fuzion Damage: 2d6K (Autofire)
  Maschinengewhr 42 (MG42) [Machinegun]
  Magazine: 50 rounds belt.
  Ammunition: 7.92mm Gewehr patr 98.
  Muzzle velocity: 2480ft/sec.
  Weight: 25 lb 8 oz.
  ROF: 20
  Damage chance: Graze: 01-8, Mild: 9-19, Medium:
  20-52, Lethal: 53-00.
  HERO Damage: 1d6+1K (Autofire)
  Fuzion Damage: 3d6K (Autofire)
  Italy
  Pistole Automatica Glisenti Modello 1910
  Pistol
  Magazine: 7 round detachable box.
  Ammunition: 9mm cartuccia pallatola.
  Muzzle Velocity: 1050ft/sec.
  Weight: 1lb 13oz.
  Malfunction: 5%.
  Rate of Fire: 2
  Damage Change: Graze: 01-10 Mild: 11-25 Me-
  dium: 26-60 Lethal: 61-00.
  Hero Damage: 1d6+1K
  Fuzion Damage: 3d6K
  Pistola Automatica Beretta Modello 1934
  Pistol
  Magazine: 7 round detachable box.
  Ammunition: 7.65mm automatic pistol 9mm
  short.
  Muzzle Velocity: 825ft/sec
  Weight:1lb 7.5oz.
  Malfunction: 5%.
  Rate of Fire:  2
  Damage Change: Graze: 01-10 Mild: 11-25. Me-
  dium: 26-60. Lethal: 61-00.
  Hero Damage: 1d6K
  Fuzion Damage: 2d6K
  
  66
  Fucile Modello 1891 Rifle
  Magazine: 6 round integral box.
  Ammunition: 6.5mm cartuccia pallatola Modello
  1895
  Muzzle Velocity: 2400ft/sec
  Weight: 8lb 6oz.
  Rate of Fire: 1 (Bolt Action)
  Damage Change: Graze: 01-8, Mild: 9-19, Medium:
  20-52, Lethal: 53-00.
  Hero Damage: 1d6K
  Fuzion Damage: 2d6K
  Moschetto Atomatico Modello 1938A [SMG]
  Magazine: 10,20,30 or 40 round detachable box.
  Ammunition: 9mm cartuccia pallatola Modello 38a
  Muzzle Velocity: 1370ft/sec.
  Weight: 9lbs 4oz.
  Rate of Fire: 10
  Damage Change: Graze: 01-8, Mild: 9-19, Medium:
  20-52, Lethal: 53-00.
  Hero Damage: 1d6+1K (Autofire)
  Fuzion Damage: 2d6K (Autofire)
  Breda Modello 1930 [Machinegun]
  Magazine: 20 round box.
  Ammunition: 6.5mm Cartuccia Pallotola Modello
  M95.
  Muzzle Velocity: 200ft/sec
  Weight: 22lbs 8oz.
  Rate of Fire: 10
  Damage Change: Graze: 01-8, Mild: 9-19, Medium:
  20-52, Lethal: 53-00.
  Hero Damage: 1d6K (Autofire)
  Fuzion Damage: 2d6K (Autofire)
  Breda Modello 1937 [Machinegun]
  Magazine: 20 rounds strip.
  Ammunition: 8mm Cartuccia Pallotola Modello
  M35
  Muzzle Velocity: 2600ft/sec.
  Weight: 43lbs
  Rate of Fire: 10
  Damage Change: Graze: 01-8, Mild: 9-19, Medium:
  20-52, Lethal: 53-00.
  Hero Damage: 1d6+1K (Autofire)
  Fuzion Damage: 3d6K (Autofire)
  Fucile Anticarro Solothurn da 20mm Anti-
  Tank Rifle
  Magazine: 10 round detachable box.
  Ammunition: 20mm special.
  Muzzle Velocity: 2591ft/sec.
  Weight: 222.2lbs
  Armor Penetration: 40mm at 100m at 90 degrees.
  Rate of Fire: 1
  Damage Change: Graze: 01-5, Mild: 6-9, Medium:
  10-75, Lethal: 76-00.
  Hero Damage: 2d6K AP
  Fuzion Damage: 5d6K AP
  Japanese Weapons
  14 Nen Shiku Kenju Pistol (type 04 Nambu)
  Magazine: 8 round detachable box.
  Ammunition: 8mm Taisho 14
  Muzzle Velocity: 1050ft/sec.
  Weight: 2lbs.
  Malfunction: 5%.
  Rate of Fire: 2
  Damage Change: Graze: 01-10 Mild: 11-25, Me-
  dium: 26-60, Lethal: 61-00.
  HERO Damage: 1d6+1K
  Fuzion Damage: 3d6K
  94 Shiki Kenju Pistol (Type 94)
  Magazine: 6 round detachable box.
  Ammunition: 8mm Taisho 14
  Muzzle Velocity: 1000ft/sec.
  Weight: 1lb 12oz.
  Malfunction: 5%.
  Rate of Fire: 2
  Damage Change: Graze: 01-10 Mild: 11-25, Me-
  dium: 26-60, Lethal: 61-00.
  HERO Damage: 1d6+1K
  Fuzion Damage: 3d6K
  Arisaka Model 1905 Rifle
  (Meiji 38th year type)
  Magazine: 5 round integral box.
  Ammunition: 6.5mm Meiji 30.
  Muzzle Velocity: 2400ft/sec.
  Weight: 9lbs 8oz.
  Rate of Fire: 1 (Bolt Action)
  Damage Change: Graze: 01-8, Mild: 9-19, Medium:
  20-52, Lethal: 53-00.
  HERO Damage: 1d6K
  Fuzion Damage: 2d6K
  100 Shiki Kikanatanju (Type 100) [SMG]
  Magazine: 30 round detachable box.
  Ammunition: 8mm Taisho 14.
  Muzzle Velocity:1 100ft/sec
  Weight: 8lb 8oz.
  Rate of Fire: 10
  Damage Change: Graze: 01-8, Mild: 9-19, Medium:
  20-52, Lethal: 53-00.
  HERO Damage: 1d6+1K (Autofire)
  Fuzion Damage: 3d6K (Autofire)
  Nen Shiki Kikanju 1922 (type 11)
  [Machinegun]
  Magazine: 30 rounds hopper.
  Ammunition: 6.5mm Meiji Reduced loads.
  Muzzle Velocity: 2300ft/sec.
  Weight: 22lbs 8oz.
  Rate of Fire: 20
  Damage Change: Graze: 01-8, Mild: 9-19, Medium:
  20-52, Lethal: 53-00.
  HERO Damage: 1d6K (Autofire)
  Fuzion Damage: 2d6K (Autofire)
  
  67
  Shiki Kikanju 1939 (Type 99) [Machinegun]
  Magazine: 30 rounds; detachable box.
  Ammunition: 7.7mm Shiki 99.
  Muzzle Velocity: 2350ft/sec
  Weight: 23lbs.
  Rate of Fire: 20
  Damage Change: Graze: 01-8, Mild: 9-19, Medium:
  20-52, Lethal: 53-00.
  HERO Damage: 1d6+1K (Autofire)
  Fuzion Damage: 3d6K (Autofire)
  British Weapons
  Webley and Scott MK VI Revolver
  Magazine: Six round Cylinder.
  Ammunition: .455in saa ball.
  Muzzle Velocity: 650ft/sec
  Weight:  2lbs 6.5oz.
  Malfunction:: 5%.
  Rate of Fire: 2
  Damage Chance: Graze: 01-10 Mild: 11-25. Me-
  dium: 26-60. Lethal: 61-00.
  HERO Damage: 1d6+1K
  Fuzion Damage: 3d6K
  Enfield Revolver
  Magazine: 6 round cylinder
  Ammunition: .380in SAA Ball.
  Muzzle Velocity: 650ft/sec
  Weight:  1lb 11oz.
  Malfunction:: 5%.
  Rate of Fire: 2
  Damage Chance: Graze: 01-10, Mild: 11-25, Me-
  dium: 26-60, Lethal: 61-00.
  HERO Damage: 1d6+1K
  Fuzion Damage: 3d6K
  Browning Hi-Power Pistol
  Magazine: 13 round detachable box.
  Ammunition: 9mm Parabellum
  Muzzle Velocity: 1110ft/sec
  Weight:  2lbs 3oz.
  Malfunction:: 5%.
  Rate of Fire: 2
  Damage Chance: Graze: 01-10, Mild: 11-25, Me-
  dium: 26-60, Lethal: 61-00.
  HERO Damage: 1d6+1K
  Fuzion Damage: 3d6K
  Rifle No.1 (SMLE)
  Magazine: 10 round detachable box
  Ammunition: .303in SAA
  Muzzle Velocity: 2200ft/sec
  Weight:  8lbs 2oz.
  Rate of Fire: 1 (Bolt Action)
  Damage Chance: Graze: 01-8, Mild: 9-19, Medium:
  20-52, Lethal: 53-00.
  HERO Damage: 1½d6K
  Fuzion Damage: 4d6K
  Machine Carbine 9mm Sten Mark II [SMG]
  Magazine: 32 round detachable box.
  Ammunition: 9mm SAA ball (9mm Parabellum.)
  Muzzle Velocity: 1250ft/sec.
  Weight: 6lbs 8oz.
  Rate of Fire: 10
  Damage Chance: Graze: 01-8, Mild: 9-19, Medium:
  20-52, Lethal: 53-00.
  HERO Damage: 1d6+1K (Autofire)
  Fuzion Damage: 3d6K (Autofire)
  Lewis Gun [Machinegun]
  Magazine: 47 or 97 round pan.
  Ammunition: 9mm SAA ball.
  Muzzle Velocity: 2450ft/sec.
  Weight:  26lbs.
  Rate of Fire: 20
  Damage Chance: Graze: 01-8, Mild: 9-19, Medium:
  20-52, Lethal: 53-00.
  HERO Damage: 1d6+1K (Autofire)
  Fuzion Damage: 3d6K (Autofire)
  Bren MK 2 [Machinegun]
  Magazine: 30 rounds; detachable box.
  Ammunition: .303 SAA ball.
  Muzzle Velocity: 2400ft/sec.
  Weight:  22lbs 5oz.
  Rate of Fire: 10
  Damage Chance: Graze: 01-8, Mild: 9-19, Medium:
  20-52, Lethal: 53-00.
  HERO Damage: 1½d6 (Autofire)
  Fuzion Damage: 4d6K (Autofire)
  Special Equipment and
  Weapons
  Spies and espionage agents occasionally have
  need of weapons and other devices that are not
  what they seem. Here are a few such items taken
  from the real world. Weapon statistics are approxi-
  mately equivalent to the standard “Generic” weap-
  ons found in the main rules. The concealed fire-
  arms are close-range weapons only and have double
  or triple the normal range modifiers for longer-dis-
  tance attacks.
  
  68
  Stinger (ink pen that fires one .22 bullet)
  En-Pen (pen that fires a single .22 bullet)
  .22 caliber cigarette (fires one shot .22 bullet)
  Pipe Pistol (same as above)
  Cigar Pistol (same as above)
  Liberator (single shot/can be reloaded .45 caliber
  gun. small gun and very short barrel)
  Silenced .22 automatic (.22 automatic with a
  sound-suppression barrel attached, for assassin
  work)
  Belt Gun (.32 caliber gun rigged on a belt to be
  hidden under a jacket. Can be fired via a wire
  running from the weapon up the sleeve, con-
  nected to a ring worn on the finger)
  Bigot (modified colt .45 pistol that fires a dart-like
  projectile for up to 15 feet with no muzzle flash)
  Dart Pen (A pen that fires a dart up to 40 feet can
  be reloaded)
  Explosives and Incendiaries
  Pocket Incendiary M1 (A flat black case that looks
  like a cigarette holder; in truth filled with two
  special time-delay fuses and jellied petroleum.
  It’s a fire-starting device for sabotage. Needs a
  long flame burn time.)
  Large Thermite Well (An explosive that can punch
  into steel machinery up to 3' or ‘4 thick. Dimen-
  sions are 7 5/8" x 3 3/4" x 2 1/8"). Thermite burns
  under water (it burns hot enough to “crack” the
  water into hydrogen and oxygen). A Large Ther-
  mite Well will generally be a 4-5d6 Armor Pierc-
  ing Killing Attack with Explosion (HERO) at
  ground zero. Though the damage drops off sub-
  stantially (treat as an Explosion, but reduce the
  damage by 1 die rather than 1 damage class/inch
  away) until it reaches 1d6, at which point it pro-
  ceeds normally. Note that a human being who’s
  too close to burning Thermite can fry their lungs
  out just breathing the air! It burns hot! In Fuzion,
  the base damage would be 9d6 Killing!
  Small Thermite Well (Same as above only smaller,
  like a brick that fits in the hand.) Starts at 3-4d6
  (HERO) or 6d6 (Fuzion) Killing, but otherwise
  acts as above.
  City Slicker (Oil slick igniter. A sealed waterproof
  container the size of a cigarette pack that floats
  on water and will ignite in a fire and burn hot-
  ter, igniting any oil slicks. Can be used on wa-
  ter.)
  Capsules H (Chemical reactive capsules; pills that
  cause a chemical fire if added to sulfuric acid.
  The acid takes two hours to eat through the plas-
  tic caplets and ignite the powder within.)
  Limpet Mine (Waterproof, plate-encased mine for
  use against ships. Has a time-delayed fuse for a
  delay of a few hours on up to two days.)
  Making Your Own
  At some point, a character will doubtless want
  to try and come up with some sort of spy weapon
  or tool of their own design. The primary skills re-
  quired to actually create one of these toys are Con-
  cealment, Mechanics, Electronics, Weaponsmith
  and (sometimes) Inventor. The Concealment skill
  is what’s actually used to hide the thing, making it
  look like some innocuous, everyday item. The other
  skills are generally used when building it — these
  are the skills that make the thing work. The Arbi-
  trator should carefully review any proposed gad-
  gets before allowing them — if it can’t be done, it
  can’t be done (though if the character insists on
  trying, let them!).
  Example: Mitchell decides that he needs to build
  a miniature camera so that he can take
  surveillance photos of a German officer that his
  unit is planning on knocking out and
  impersonating for a while. This officer always
  goes by a certain park in the morning where
  people congregate and play chess. A chessboard
  would be a good place to conceal the device! He
  has Mechanics and Concealment, and reasonable
  access to all the necessary tools, so first he rolls
  his Mechanics skill. It’s a close call, but he succeeds
  on the roll and figures out that he could hide a
  Minox miniature camera just so inside the board.
  He makes a second Mechanics roll to actually
  build the compartment and mechanisms to
  trigger the camera, and makes a Concealment
  roll to determine how well the camera was
  hidden. He rolls a 13, a minimal success. It’s not
  incredibly well concealed, but it’s not obvious;
  someone would have to actively look for it to see
  it.
  The next day sees Mitchell and a hired stooge
  “playing chess” in the park. The stooge is unaware
  of what’s going on, but is eager to take Mitchell’s
  money. Unfortunately there’s also a flock of Hitler
  Youth around him, watching the “chess game.”
  When the officer walks by the park, Mitchell
  moves one of his pieces into a spot where it will
  trigger the camera. It’s an illegal move, and
  someone in the Hitler Youth crowd starts getting
  suspicious, makes a Perception roll—a 12—and
  doesn’t notice the “click” of the camera, or the
  pinhole where the lens is. Mitchell takes back the
  move, looks at his watch, and announces it’s time
  for him to “go to work.” Whew.
  
  69
  Aircraft Weapons
  Damage levels can be found on the following
  table for the weapon calibers used in the aircraft in
  this book. In aircraft combat, rolling even 5 dice
  for damage for each of 4 or 6 or 8 machine-guns in
  an airplane may become very cumbersome, espe-
  cially with autofire rules. If you want to speed things
  up, we suggest rolling the base damage-dice for a
  single weapon, and adding an additional Damage
  Class for every other gun after that. If there’s still a
  gun left over at the end of this every-other-gun
  addition, add 1 to the total of the die-roll. The air-
  planes presented in Unknown Eagles have been
  optimized with this in mind.
  Example (Fuzion): David in his P-47
  Thunderbolt has 8 50-cal. machine-guns firing
  at the bogie he just cut loose on. Rather than
  rolling 10d6 eight times and calculating the
  damage from each gun separately, he rolls 10d6
  (50-cal machine gun damage) +1d6 (second and
  third machine-guns) +1d6 (fourth and fifth)
  +1d6 (sixth and seventh guns) for a total of 13d6.
  He rolls 47, and adds 1 (for the last of his 8 guns)
  for a total of 48 damage.
  Example (HERO): David in his P-47
  Thunderbolt has 8 50-cal. machine-guns firing
  at the bogie he just cut loose on. Rather than
  rolling 3d6+1 eight times and calculating the
  damage from each gun separately, he rolls 3d6+1
  (50-cal machine gun damage) +1 Damage Class
  (second and third machine-guns) +1 Damage
  Class (fourth and fifth) +1 Damage Class (sixth
  and seventh guns) for a total of 4d6+1 K.. He
  rolls 17, and adds 1 (for the last of his 8 guns) for
  a total of 18 BODY damage.
  American Guns
  America makes use of two main types of ma-
  chine guns, and they will be found in fixed and
  trainable (meaning they can be aimed on a mount).
  The mainstay of machine guns is the design from
  Browning and put into production by Colt. The
  range of caliber runs from medium to heavy cali-
  ber machine guns.
  American Cannon
  For the most part America shies away from can-
  non except in specialized nose installations in some
  aircraft, the P-38 and the Bell P-39 being examples.
  British Guns
  The most well-known and most important Brit-
  ish machine gun in use is the 0.303in (7.7mm). The
  0.303in comes in three types, the Vickers which is
  belt fed and recoil operated. The Lewis and the
  Vickers G.O. are both belt fed.
  British Cannon
  At first the British preferred a battery of fixed,
  forward-firing machine guns. The Cannon was fi-
  nally adopted in late 1930’s and is now a reliable
  weapon.
  French Guns
  France had been using two British types of guns
  until the early 1930’s. They have since switched to
  a pair of French designs with the standard French
  Caliber of 0.295 (7.5mm). These are the Darne and
  the Chatellerault M1934; both are lightweight but
  very effective as machine guns.
  French Cannon
  The Hispano HS 9 is France’s standard
  cannon. This, alongside the Hispano-
  Suiza HS 404 in 20mm, are both devas-
  tating weapons.
  German Guns
  Germany perhaps has the most diverse
  weapons on aircraft of any country. Vari-
  ants to the machine gun used are the
  Rheinmetall-Borsig MG 15 in 7.92mm
  firing ball ammunition and having a
  saddle magazine of 75 rounds.
  Rheinmetall-Borsig MG 17 early mod-
  els use a non-disintegrating belt of 100
  rounds of ammunition; new models have a 500
  round disintegrating belt fed ammunition. The
  Mauser MG 81 has a high rate of fire using the same
  ammunition type. The Rheinmetall Borsig MG 131
  is the standard, heavy caliber machine gun used on
  aircraft. Its caliber is 13mm; it is belt fed with 100
  rounds per disintegrating belt.
  Weapon
  HERO Damage
  Fuzion Damage
  7.7-mm Cannon
  4d6+1 K
  12 DC
  20-mm Cannon
  5d6 K
  14 DC
  23-mm Cannon
  5d6 K
  14 DC
  30-mm Cannon
  5d6+1d6 K
  15 DC
  37-mm Cannon
  5d6+1d6 K
  15 DC
  57-mm Cannon
  5 1/2d6 K
  16 DC
  7.5-mm Machinegun
  2d6+1 K
  6 DC
  7.9-mm Machinegun
  2 1/2d6 K
  7 DC
  12.7-mm Machinegun
  4d6 K
  11 DC
  13-mm Machinegun
  4d6 K
  11 DC
  15-mm Machinegun
  4 1/2d6 K
  13 DC
  30-cal. Machinegun
  3 1/2d6 K
  10 DC
  50-cal. Machinegun
  4d6 K
  11 DC
  
  70
  Next comes the Mauser MG 151, the smallest
  caliber cannon used by the Luftwaffe in 100-round
  belts. The Mauser MG 151/20 is the MG 151 en-
  larged to fire the 20mm caliber, again in 100 round
  belts. The 151/20 can also be fitted to fire the 15mm
  used against tanks, as it can penetrate 43mm of ar-
  mor at 55 yards. Oerlikon MG FF was made in
  Switzerland, and built by license in Germany. It has
  a slow rate of fire and holds either 45, 60, or 100
  rounds in a drum magazine. It is used between the
  cylinder banks of a fighter and fired through the
  propeller shaft. Rheinmetall-Borsig MK 103 is the
  heavy of the bunch, using a 30mm caliber. Its bulk
  and weight make it a difficult weapon to affix to
  wing mountings. In this case it’s used in the nose
  of some twin engine aircraft. Rheinmetall-Borsig
  MK 108 is a smaller and lighter weapon and is the
  most effective heavy caliber weapon that Germany
  has for Aircraft.
  Italian Guns
  The Italians use four main types of machine gun:
  the Lewis in 7.7mm caliber, the Breda-SAFAT in
  7.7mm caliber, the Breda-Safat in 12.7mm caliber
  and the Scotti in 12.7mm caliber.
  Japanese Guns
  The Japanese use a gas-operated method with a
  belt feed for their guns. Variants are plentiful. The
  Type 89 is was the standard trainable machine gun
  used on aircraft in the early part of the war. Its cali-
  ber is 7.7mm fed from a 69 round flat drum maga-
  zine.
  Type 89m2 is now the standard used; it’s a de-
  rivative of the British Vickers gun. The Type 89m2
  has a caliber of 7.7 (0.303 in.). The feed is from
  link belts that are disintegrating.
  Type 92 is a standard trainable machine gun, a
  derivative of the British Lewis gun. Again it’s an
  0.303 (7.7mm caliber). This weapon is fed from a
  47 or a 97 round flat drum magazine.
  Type 97 is a fixed machine gun which is very simi-
  lar to the type 89. In 7.7mm caliber and fed from a
  disintegrating link metal belt.
  Type 98 is a trainable machine gun and is a de-
  rivative of the German MG 15. The caliber is 0.312
  known better as 7.92mm fed from a 75 round
  saddle drum.
  The Imperial Japanese Navy Air Force uses type
  1. It’s a trainable weapon having a caliber of 0.5in
  (12.7mm). Feed is from a disintegrating link belt.
  Type 2 is a belt-fed trainable machine gun used
  by the Imperial Japanese Navy Air Force. Its cali-
  ber is 0.51 (13mm).
  Type 3 is intended to replace the type 97 ma-
  chine gun as a fixed weapon. Caliber for the gun is
  0.512 (13.2mm).
  Ho-103 is a trainable machine gun used by the
  Imperial Japanese Army Air Force. The caliber is
  0.5in (12.7mm).
  Ho-1 and Ho-3 are the standard trainable can-
  non used by the Imperial Japanese Air Force. Its
  caliber is 20mm and it is fed from a disintegrating
  metal link belt.
  Ho-5 is a lightweight cannon used by the Impe-
  rial Japanese Air Force; its caliber is 20mm.
  Type 99 is the standard for the 20mm cannon
  used by the Imperial Japanese Navy.
  HO-105 is a fixed cannon of 20mm used by the
  imperial Japanese Army Air Force.
  Type 5 is the largest caliber cannon in any of the
  Japanese Navy warplanes. The caliber is 30mm fed
  from a disintegrating link metal belt.
  Type 98 is a heavy caliber weapon used on Im-
  perial Japanese Army Air Force planes. The caliber
  is 37mm.
  Ho-203 is a recoil-operated cannon installed in
  several types of Kawasaki heavy fighters for the
  Imperial Japanese Air Force. The caliber is 37mm
  and its feed is from a magazine holding 25 rounds.
  Ho-301 Another heavy hitter. Its purpose is for a
  bomber destroyer. Fitted only in some of the
  Nakajima KI-44 Shokai fighters of the imperial
  Japanese Army Air Force. The caliber for this
  weapon is 40mm being fed from a disintegrating
  link metal belt.
  Soviet Guns
  Variants for Soviet guns are as follows.
  DA (Dyegtyaryev Aviatsionnyi) is an older model
  introduced in 1928. It’s a recoil-operated weapon
  used in trainable aircraft installations. Its caliber is
  0.3in (7.62mm). Its feed is from a 60 round flat
  drum magazine.
  PV-1 (Pulyemet Vozdushnii) Basically it has simi-
  larities to the DA and it was introduced the same
  year. For the purpose of being used on fixed and
  trainable craft. The caliber is 0.3in (7.62mm).
  ShKAS introduced in 1932 this weapon is gas
  operated and is the standard Soviet machine gun.
  The ShKAS (Shpitalinyi/Komarnikskii Aviatsionnyi
  Skorostrelinyi) has a powerful punch.
  UB (Universalinyi Beresin) is the standard heavy
  machine gun for the Soviets. The weapon uses the
  standard 0.5in (12.7mm) round.
  ShVAK was introduced in 1936. The ShVAK
  (Shpitalinyi/Vladimorov 
  Aviatsionnyi
  Krupnokaliber) has a very high rate of fire for a
  20mm cannon.
  MP-20 was introduced in 1936. This is another
  20mm cannon, almost identical to the ShVAK in
  all respects.
  Vya-23 was introduced in 1940. This is a 23mm
  cannon from Vya (Volkov/Yartsyev). Its main pur-
  pose is the destruction of armored fighting vehicles.
  It can penetrate 25mm of armor at a slant range of
  1,095 yards.
  Ns-37 introduced in 1942 is a 37mm cannon able
  to penetrate 25mm of armor at a slant range of
  1,095 yards.
  NS 45 was introduced in 1944. This 45mm can-
  non is a potent antiarmor weapon. It can penetrate
  
  71
  45mm of armor at an impact of 45 degrees at me-
  dium or long ranges.
  OKB-16-57 was introduced in 1944. This is the
  largest caliber aircraft weapon in the Soviet arsenal.
  This 57mm cannon was rarely used because it could
  damage the structure of the aircraft firing it.
  Different ammunition types are available as well:
  Bombs and Bomb Types
  There are many types of specialized bombs in
  use, including fragmentation, armor piercing, in-
  cendiary, semi-armor piercing and general-purpose
  bombs. Destructive force varies from size to size of
  the bomb and high explosive content. Bomb racks
  and release mechanisms are also something to con-
  sider. Internal bomb racks carry all sizes of bombs
  in use except for the 4,000 pounders; these are car-
  ried on special external racks. Due to the danger of
  transporting such cargo, the wait time after order-
  ing can be of great lengths. It will be arbitrator’s
  judgment.
  Incendiary Bombs: Incendiary bombs are general-
  purpose bombs designed for the destruction of
  material targets. The destructive effect is pro-
  duced from the violence of detonation, though
  fragments can cause additional damage—espe-
  cially when the detonation happens above
  ground. Incendiary bombs are generally released
  in a cluster that disperses after dropping from
  the aircraft. Different chemical fillings are used;
  the construction of the target determines what
  mix is employed. Many times, high explosive
  bombs are dropped on a target first, followed
  by the incendiary bombs, then more explosives.
  The result of this is flaming debris that ends up
  scattered throughout the target area, causing
  additional destruction from fires and perhaps
  fuel sources igniting that did not explode in the
  first attack. Armor piercing and semi- armor
  piercing bombs are designed to punch into the
  deck armor of battle ships and other highly re-
  sistant targets.
  200, 400, and 100-lb bombs: 5d20 damage.
  Fragmentation Bombs: 20 and 260-lb bombs: 7d20
  damage.
  Antipersonnel 4-lb Bombs: 4d20 damage
  General Purpose Bombs (100, 250, 500, 1,000,
  2,000, and 4,000 pound bombs): 9d20 damage
  Armor piercing: 1,600 pound bombs: 12d20 dam-
  age
  Depth Bombs: Depth bombs for antisubmarine
  patrols have a transverse fuse operated by the
  pressure of water. Depth bombs with contact
  nose fuses are used against caves on shorelines
  for their blast effect.
  Torpedoes: Properly used, the aerial torpedo must
  be dropped from a slow-moving aircraft at about
  90 knots. Even then, the torpedo has an occa-
  sional a problem with malfunctioning exploder
  mechanisms. The aerial torpedo, like its subma-
  rine counterpart, does not always run true to
  the target, but the blast of such a weapon when
  all conditions are good is a sight to see. An ex-
  plosion below the waterline of a target ship will
  cause it great damage; taking on water, it will
  begin to sink. Note that any plane coming at
  such a slow speed, and so low to the water, will
  draw a lot of fire from shipping. Most times be-
  fore the torpedo planes start their attack, the
  target ships are softened up by a dive-bombing
  attack. Most torpedoes will do 10D20 of struc-
  tural damage
  Navy special weapons,
  Most torpedoes will do 10D20 of structural dam-
  age
  Torpedo: Depending on the setting, torpedoes
  move along at 30 to 45 knots. The G7a speeds
  along at 44 knots, but since it is compressed-air
  driven, it leaves a wake of bubbles that gives away
  an underwater vessel’s position. Worse, this old-
  style torpedo is famed to explode early at times,
  be a dud, or even pass under the target and ex-
  plode opposite it. These are due to problems
  with its internal depth equipment, as well as its
  nose-mounted triggering device. The updated
  torpedo, the G7e, has batteries and an electric
  motor. This electric torpedo reaches a speed of
  30 knots and does not leave the bubble trail of
  the G7a. The one problem with this electric type
  is that unused torps need to have the battery
  charged every three days; the Arbitrator and
  players may want to keep track. The G7e Type
  Ammunition Type
  Availability
  Effects
  Armor-piercing
  Rare
  Armor of target is halved. Damage -2 DC (Fuzion) or
   x2/3 (HERO)
  Armor-piercing Incendiary
  Very Rare
  As Armor-piercing; starts target on fire on critical hit,
   modifies fuel-tank hits
  Ball slugs
  Common
  +1 Damage Class
  Explosive
  Very Rare
  +4 Damage Class
  Tracers
  Very Common Normal damage, Cumulative +1 OCV (HERO) or +1
   AV (Fuzion) every combat turn, lose all to-hit bonuses
   if target gets out of firing arc.
  
  72
  Three is a looping torpedo. After being fired, it
  does a sort of wandering zigzag course with 180
  degree turns. When fired at a convoy, it should
  hit something. The danger with the G7 Type
  Three is that there is a danger of it targeting the
  submarine that fired it, so great care should be
  taken when using this weapon. G7e Type Fives
  are acoustic torpedoes, and came into play in
  1943. These lethal Eels, as they were called by
  the U-Boat crews, home in on a propeller’s
  sound. There is a chance of the Type Five being
  diverted by a noise maker decoy.
  Japanese forces use the Type 95 as well as what
  they term “Long Lance” torpedoes, and use both
  oxygen and electric types. The Type 92 electric
  carries a 660lb warhead which is good for 7,660
  yards at a 30-knot clip. The Type 95 can propel
  a 900lb warhead 10,000 yards at a surprising 45
  knots. The large advantage for Japanese torpe-
  does is that they do not leave a
  bubble trail.
  The Allies have their head-
  aches as well with the Mk steam
  torpedoes. This torp has a range
  of between 4,500 yards and
  9,000 yards depending on its
  speed, which varies from 31—
  46 knots. The Mk XIV is a rough
  equal to the Japanese Type 95.
  Americans arm their torps with
  the smallest charge warhead
  (500lb) of any nation. In 1944,
  there is a mix of 75% electric
  torps and 25% steam torps.
  Britain and Japan hold the
  lead when it comes to torpe-
  does. The Japanese use of pure
  oxygen, though, overtakes the
  British. British torpedoes are
  made at the Naval Torpedo Fac-
  tory at Greenock and Alexan-
  dria, near Dumbarton, and the Vickers
  Armstrong works at Weymouth also at
  Bournemouth and Staines; in the USA, firms
  such as Morris Motors and Bliss, Stone and Platt,
  Templeton, Nairn, and Bullards are used. Tor-
  pedo research and development for the British
  is carried out at Greenock.
  Torpedoes for either side take one to two
  weeks to get ordered, and depending on the lo-
  cation of the unit that ordered the items, (like
  on sea patrol), perhaps longer. Milch Cows, large
  submarines, are used to rearm and refuel Ger-
  man subs; flying boats are also used depending
  on what supplies are needed.
  Percussion Mine: These large, oval-shaped mines
  with iron bodies packed with explosives can be
  set at different depths. They are attached to a
  chain which holds it in an area until a ship
  brushes against it (or snags the chain, pulling
  the mine to the ship’s body), thus striking one
  of the many detonation pins on the mine. The
  resulting explosion is enough to rip a hole in
  the side of most ships. Mines of this type take
  one week at most to be ordered in any bulk.
  Magnetic Mine: Though not a German invention,
  Germany uses this type of mine most often. This
  type of mine are not cleared by mine-sweeping
  ships. They sit on the bottom, in the mud, until
  a large iron ship passes over, and then rising and
  striking the bottom area of a ship and doing
  great damage. These types take two weeks to
  order, due to the more complex unit. Some types
  of mines have been outfitted by Germany with
  parachutes and dropped during bombing raids.
  These mines are very dangerous and no Allied
  country is known to use such a weapon. This
  type requires one or two week’s order time.
  Bombs and Torpedoes: Damage by
  Weight
  (See the table on the facing page.)
  When damage for a bomb is rolled, both parts of
  the damage (normal and killing) should be rolled
  and applied separately to everything in the target
  area. The Killing damage part of the bomb-blast
  represents both shrapnel and the “fast concussion”
  wave of an explosion that does most of the damage
  to unyielding structures such as buildings. Normal
  damage represents the “slow concussion” wave of
  an explosion, which throws things around and
  blows things over. Arguably the most common
  bomb in WWII, a single 500-pound bomb is per-
  fectly capable of shattering a stone or reinforced
  concrete wall on even a near hit. On a solid hit (and
  closer to maximum damage), that same bomb
  could utterly destroy a reinforced concrete build-
  ing the size of a large house.
  
  73
  Aircraft Parts and Weapons
  A pilot getting used to a new aircraft would do
  well to learn its characteristics and emergency pro-
  cedures for malfunctions. Logging flight time in any
  given aircraft will raise the person’s skill in its use;
  here is a page of a blank mission log that can be
  used to keep records:
  See the Aircraft Log Sheet on page 74.
  Radio Codes
  Radio codes for most Allied forces are as follows:
  Angels: Height in thousands of feet. (Angels + 10
  = A height of 10,000 feet)
  Bandit: Enemy aircraft.
  Bogey: Unidentified aircraft.
  Buster: Maximum cruise speed.
  Gate: Maximum speed. (Limited to five minutes
  or risk engine burnout)
  Liner: Economical cruise speed. (Throttle 50—
  60%)
  Orbit: Circle a set point or present position.
  Pancake: Land, refuel, and rearm.
  Saunter: Minimum cruise speed. (Lowest speed
  before stall)
  Scramble: Take off.
  Tally ho: Going to attack. Also used by a pilot an-
  nouncing that they have spotted enemy aircraft.
  Vector: Course to steer.
  Getting Hold of Parts
  Those “extra things” in an aircraft can give it a
  bit of an edge on the enemy. The heads of the
  AAF\UE take steps to keep equipment up to date
  and modernized. If this is not done, equipment
  would become obsolete when the enemy builds
  newer equipment for themselves. Aircraft can be
  dressed up or stripped down depending on the
  military needs of the equipment. Weather condi-
  tions in the theater of operations are a factor as
  well. Planes sent to areas of Arctic climate are com-
  pletely winterized. Dust filters are installed in craft
  destined to be shipped out to dry countries. The
  airplane is made up of three major components:
  the engine, propeller and airframe. Everything else
  on an aircraft is considered accessory equipment.
  This section will deal with things that the crew chief
  and anyone else who does upkeep or armament
  work for aircraft should know. It also deals with
  air-to-air and air-to-ground combat as well.
  What follows is a listing of supplies that a ground
  crew chief would need for missions, upkeep and
  all-around repair for aircraft.
  Note: Here’s where Perks might come in handy:
  Having a Contact with, or Favor owed by
  someone who has access to the parts, or who could
  otherwise speed delivery. This might make it
  really difficult to limit the rate at which a unit
  could get parts. These contacts while helpful,
  should have limits. If they draw suspicion, that
  contact could be arrested for dealing in the black
  market. Any such contact will be very careful and
  not be able to over-use their position.
  Weight
  Damage (HERO)
  Damage (Fuzion)
  6-lb
  6d6 N Explosion + 3d6 K Explosion
  6d6 N Explosion + 8d6 K Explosion
  12-lb
  7d6 N Explosion + 3d6 K Explosion
  7d6 N Explosion + 8d6 K Explosion
  25-lb
  8d6 N Explosion + 3d6 K Explosion
  8d6 N Explosion + 8d6 K Explosion
  50-lb
  9d6 N Explosion + 3d6 K Explosion
  9d6 N Explosion + 8d6 K Explosion
  100-lb
  10d6 N Explosion + 3d6 K Explosion
  10d6 N Explosion + 8d6 K Explosion
  200-lb
  11d6 N Explosion + 3d6 K Explosion
  11d6 N Explosion + 8d6 K Explosion
  250-lb
  11d6 N Explosion + 3d6 K Explosion
  11d6 N Explosion + 8d6 K Explosion
  400-lb
  12d6 N Explosion + 4d6 K Explosion
  12d6 N Explosion + 11d6 K Explosion
  500-lb
  12d6 N Explosion + 4d6 K Explosion
  12d6 N Explosion + 11d6 K Explosion
  750-lb
  13d6 N Explosion + 4d6 K Explosion
  13d6 N Explosion + 11d6 K Explosion
  800-lb
  13d6 N Explosion + 4d6 K Explosion
  13d6 N Explosion + 11d6 K Explosion
  1000-lb
  13d6 N Explosion + 4d6 K Explosion
  13d6 N Explosion + 11d6 K Explosion
  1250-lb
  13d6 N Explosion + 4d6 K Explosion
  13d6 N Explosion + 11d6 K Explosion
  1600-lb
  14d6 N Explosion + 4d6 K Explosion
  14d6 N Explosion + 11d6 K Explosion
  2000-lb
  14d6 N Explosion + 4d6 K Explosion
  14d6 N Explosion + 11d6 K Explosion
  2500-lb
  14d6 N Explosion + 4d6 K Explosion
  14d6 N Explosion + 11d6 K Explosion
  3000-lb
  15d6 N Explosion + 5d6 K Explosion
  15d6 N Explosion + 14d6 K Explosion
  5000-lb
  15d6 N Explosion + 5d6 K Explosion
  15d6 N Explosion + 14d6 K Explosion
  Incendiary bombs do 2 less Damage Classes Killing damage in the initial explosion. Armor-piercing
  bombs do 2 DC less Normal damage. Anti-personnel mines are generally equivalent to 6 to 25-lb bombs,
  while anti-ship mines are approximately equivalent to a bomb of the same weight/mass. Torpedoes are
  generally equivalent to a bomb of 1/2- to 3/4 their weight (with the balance of their mass made up in
  power supply and motor).
  
  74
  Mission Log Record Sheet
  Date
  Hour
  Aircraft type
  Pilot
  Duty
  Remarks
  ©1998 by Hero Games. All Rights Reserved. Permission granted to photocopy for personal use.
  
  75
  Airframe
  This is the load-carrying structure of the craft.
  This includes the wings, metal or fabric skin sur-
  face, fuselage and control surfaces. Most times the
  outer skin of the airframe would be aluminum al-
  loy with stainless steel. Plastics and impregnated
  plywood are sometimes substituted for metals in
  some airframe types. Non-metal materials, how-
  ever, are not as reliable in extreme changes of tem-
  perature. (This part is almost never ordered out in
  the field, but will come assembled. It does take at
  least a month for an order of new aircraft in most
  places. In areas that are hard to reach, such as close
  to the enemy, it may take longer. It is the Arbitrator’s
  call on this one.)
  Airfoil
  The largest airfoil is the wing, but an airfoil is
  any flat or curved surface designed to obtain reac-
  tion from the air through which it moves. (Time
  until order is filled may depend on how many are
  ordered. One set or even two would take around
  three weeks to a month. More than two may take
  up to three months.)
  Drop Tanks
  Drop tanks help give a fighter aircraft longer
  range, which is a must on escort missions. Some
  aircraft carry extra droppable fuel tanks under each
  wing and under the fuselage. Drop tanks are
  streamlined and tear-drop shaped. Once used, the
  pilot just releases the tanks and switches to the in-
  ternal wing tanks. Also, the fighter pilot can drop
  the tanks if going into combat, to give the aircraft
  better performance. Capacity of drop tanks varies
  anywhere from 50, 75, 150 to 300-gallon tanks.
  (Order time on single or bulk runs around two to
  three weeks.)
  Propellers
  The power plant of an aircraft is more than just
  the engine. The propeller transforms the energy
  into thrust and pulls the aircraft along. (Two weeks
  order time in most places in Europe, four to eight
  in the Pacific.)
  Flaps
  Landing flaps are lowered from the trailing edge
  of the wing to increase lift and lower stalling speed.
  Fowler flaps protrude beyond the trailing edge sur-
  face of the wing, increasing total wing area. Other
  types fit on the underside of the wing. Dive brakes
  or dive flaps are used on fighters, fighter-bombers
  and torpedo bombers. These help to slow an air-
  craft in a dive, which gives the pilot more chance to
  sight the target, permits a steeper dive approach, and
  slows pull-out time. Maneuvering flaps are used as
  extra control surfaces that facilitate the making of
  sharp turns by high-speed aircraft. The pilot con-
  trols all flaps from the cockpit. (Flaps are plentiful,
  taking a week to two weeks in some cases to order.)
  Tires
  Aircraft tires wear out rapidly due to high take-
  off and landing speeds, and due to the increased
  weight as well of wing and underbelly loads. This
  is a doubled problem since aircraft are using
  crushed rock, dirt, coral, and metal runways. (There
  are tire shortages and all rubber is going into the
  war effort; aircraft tires still take at least five weeks
  to arrive on order.)
  Engines
  Altitude, speed, performance and the amount of
  weight that an aircraft can sustain in flight depend
  upon the horsepower of the engine. These days
  there are two types used: in-line liquid-cooled, and
  radial air-cooled. Aircraft engines are hard to trans-
  port; in some areas of extreme weather they can
  arrive needing cleaning out or fixing due to weather
  changes. This is even with weatherizing. Super
  charged engines need oxygen to mix with gasoline
  in order to obtain a combustible mix in the cylin-
  ders. There are two types: the geared supercharger
  and the turbo supercharger. The force of engine
  exhaust gases operates the turbo supercharger.
  Gears drive the geared supercharger. Both function
  up to 43,000 ft. (Superchargers are hard to come
  by; most orders take at least six to eight weeks.)
  Aviation Fuel
  All aircraft (except for those with low horsepower
  engines) use a special high octane fuel. (Ordering
  aviation fuel is no problem in most parts of Eu-
  rope. The Pacific islands, on the other hand, have a
  problem: fuel must be brought in by transport
  plane or ship, taking in some cases up to nine weeks.
  In Europe (England) it takes a week.)
  Electrical Systems
  Electrical systems provide power for more than
  one hundred systems and accessories on an aircraft.
  This includes fuses as well as wiring. They control
  a large portion of an aircraft, even more so in
  bombers, including the smaller motors that turn
  gun turrets. (Order time two to three weeks.) Pip-
  ing for the hydraulic systems operates throughout
  the aircraft, and includes such things as landing
  gear, flaps, bomb bay doors, and engine cowl flap.
  Hydraulics help give extra force which easily and
  smoothly motivates some of an aircraft’s systems
  as well as some weapons. (Order time can be six to
  eight weeks.)
  Self Sealing Gas Tanks
  This type of gas tank helps prevent ignition of
  gas tanks by enemy gunfire. The tank may not be
  bulletproof, but there is less explosion danger due
  to a hit from enemy fire. These also help keep fuel
  loss lower in the case of a leak due to a hit (or sev-
  eral hits). (Order time for something like this single
  or bulk can be at least five weeks.)
  
  76
  Vehicles
  In this book we will only be able to put a few
  choice aircraft; later expansion books will have new
  aircraft and equipment for the player and Arbitra-
  tor.
  Similar to human characters, vehicles and air-
  craft have an attribute for body structure. This
  measures the stress and damage the superstructure
  and systems can take before being beyond repair
  or, worse yet, failing in the middle of combat. These
  are called Body structure points. A vehicle will take
  25% damage before showing any real internal dam-
  age and 45% before systems start to fail. Stats also
  include Maneuverability, Firepower, and Durabil-
  ity.
  Maneuverability is a measure of how well the air-
  craft performs in turns and aircraft handling.
  Firepower is a measure of how much firepower the
  aircraft is armed with, and what kind of punch
  the type of armament has.
  Durability is a measure of how much punishment
  the aircraft can take; a craft might have a bit ex-
  tra added to how much damage it can take. De-
  pending on the measure scale, extra points can
  be added to Body Structure points which range
  from Excellent (+15), Good (+10); Average and
  Poor have no extra numbers added to the score.
  The measured scale for the above stats range
  from:
  Excellent: A stat within this range is at the highest
  standard.
  Good: A stat within this range is acceptable and is
  better than most.
  Average: A stat in this range is pretty standard and
  nothing special.
  Poor: This is the low end of the rung, and a stat in
  this range is almost substandard.
  Aircraft
  Junkers Ju 52
  Entered service in the European Theater in 1936
  3-seat Transport from Germany.
  Junkers Flugzeug Und Moterenwerke makes one
  of the workhorses of the German Luftwaffe, the JU
  52; the head office is located in Dessau. The air-
  craft is not always armed but it can have machine
  guns mounted for protection of the aircraft. The
  cockpit is an enclosed type with a seat for pilot and
  copilot; a radio operator seat is a fold up type just
  behind the pilot, or near the window gun mount-
  ing. Just behind the cockpit is a large compartment
  with enough room for up to eighteen (18) fully
  armed troops; plane can instead be fitted to carry
  twelve (12) stretcher cases. This three-engine plane
  has one prop engine on the nose and one on each
  wing. The plane’s maximum speed of 165 miles per
  hour at sea level make it a flying death trap if fight-
  ers find it without escort. Even with the armament
  the gunners will be hard-pressed to hold fighters
  back.
  Junkers Ju 87B-1 (“Stuka”)
  Entered service in the European Theater in 1938
  2-seat Dive-bomber from Germany.
  The first actual production prototype of the JU-
  87 was completed in autumn, late 1936. Modifica-
  tions were minor from the first test JU-87. The JU-
  87 proved to be a rugged, easy to handle machine.
  Best of all the JU-87 can dive almost vertically, hit-
  ting targets with great accuracy with the right pilot
  at the controls. As was the custom of the Luftwaffe,
  the JU87 versions (according to designations) got
  nicknames, using contemporary service radiotele-
  Junkers Ju 52
  Maneuverability:
  Poor
  Durability:
  Poor
  HERO System Stats
  Fuzion Stats
  SIZE
  9 x 15
  DCV
  -7
  MOVE
  89 (178 mph)
  MASS
  8502
  KD
  15
  KB
  -6
  SDP
  102
  DEF
  8
  BODY
  15
  DEX
  8
  SPD
  1
  MOVE 117
  MAX
  468
  Armament:
  * 13.1-mm MG 131 or 7.92-mm MG 15 machinegun
  (dorsal)
  * 7.92-mm MG 15 machinegun (upper forward)
  * 7.92-mm MG 15 machinegun (port beam)
  * 7.92-mm MG 15 machinegun (starboard beam)
  Stuka
  Maneuverability
  Mediocre
  Durability
  Poor
  HERO System Stats
  Fuzion Stats
  SIZE
  6 x 7
  DCV
  -7
  MOVE
  120 (240 mph)
  MASS
  3499
  KD
  15
  KB
  -5
  SDP
  96
  DEF
  8
  BODY
  16
  DEX
  12
  SPD
  3
  MOVE 52
  MAX
  636
  Armament:
  * 7.92-mm MG 17 machinegun (port wing)
  * 7.92-mm MG 17 machinegun (starboard wing)
  * 7.92-mm MG 17 machinegun (rear cockpit)
  * 1 1,102-pound bomb (center fuselage)
  * 2 110-pound bombs (port wing)
  * 2 110-pound bombs (starboard wing)
  
  77
  phone phonic alphabet. The “A” version was nick-
  named “Anton” and the “B” got the nickname of
  “Bertha”. The new “B” version trials ran with little
  incident for a mere 12 months. The new “B” ver-
  sion has major offensive improvements over the “A”
  model. The “B” series carries double the bomb load,
  though it has a reduced range due to the higher
  fuel consumption of a now heavier-loaded bomber.
  By the time the “C” version came around 1941-
  1942, further improvements were added. The
  plane’s ability to stay afloat in case of a water land-
  ing was improved. The “R” version “Richard” came
  around in 1940; it is a re-equipped “B” aircraft body
  with structural changes that allowed for two addi-
  tional fuel tanks. The “R” version is a good anti-
  ship craft. Characters coming against a JU-87 will
  have trouble in a rear-end attack due to the craft’s
  rear gunner. The only safe place is behind and be-
  low the rear gunner’s field of fire; this of course is
  tricky if there are more than one craft: gunners will
  try to give each other support fire to cover the blind
  spots. The JU87 also has a psychological edge in
  the form of spinners attached to the wheel covers
  that give off a screaming sound in a dive. This eerie
  sound is heard, then the crackle of the bombs, fol-
  lowed by the blast of the detonation.
  Messerschmitt Bf 109F-4
  Entered service in the European Theater in 1941
  1-seat Fighter from Germany.
  The F Model 109 was the most common in 1941.
  The 109 was the most important version of the
  fighter family of classic fighters available to the
  Luftwaffe in the early years of World War Two
  (1939-45). It was instrumental in the Luftwaffe’s
  success in winning and then retaining air superi-
  ority over the Polish, Scandinavian and North-West
  European battlefields between September 1939 and
  June 1940. It is only when the type was committed
  at longer range in the Battle of Britain (summer
  1940) that the limitations began to be appreciated
  more fully.
  In June 1936 the new Bf 109 V3 differed from
  the Bf 109 V2 only in having the fuselage-mounted
  armament of two MG 17 machine guns with 500
  rounds per gun.
  German analysts make note of the overall simi-
  larity between the Bf 109 and Spitfire, together with
  the latter’s heavier armament. It was believed at that
  time that the spitfire had four 0.303 in (7.7 mm)
  machine guns mounted in the wing leading edges
  outboard of the disc swept by the propeller. It was
  able to fire at a higher rate than the fewer though
  synchronized weapons in the German fighter.
  This caused worries about the Bf 109 inferiority
  in armament to both the new British modern fight-
  ers, namely the first-generation Hawker Hurricane
  and second-generation Spitfire. It was decided that
  the Bf 109B-0 pre-production aircraft should be
  completed with three 0.312in (7.92mm) MG 17
  machine guns, with the third weapon (with 500
  rounds) added in the angle between the engine’s
  cylinder banks and firing through the hollow pro-
  peller shaft. The 109 in the hands of a skilled pilot
  is an awesome aircraft.
  de Haviland Mosquito FB VI Series 2
  Entered service in the European Theater in 1943
  2-seat Fighter-bomber from Great Britain.
  The Mosquito has a few pitfalls for the unskilled
  pilot. For a skilled pilot it can perform some im-
  pressive things, such as carrying a 4,000lb bomb.
  The Mosquito was originally conceived as a small
  bomber in 1938; it was to rely on its speed for safety
  rather than any armament. Its construction of
  wood is based on this, as well as for industrial
  economy and speed of production. The wood con-
  struction also makes this aircraft a bit easier to bring
  down. The aircraft when fitted with rockets is ideal
  for anti-ship strikes.
  ME109 F-4
  Maneuverability
  Average
  Durability
  Mediocre
  HERO System Stats
  Fuzion Stats
  SIZE
  4 x 5
  DCV
  -5
  MOVE
  194 (388 mph)
  MASS
  2645
  KD
  19
  KB
  -4
  SDP
  128
  DEF
  10
  BODY
  21
  DEX
  16
  SPD
  4
  MOVE 76
  MAX
  1032
  Armament:
  * 2 7.92-mm MG 17 machineguns (fuselage)
  * Optional 20-mm MG FF cannon (firing through
  propeller shaft)
  Mosquito
  Maneuverability
  Average
  Durability
  Average
  HERO System Stats
  Fuzion Stats
  SIZE
  6 x 8
  FORM
  DCV
  -7
  MOVE
  190 (380 mph)
  MASS
  7667
  KD
  13
  KB
  -6
  SDP
  199
  DEF
  7
  BODY
  30
  DEX
  17
  SPD
  4
  MOVE 76
  MAX
  1020
  Armament:
  * 4 20-mm Hispano cannon (nose)
  * 4 .303 Browning machineguns (nose)
  * 2,000 pounds of bombs, or 1,000 pounds of
  bombs and 8 60-pound rockets
  
  78
  Hawker Hurricane I
  Entered service in the European Theater in 1937
  1-seat Fighter from Great Britain.
  The Hurricane is a powerful high performance
  machine, a low wing monoplane with retractable
  landing gear and flaps. While flying the Hurricane,
  one gets the feel that the name is accurate. If the pi-
  lot has the canopy open the craft is sluggish and heavy
  at the controls and shakes like a leaf in a gale. Later
  models have more punch in the form of 20mm Can-
  nons. Before the cannon, the Hurricane’s eight guns
  grouped in two batteries of four guns each were very
  efficient. Many planes crumble from the onslaught
  of the Hurricane’s guns; aircraft like the Junkers 88
  seem to have the ability to absorb a great many
  rounds of the Hurricane’s .303 rounds from the rear.
  First version Hurricanes came equipped with a TR9
  radio unit, which is a unreliable radio. There is a 20-
  25% chance that this type of radio will fail when
  needed. Most pilots find the Hurricane to be a rug-
  ged, stable plane and forgiving even with an inexpe-
  rienced pilot at the controls. The Hurricane can take
  on massive amounts of enemy fire and still fly.
  Supermarine Spitfire IA
  Entered service in the European Theater in 1938
  1-seat Fighter from Great Britain.
  Most Spitfires built before mid-1940 were alike in
  many ways. Super charged Merlin engines can iden-
  tify the first major variant group. The super charge
  is accomplished by a single centrifugal impeller stage,
  similar enough in layouts to be interchangeable with
  other Spitfires. The Spitfire IA is the original Spit-
  fire, armed with eight .303 Browning machine-guns.
  Later variants of the Spitfire are armed with four
  Browning and two MK 1 Hispano 20mm cannons.
  This is the B version and was put into service in later
  1940. It is a surprise to some pilots to find that the
  quick earlier Spitfires had a two-bladed propeller;
  the MK1A’s use the same or sometimes a triple-
  bladed propeller with metal blades. The Spitfire has
  the high speed, high rate of climb, and agility that
  enable the craft to make repeated attacks on a target.
  Mitsubishi A6M2 Model 21 Reisen
  (“Zeke””)
  Entered service in the Pacific Theater in 1941
  1-seat Fighter from Japan.
  The Zeke has standard communication and navi-
  gation equipment, plus a reflector gun sight. Sev-
  eral Zero fighters have the radios removed so that
  the performance of the aircraft is heightened. Pi-
  lots flying these types without radios rely on hand
  signals. In the hands of a skilled pilot, the A6M is
  the ultimate killing machine. It’s fast, light and ag-
  ile. Characters fighting against the Zero would do
  well not to try to out-turn the aircraft. The Zero
  can out-turn anything the Allies have: in a climb-
  ing or turning fight the Zero will come out on top.
  Many pilots find out that the best tactic is to hit
  and zoom away, making use of the wingmen to
  cover each other’s tails. Experienced Japanese pi-
  lots know that while the A6M3 could, when well
  handled, hold its own against Allied fighters at low
  altitudes, it is outclassed at medium and high alti-
  tudes.
  Hurricane I
  Maneuverability
  Average
  Durability
  Poor
  HERO System Stats
  Fuzion Stats
  SIZE
  5 x 6
  DCV
  -6
  MOVE
  164 (328 mph)
  MASS
  2556
  KD
  15
  KB
  -4
  SDP
  87
  DEF
  8
  BODY
  15
  DEX
  11
  SPD
  4
  MOVE 64
  MAX
  876
  Armament:
  * 4 .303 Browning machineguns (port wing)
  * 4 .303 Browning machineguns (starboard wing)
  Spitfire 1A
  Maneuverability
  Average
  Durability
  Poor
  HERO System Stats
  Fuzion Stats
  SIZE
  5 x 6
  DCV
  -6
  MOVE
  181 (362 mph)
  MASS
  2403
  KD
  15
  KB
  -4
  SDP
  96
  DEF
  8
  BODY
  16
  DEX
  12
  SPD
  4
  MOVE 72
  MAX
  972
  Armament:
  * 4 .303 Browning machineguns (port wing)
  * 4 .303 Browning machineguns (starboard wing)
  Zeke
  Maneuverability
  Average
  Durability
  Mediocre
  HERO System Stats
  Fuzion Stats
  SIZE
  5 x 6
  DCV
  -6
  MOVE
  166 (332 mph)
  MASS
  2045
  KD
  19
  KB
  -4
  SDP
  128
  DEF
  10
  BODY
  21
  DEX
  16
  SPD
  4
  MOVE 66
  MAX
  888
  Armament:
  * 20-mm Type 99 cannon (port wing)
  * 20-mm Type 99 cannon (starboard wing)
  * 2 7.7-mm Type 97 machineguns (fuselage)
  * 2 66-pound or 132-pound bombs
  
  79
  Mitsubishi G4M Model 24b
  (“Betty””)
  Entered service in the Pacific Theater in 1941
  7-seat Bomber, Transport from Japan.
  The Betty, near the end of the war, was a carrier
  for the Baka suicide bombs. Used in several duties
  such as a land-based bomber or a reconnaissance
  plane, the Betty is a versatile plane that can carry
  either bombs or torpedoes (only one 1,760-lb. tor-
  pedo, but it can carry up to 4,840 lb. of bombs).
  When bombs or torpedoes are carried, no bomb
  bay doors are fitted. The Betty is not very popular
  with the pilots since defense of the aircraft was sec-
  ond to range and weight by the designers, who were
  ordered by the Imperial Japanese Navy to carry cer-
  tain design specs out. As a result, the Betty is highly
  vulnerable: once intercepted and hit by an enemy
  fighter, the Betty goes up like a torch. The
  Mitsubishi G4M, nicknamed Betty by the Allies,
  also received an unofficial nickname by the fighter
  pilots who fought against it: “The One-Shot
  Lighter.” The Betty got its first official flight for war
  as the G4M2 in November 1942; earlier models got
  the first flight as early as 1939.
  Mitsubishi Ki-67 Hiryu (“Peggy””)
  Entered service in the Pacific Theater in 1944
  First flight beginning of 1943
  6-seat Heavy Bomber from Japan.
  Designed in February of 1941 by a team led by
  Dr. Hisanojo Ozawa, this army bomber met the
  demand for higher speed but also proved itself to
  be very maneuverable. In fact, it can be looped and
  also has excellent turning power, better even than
  some Japanese fighters. Perhaps the best all-around
  bomber produced by Japan, it has armor and
  armament to defend itself. The KI-69 escort fighter
  version was developed parallel to the bomber ver-
  sion, but during 1942 it had to be shelved due to
  delays of the bomber and material shortage. By
  1944 only 15 types had been built, all a bit differ-
  ent in design in some way or another. In 1944 pro-
  duction during this time began in earnest, with 727
  built. The KI-67 Hiryu (Flying Dragon) was first
  used as a torpedo bomber in the Philippine Sea
  battle. During this time it earned the Allied nick-
  name of “Peggy.” Later, its operations thrust it into
  battle during Iwo Jima, the Marianas, Okinawa, and
  then at last to the defense of Japan itself. Its service
  ceiling of 31,070ft keeps it well lower than the B-
  29, so during the defense of Japan it could do little
  against the B-29. The main bomber version is con-
  sidered a heavy bomber, but during suicide attacks
  the Peggy was also put to use as a special attack
  model against Allied ships. This version was un-
  armed and had a crew of only 3 (three). A long rod
  projected from the nose which tripped a switch to
  explode two 1,760lb bombs on impact with a tar-
  get. Both versions carried the bombs in internal
  racks. For torpedo use, the bomber was fitted with
  a form of crutch to carry one standard naval tor-
  pedo.
  Nakajima B5N2 (“Kate””)
  Entered service in the Pacific Theater in 1939
  3-seat Torpedo-Bomber from Japan.
  In its day, the B5N2 was an advanced and bold
  design. Japanese designers studied the stressed-skin
  aircraft of Northrop, Douglas and Clark and in no
  time copied new features into the aircraft. Ahead
  of its time, the B5N2 has a variable pitch propeller
  and hydraulically retracting landing gear. The air-
  craft went into service in time to serve in the Sino-
  Japanese war. Some of the rival fixed-gear
  Betty
  Maneuverability
  Mediocre
  Durability
  Mediocre
  HERO System Stats
  Fuzion Stats
  SIZE
  10 x 124
  DCV
  -7
  MOVE
  136 (272 mph)
  MASS
  10333
  KD
  19
  KB
  -6
  SDP
  164
  FirepowerDEF
  10
  BODY
  24
  DEX
  14
  SPD
  2
  MOVE 91
  MAX
  732
  Armament:
  * 2 7.7-mm Type 92 machineguns (nose)
  * 20-mm Type 99 Model 2 cannon (dorsal)
  * 20-mm Type 99 Model 2 cannon (port beam)
  * 20-mm Type 99 Model 2 cannon (starboard
  beam)
  * 20-mm Type 99 Model 2 cannon (rear turret)
  * 2,205 pounds of bombs or one 1,764-pound
  torpedo
  Peggy
  Maneuverability
  Mediocre
  Durability
  Average
  HERO System Stats
  Fuzion Stats
  SIZE
  9 x 11
  DCV
  -7
  MOVE
  167 (334 mph)
  MASS
  11210
  KD
  19
  KB
  -6
  SDP
  181
  DEF
  10
  BODY
  27
  DEX
  16
  SPD
  2
  MOVE 111
  MAX
  888
  Armament:
  * 20-mm Ho-5 cannon (dorsal)
  * 12.7-mm Type 1 machinegun (nose)
  * 12.7-mm Type 1 machinegun (tail)
  * 12.7-mm Type 1 machinegun (port beam)
  * 12.7-mm Type 1 machinegun (starboard beam)
  * 1,764 pounds of bombs, or 1,764-pound or 2,359-
  pound torpedo
  
  80
  Mitsubishi B5n’s were bought as well. In the attack
  on Pearl Harbor, 103 of the bombers took part. 40
  of the newer attack B5N2 torpedo planes also took
  part, many of them finding their torpedo mark.
  Armed both in the front and with a rear gunner,
  the Kate can be a dangerous aircraft to attack, es-
  pecially in formation with cover fire from other
  aircraft.
  Mikoyan-Gurevich MiG-1
  Entered service in the European Theater in 1941
  1-seat Fighter-bomber from Soviet Union.
  A fine fighter aircraft that can be armed with
  rockets or bombs, the MiG-1 is hindered somewhat
  by its long, heavy engine. A fair performer as a
  fighter, it can be crashed by someone without the
  skill to handle the plane’s tendencies. A most prob-
  lematic tendency is for the aircraft to swing to the
  extremes on takeoffs and landings. No real match
  for Luftwaffe fighters, only a skilled character should
  even attempt to go into combat with this aircraft.
  Yakovlev Yak-1
  Entered service in the European Theater in 1940
  1-seat Fighter-bomber from Soviet Union.
  In the hands of a skilled pilot the Yak-1 can be a
  deadly machine. Surprisingly, the plane is con-
  structed using a mix of metal, wood and ply cover-
  ing, with fabric-covered ailerons. The Yak-1 is a
  stable and easily maintained aircraft with excellent
  handling.
  Boeing B-17G
  Entered service in the European and Pacific The-
  aters in 1943
  10-seat Heavy Bomber from United States.
  Kate
  Maneuverability
  Mediocre
  Durability
  Poor
  HERO System Stats
  Fuzion Stats
  SIZE
  5 x 8
  DCV
  -7
  MOVE
  118 (236 mph)
  MASS
  3040
  KD
  17
  KB
  -4
  SDP
  105
  DEF
  9
  BODY
  18
  DEX
  13
  SPD
  3
  MOVE 51
  MAX
  624
  Armament:
  * 7.7-mm Type 92 machinegun (rear cockpit)
  * 1,764 pounds of bombs or a 1.764-pound torpedo
  MiG-1
  Maneuverability
  Average
  Durability
  Mediocre
  HERO System Stats
  Fuzion Stats
  SIZE
  4 x 5
  DCV
  -5
  MOVE
  196 (392 mph)
  MASS
  2848
  KD
  19
  KB
  -4
  SDP
  128
  DEF
  10
  BODY
  21
  DEX
  16
  SPD
  4
  MOVE 78
  MAX
  1044
  Armament:
  * 12.7-mm Beresin BS machinegun and 2 7.62-mm
  Sh KAS machineguns (nose)
  * 3 82-mm rockets, or 220 pounds of bombs or
  chemicals (port wing)
  * 3 82-mm rockets, or 220 pounds of bombs or
  chemicals (starboard wing)
  Yak-1
  Maneuverability
  Average
  Durability
  Mediocre
  HERO System Stats
  Fuzion Stats
  SIZE
  4 x 5
  DCV
  -5
  MOVE
  182 (364 mph)
  MASS
  2575
  KD
  17
  KB
  -4
  SDP
  116
  DEF
  9
  BODY
  19
  DEX
  14
  SPD
  4
  MOVE 72
  MAX
  972
  Armament:
  * 20-mm Sh VAK cannons (propeller shaft)
  * 2 7.62-mm Sh KAS machineguns (nose)
  * 3 82-mm RS 82 rockets (port wing)
  * 3 82-mm RS 82 rockets (starboard wing)
  B-17 Flying Fortress
  Maneuverability
  Mediocre
  Durability
  Average
  HERO System Stats
  Fuzion Stats
  SIZE
  11 x 16
  DCV
  -7
  MOVE
  144 (288 mph)
  MASS
  20674
  KD
  21
  KB
  -7
  SDP
  221
  DEF
  11
  BODY
  31
  DEX
  14
  SPD
  2
  MOVE 96
  MAX
  768
  Armament:
  * 2 .50 Browning M2 machineguns (chin turret)
  * 2 .50 Browning M2 machineguns (ventral turret)
  * 2 .50 Browning M2 machineguns (dorsal turret)
  * 2 .50 Browning M2 machineguns (tail turret)
  * 2 .50 Browning M2 machineguns (waist, both
  sides)
  * 2 .50 Browning M2 machineguns (“cheeks”, both
  sides)
  * 17,600 pounds of bombs
  
  81
  The Fortress is a good aircraft, but operations at
  high altitudes in rarefied air places great strain not
  only on the aircraft but the crew as well. Engine
  temperatures run to critical limits and have to be
  monitored on a constant basis, and operations in
  sub-zero temperatures can cause equipment to
  seize up and become jammed due to frost. Early B-
  17s have this problem more often than later ones.
  The engines in zero temperatures cause the hydrau-
  lically-actuated turbo superchargers to freeze up
  or not work at all. To prevent these, characters pi-
  loting a B-17 will have to work the mechanisms
  often to keep them from freezing. For the offensive
  role, a wide variety of explosives and incendiary
  bombs can be carried by the B-17 in both its inter-
  nal bomb bay and on wing racks. The wing racks
  are used only occasionally and only for special
  weapons. Later in 1944 and 1945, some of the B-
  17’s are used for photo recon and weather recon.
  Characters will often find themselves hitching a ride
  to parachute into an occupied area, or flying bomb-
  ing missions. Either way, the B-17 is a strong air-
  craft. By itself it can’t defend for long against fight-
  ers, but in a formation of B-17s it is much more
  powerful. Most times, command will try to pro-
  vide escort fighters for protection.
  Boeing B-29 Superfortress
  Entered service in the European and Pacific The-
  aters in 1944
  10-seat Heavy Bomber from United States.
  One of the major achievements in aviation his-
  tory is the Boeing Model 345, the B-29
  Superfortress. This new bomber is equipped with
  a pressurized cabin and can fly higher than many
  enemy aircraft. On August 6, 1945, a special un-
  armed Enola Gay is the aircraft which drops the
  first atomic bomb on Hiroshima. First combat mis-
  sions for this new bomber come about in June 5,
  1944 by the 58th Bomber wing. It is a strong and
  stable craft that dwarfs all others.
  Consolidated PBY-5 Catalina
  Entered service in the European and Pacific The-
  aters in 1940
  7-seat Flying Boat from United States.
  The all-purpose patrol flying boat, crewing a
  normal 7-man crew, the Catalina pulls several du-
  ties as patrol craft, rescue craft, and sub hunter. The
  Navy also uses it as a mail and cargo-hauler. Sev-
  eral countries use the Catalina, including Brazil,
  Austria, Canada, Chile, Netherlands, New Zealand,
  Norway, the Soviet Union, the UK, Uruguay, and
  of course the United States Navy and Marines.
  Curtiss SB2C-1 Helldiver
  Entered service in the European and Pacific The-
  aters in 1942, the Pacific in 1943.
  2-seat Dive-bomber from United States.
  B-29 Superfortress
  Maneuverability
  Mediocre
  Durability
  Average
  HERO System Stats
  Fuzion Stats
  SIZE
  15 x 22
  DCV
  -7
  MOVE
  179 (358 mph)
  MASS
  46197
  KD
  21
  KB
  -8
  SDP
  292
  DEF
  11
  BODY
  37
  DEX
  15
  SPD
  2
  MOVE 120
  MAX
  960
  Armament:
  * 4 .5 Browning machineguns (upper front turret)
  * 2 .5 Browning machineguns (upper rear turret)
  * 2 .5 Browning machineguns (lower front turret)
  * 2 .5 Browning machineguns (lower rear turret)
  * 2 .5 Browning machineguns and 20-mm M2 Type
  B cannon (rear turret)
  * 20,000 pounds of bombs
  Catalina
  Maneuverability
  Mediocre
  Durability
  Mediocre
  HERO System Stats
  Fuzion Stats
  SIZE
  10 x 16
  DCV
  -7
  MOVE
  95 (190 mph)
  MASS
  9858
  KD
  17
  KB
  -6
  SDP
  149
  DEF
  9
  BODY
  22
  DEX
  13
  SPD
  2
  MOVE 63
  MAX
  504
  Armament:
  * .50 Browning machinegun (port waist)
  * .50 Browning machinegun (starboard waist)
  * .30 Browning machinegun (bow turret)
  * .30 Browning machinegun (ventral turret)
  * 4,000 pounds of bombs, 2 torpedoes, or 4 325-
  pound depth-charges
  Helldiver
  Maneuverability
  Mediocre
  Durability
  Mediocre
  HERO System Stats
  Fuzion Stats
  SIZE
  6 x 8
  DCV
  -7
  MOVE
  141 (282 mph)
  MASS
  5771
  KD
  19
  KB
  -5
  SDP
  161
  DEF
  10
  BODY
  25
  DEX
  17
  SPD
  2
  MOVE 94
  MAX
  756
  Armament:
  * 2 .50 Browning machineguns (port wing)
  * 2 .50 Browning machineguns (starboard wing)
  * 2 .303 Browning machineguns (rear cockpit)
  * 1,000 pounds of bombs
  
  82
  This craft may be considered the workhorse of
  the Navy, for it saw major action in most of the
  Pacific battles. The carrier-borne Helldiver suffered
  from several design constraints from the beginning,
  placed by the requirements of the Navy. In the long
  run, the Helldiver figured prominently for the U.S.
  forces during the last two years of the Pacific war.
  Douglas C-47B Skytrain
  Entered service in the European and Pacific The-
  aters in 1935
  4-seat Transport from United States.
  The DC-3 or C-47 is the most widely-used trans-
  port in the military. The C-47 is used as a tug, a
  paratrooper plane and transport for both person-
  nel and cargo. It has a strong cargo floor and large
  double doors. It is a very reliable craft and has ex-
  cellent wheel brakes. On the downside, it needs two
  pilots to taxi it safely in confined areas. In an emer-
  gency, a wheels-up landing for the sky train is a
  simple task, much more so than other planes of its
  size.
  Grumman F4F-3 Wildcat
  Entered service in the European and Pacific The-
  aters in 1939
  1-seat Fighter-bomber from United States>
  Characters flying this aircraft will find that the
  F4F Wildcat is not a great fighter in terms of its
  performance, but it is of vital importance to the
  Allies as the mainstay aircraft for the U.S. Navy and
  lend lease to the British. The F4F is a good U-Boat
  hunter. Characters will find that with the aid of
  radar (see radar section), U-Boat patrol in the At-
  lantic Ocean is a mission many will go on again
  and again. In the Pacific Ocean and the war against
  Japan, characters will find out the hard way that
  the Wildcat is not as good a fighter as the Mitsubishi
  A6M Reisen Zeke, its primary Japanese opponent
  in the decisive days of 1942. In the hands of skilled
  pilots with high piloting skill and air combat, it is
  able to balance the Japanese fighter in better per-
  formance and firepower through a combination of
  determination and exploitation of the Wildcat in
  structural strength and adequate protection. In
  October 1941, just two months before the USA
  enters into World War Two (1939-45), the F4F was
  officially named Wildcat, and this started the se-
  ries of cat-named Grumman fighters for the U.S.
  Navy
  Improvements added during the course of pro-
  duction (or as retrofits to in-service aircraft) in-
  cluded self-sealing fuel tanks, 150 lb. (68 kg) of ar-
  mor protection for the pilot and vital systems, a
  27-lb. (12.2-kg) toughened glass windscreen, and
  eight- rather than two-segment cowling flaps for
  improved engine cooling. Also developed to meet
  U.S. Navy demand for extra range are a pair of non-
  jettison 42 U.S. gal (35 Imp gal, 159 liter) tanks car-
  ried under the outer wings. These are not used op-
  erationally by naval squadrons. The U.S. Marine
  Corps do make limited use of the tank, converted
  for jettison carriage under the aircraft’s centerline.
  One of the things many pilots do not like about
  the Wildcat is a problem with radios. Wildcat ra-
  dios go bad, it seems, sooner than and more often
  than other aircraft.
  Grumman F6F-5 Hellcat
  Entered service in the European and Pacific The-
  aters in 1944
  1-seat Fighter-bomber from United States.
  The Hellcats are a far cry above the Wildcat it
  was designed to replace. (During the war years the
  Hellcat ends up having the best kill-to-loss ratio of
  any fighter during the war.) Designs for the Hellcat
  began in 1940. After Pearl Harbor, big production
  of the Hellcat started but it would not be until a
  year later that a Hellcat Pilot scores a first kill in
  the Hellcat. A fast, sturdy plane that delivers im-
  pressive firepower on a stable weapons platform,
  the additional armor behind the pilot helps pro-
  tect against most rounds from enemy craft.
  C-47B Skytrain
  Maneuverability
  Poor
  Durability
  Poor
  HERO System Stats
  Fuzion Stats
  SIZE
  10 x 15
  DCV
  -7
  MOVE
  115 (230 mph)
  MASS
  10027
  KD
  13
  KB
  -6
  SDP
  92
  DEF
  7
  BODY
  14
  DEX
  8
  SPD
  1
  MOVE 153
  MAX
  612
  Armament:
  * None
  Wildcat
  Maneuverability
  Average
  Durability
  Poor
  HERO System Stats
  Fuzion Stats
  SIZE
  4 x 6
  DCV
  -6
  MOVE
  166 (332 mph)
  MASS
  2791
  KD
  17
  KB
  -4
  SDP
  105
  DEF
  9
  BODY
  18
  DEX
  13
  SPD
  4
  MOVE 66
  MAX
  888
  Armament:
  * 2 .50 Browning machineguns (port wing)
  * 2 .50 Browning machineguns (starboard wing)
  * 200 pounds of bombs
  
  83
  Grumman TBM-1C Avenger
  Entered service in the European and Pacific The-
  aters in 1942
  3-seat Torpedo-Bomber from United States.
  This three-seat torpedo bomber is a massive
  plane. In the beginning, it got off to a near-fatal
  start as it was pounded in the Battle of Midway. It
  did go on to become one of the most dependable
  aircraft of the U.S. Navy. Avengers had a place in all
  major air/sea engagements during the Pacific war.
  A large heavy plane, the Avenger requires a skilled
  pilot to even get it off the carrier deck.
  Lockheed P-38J Lightning
  Entered service in the European and Pacific The-
  aters in 1943
  1-seat Fighter-bomber from United States.
  Many pilots like the P-38 Lightning. Two engines
  power it; the propellers are counter-rotating so as
  to eliminate frame shudder. As a result, the P-38
  has a very low stall speed. The craft has turbo charg-
  ers recessed into the tops of the tail booms, and it
  tricycle landing gear. The main nacelle houses the
  pilot and in its nose are the firepower: four ma-
  chine guns and a 20-mm cannon. Most craft placed
  in the gun sights of the P-39 will be destroyed with
  a good burst. Combat pilots soon find that the sepa-
  rate buttons for firing the .50 caliber machine guns
  and the 20mm cannon are unnecessary; many pi-
  lots have the cannon and guns wired to one button
  so that they fire together. A character who wants to
  have more room in the cockpit and lighten the load
  can opt to remove heavy equipment located near
  the left knee in the cockpit. This equipment is for
  charging a gun that jams; in combat you do not
  have time to figure out if one of the .50 calibers is
  not firing.
  Characters moving into flying a P-38 will find
  that it takes twice as much flying time (when com-
  pared to flying other aircraft) to get to a level of
  skill to take full advantage of the capabilities of the
  P-38. In vertical dives, the P-38, if allowed to build
  up speed, cannot be controlled. Once in an uncon-
  trolled dive and speed builds up past the safe dive
  speed there is a 10-15% chance of something com-
  ing apart every combat round. As noted, though,
  many characters will find the P-38 to be a very stable
  plane. The counter-rotating props eliminate any
  torque problems while passing through a wide
  range of speeds. Characters will find that the P-38
  can generally outmaneuver anything else, Axis or
  Allied, between 18,000 and 31,000 feet. Below
  18,000 feet it is touch and go. Many times the pull-
  out response of the aircraft has saved pilots during
  Hellcat
  Maneuverability
  Good
  Durability
  Average
  HERO System Stats
  Fuzion Stats
  SIZE
  5 x 7
  DCV
  -7
  MOVE
  193 (386 mph)
  MASS
  4912
  KD
  21
  KB
  -5
  SDP
  194
  DEF
  11
  BODY
  31
  DEX
  21
  SPD
  4
  MOVE 76
  MAX
  1032
  Armament:
  * 3 .5 Browning machineguns (port wing)
  * 3 .5 Browning machineguns (starboard wing)
  * 2000 pounds of bombs or 6 5-inch rockets
  Avenger
  Maneuverability
  Mediocre
  Durability
  Mediocre
  HERO System Stats
  Fuzion Statsgs
  SIZE
  6 x 8
  DCV
  -7
  MOVE
  129 (258 mph)
  MASS
  6117
  KD
  19
  KB
  -5
  SDP
  161
  DEF
  10
  BODY
  25
  DEX
  17
  SPD
  2
  MOVE 85
  MAX
  684
  Armament:
  * .50 Browning machinegun (port wing)
  * .50 Browning machinegun (port wing)
  * .50 Browning machinegun (dorsal turret)
  * .30 Browning machinegun (ventral turret)
  * 22-inch torpedo, or up to 2,000 pounds of bombs
  Lightning
  Maneuverability
  Average
  Durability
  Average
  HERO System Stats
  Fuzion Stats
  SIZE
  6 x 8
  DCV
  -7
  MOVE
  207 (414 mph)
  MASS
  6869
  KD
  21
  KB
  -6
  SDP
  199
  DEF
  11
  BODY
  30
  DEX
  17
  SPD
  4
  MOVE 82
  MAX
  1104
  Armament:
  * 20-mm AN-M2 cannon and 4 .5 Browning M2
  machineguns (nose)
  * 3200 pounds of bombs or 10 5-inch rockets
  
  84
  low-level dogfights. The aircraft’s configuration is
  also a boon. The placement of the engines helps
  provide extra cover against enemy fire for a pilot
  during low-level attacks. The plane is rugged and
  can take a phenomenal amount of damage and still
  fly. Maintenance is found to be very easy. The air-
  craft and its engines are easy to maintain.
  While the Lightning is regarded as an effective
  combat aircraft in other theaters of war, it is a mis-
  erable disappointment in Europe. Faced with long
  flight time above 30,000 feet during escort duty, P-
  38s do not have enough heat to defrost the wind-
  shield. In freezing temperatures a character will find
  themselves quickly numb from the cold. It takes a
  great amount of effort to fly and even more so to
  fight in this condition. Also in the European cli-
  mate, the intercoolers in the superchargers cause
  failures and are prone to over boosting the engines.
  North American P-51D Mustang
  Entered service in the European and Pacific The-
  aters in 1943
  1-seat Fighter-bomber from United States.
  There can be little doubt that the Mustang is the
  finest fighter to see service on either side in World
  War Two (1939-45). The aircraft combines phe-
  nomenal performance in speed, climb and range,
  good acceleration, very good maneuverability, and
  an extremely sturdy airframe.
  Much later in the war 1944-45 character will be
  able to get their hands on the D Model. This is the
  definitive multi-role version of the Mustang. The
  D Model, by war’s end, will be built in larger num-
  bers than all other Mustang variants combined. The
  P-51D, known by the manufacturer as model des-
  ignation NA-109, may be regarded as the defini-
  tive version of the P-51B and P-51C with the
  Packard V-1650-7 engine. The fuselage fuel tank is
  for additional range. A number of detail improve-
  ments come about during the production of this
  aircraft. A moderate forward extension of the wing’s
  leading edges in the region adjacent to the fuselage
  was added. Provisions for a wing-mounted arma-
  ment, of six 0.5 in (12.7 mm) MG53-2 fixed for-
  ward-firing machine guns with 1,880 rounds, or
  four such guns with 1,600 rounds, were included
  as well. In its P-51D-5 definitive form, it has a tear-
  drop canopy and a small dorsal fillet extending the
  leading edge of the fin onto the upper part of the
  cut-down rear fuselage for improved directional
  stability. The inspiration to the development of this
  model was the level of complaints voiced by pilots
  about the relatively poor fields of vision provided
  by the Mustang’s original canopy.
  Earlier Mustangs have a framed unit that consti-
  tuted a forward extension of the raised rear turtle-
  deck. Character flying the earlier versions the A and
  B’s will find impediments to lateral and rearward
  vision.
  The Mustang is a fast plane with the range to
  take characters on longer air missions. The only
  problem with it is that hits to the engine will bring
  it down faster than most planes because of the en-
  gine design.
  Republic P-47D Thunderbolt
  Entered service in the European and Pacific The-
  aters in 1943
  1-seat Fighter-bomber from United States.
  There was some difficulty with the initial design
  of the Thunderbolt’s main landing gear; these had
  to be installed inboard of the machine gun arma-
  ment, which included long outboard channels car-
  rying the belted ammunition. The considerable
  power of the Double Wasp radial engine required
  the use of a four-blade Curtiss Electric metal pro-
  peller of the constant-speed type with a diameter
  of 12 ft 0 in (3.66 m). The need to provide the tips
  of these blades with adequate ground clearance
  meant that the main landing gear legs were too long
  P-51D Mustang
  Maneuverability
  Exceptional
  Durability
  Average
  HERO System Stats
  Fuzion Stats
  SIZE
  5 x 6
  DCV
  -6
  MOVE
  219 (438 mph)
  MASS
  3907
  KD
  21
  KB
  -5
  SDP
  177
  DEF
  11
  BODY
  28
  DEX
  19
  SPD
  5
  MOVE 69
  MAX
  1164
  Armament:
  * 3 .50 Browning MG 53-2 machineguns (port
  wing)
  * 3 .50 Browning MG 53-2 machineguns (starboard
  wing)
  * Up to 2,000 pounds of bombs or 10 5-inch rockets
  P-47d Thunderbolt
  Maneuverability
  Exceptional
  Durability
  Average
  Maneuverability
  Good
  Durability
  Average
  HERO System Stats
  Fuzion Stats
  SIZE
  5 x 6
  DCV
  -6
  MOVE
  220 (440 mph)
  MASS
  5880
  KD
  21
  KB
  -5
  SDP
  177
  DEF
  11
  BODY
  28
  DEX
  19
  SPD
  4
  MOVE 87
  MAX
  1176
  Armament:
  * 4 .50 Browning machineguns (port wing)
  * 4 .50 Browning machineguns (starboard wing)
  * 2,500 pounds of bombs or 10 5-inch rockets
  
  85
  to be retracted into the span left inboard of the
  machine guns. The Republic design team had to
  therefore devise a system that shortened each leg
  by 9 in (0.23 m) as it retracted.
  Such groups as the 61st, 62d and 63d Fighter
  Squadrons of the 56th Fighter Group began to con-
  vert to the new fighter in June 1942. During 1942,
  if a character ends up flying a P-47, it will be this
  model. P-47C was delivered from September 1942
  to the extent of 602 aircraft; this was the first fully
  operational variant of the Thunderbolt series. The
  P-47C is powered by the R-2800-59 version of the
  Double Wasp radial engine rated at 2300hp
  (1715kW) at 27,000ft (8230m). It was aided by a
  system to inject water from a 30 U.S. gal (25 Imp
  gal; 113.6 liter) tank installed ahead of the engine
  firewall. The fuselage ahead of this point was
  lengthened by 8in (0.203m) to increase overall
  length to 36ft 1.25in (11.00m): this provides the
  volume for this tank and caused the engine to have
  to be moved slightly forward. As a result there is a
  shift in the center of gravity for an improvement
  in the P-47C’s maneuverability. This change also
  makes its possible to add a centerline hard point
  for the carriage of a drop tank, which could be of
  75, 110 or 200 U.S. gal (62.45, 91.6 or 166.5 Imp
  gal; 283.9, 416.4 or 757.1 liter) capacity.
  The main visual identification of the P-47C (as
  the replacement of the P-47B), apart from the
  longer forward fuselage, is its forward-raked radio
  mast. It has a vertical mast in the same position
  above and behind the cockpit.
  A character flying a Thunderbolt can not only
  out-dive their German opponents, but also over-
  take the Focke-Wulf Fw 190 and Messerschmitt Bf
  109 in level flight. He can out-fly them at heights
  above 15,000-ft (4570 m), and inflict heavy dam-
  age on the enemy, with even a very short burst of
  fire from any range inside 300 yards (275 m). Later
  during the war, for the Thunderbolt, which is now
  in all the theaters in which the Allies are fighting,
  the need for camouflage has begun to be less im-
  portant. It is decided that from the P-47D-21-RA
  and P-47D-28-RE the aircraft will be delivered in
  their natural metal finish, with the some minor
  paints acting as a black anti-dazzle ahead of the
  cockpit. Most characters having an encounter with
  or piloting this plane will notice its size before any-
  thing else. The P-47 for all intents and purposes is
  a flying tank, and can take a massive amount of
  battle damage and still get its pilot back to a friendly
  base.
  Vought F4U-1D Corsair
  Entered service in the European and Pacific The-
  aters in 1943
  1-seat Fighter-bomber from United States.
  Built by Chance Aircraft division of the United
  Aircraft Corporation and also later put into pro-
  duction by the Brewster Aeronautical Corp., who
  in July of 1944 failed to meet the requirements of
  the U.S. Navy and lost the contract. They had de-
  livered only 735 planes by that time. The Goodyear
  Aircraft Corp had better luck and began produc-
  tion of the aircraft. By mid 1945 Goodyear deliv-
  ered 3,000 Corsairs, and Chance Vought by that
  time delivered well over 6,000.
  In 1940 the first prototype was delivered to the
  U.S. Navy. After testing, the Corsair was ordered in
  quantity in 1941. The first production craft from
  production flew as the F4U-1 in June of 1942. Un-
  til the end of 1944 the U.S. Navy used the Corsair
  and Marine Corps as a land-based fighter in the
  Pacific. During all these years the aircraft is under
  constant development and revision. One such re-
  vision is to get the Chance Vought Corsair prepared
  to meet all U.S. Navy deck landing requirements.
  The Corsair is a tough plane to fly; its powerful
  engine has a lot of torque. If a pilot gives it rapid or
  sudden full throttle while sitting on the runway, it
  could well flip the plane over. Easing up to speed is
  best, until the rudder takes hold and gives the pilot
  control. The Corsair has a tendency to spin; only
  characters with a high stat in piloting should even
  attempt to fly it. Some people have given this air-
  craft another nickname: the Ensign Eliminator.
  Other well-known nicknames are Hose Nose, Hog
  and CornCob.
  The Corsair’s fireproofed internal fuel tank is
  rubberized to aid in sealing leaks; wing tanks are
  not fireproofed. The guns are charged individually
  from the cockpit. In combat, one or two of the guns
  often jam up and have to be recharged.
  F4U-1D Corsair
  Maneuverability
  Good
  Durability
  Average
  HERO System Stats
  Fuzion Stats
  SIZE
  5 x 6
  DCV
  -6
  MOVE
  213 (426 mph)
  MASS
  4703
  KD
  21
  KB
  -5
  SDP (total)
  DEF
  11
  BODY
  28
  DEX
  19
  SPD
  4
  MOVE 85
  MAX
  1140
  Armament:
  * 3 .50 Browning machineguns (port wing)
  * 3 .50 Browning machineguns (starboard wing)
  * Up to 2,000 pounds of bombs, or 8 5-inch rockets
  
  86
  Aircraft Attack Tactics
  Some attacks are very much the same whether it
  be in the Europe or Pacific theater. Some, such as
  torpedo attacks, are only done against water-based
  targets. Conditions that would affect attacks such
  as weather, aircraft damage, attacking planes, and
  flak are outlined elsewhere in this book. Most at-
  tacks are covered via a skill roll but with arbitrator’s
  judgment in some cases as harsh weather, injury to
  the agent character, or damage to the aircraft. A
  difficulty roll may be added. A strength or willpower
  roll may also come into play, checking how close
  the character brings the craft to the target while
  dropping an explosive. When applicable, ranges are
  noted. If a character brings an aircraft too close to
  the target when dropping an explosive they can be
  hit in the blast effect.
  Level Bombing
  Aircraft such as light, medium, and heavy bomb-
  ers carry out level bombing. On a bomber mission,
  gunners have to keep watch for enemy fighters.
  While the bomber is on final approach to the tar-
  get, the bombardier takes control of the plane (the
  pilots do not have control of the plane at this time).
  The bombardier keeps the craft level and steady,
  all the while keeping an eye looking into the Norden
  bombsight, until calculating and locking in the tar-
  get and dropping the bombs. Conditions such as
  heavy flak, damage, even smoke screens can throw
  off bombing attack accuracy. Low altitude bomb-
  ing raids with bombers coming in at several hun-
  dred rather than several thousand feet will make
  attacks more accurate. Low level attacks also give
  antiaircraft batteries less time to react, but it also
  makes the AA fire more accurate once the AA crews
  are set.
  Dive Bombing
  Dive bombing, unlike level bombing, is done
  from a fighter-bomber aircraft. It is closer to being
  pinpoint accurate as well. Aircraft with dive flaps
  and dive breaks are best suited for dive bombing.
  In a dive, the plane can pick up great speed—mak-
  ing it very hard to pull up out of the dive. In this
  type of an attack, the pilot spots the target and be-
  gins the dive as the plane is nearly over it. If the
  starting altitude is below 5000ft, the pilot may have
  a hard time pulling up after the attack.. 1500 to 5000
  feet is a safe height to drop the bomb or bombs
  and still be able to pull out and avoid the bomb
  blasts. For dive bombing against a ship, whether it
  be naval or freighter, an approach from 14,000 feet
  is a good idea. Lining up with the ships stern will
  give a pilot the largest target area for a longer pe-
  riod of time, dropping the bomb or bombs at 2000
  and 1500 ft. This is often the case for naval aircraft
  such as the SBD Dauntless, and the Curtiss
  Helldiver.
  Rocket Attacks
  In the Pacific, the Americans exclusively use rock-
  ets. Against both ground targets and ships, they fire
  off the rockets at 800 to 1000 feet from the target
  and pull up out of the range of the blast. Rockets
  are also used against bomber formations to break
  bombers up from the safety of the formation, mak-
  ing them easier to down. Since rockets will fly in a
  forward and downward path, aiming a few feet
  above and ahead of a flying target is best. The
  Luftwaffe, when it comes to attacking Allied bomb-
  ers, has at least three weapons for which to break
  up bomber formations. The air-to-air bomb, a frag-
  mentation bomb, is time-fused to around four to
  five seconds. A fighter dropping an air-to-air bomb
  would have to be several hundred feet above the
  intended targets. Jagdfaust rockets launch vertically
  and the rockets, once armed, fire from being acti-
  vated by the shadow of the bomber. A fighter using
  these would have to come in several hundred feet
  below target. And also then is the GR 21 rocket.
  Fired from wing tubes, the best shots would be
  coming up on the six o’clock of the bomber for-
  mation (though some fighters make head-on at-
  tacks). Since these types of rockets have a trajec-
  tory much like a cannon shell, the fighter would
  fire a bit above the target and almost lob the weapon
  to target.
  Strafing
  There are two ways to strafe a ground target. The
  first is to come in low (to try for surprise on the
  side of the attackers), and throw off the aim and
  readiness of any AA and machine gun crews in and
  around the target. The other is to use a high-level
  approach at around 12,000 feet and come in at a
  graduated diving attack, building up speed and
  using that speed to pull up and make another pass
  if need be. The pilot, using the gun sight, walks the
  machine gun fire across the target.
  Skip Bombing/Glide Bombing
  This type of attack is safest for those pilots who
  are not skilled in dive bombing, for the skip bomb-
  ing attack is easier to pull off. This style of attack is
  far less accurate than the dive bombing attack,
  though fighter-bomber pilots use it, and torpedo
  planes loaded with bombs can as well. This attack
  can be pulled off as low as 1000 feet. The attacking
  craft flies level and fast, dropping the bombs just
  as the craft is a few hundred feet from the target.
  The bombs fall in a forward motion striking the
  target, if the pilot has calculated the correct time
  for bomb release.
  Sub Patrol/Depth Charge Attacks
  Planes such as the PBY are used for sub patrol.
  For this type of attack, the plane will be just a few
  hundred feet above the water. The depth charges
  are dropped as the plane is 40-60 feet away from
  target.
  
  87
  Torpedo Bombing
  A torpedo run is a very dangerous attack, for the
  pilot has to bring the plane in from a medium alti-
  tude and then level out over the water at about 100-
  150 feet. The plane must be flying at a slow speed
  as well, 100-110 mph. It drops the torpedo around
  1,000 yards from target and then pulls out and away.
  Victory Claims, Kill Markings
  and Mission Markings
  For the Allies, five aircraft confirmed makes the
  flyer an ace. Unknown Eagles units attached to the
  AAF need five aerial kills before becoming an ace.
  In early to late 1944, the Arbitrator can opt to be
  historic and do what the AAF command did: kills
  on the ground were also counted. This was a con-
  troversial decision. Strafing attacks are very dan-
  gerous, and no Air Force other than the AAF opted
  for ground kills counting towards acedom. For the
  Germans, British, French, Japanese and Italians at-
  tached to any of the secret groups, the kill number
  to acedom is ten. As German command will say, it
  is ten kills that make the Experten (ace).
  Air victory claims are not so easy to claim. Hit-
  ting another aircraft with a burst is not enough to
  claim a victory. Seeing pieces of the target aircraft
  come off or smoke pouring from it is not enough
  for a kill claim—after all, look at some of the craft
  and the states they made it back to base in. Large
  sections were torn off the airframe, tail or wings.
  With holes all over the place, and engine or engines
  on fire, they still made it back to base to be repaired
  and sent back up again later. It bears to reason that
  this is the case all around.
  Claims to a victory can sometimes be confirmed
  by the gun camera footage or another witness. Even
  then, one or more events will have to take place
  before a kill score is confirmed for the pilot or gun-
  ner.
  A) The target has to blow up and go to pieces in
  the air.
  B) A large enough part from the craft must come
  off to make it unflyable in the future, and
  enough to ensure it will not make it back to base,
  but be on its way to a crash. In other words, a
  whole wing, the whole tail section, or the en-
  gine has to be observed falling from the main
  body.
  C) The pilot must be observed bailing out.
  D) Someone has to observe the aircraft crashing.
  E) Gun camera must prove without a doubt that
  the target craft is doomed.
  Naming your Aircraft
  Many pilots and crews named their aircraft, and
  sometimes included pieces of art on the nose or
  body as well. Naming an aircraft can be a personal
  thing, in honor of a girl back home or a very straight
  message to the enemy. An extra sheet of paper can
  be used to depict the side or other section of a pilot
  character’s craft. With this they can make their in-
  signia, and name the craft as well as keep score of
  missions and claims.
  Kill Markings
  U.S. Forces
  From the start of their involvement in the war,
  American pilots have had a wide diversity of mark-
  ings and symbols for their aircraft. This section
  deals with kill markings that the character can use
  on aircraft and vehicles if they so wish. The more
  common ones are in the Pacific; pilots use a rising
  sun symbol as a kill mark. For pilots fighting in
  Europe, a swastika is the mark used. These of course
  are the more common ones. Character pilots and
  crews can use different symbols altogether. Mission
  and kill markings are a huge morale boost to
  ground crews and other members of the unit, and
  to civilians, as well. Bomber crews near the start of
  the war view the markings much like marking time
  off in prison, since bomber crews have a higher fa-
  tality, the kill markings are a sign of prestige and a
  huge morale boost. Characters in the Pacific will
  have a harder time of it since many times naval pi-
  lots won’t fly the same aircraft each mission. Pilots
  will fly the aircraft that they get assigned. Other
  than scoreboards on naval aircraft, personal mark-
  ings such as naming the plane are rare. Many times
  an aircraft is repainted with the names and score
  of aces for press releases only.
  Great Britain and the Commonwealth
  The high command of the Royal Air Force frowns
  upon personal markings or victory markings, es-
  pecially on fighters. The reason behind this is that
  enemy aircraft, spotting a decorated plane, would
  pay more attention to that aircraft. As a rule of good
  taste and also to leave the lions of command asleep,
  British and other Commonwealth aircraft should
  keep the markings small, less obvious to enemy
  craft. Pilots from Commonwealth countries are
  more apt to use markings than pilots flying in and
  around the British Isles. High Command gives
  bomber crews a bit more leeway when it comes to
  kill marks and personal decoration of craft. Some
  of the more common ones are windmills for food
  or agent drops, full moons for night mission sym-
  bols and ice-cream cones or cakes with a candle
  for easy missions.
  Italy
  Officially the high command of the Italian Air
  Force does not look kindly on the practice of kill
  markings; therefore it is not as widespread. Both
  kill and personal markings can be found on a few
  aircraft.
  
  88
  Germany
  Luftwaffe pilots keep kill markings simple and
  in one location. For the most part a bar is used.
  Variations on the theme are of course widespread.
  Bomber crews are more flamboyant when it comes
  to recording kill marks on their craft.
  Japan
  Victory markings are very popular on both Japa-
  nese navy and army planes. The major difference
  in awarding kills marks is that the kill score is
  awarded to the aircraft and not to the pilot of the
  craft. Higher-ranking pilots have the luxury of hav-
  ing their own plane, and their own kill markings
  and personal symbol on an aircraft: a personal kanji
  (marking) is found alongside the kill score mark-
  ings. Both army and navy craft carry the markings
  on the left side only, under the cockpit, fuselage, or
  on the fin of the plane. Many times a lightning bolt
  is added through the symbol to illustrate a de-
  stroyed aircraft.
  Soviet Air Force
  Soviet pilots use victory marks on several types
  of aircraft. Most of the time the markings denot-
  ing a kill come in the form of the Soviet star. Varia-
  tions are limited to placement of the stars on the
  craft, color and using the stars as borders. If the
  pilot has won a medal, they will paint a symbol for
  the medal onto the aircraft also. Common place-
  ment of kill marks is on the fin and rudders, the
  rear of the cockpit, or just under the canopy. Per-
  sonal symbols are permitted.
  
  89
  A Force: British organization; function is the
  exfiltration of escaped POWs.
  A-2: Air Force intelligence.
  AA: Anti Aircraft.
  Abwehr II: Sabotage division of the Abwehr.
  Abwehr III: Counter-espionage division of the
  Abwehr.
  Abwehr: German military foreign intelligence ser-
  vice.
  ACC: Allied Control Commission.
  Agent Provocateur: An agent planted by the con-
  trolling authorities of a country to associate with
  (and in doing so uncover) foreign agents.
  All-Ways: A fuse that is designed to function re-
  gardless of the angle at which it impacts the tar-
  get. Used in grenades and some mortar bombs.
  Annulus: Recessed part surrounding the percus-
  sion cap of a small arms cartridge, most times
  colored for identification.
  AP: Armor Piercing.
  APC: Armor Piercing, Capped. This is a steel pro-
  jectile that has a cap over its tip to aid in pen-
  etration.
  APCBC: Armor Piercing, Capped, Ballistic Capped.
  This is an APC projectile with additional thin
  windshield that gives better ballistic shape to the
  nose of the round.
  APCNR: Armor Piercing, Composite, Non-Rigid.
  Tungsten-cored projectile that is used with a
  taper bore weapon, thus reducing the size of the
  round as it passes up the weapons barrel.
  APCR: Armor Piercing, Composite, Rigid. Pierc-
  ing projectile that uses a tungsten core built up
  to caliber with light steel and alloy components.
  It gives a high muzzle velocity but poor carry
  power.
  APDS: Armor Piercing, Discarding Sabot. A tung-
  sten-cored projectile consisting of a core and
  sheath made up to caliber by light alloys form-
  ing a sabot. Leaving the muzzle, the sabot is dis-
  carded leaving the sub projectile of the core and
  sheath to go to the target.
  Auxiliary Field: A field close by a large airport, used
  for practice flights.
  B-4 bag: Canvas luggage that converts to a hanger
  bag.
  Baksheesh: Slang term for easy mission with no
  enemy encounters.
  Bandits: Enemy planes.
  Barnstorming: Flying around the country and stop-
  ping at small airfields to do air shows or to give
  passengers rides.
  Base leg: Part of a flight’s landing pattern. The base
  leg follows the downwind leg and proceeds the
  final approach to landing.
  Bathtub: Ball turret on bomber.
  Bays: Rooms with barracks. Each bay houses eight
  bunks.
  BBC: British Broadcasting Corporation.
  BCRA: Bureau Centrale de Renseignment et d’
  Action (de Gaulist secret intelligence agency).
  Beam: A radio sound made up of combined dot-
  dash and dash-dot Morse code sound. Making
  a solid hum, this leads a pilot to the airport run-
  way.
  Belly landing: Landing without wheels.
  BI: Dutch secret Intelligence.
  Big friends: Bombers.
  Big jeep: Large bomber.
  BIS: Bureau of Investigation and Statistics (Chi-
  nese National Government’s internal security
  and counter-Intelligence service).
  Biscuit gun: This is an imaginary appliance to shoot
  food to pilots who are having difficulty land-
  ing.
  Blackout: Unconscious state resulting from blood
  draining from the head, caused by pulling ex-
  cessive G-forces.
  Blind: Infiltration without prearranged reception.
  Blow: Exposed, or revealed (blown cover).
  Blowback: A system of operation of a weapon that
  the breech unit is opened by the pressure in the
  chamber, forcing the empty cartridge case back-
  wards.
  Bogie: Unidentified aircraft.
  Bomb up: Loading up with bombs.
  BOQ: Bachelor officers quarter.
  Glossary
  
  90
  Buzzing: Flying an aircraft fast and close to the
  ground.
  CAA: Civil Aeronautics Authority.
  Cadet widows: Girls that date many cadets.
  Cannelure: This is the groove that is machined
  around the body of a bullet, most times for at-
  tachment of the cartridge case.
  CAS: Civil Affairs Division (War Department).
  Cattle wagon: A large open-windowed van used to
  transport personnel.
  CD: OSS branch whose job is camouflage, censor-
  ship, and documentation intelligence.
  CE: Counter Espionage.
  CEA: Controlled Enemy Agent.
  Cemetery: A place where all the beyond-fixing
  damaged aircraft are placed.
  Chairborne troops: Non-flying personnel.
  Chandelle: An abrupt climbing turn.
  Chauffeur: Pilot.
  Chinese landing: Landing with one wing lower than
  the other.
  CI: Counter Intelligence.
  CIS: Czechoslovak Intelligence Service.
  City Team: Units of the OSS that are dispatched to
  enter newly liberated cities.
  CLN: Comitato di Liberazione Nationale (Italian
  resistance central committee).
  Clocks: Instruments on panel in cockpit of aircraft.
  Coffee grinder: An aircraft’s engine.
  Commercial license: A federal issued certificate al-
  lowing a pilot to carry passengers, or haul freight
  for hire.
  Compensator: A gas deflector on the muzzle of a
  weapon that deflects some of the muzzle blast
  upward. In doing so, it forces the muzzle down
  and compensates for the tendency of the muzzle
  to rise during full auto fire. Found on some
  submachine guns.
  Cone of silence: The air space above the intersec-
  tion of four beams, where no signal is heard.
  Most times this is a point near a beacon close to
  an airport.
  Conk: Sudden stopping of an aircraft engine dur-
  ing flight.
  CPT Program: Civilian Pilot Training Program. A
  federal program to help people learn to fly air-
  craft.
  Crab: An obvious sideways motion of an aircraft
  with respect to the ground, flying in a skid or
  sidewind.
  Cross controls: A pilot uses opposing control sur-
  faces to achieve an effect, like a skid or a slip or
  a crosswind landing.
  Cyclic: Rate of fire of a weapon if fired continu-
  ously.
  Deuxieme Bureau: French intelligence service of
  the French army, corresponding to G-2.
  Dodo: Aviation cadet, one who has not yet soloed.
  Double Agent: An agent that is working for one
  intelligence service, but is actually under the
  control of another.
  Downwind leg: Part of the traffic pattern on an air-
  field. This parallels the runway opposite the di-
  rection of landing, and is the first leg of a flight.
  Dry run: Practice, or rehearsal for a military op-
  eration.
  Eggs: Bombs.
  Fans: Propellers.
  Fence hopping: a buzz-type maneuver where a pi-
  lot flies an aircraft so low, he has to hop the plane
  over any fences encountered.
  Final approach: Last leg of the flight pattern, where
  the pilot descends the aircraft from the pattern
  altitude to the runway, most times into the wind.
  Fixed round: A round of ammunition in which the
  projectile is rigidly attached to the cartridge and
  is loaded in one piece. The propelling charge is
  sealed off and can’t be adjusted.
  Flak happy: A condition that is a result of combat
  fatigue.
  Flaps: A part of the aircraft’s control surfaces, at
  the trailing edge of the wings. When lowered
  they cause increased lift and drag, allowing the
  aircraft to be flown more slowly.
  Flying coffin: Dilapidated aircraft.
  Gaggle: A group of aircraft in formation.
  Geese: Bombers in formation.
  Get cracking: Hurry up, show some action.
  Glory wagon: Flying Fortress (B17).
  Grasshopper pilots: Pilots who fly small aircraft,
  and land and take off from grass fields.
  Greenhouse: The glass enclosure on a bombardier
  compartment.
  Ground gripper: Non-flying personnel.
  Ground Loops: High-speed skidding turn of an
  aircraft on landing, most times caused by loss
  of control.
  Hang out the laundry: Dropping off paratroops.
  Hangar flying: Conversation about flying.
  Hangar pilot: Someone who does their best flying
  in conversation only.
  Hanging on props: The near point of stall of an
  aircraft.
  HE: High Explosive.
  Headstamp: This is the stamping on the base flat
  end of a cartridge case that indicates the type of
  round and the maker.
  
  91
  HEAT: High Explosive, Anti-Tank. This is the ab-
  breviation for hollow charged ammunition.
  Hedge hop: Flying below the level of obstacles and
  popping up over them.
  Hemp stretcher: A member of a balloon outfit.
  Hit the silk: Bail out, jump from aircraft.
  Hollow charge: A high explosive that uses its force
  to penetrate armor by forming the face in con-
  tact or close to the target with a conical or hemi-
  spherical hollow lined with metal.
  Horizontal stabilizer: Fixed part of the tail section
  on an aircraft which helps stabilize the vertical
  axis, or pitch of an aircraft.
  Hot pilot: A fighter pilot whose ability is recognized
  as superlative, or a fighter pilot who shows off
  or brags.
  Hot plane: Aircraft that requires careful handling,
  in need of high take off or landing speeds.
  In the drink: Forced landing in the sea.
  Instrument Conditions: No visible horizon, or
  when the ceiling is lower than what is allowable
  for safe visual flying. The pilot flies via using
  instruments only.
  Instrument rating: A federal rating allowing a pi-
  lot to fly legally in instrument weather condi-
  tions such as a storm.
  Junior birdman: Recipient of air medal.
  Junior prom: A hot mission.
  Kiwi: A non-flying officer
  Lazy eight: A maneuver that requires the utmost
  in skill and coordination, in which the aircraft’s
  nose is made to do figure eight patterns, side-
  ways of the horizon.
  Link trainer: A device used in training, also known
  as the simulator. It has aircraft instruments and
  controls that can allow a pilot to train in instru-
  ment flying without ever leaving the ground.
  Madhouse: The control tower.
  Mae West: An inflatable life vest.
  Milk run: A routine mission.
  Mixture control: control switches in the cockpit of
  an aircraft that will allow the pilot to adjust the
  fuel air mix in the engine.
  Mothballed: The term is used for old aircraft or
  equipment being put away for later use or even
  for sale.
  Mustard cluster: The mythical award for poor
  bombing.
  Muzzle break: A muzzle attachment for a weapon,
  which deflects some of the emerging gas to the
  side or slightly to the rear, causing a reduction
  in the recoil.
  On the beam: Acting effectively.
  On the deck: Minimum altitude flying of an air-
  craft, near ground level or water level.
  Pad the log: This is the act of adding flight hours
  to someone’s logbook. This requires permission
  from flight instructor, to sign for the time.
  PDI chaser: Pilot.
  Peashooter: Fighter pilot or fighter plane.
  Peel off: Harsh turn of a corner, or leaving a group
  of friends.
  Pencil pusher: A navigator.
  Photo joe: A pilot of a single-seat recon photo
  plane.
  Picklebarrel: The target in bombardier training.
  Pitch: This is the up and down motion of the nose
  of an aircraft, over its lateral axis.
  Pop ups: These are small sticks along the leading
  edge of the wings in some types of aircraft that
  show the pilot the flap position.
  Private License: This is the federal license given to
  a pilot who has shown sufficient skill, and is al-
  lowed to carry passengers, only not for hire.
  Prop control: A control in some aircraft that have
  variable-pitch propellers that regulates the over-
  all pitch of the propeller blades.
  Prop wash: Gossip.
  Prop wash: The wind caused by the spinning pro-
  peller of an aircraft; sometimes this can be haz-
  ardous to aircraft taxiing, on takeoff or landing.
  This can be a real danger while attacking a large
  bomber formation from the rear.
  Purple Heart corner: The outside plane in the low-
  est flying element of a bomber formation.
  Rainmaker: A meteorologist.
  Raunchy: A sloppy flying technique.
  Redout: This is the form of semi-consciousness to
  unconsciousness caused by extreme negative G
  forces. This can be caused by high speed ma-
  neuvers in dog fighting, and sends too much
  blood to the head.
  Ribbon happy: A pilot or airman with over-inter-
  est in his decorations and medals, and over-in-
  terest in collecting them.
  Roger: I understand, or Message received.
  Slow roll: This is a maneuver in which the aircraft
  is rolled along its longitudinal axis at 360 de-
  grees, then returned to level flight.
  SNAFU: Situation normal, all fouled up.
  Snap Roll: This is an abrupt rolling maneuver in
  an aircraft which is done by pulling back the
  stick and rapidly applying full rudder in what-
  ever direction of the desired roll. This results in
  a fast horizontal spin.
  Socked in: Weather to the point that the ceiling is
  zero.
  Solid bundle of blitz: Any large formation of en-
  emy aircraft.
  
  92
  Spin: This is a maneuver done while descending;
  the aircraft descends vertically, spinning around
  on its vertical axis. This also can be a danger if it
  happens in combat.
  Spinning your wheels: Wasting time, accomplish-
  ing nothing.
  St. Elmo’s fire: This is the phenomenon sometimes
  that can be seen in stormy weather at promi-
  nent points on an aircraft, ship or even land. It’s
  the nature of a discharge of electricity.
  Stall: This is a condition when the aircraft is put
  into a maneuver that exceeds the wing’s capa-
  bility to provide lift. This causes the nose of the
  craft to drop and the plane to lose flight speed.
  Static bender: The radio operator.
  Stick: The control device in an aircraft that oper-
  ates the ailerons and the elevators. In some air-
  craft it is in the form of a U-shaped control col-
  umn.
  Stooge: The copilot.
  Stratosphere Joe: A tall guy.
  Stuff: Weather, also clouds.
  Sweat it out: What the ground crew does, in other
  words wait expectantly.
  Tail-end Charlie (Low-hole Charlie): Wingman in
  formation.
  Togglier: The bombardier.
  Tojo: A soldier who reads a lot of technical orders.
  Tokyo tanks: Auxiliary fuel tanks.
  Truck driver: A transport pilot.
  Vertical stabilizer: This is the vertical section of the
  tail of an aircraft, attached to the rudder.
  WAAC: Women’s Auxiliary Army Corps.
  WAC: Women’s Army Corps.
  WAFS: Women’s Air Force Ferry Service.
  Wash out: A person who has been eliminated from
  flight training school.
  Washing machine: A flight commander’s airplane
  for aviation cadet qualification flights.
  WASP: Women’s Air Force Service Pilots.
  WAVES: Women’s Appointed Volunteer Emergency
  Service.
  Wilco: Will comply, or will do.
  Wind tee: A movable structure on the ground used
  to show wind direction to aircraft.
  Yaw: This is an aircraft’s motion from side to side,
  around its vertical axis.
  
  93
  Books
  Adamthwaite, Anthony P., The Making of the Sec-
  ond World War (1977)
  Ambrose, Stephen E., American Heritage New His-
  tory Of World War Two
  Barnett, Correlli, The Desert Generals (1960)
  Bavousett, Glenn B., World War Two Aircraft in
  Combat (1976)
  Bradley, Omar, A Soldier’s Story
  Calvocoressi, Peter, and Wint, Guy, Total War: The
  Story of World War Two (1972)
  Churchill, Winston S., The Second World War, 6 vols.
  (1948-63)
  Collier, Basil, The War in the Far East, 1941-1945
  (1969)
  Commager, Henry Steele, ed., Story of the Second
  World War (1945)
  Dupuy, R. Ernest, World War Two: A Compact His-
  tory (1969)
  Eisenhower, Dwight D., Crusade in Europe (1948;
  repr. 1977)
  Eubank, Keith, The Origins of World War Two (1969)
  Feis, Herbert, Churchill, Roosevelt, and Stalin, 2d
  ed. (1967)
  Feis, Herbert, The Atomic Bomb and the End of
  World War Two, rev. ed. (1966)
  Fuller, J. F. C., The Second World War, 1939-1945: A
  Strategical and Tactical History (1949; repr. 1968)
  Fussell, Paul, Wartime: Understanding and Behav-
  ior in the Second World War (1989)
  Gantenbein, James, ed., Documentary Background
  of World War Two, 1931-1941 (1949; repr. 1973)
  Greenfield, K. R., American Strategy in World War
  Two (1963; repr. 1979)
  Haupt, Werner, Army Group South. Subtitled The
  Wehrmacht in Russia 1941-1945
  Henry, Mike, Air Gunner. Detailed accounts of Mike
  Henry as an air gunner for the RAF.
  Hoyle, M. B., A World in Flames: The History of
  World War Two (1970)
  Ito, Masanori, The End of the Imperial Japanese
  Navy, trans. by Andrew Kuroda and Roger
  Pineau (1962)
  Jacobsen, Hans A., and Rohwer, J., eds., Decisive
  Battles of World War Two: The German View
  (1965)
  Jones, F. C., Japan’s New Order in East Asia, 1937-
  1945 (1954; repr. 1976)
  Keegan, John, The Second World War (1990) and,
  as ed., The Times Atlas of the Second World War
  (1990)
  Kemp, P. K., Victory at Sea, 1939-1945 (1957)
  Ketchum, Richard M., The Borrowed Years, 1938-
  1941: America on the Way to War (1989)
  Lehmann, Rudolph, Die Leibstandarte Im Bild. A
  book on 1-SS Panzer Division with photos, his-
  tory and campaigns.
  Liddell Hart, B. H., History of the Second World War
  (1971)
  Macksey, K. J., The Partisans of Europe in the Sec-
  ond World War (1975)
  McClain, S., Navajo Weapon. Despite 197 broken
  treaties, a good number of Navajo Tribal men
  joined the U.S. Marines during World War Two.
  This is the story of their contribution to the U.S.
  war effort: the only unbreakable code in mod-
  ern military history.
  Melton, H. Keith, The Ultimate Spy Book. A pretty
  good overview of spies in the 20th century, spe-
  cial equipment, missions, methods, etc.
  Michel, Henri, The Second World War, trans. by
  Douglas Parmee (1975)
  Morison, Samuel E., History of U.S. Naval Opera-
  tions in World War Two, 14 vols. (1947-60)
  Muller, Werner, German Flak In World War Two
  Parrish, Thomas, ed., The Simon and Schuster En-
  cyclopedia of World War Two (1978)
  Rich, Norman, Hitler’s War Aims (1973)
  Roetter, Charles, The Art of Psychological Warfare,
  1914-1945 (1974)
  Seaton, Albert, The Russo-German War, 1941-1945
  (1971)
  Shepperd, W. G. F., The Italian Campaign, 1943-
  1945 (1968)
  Snyder, L. L., The War: A Concise History, 1939-1945
  Resources
  
  94
  (1960)
  Thorne, Christopher, The Approach of War 1938-
  1939 (1967)
  Toland, John, The Last Hundred Days (1966)
  Watt, Donald Cameron, How War Came: The Im-
  mediate Origins of the Second World War, 1938-
  1939 (1989)
  Winterbotham, Frederick William, The Ultra Se-
  cret (1974)
  Wright, Gordon, The Ordeal of Total War, 1939-1945
  (1968).
  The Time Life World War Two Books. (Most librar-
  ies have these)
  Television/Video
  Wings, Discovery Channel—History, details and
  anecdotes about various aircraft, sometimes
  from people who actually flew them.
  Great Battle Of WWII Video (7-Volume set) Tells
  of the Navy and Marine Battle in the Pacific.
  Die Deutschen Panzer Videos (Group of Eight Vid-
  eos each one showing and giving information
  on the weapons of the German Army weapons.)
  Single-Player
  Adventure: The
  Battle of Britain
  1
  The sun shines brightly as you look up from your
  lounge chair at the Debden Aerodrome, home of
  NO. 85 fighter squadron. It is August 18th, 1939
  and you have been flying hard in the defense of
  Britain for a week now. Right now things are quiet;
  you are playing a nice quiet game of chess with
  squadron leader Peter Townsend. He was just tell-
  ing you for the umpteenth time about how to beat
  a Bf 109. “I will never forgot what I learned over
  Dunkirk, never climb, never dive, always turn.” You
  and he had served together in 73 Squadron defend-
  ing the Dunkirk withdrawal. Of course you hadn’t
  been stationed in France for that, you are a mem-
  ber of the Unknown Eagles. You were on the conti-
  nent for the sole purpose of obtaining a Nazi Fuel
  injector and you failed. The Bf 109 has a fuel injec-
  tion system, which lets it climb and dive at rates
  that will cause your own Hurricane to stall, under-
  standably fatal in combat. However, when the
  Krauts invaded France, your services as a pilot were
  needed more than your attempts to try again to
  obtain a Messerschmitt Fuel injector. After the
  evacuation of Dunkirk you were reassigned to No.
  85 with Townsend, and now after the German’s lat-
  est series of attacks you and your mates have been
  run ragged, flying sortie after sortie, on alert for 12
  hours a day. Townsend prattles on as he always does,
  trying to bore you into stupefaction so he can beat
  you at chess, again. He moves his Bishop to put
  you in check when the siren cuts through the still
  summer air, SCRAMBLE!
  You leap from your chair, “accidentally” upset-
  ting the chess game, sending pieces flying this way
  and that. There is a small secret grin on your face
  you run for your hurrie. You clamber in and the
  armorer finishes clamping down the plates for the
  ammunition as you strap in. Over your headset you
  can hear control already vectoring you towards a
  group of Heinkels at 10,000 feet or so. Following
  after your squadron leader you climb to 15,000 feet
  knowing that sometimes the gals at WAAF
  (Women’s Auxiliary Air Force) get the altitudes
  wrong, and that could get a chappy dead. Shortly
  you spot the He 111 heading north. Crying “Tally
  Ho!” Townsend rolls in and dives on the bombers.
  Choose:
  A} Pounce on the bombers—Go to 13
  B} Check your “6” for fighters—Go to 25
  2
  Turning, the Messerschmitt sails harmlessly by you
  and as it turns for another pass you easily slide in
  behind it and open up with your own guns. Roll a
  gunnery check/attack against a DV of 18 (DCV of
  4)
  A} Succeed, Go to 62
  B} Fail, Go to 51
  3
  One of the other enemy fighters heads towards you,
  his own guns blazing with a fury to match your
  own. He flashes by you as you realize you’ve been
  hit. Blood oozes from your side where at least one
  piece of Nazi steel pierced your flesh. You suffer a
  +2 DV (-2 roll) penalty on future die rolls from
  the wound in your side, and you are basically out
  of action for this go-round. You turn towards home.
  A} Go to 7
  
  95
  4
  You roll in on a 109 and just when you are about to
  get your licks in, shots ring out from behind you
  and to your right as trip hammer blows rock your
  hurrie. There is a sudden and disturbing quiet as
  the engine seizes up and bursts into flames! Parts
  of your aircraft spray all over the countryside, oil
  pressure drops and you are barely able to control
  the unpowered plane as it plummets earthward. You
  regain enough control to put the plane down in
  only a half dozen pieces or so. Walking rather un-
  steadily from the wreck you make your way back
  you the aerodrome.
  A} Go to 7
  5
  You go into a steep dive, hoping to lose your pur-
  suer. Ominous sounds fill your ears as your super-
  charged but non-fuel injected engine strains and
  finally stalls. Managing to keep control of the plane
  as it plummets earthward unfortunately makes you
  an easy target for the Luftwaffe pilot on your tail.
  Taking full advantage of the opportunity, the en-
  emy pilot fires a devastating fusillade. They right
  wing of your plane snaps off and sends your hurri-
  cane cart-wheeling out of the sky. Unable to bail
  out by the centrifugal forces and wounds sustained
  from the enemy barrage you die as your plane slams
  into the English countryside, marring an otherwise
  pretty little hill. THE END
  6
  Closing in on the furball, you spot a 109 that has
  strayed slightly from the rest. If you don’t miss your
  guess he is busy looking for easy pickings of his
  own and you are able to sneak up on him. In a
  rather unsporting manner you wait until the last
  possible moment before opening up, so as to be as
  close as possible and do as much damage as hu-
  manly able. Roll a gunnery check/attack against a
  DV of 18 (DCV of 3).
  A} Succeed, Go to 17
  B} Fail, Go to 29
  7
  You arrive at the aerodrome tired. The Jerries
  have been running you guys ragged, and now is the
  quiet time, a wonderful short slice of peace between
  the intensity of the day and the chaos of night. You
  can see the pilots of the night fighters and bomb-
  ers prepping their planes. But right now with the
  sun setting no one is in the sky. You begin to stretch
  out in a lounge chair to enjoy the brief respite from
  the war in the cooling English air. But no sooner
  are your eyes closed than someone is shaking you
  rather violently and shouting in your ears! Look-
  ing up you see one of the young apprentice armor-
  ers, “Sir! Sir! There are some men in the officer’s
  lounge that want to see you right away. They said
  they would give me a quid if I fetched you right
  away!” At this the youth has such a large grin on
  his face you half believe the top of his head is going
  to become separated from the rest of his body and
  fall to your feet. Standing and stretching you have
  an idea what the two mysterious gentlemen want.
  “All right Ricky, take me to them.” The boy tries to
  hide his smile as he escorts you to the officer’s
  lounge, enjoying being called by his nickname.
  Entering the lounge you see the two men in suits
  and thank Ricky. Ricky however has different ideas,
  standing there with one hand palm up, coughing
  slightly. Exasperated you say to one of the men, “Just
  give him the quid or we will never hear the end of
  it.” Laughing the taller of the two steps forward and
  drops the coin in Ricky’s palm, causing him to
  scramble out with an even larger grin plastered
  across his face if such a thing is possible. Turning
  to the two gentlemen you are about to speak when
  the shorter of the two raises his hand. “You know
  why we are here, you are needed in London, ASAP.”
  Handing you a large manila envelope and an elec-
  tric torch, he continues “This is the background,
  read it on the way.” With this you get into their car
  and take the drive into London. What would nor-
  mally be an hour-long drive drags on for god knows
  how long. Between the nearly non-existent light
  cast by the blacked out head lamps, the road blocks,
  and getting lost repeatedly because all the road signs
  had been yanked up, it was quiet late by the time
  you pulled into Unknown Eagles Headquarters.
  (The HQ is on the outskirts of a quiet residential
  area. The building itself is a squat brick building,
  with a large banner across the front reading “Jone’s
  Shipping”.)
  Along the way you were able to get quite a back-
  ground and briefing on the task at hand. Seems that
  Germany has been working on a system to guide
  their bombers to their targets at night. RAF night
  fighters are proving ineffective and the anti-aircraft
  guns are more for morale than knocking enemy
  bombers out of the sky. The saving grace has been
  that Germany has had little luck hitting targets at
  night, and with the chain-home system, vital tar-
  gets can be protected during the day. It seems that
  the Nazi scientists have managed to come up with
  a system that allows them to hit targets at night
  with great accuracy; it is called Knickebein. The
  Germans had recently tested the device against an
  oil refinery in the midlands. There was nothing left,
  putting the RAF into dire straits if shipments of oil
  from America did not continue. The Unknown
  Eagles know that there is a bigger target: Fighter
  command at Bently Priory. There is a spy some-
  where, known only by the code name Hugin,
  named for one of Odin’s ravens, who went out to
  bring him wisdom. The report in front of you is
  pretty sure that German intelligence has a spy in
  England who is vital to the targeting of the
  Knickebein system. Bently Priory is the hub of the
  chain home radar defense network, and if it gets
  knocked out, the battle for Britain may well be lost
  at a blow. Your mission is quite simply to stop this
  
  96
  spy with whatever means are available to you. You
  finally arrive at UE HQ and begin to confer with
  your associates as to the first step in catching this
  spy. After several hours of discussion, three options
  present themselves:
  Choose:
  A} Go after the spy with radio triangulation, Go
  to 19
  B} Send a fake message to arrange a meeting, Go
  to 31
  C} Try to find him with good old-fashioned de-
  tective work, Go to 43
  8
  You go to the local hotel and get a room. You come
  down the stairs and are heading towards the lobby
  when you catch a noise. It resembles a clicking
  noise, like Morse code or something similar, and it
  is coming from room 12.
  Choose:
  A} Burst into room 12, Go to 10
  B} Talk to the manager to see who is in room 12,
  Go to 22
  9
  It takes you very little time to get the car south of
  Bently Priory, and you begin to look for an out-of-
  the-way place to put your car so the home guard
  doesn’t find it and complicate matters. As you
  search you find a perfect spot, but it’s taken! To your
  great surprise, there is a small car backed into a
  corner of the woods with branches and leaves ob-
  scuring it. You park your car boldly in front of the
  other guy’s car and pop all his tires. Whoever the
  blighter is, they aren’t going anywhere. With that
  small task taken care of, you grab your RF detector
  and head into the woods following the beam. After
  no more than 15 minutes you hear a voice speak-
  ing in low tones to your left. You of course creep in
  that direction, pistol drawn. As you get closer, you
  see a clearing up ahead, and you slowly approach
  it. Make a stealth roll at DV 20 (±0 to Stealth Roll)
  A} Made it! Go to 59
  B} Muffed it! Go to 12
  10
  With your gun drawn you try the handle and find
  it locked. Raising your foot, you give the door a
  mighty kick. There is lots of splintering but the door
  stands; with a second kick you can see parts of the
  room through the splintered door, which stub-
  bornly refuses to yield. With a great and final heave
  you kick and the door gives way, breaking away
  from its hinges and making a great clapping noise
  as it hits the floor. Surveying the tiny room you see
  a small bed, a writing table covered in wires,
  vacuum tubes, and every kind of junk. There is a
  small window next to the bed. As you begin to ad-
  vance into the room, the barrel of a machine gun
  pokes its muzzle above the bed and begins to fire
  wildly in your direction.
  Choose:
  A} Return fire with your pistol, Go to 54
  B} Run from the room, Go to 66
  C} Drop to the floor, Go to 24
  11
  Dropping down under the heavy wooden table, you
  avoid the man’s bullets as they strike the table and
  bench where you had been sitting. Drawing your
  own gun you in peek out, intent on catching the
  man. When you come out from under the table he
  is just dashing out of the building. You hurry to
  catch him, but he eludes you. You search for more
  than an hour before deciding to give up the chase.
  Choose:
  A} Use radio triangulation to track Hugin, Go to
  19
  B} Do some detective work to track Hugin, Go
  to 43
  12
  You try creeping through the woods but apparently
  you are somewhat rusty, because as you get within
  sight of the clearing, you hear a voice shout “Who’s
  there?!?!” Ducking down you try to think. You can
  see the man; he has a small hold-out pistol in his
  hand and radio gear at his feet. Thinking quickly,
  you reach down and grab a goodly sized rock and
  toss it off to your left. The nervous man fires two
  shots in rapid succession at the area the noise came
  from. You then step out of concealment with your
  gun trained on him. Each of you knows that his
  gun only had two shots, and they are both gone.
  You order him to turn off the radio gear and pick it
  up. He does so and lugs it back to your car. From
  there you radio Unknown Eagles HQ and in twenty
  minutes a small nondescript van pulls up and sev-
  eral men in various military uniforms hop out.
  They quickly take Hugin and handcuff him, and
  load all of his gear into the truck. You go to his
  hotel room and confiscate all the codebooks, ci-
  phers, and everything else there in the room. With
  this data and equipment you will be able to fake
  Hugin’s conversations with Berlin and the
  Knickebein systems. It is believed that with this
  catch, the Unknown Eagles will be able to delay the
  successful implementation of the Knickebein sys-
  tem until the boys in the lab can come up with a
  countermeasure. Congratulations on a mission well
  done. THE END
  13
  As you begin your dive on the bombers, you hear
  Peter’s urgent voice nearly shouting “JERRIES,
  WE’VE BEEN BOUNCED LADS!” You look
  around like crazy and see a Bf 109 diving on you
  from about 7 o’clock, guns blazing.
  Choose:
  A} Continue your attack on the bombers, Go to
  37
  B} Turn left towards the enemy fighter, Go to 2
  C} Dive to evade the enemy fighter, Go to 61
  
  97
  14
  You dive in on the bombers, sliding right in front
  of the incoming German fighters. Heck, one of
  them had to pull up suddenly to avoid having you
  smash into him! The lads are breaking up the
  Heinkels; you can see them dropping their bombs
  onto an empty field so they can run home faster.
  Of course that doesn’t help you much with this 109
  on your tail firing wildly. Your only hope is to outfly
  him. Make a Piloting or Aerobatics (whichever is
  better) check against a DV of 24 (-4 to Roll).
  A} Pass a piloting skill test, Go to 37
  B} Fail a piloting skill test, Go to 61
  15
  With guns chattering you head towards the 109,
  and scant seconds before you collide with the other
  guy he bursts into a tremendous fireball. The plane
  suddenly pulls to the right out of your intended
  flight path. You sail by as the Jerrie explodes and
  rains debris on a thankful Britain. However, your
  own poor hurrie has taken a beating, and you real-
  ize that you are barely going to be able to nurse her
  home, let alone try to re-engage the Nazi bastards.
  So slowly you turn for home. Add one kill to your
  tally.
  A} Go to 7
  16
  You roll in on one of the bombers, staying out of
  the way of the unmanned tailgun, which begins fir-
  ing blindly. Suddenly you start taking hits, the dash-
  board explodes and bullets rip through your body.
  Your hurricane slowly rolls over as consciousness
  ebbs from your body on a crimson tide. In slow
  motion you see the 109 that was behind you do a
  victory roll. THE END
  17
  The enemy plane slides into your reticule and you
  open up, sending a frightening amount of bullets
  at your opponent. Bits of fine German engineer-
  ing spatter off your windscreen as the Nazi’s plane
  starts to break up. Then with a sudden catastrophic
  explosion the Bf 109 explodes and you find your-
  self flying through a cloud of burning gas, jagged
  bits of plane, and exploding 20 mm shells. As you
  turn to rejoin the furball you find it’s broken up
  already. The bombers are heading for home as fast
  as they can, their payloads dropped on an empty
  English field, and you doubt that all the 109’s will
  make it home across the channel. Add one kill to
  your tally.
  A} Go to 7
  18
  There is a big furball and the bombers are unat-
  tended! It looks like everyone is so busy trying to
  get a victory against another fighter, that they have
  forgotten the bombers. Winging by the fight you
  close in on the disorganized Heinkels as they are
  turning around heading for home. Their self de-
  fense guns fire inaccurately and you are busy try-
  ing to hit them while not being nailed yourself. Roll
  a gunnery check/attack against a DV of 22 (DCV
  of 7)
  A} Made it! Go to 30
  B} Missed it! Go to 42
  19
  You catch a quick nap and, as dawn breaks over
  London, you head off to Bently Priory. There are
  all sorts of equipment in the trunk of the small
  sports car you are issued. It does not take you long
  to reach Bently Priory, and you begin to think about
  where to set up your equipment and how to use it.
  You know that Hugin only makes short transmis-
  sions, but sends such messages several times in a
  period of about 2 hours, right around 1 o’clock.
  You think of 3 places to try your equipment from:
  Choose:
  A} In an unused portion of Bently Priory, Go to
  55
  B} At the local tavern, Go to 67
  C} From a local hotel, Go to 8
  20
  You are sitting very comfortably sipping some tea
  and glance at a clock down the street. Doubt be-
  gins to creep into your stalwart heart. Taking an-
  other sip, you try to reassure yourself that your
  contact will show up. Fix the carnation in your la-
  pel. Have some more tea. Stay calm. He will come.
  You fidget nervously as your contact grows ever
  later. Perhaps they aren’t coming. “Have you come
  to see the elephants?” a voice behind you says in an
  incredibly calm voice. Whirling at the sign, the
  counter sign begins to form on your lips when you
  see the man. He is a pale skinned man in a gray
  suit, with a wide hat obscuring his face to most of
  the people in the restaurant. He also has a Luger
  pointing at your head. Scrambling for your gun you
  try to out draw him. Make a Fast-draw check (or
  REF check if you don’t have Fast Draw — DEX roll
  for HERO System)
  A} Made Fast Draw at DV 24 or REF at 26 (Made
  Fast Draw roll by 4 or DEX roll by 6): Go To 34
  B} Made Fast Draw at DV 20 or REF at 22 (Made
  Fast Draw roll, or made DEX roll by 2): Go to 46
  C} Failed: Go to 58
  21
  You quickly come up with a fantastic story about
  how you were serving in Debden with 85 Squad-
  ron when you were scrambled to meet an incom-
  ing Luftwaffe bomber group. While you were up
  there you saw a strange plane, which was much
  faster and more agile than anything else in the sky.
  You begin to draw liberally from every scientific
  bit of gobbledygook and science fiction story you
  ever read. You finish by telling them that when you
  gave your report to your superiors they must have
  
  98
  passed it on up, because the next thing you knew
  you had orders to report to Bently Priory ASAP!
  Between the scientific double talk, the thin veil of
  believability and the masterful rush of sheer ver-
  biage you convince the gents to let you pass. You
  quickly stow your car, grab your gear and head in-
  side.
  Choose:
  A) Go to a quiet part of the mansion and set up
  your radio direction finding equipment, Go to 35
  B) Have a look around the grounds first, Go to
  36
  22
  You go to the front desk and inquire after the man-
  ager, who is quickly summoned. You explain that
  you are a special adjunct to the RAF, and have been
  sent to check on anyone with radio or high tech
  equipment. “Just keeping everyone honest if you
  know what I mean.” The manager nods and gives
  you a wink. “Keeping them honest, I am will be
  ever so glad to be of as much assistance as I can.
  Let me go get the ledger, and I can tell you about all
  of our guests.” He leaves and returns shortly, “The
  only guest we have who had anything like what
  you’re talking about is Mr. O. Don Hugin, a reporter
  from America. He is staying in Room 12.” Thank-
  ing the man you hurry towards Room 12.
  Choose:
  A) Kick in the door, Go to 10
  B) Knock on the door and say “room service,”
  Go to 60
  23
  You try to draw your pistol but you can’t reach it in
  time. In a far off and distant way you hear shot af-
  ter shot. There is a ripping and tearing sensation as
  the slugs from the Luger slice through your body.
  You begin to slide to the left, leaving a bloody trail
  marking your descent. The last thing you see is the
  man in the gray suit running from the scene. Ashes
  to ashes, dust to dust. THE END
  24
  Dropping to the floor the barrage of bullet flies
  harmlessly over your head, ruining the decorations.
  Suddenly the bullets stop flying and you hear him
  trying desperately trying to reload his gun. You
  stand and cover him with your pistol. Seeing no
  option he surrenders, and within minutes of your
  calling Unknown Eagles HQ a van is out front and
  a half dozen men in plain suits show up to room
  12 and discretely ‘escort’ Hugin to their van. You
  also confiscate his materials, the codebooks, ciphers,
  and everything else there in the room. With all this
  data and equipment you will be able to fake Hugin’s
  conversations with Berlin and the Knickebein sys-
  tems. It is believed that with this catch, the Un-
  known Eagles will be able to delay the successful
  implementation of the Knickebein system until the
  boys in the lab can come up with a countermea-
  sure. Congratulations on a mission well done. THE
  END
  25
  As your mates swoop in for the easy pickings you
  take one last look around and spot fighters. Ger-
  man fighters! “Company ladies, Jerry’s come to
  play.” And with this bit of bravado you:
  Choose:
  A) Turn into the group of fighters, Go to 49
  B) Dive in on the bombers, Go to 14
  C) Dive to evade the enemy fighters, Go to 61
  26
  The sky is a buzz with action, the bombers have
  been scattered by the lads, and with numerous air
  duels being fought, and you have the luxury of be-
  ing unengaged, so you can either:
  A) Engage an enemy fighter, Go to 6
  B) Engage an enemy bomber, Go to 18
  27
  Neither you nor the Messerschmitt pilot manages
  to hit the other guy with enough bullets to do much
  damage, and you zoom by one another. The Nazi
  continues on towards the main furball brewing
  behind you.
  Choose:
  A) Go after a 109 turning away from the bomb-
  ers, Go to 4
  B) Make a go on the bombers, Go to 16
  C) Check your “6”, Go to 28
  28
  When you check your “6” you see a Bf 109 closing
  in on you, with a few precious seconds to react and
  take evasive action. He is sweeping in from 4’oclock.
  Choose:
  A) Turn left, Go to 40
  B) Turn right, Go to 52
  C) Climb, Go to 64
  D) Dive, Go to 5
  29
  You make several passes at the Jerry, and each time
  he is able to elude your guns. You dance in the sky,
  trying to get him in your gun sights and he is some-
  how always able to evade the righteous wrath of
  your guns. Finally with both his and your fuel run-
  ning low the Nazi turns tail and runs. Unfortunately
  the 109 is faster than your Hurricane and you are
  forced to let him escape.
  A) Go to 7
  30
  Dodging the bursts of gunfire from the bomb-
  ers, you are able to get in close and hammer one of
  the bomber engines. Suddenly it bursts into flames
  and the plane pitches dramatically towards that
  side. Smoke and flames billow from the wing, as
  the Heinkels begins to lose altitude precipitously.
  You can see the crew bailing out of the stricken craft,
  parachuting into the waiting arms of the home
  guard. The other bombers start running for home,
  
  99
  as do the rest of the 109s. Unfortunately their
  greater speed allows them to outrun your pokier
  Hurricane. Add one kill to your tally.
  A) Go to 7
  31
  Knowing the frequencies Hugin transmits on, it is
  possible that you will be able to arrange a meeting,
  and simply arrest Hugin when he/she shows up.
  With it decided the message is sent, and the meet-
  ing time arranged. You are to wear a carnation in
  your lapel and wait for Hugin in a local restaurant.
  Hugin will reveal himself with the sign phrase
  “Have you come to see the elephants?”; the counter
  sign is “No it isn’t elephant season.” You climb into
  the sports car issued you for this mission, its trunk
  filled with all sorts of goodies. The only things on
  your person are your pistol and the carnation. You
  arrive at the restaurant 5 minutes before the meet
  is set, and discover there are a number of places
  where you can sit.
  Choose:
  A) Take the table by the window, Go to 20
  B) Take a booth in the far corner, Go to 32
  C) Take a seat at one of the outdoor tables, Go to
  44
  32
  Settling into the thick oak seat and table, you order
  some tea and pull out a cigarette, determined to
  wait for your contact. As you sip time passes, and
  as the time for the meet goes beyond the scheduled
  time you get a little nervous. But soon enough a
  pale man in a gray suit with a large hat enters the
  cafe. He scans the assembled patrons and locks his
  eyes on your lapel (and yellow carnation contained
  there), and then with you. With no delay he hur-
  ries over to your table, and when he arrives there is
  a split second when you realize this is not your con-
  tact. Without notice you realize he has a Luger in
  his hand, and his hand is coming up towards you.
  Choose:
  A) Duck under the table, Go to 11
  B) Draw your gun, Go to 23
  33
  You mumble and stutter to the guards, trying to
  convince them that you need to get inside.
  “My…my…. My sister is in there! Yeah, she called
  me and told me that she’s real sick and needs me.
  So you chaps got to let me in!” The old farmer just
  shakes his head, saying “Sorry that isn’t going to
  cut the mustard, I would say that you will have to
  do better than that, but I won’t have to will I ‘cause
  I won’t never see you again will I?” With this he
  pulls back the hammers on the double barrel shot-
  gun, and they are incredibly loud. You nod and drop
  your car into reverse and back away from the crazy
  old farmer. Well you blew that, so now what?
  Choose:
  A) Go to a local tavern and see what you can turn
  up there, Go to 67
  B) Check out a local hotel, see what turns up, Go
  to 8
  34
  He’s fast but you are faster. In a single smooth mo-
  tion you draw your pistol and fire, striking the man
  in the chest. Shock and surprise wash over his face
  as the blood rushes out of his features. The police
  rush to the scene and begin to cordon the area off
  and are busy interrogating you when the MI5 shows
  up and completely takes over. After some 40 min-
  utes of grilling by the MI5, an officer sticks his head
  in and orders the two men grilling you out. He then
  locks the door behind them and turns to you, “I
  don’t know what is going on here, but when I men-
  tioned your name to the higher-ups they informed
  me that whatever was going on you were innocent
  of wrong doing and that I should give you all the
  information we had accumulated in our investiga-
  tion. Well I say it stinks to high heaven, but I don’t
  have much of a choice. We know that the guy you
  shot, his name is Franz Hoffman, and he’s been
  involved with a number of the riots that broke out
  in Poland and other countries before the Nazis
  rolled in. We suspected that he was here for the same
  sort of mission; he’s big, strong, and charismatic,
  but dumb as a post. When we searched his apart-
  ment, we found just what we expected, guns, knives,
  and propaganda.” You know that this man is not
  Hugin; he doesn’t have the brains to pull off the
  Knickebein coordination. He also didn’t have any
  radio equipment. The real Hugin must have known
  it was a set-up and got Berlin to send Franz to kill
  whoever showed up to the meet. You thank the MI5
  official and hurry back to town, only now you have
  to decide what to do next to catch your opponent.
  Choose:
  A) Use radio triangulation, Go to 19
  B) Do some detective work, Go to 43
  35
  Finding a quiet little corner of Bently Priory isn’t
  much of a problem, considering how large the place
  is. You begin to set up your equipment and sud-
  denly realize that you are receiving a signal from
  outside! With some quick work you determine that
  the source is in the woods to the south of Bently
  Priory, and not to far distant. Abandoning your
  equipment, you grab your pistol and dash out to
  where Hugin is. You dash across the lawn and en-
  ter the woods with as much stealth as you can man-
  age. Heading in the direction of the transmission
  you soon come across a small clearing and are
  amazed to find radio gear of all descriptions just
  lying about. Could Hugin have simply set this stuff
  up here and abandoned it? You kneel down to in-
  spect the equipment when you hear three pops in
  rapid succession. You don’t know what happened
  
  100
  for several seconds, until you realize that your body
  isn’t responding to your commands anymore. You
  collapse onto the ground, feeling a warm wetness
  spreading over your body. Through your quickly
  closing eyes you see the man that must be Hugin,
  and you realize that you may have just cost the Brit-
  ain Isles their freedom. With great guilt over your
  failure you draw your last breath. Ashes to ashes,
  dust to dust. THE END
  36
  Casually strolling the grounds of Bently Priory is
  not nearly as easy as one might expect. Avoiding
  home guard patrols and roaming eyes, you soon
  find yourself in the woods south of the mansion.
  You continue wandering looking for a clue when
  you hear it, a voice speaking low and in an foreign
  tongue. You begin to creep towards the noise.
  A) Pass a stealth test, Go to 59
  B) Fail a stealth test, Go to 12
  37
  Diving towards the Heinkels with a Messerschmitt
  on your tail is no easy task. Firing your guns in long
  streams on the bomber, you try to keep your guns
  on target while evading your Nazi shadow. You are
  about to dive right through the center of the Ger-
  man bomber group; make a Piloting check at DV
  21 (-1 roll)
  A) Pass, Go to 38
  B) Fail, Go to 50
  38
  Streaking by the dazzled bomber crews, you man-
  age to lose the 109 temporarily. Soon you see him
  coming towards you; guns blazing from about 4
  o’clock high, he streaks down past you.
  Choose:
  A) Dive after him, Go to 68
  B) Turn after him, Go to 39
  39
  The Messerschmitt begins a wide turn, coming up
  after you. Pulling in tighter than the Nazi can man-
  age, you pull up behind him and struggle to get
  him in your sights. Make a Gunnery check (Attack
  Roll) at DV 20 (DCV 5)
  A) Pass, Go to 62
  B) Fail, Go to 51
  40
  The Messerschmitt pilot is unable to track your
  hard turn with his guns, and flies past. You pull in
  behind him and onto his tail. Make a Gunnery
  check (Attack Roll) at DV 20 (DCV 5)
  A) Pass, Go to 17
  B) Fail, Go to 29
  41
  As you pull back on the stick and throttle your
  plane slows down dramatically, and the Nazi pilot
  is taken aback, and flies right under your plane. You
  push the throttle to the stops and dive in on the
  109 guns blazing. Make a Gunnery check (Attack
  Roll) at DV 20 (DCV 5)
  A) Pass, Go to 17
  B) Fail, Go to 29
  42
  You close in on the bombers and try to get your
  licks in. But it’s like trying to run barefooted
  through a briar patch. While their fire is inaccu-
  rate the sheer volume is enough to give you a thor-
  ough scare as a string of bullets dance across the
  cowling of your hurricane and onto the bulletproof
  windscreen. Veering away from that stream of death
  you manage to avoid being shot out of the sky, but
  at the same time you lose your chance to down a
  Heinkels, this time at least. They flee homeward, as
  do their 109 escort fighters, though how many of
  their fighters will make it back home is unclear, as
  many will run out of petrol somewhere over the
  channel.
  A) Go to 7
  43
  You know that Hugin is operating in or around
  Bently Priory. You also know that the Knickebein
  system is turned on for almost 1 hour a day at 4pm.
  Unknown Eagles also knows that the frequency the
  beams come in on and their directions, namely in
  a nearly south-north pattern. You pick up a RF sig-
  nal detector, and set out to Bently Priory. You stop
  on a road near Bently Priory, and put on the head
  set for the signal detector. Right as a nearby church
  bell announces the hour, a piercing beeping emits
  from the headphones, nearly deafening you.
  Quickly turning the volume down to a low roar,
  the beeping tells you that you are somewhere east
  of the signal.
  Choose:
  A) Go north and work your way south down the
  beam, Go to 56
  B) Go south and work your way north up the
  beam, Go to 9
  C) Go to Bently Priory and have a look around,
  Go to 55
  44
  You are sitting outside enjoying the fresh summer
  air. The breeze carries to you the scent of baking
  cakes, and your mouth begins to water slightly. You
  relax with your cigarette and tea and watch people
  walk up and down the lane. Glancing at a large clock
  you notice that your contact is a few minutes late.
  However you are not terribly concerned, after all
  on a nice day like this, who could blame the chappy
  for being slightly tardy? Suddenly you hear a voice
  behind you say “Have you come to see the el-
  
  101
  ephants?” Turning to greet your contact you instead
  find yourself staring down the barrel of a large bore
  pistol. This is also the last thing you ever see.
  THE END
  45
  You walk up to the bartender, and put a fiver on
  the counter. “Stouts and keep them coming.” With-
  out a word he pours the stout into a pint glass and
  slams it down in font of you, sending suds and beer
  everywhere. You also notice that the five-pound
  somehow managed to vanish in the same move-
  ment. After you down the first pint in record time
  a second miraculously replaces it. “Ain’t you sup-
  posed to be up in the air, flyboy? Knocking Nazis
  out of the air stead ‘o pounding back stouts like
  there is no tomorrow?” You look him dead in the
  eyes, and say “Give me something better than that.
  I am looking for a feller, don’t know what he looks
  like but he has a lot of high tech stuff with him.
  Seen anyone fitting that description?” The bar-
  tender shakes his head, returning to the same glass
  he’s been cleaning for 3 days you would guess, “I
  ain’t never seen nobody.” You produce a 20-pound
  note from your pocket and let its soft crinkle catch
  the bartender’s attention. “But,” the bartender con-
  tinues, “I do got quite an eye for fancy gizmos, and
  I did see a lad with whole bunches of the stuff check
  into the hotel across the way. The guy who works
  their bar told me the blighter wanted to know if he
  could use the roof to send radio reports to America
  about the war. Apparently the guy is a Yankee re-
  porter. That’s all I seen, and your tab’s run dry.” He
  rather pointedly accentuates this point by picking
  up a baseball bat and setting it atop the bar. Taking
  the point you leave and head to the bar, inquiring
  with that bartender if he knows where the Yankee
  reporter is staying. Fortunately this bartender is in
  much better spirits and after only 5 pounds tells
  you that he hasn’t seen him go out today, and his
  room is number 12. Thanking the man profusely
  you head up to room 12.
  Choose:
  A) Kick in the door, Go to 10
  B) Knock on the door gently and say “room ser-
  vice”, Go to 60
  46
  Your sudden movements throw his aim off slightly
  and his shot hits you in the left shoulder, but you
  barely feel it. Adrenaline pumping through your
  body, your pistol sights on his left eye. You see a
  look of horror pass through his face before you pull
  the trigger. You don’t even hear the gun’s report,
  you just see the man in the gray suit vanish from
  your gun sight. You stand and look down on what
  is left of the man, and as you stare down he starts
  to move. In fact, everything starts to shift and spin;
  you try to keep your feet but the ground under-
  neath you tilts as a precipitous angle and you col-
  lapse. Dark spots dance across your vision and you
  finally cease struggling to hold onto consciousness.
  When you awake you are in a hospital bed, your
  arm and shoulder are bound tightly against your
  body. You look up through gummy eyes and see a
  nurse stand and leave the room. Seconds later two
  men enter, both in plain brown suits, and they iden-
  tify themselves as MI5. “We don’t know what the
  story with you is, but we were told to tell you ev-
  erything we learned about that man you shot. But
  first we got some questions for you, such as your
  name, rank, and what the hell happened.” Still a
  little dazed you give your name and rank, and tell
  them that you were on leave, and decided to spend
  the day in the country, away from airfields and such.
  Next thing you know this guy comes up to you and
  pulls a gun. You of course drew your service re-
  volver and returned fire. The two men shake their
  heads and sigh, “That’s the story you are going to
  stick with, I assume.” The talkative one comments.
  Sighing again he continues, “Well that ‘guy’ that just
  decided to shoot you is named Franz Hoffman, and
  he’s been involved with a number of the riots that
  broke out in Poland and other countries before the
  Nazis rolled in. We suspected that he was here for
  the same sort of mission. He’s big, strong, and char-
  ismatic, but dumb as a post. When we searched his
  apartment, we found just what we expected: guns,
  knives, and propaganda.” You know that this man
  is not Hugin, he doesn’t have the brains to pull off
  the Knickebein coordination, and he also didn’t
  have any radio equipment. The real Hugin must
  have known it was a setup and got Berlin to send
  Franz to kill whoever showed up to the meet. You
  thank the MI5 official and hurry back to town, only
  now you have to decide what to do next to catch
  your opponent. Keep in mind however that since
  you are injured, all future rolls will be with a +2
  DV (-2 roll) penalty.
  Choose:
  A) Use radio triangulation, Go to 19
  B) Do some detective work, Go to 43
  47
  Heading into the woods, you stealthily travel south.
  After a few minutes you hear footsteps crunching
  through the undergrowth. There are voices too, and
  you realize that this must be a British patrol and
  you quickly take cover. You see them tromp by, not
  3 meters from your hiding spot. You realize that
  these men are British Army and not just home
  guard units. They quickly pass by and when you
  think they are gone you continue on your way. Just
  as you begin to get under way, you hear a shout
  behind you “Halt or we’ll shoot!” Knowing that
  time is vital and that you don’t have time to ex-
  plain yourself to both these guys and catch Hugin,
  you run for it. Several shots ring out but they are
  shooting blindly, the thick forest giving you ample
  cover. You dash out of the woods and hop into your
  car, driving away as fast as you can. When you are
  safely away you slow down and think about your
  
  102
  next move.
  Choose:
  A) Try to pick up Hugin’s trail in town, Go to 43
  B) Try to arrange a meeting with Hugin, Go to
  31
  48
  The door is locked, and you decide to kick it in.
  With a single good kick, the door slams open, the
  wooden frame giving way. You enter the room with
  gun drawn, but find no one in the small space. It is
  apparently empty.
  Choose:
  A) Try room 12, Go to 10
  B) Try room 14, Go to 53
  49
  You turn into the enemy fighters, and they are ap-
  parently taken by surprise by this bold move. Many
  scatter trying not to collide with this suicidal En-
  glishman. Now is the perfect time to show off your
  gunnery and piloting skills. Make a Piloting check/
  skill roll at DV 20 (±0) and a Gunnery check (At-
  tack roll) at DV 22 (DCV 7)
  A) Pass Both, Go to 62
  B) Pass Gunnery/attack roll only, Go to 15
  C) Pass Piloting roll only, Go to 27
  D) Fail Both, Go to 3
  50
  Trying to control the plane, dodging gunfire from
  both the bombers and the fighter on your tail proves
  too much. Miscalculating the speed the Heinkels
  were traveling at, you slam into one instead of div-
  ing between them. The bomber spins out of con-
  trol, her crew scrambling for the exits, but you are
  not so lucky. Your Hurricane becomes a funeral
  pyre tumbling out of the sky earthward. Ashes to
  ashes, dust to dust. THE END
  51
  You are unable to draw a bead on the 109 pilot and
  he manages to get away from you, using his better
  speed to get away and back into the main furball
  brewing behind you.
  Choose:
  A) Go after a 109 turning away from the bomb-
  ers, Go to 4
  B) Make a go on the bombers, Go to 16
  C) Check your “6”, Go to 28
  52
  The Luftwaffe pilot swings onto your tail and starts
  firing. Mind racing, you try to figure out what your
  next move is, and what to do to keep from getting
  shot to pieces.
  Choose:
  A) Pull back throttle and stick, Go to 41
  B) Dive and pull to right, Go to 5
  C) Turn right, Go to 65
  53
  You try the knob for room 14 and find it is open.
  Throwing the door wide you burst in, gun drawn.
  Unfortunately this is not Hugin’s room; it belongs
  to some very nice lady who was in the process of
  getting dressed when you burst in. She screams in
  terror not once but twice, the first time at having
  someone burst into her room the second time upon
  seeing your gun. After she starts the second scream
  she faints dead away, hitting the floor with a not-
  so-soft whump. You lock the door and close it, re-
  entering the hall.
  Choose:
  A) Try room 12, Go to 10
  B) Try room 16, Go to 48
  54
  With bullets flying wildly all around you, you draw
  your pistol and begin to take aim on where Hugin
  is. Then the barrel of the machine-gun drops and
  sweeps across the room, hitting you in the chest
  and abdomen. You collapse from the hits and look
  up into Hugin’s face as he comes out from behind
  the bed. “Which one you with, huh? MI5 maybe?
  OSS? Doesn’t matter, not for you at least.” With that,
  he pulls out a small hold-out pistol and shoots you
  once in the head. Ashes to ashes, dust to dust. THE
  END
  55
  You begin to pull up to the mansion that is Bently
  Priory (and HQ for all of Britain’s air defenses),
  when you come upon a roadblock. It is manned by
  three men from the home Guard. A grizzled old
  farmer in overalls armed with a shotgun mans the
  sawhorse roadblock, and a pot bellied business man
  with a WWI-vintage machine gun. A spindly kid
  barely 12 stands armed with a pitch fork down the
  road. You pull over and the farmer comes up to
  you and politely a demand “Name and business.”
  Now of course you are a pilot officer. Where air
  defense HQ is located is a secret most are not privy
  to, and this calls for some fast talking. Make a Per-
  suasion check/roll at DV 20 (±0 roll) or a PRE check
  at DV 22 (-2 roll)
  A) Pass, Go to 21
  B) Fail, Go to 33
  56
  In a few short minutes you have driven north of
  Bently Priory, and find a relatively secluded place
  to stash your car. Wouldn’t do for the home guard
  to find it before you were done. With your RF de-
  tector in hand you begin to head south, following
  the beam. You notice as you travel that it seems to
  move around somewhat, and you are not sure why.
  At first you chalked it up to a city boy in the woods,
  but after 20 minutes you are sure it’s moving. After
  an hour you come within sight of Bently Priory.
  
  103
  Choose:
  A) Head into Bently Priory and take a look
  around, Go to 35
  B) Head into the adjoining woods, Go to 47
  57
  After setting up your monitoring equipment, you
  are expecting a long vigil when you suddenly real-
  ize that your equipment is detecting a signal nearby.
  You fiddle with knobs and dials, trying to fix in on
  the signal. You manage to determine that it is com-
  ing from the hotel across the street, from the first
  floor, facing south. You dash over to the hotel, leav-
  ing your equipment at the booth, and enter the
  hotel. Walking down the corridor where all the
  guest rooms are, you see that there are 3 south fac-
  ing rooms, numbers 12, 14, and 16.
  Choose:
  A) Go into room 12, Go to 10
  B) Go into room 14, Go to 53
  C) Go into room 16, Go to 48
  58
  Reaching for your gun, you tug at it ineffectually.
  The man in the gray suit very calmly blows your
  brains out. You tumble out of your seat, knocking
  your cup of tea over, and making a mess on the
  floor, not that you care—you are past caring about
  such things. Ashes to ashes, dust to dust. THE END
  59
  With great stealth and finesse you creep out of the
  woods and see a man with headphones on talking
  into a microphone, both of which are attached to a
  great mass of radio gear of all descriptions. This
  man is Hugin, and when you get close enough you
  pick up a rock and toss it at him. The contact jolts
  the man like an electric shock; he jumps, dropping
  the microphone and yanking the headset off and
  starts to reach for a gun in a shoulder holster. How-
  ever, when you sees you with your gun drawn he
  instead slowly raises his hands. “Hugin I presume?”
  you ask in a only slightly sarcastic manner. You or-
  der him to turn off the radio gear and pick it up.
  He does so and lugs it back to your car. From there
  you radio Unknown Eagles HQ and in twenty min-
  utes a small, non-descript van pulls up and several
  men in various military uniforms hop out. They
  quickly take Hugin and handcuff him, loading all
  of his gear into the truck. You go to his hotel room
  and confiscate all the codebooks, ciphers, and ev-
  erything else in the room. With all this data and
  equipment you will be able to fake Hugin’s conver-
  sations with Berlin and the Knickebein systems. It
  is believed that with this catch, the Unknown Eagles
  will be able to delay the successful implementation
  of the Knickebein system until the boys in the lab
  can come up with a countermeasure. Congratula-
  tions on a mission well done. THE END
  60
  As you head up to room 12 you grab an empty tray,
  and a large white napkin which you drape over the
  tray. You reach room 12 and with your pistol in your
  waistband knock on the door, “Complimentary
  room service sir.” You intone with as much class as
  you can muster. Then you withdraw your pistol and
  place that hand at your back. The man in the room
  opens the door and is about to ask what is going on
  when you slam the tray into his face, pushing him
  back into the room. Quickly you overwhelm Hugin,
  and tie him up. Within five minutes of your calling
  Unknown Eagles HQ a van is out front and a half
  dozen men in plain suit show up to room 12 and
  discretely ‘escort’ Hugin to their van. You also con-
  fiscate all his materials, the codebooks, ciphers, and
  everything else in the room. With all this data and
  equipment you will be able to fake Hugin’s conver-
  sations with Berlin and the Knickebein systems. It is
  believed that with this catch, the Unknown Eagles
  will be able to delay the successful implementation
  of the Knickebein system until the boys in the lab
  can come up with a countermeasure. Congratula-
  tions on a mission well done. THE END
  61
  As you begin your dive to evade the enemy fight-
  ers, your piston-driven engine stalls. As you think
  about it in the few short seconds you have, you re-
  ally should have expected it. Bullets rip through
  your hurrie and the engine explodes into flames.
  Knowing you can get another plane, you decide it’s
  time to hit the silk. Flames biting at your flight suit,
  you pull back the canopy and start to climb out,
  when a second barrage slams into both you and
  the plane. Your limp body slides back into the cock-
  pit as the plane falls earthward. Ashes to ashes, dust
  to dust. THE END
  62
  The 109 comes into your sights and you open up,
  your full barrage of machine guns ripping the other
  guy’s plane into pieces. The left wing suddenly
  comes off in a spray of burning petrol and lubri-
  cants. The Messerschmitt tumbles briefly until the
  other wing comes off and the fuselage drops to the
  ground like a stone. Add 1 kill to your tally
  A) Go to 26
  63
  HEY! No peeking, keep your eyes on your own
  work! You are only supposed to read the sections
  you are directed to! GIVE ME 20 PUSH-UPS NOW,
  RECRUIT!!! COME ON WHAT ARE YOU WAIT-
  ING FOR!!!!
  64
  The stick fights in your hands as you haul back on
  it, causing your hurrie to climb. The Nazi fuel in-
  jection system in the Messerschmitt is your undo-
  ing—that and a hail of cannon fire. Just before your
  
  104
  engine gives out the Nazi gets a bead on you and
  starts pounding your plane without mercy. You
  wisely hit the silk before something less pleasant
  hits you. You watch as you slowly descend earth-
  ward the battle that rages about you. Eventually the
  bombers get turned around and run home, their
  bombs dropped on empty fields, and the 109s also
  begin to retreat home. No doubt some won’t make
  it, running out of fuel somewhere over the chan-
  nel. This thought warms you as you descend, imag-
  ining the fellow who shot you down floating some-
  where in the channel.
  A) Go to 7
  65
  You pull your Hurricane violently to the right, hop-
  ing that the sudden move will throw the Luftwaffe
  pilot off. It doesn’t. Shells rip through your plane,
  damaging several important-sounding parts. Smoke
  billows from the engine and the plane takes on a
  violent and disturbing shake that pops out at least
  one of your fillings. You are lucky enough to have
  some limited control over the plane, and apparently
  the Luftwaffe pilot is happy enough with downing
  you. You manage to make a not-so-gentle landing
  on a small country road, coming to rest 50 yards
  from an ambulance crew on a lunch break. They rush
  to the smoking plane and drag you out, in spite of
  your claims of being uninjured. After they check you
  out, they give you a lift to your aerodrome.
  A) Go to 7
  66
  Diving for the door, you just manage to avoid the
  worst of the barrage the spy throws at you. How-
  ever, you still take a hit in the shoulder, and be-
  tween that and leaping into the door jam you man-
  age to make a pretty convincing corpse. You awaken
  in the room some time later to the wail of police
  sirens. Deciding that this is not the place to be when
  they show up, you struggle to your feet and out of
  the hotel. After a little bit you make your way to
  your car, clean and dress your shoulder wound,
  which turns out to not have been as bad as it could
  have, and put on a new shirt. Thus, looking once
  again like a member of the living, you commence
  back to your task: find and catch Hugin.
  Choose:
  A) Try to get him by radio triangulation, Go to
  19
  B) Arrange a fake meeting, Go to 31
  67
  You walk into the local tavern. It is dark and a slight
  haze fills the air. It is early yet, so there are not many
  patrons here yet. The bartender looks up from the
  glass he was “cleaning” when the light from the open
  door spills into this dark cave. He looks at your
  uniform for a moment, then snorts derisively and
  goes back to “cleaning” the glass.
  Choose:
  A) Talk to the bartender, Go to 45
  B) Take a booth and set up your RF detector, Go
  to 57
  68
  You dive after the 109, but suddenly your piston
  driven engine gives out, and your plane begins to
  free fall. Desperately you try to restart the motor
  but it won’t give. Knowing that the plane is doomed
  you decide to hit the silk, instead of the ground.
  Your plane had fallen so far out of the sky that no
  one was chasing it. This is both a good and a bad
  thing, good because there isn’t a Nazi pilot aiming
  for you whilst you are helpless in a parachute, but
  the other hand it means that you are going to slam
  into the ground really hard. When you do hit the
  ground you are surprised at just how little damage
  you managed to do to yourself. You only suffer a
  +2 DV (-2 roll) penalty on future die rolls from
  your sprained ankle.
  A) Go to 7
  COMING SOON FOR UNKNOWN
  EAGLES:
  Unknown Eagles Source Book: The Ghost Corps.
  Information on German/Italian and Japanese
  forces within the secret corps.
  Unknown Eagles Source Book: Oceans and Island
  Hops. Adventures above and under the sea, from
  ships and aircraft carriers to submarines and PT
  boats. Information on the equipment and ve-
  hicles in the War at Sea.
  Unknown Eagles Source Book: Land Combat. In-
  formation on ground forces and vehicles. Tank
  combat comes to Unknown Eagles.
  Unknown Eagles Source Book: Air Combat. Infor-
  mation on aircraft and equipment, expanding
  the arbitrator’s and player’s air operations.
  Unknown Eagles Operations Book 1. Unknown
  Eagles operations books are full of adventures
  for the Arbitrators and danger for the players.
  Full of maps and illustrations, bringing more
  cutting-edge gaming action and intrigue to your
  Unknown Eagles campaigns.
  Other Upcoming Game Booksfrom
  Merdian Designs:
  Bright Future Source Book 1 (now out)
  Bright Future Source Book 2: Hardware and Hard
  People. Expanding the game world as players get
  to play Mercenaries. Custom build craft and
  equipment.
  Late 1998-early 1999
  Bright Future Source Book 3: To the Stars. (Space
  is a dangerous place; this book tells you why.
  New races, planets, equipment and adventures.)
  1999 by Dave Newton.
  
SOURCE: textdata/thevault/Hero System/Hero System - Unknown Eagles - Sourcebook 1.pdf