+Pete Spahn 's long awaited WWII: Operation WhiteBox has released in PDF (dead tree to follow soon behind)
Full disclosure - Pete showed me the work in progress of WWII: Operation WhiteBox months ago. I was still actively working and I read this at my desk on the overnights. It read well then and looks amazing now. Seriously, if you want to get your feet all muddy and your uniform all bloody, your couldn't ask for better. Pete's research is well done - this isn't a hack job by any measure. I'll get a review up, hopefully in the next week or so, although my plate is fairly full at the moment.
Here's the blurb to help you decide:
WWII: Operation WhiteBox is a roleplaying game of WWII special forces action designed for compatibility with the Swords & Wizardry WhiteBox roleplaying game.
In WWII: Operation WhiteBox, the player characters (PCs) play the role of WWII special forces operatives. They may be formally trained and part of an officially designated special forces unit such as the SAS or U.S. Army Airborne, or they may simply be guerilla fighters dedicated to making life hard for the German Army. They may also be covert agents working for organizations such as the SOE or OSS. Whatever their affiliation, their job is to complete missions behind enemy lines, paving the way for the next Allied advance.
WWII: Operation WhiteBox is a standalone game that uses the Swords & Wizardry WhiteBox rules as its base. In addition to standard gameplay rules, the game contains the following:
CHARGEN: This includes Attributes, Nationality, Rank, Profession, etc.
NEW CLASSES: Eight new classes including the Charmer, Combat Engineer, Grunt, Maquis, Sniper, Tactician, Wheelman, Uberlaufer, each with their own unique abilities.
GEAR AND WEAPONS: A list of typical WWII weapons and gear. Weapons are statistically grouped by function (Large Rifle, Small Handgun, Submachinegun, etc.) with some named examples to add flavor (M1 Garand, Derringer, MP40, etc.).
PLAYING THE GAME: Rules for Saving Throws, Surprise, Reaction Rolls, Movement, etc.
PERSONAL COMBAT: Rules for "theater of the mind" combat including new rules for automatic weapons, using cover and concealment, and explosives.
VEHICLE COMBAT: Rules for "theater of the mind" vehicle combat (basically the same as personal combat) and vehicles grouped and statted out (Small Truck, Medium Tank, Small Aircraft, etc.) with named examples to add flavor (Kubelwagen, M4 Sherman, Brirish Spitfire, etc.).
GAMEPLAY EXAMPLE: A gameplay write up to show some of the new concepts in action.
COMMON NPCs AND ANIMALS: Stats and descriptions for civilians, soldiers, and common European animals.
COVERT SPECIAL FORCES EQUIPMENT: Descriptions of some real world equipment designed and/or used by special forces during WWII.
THE WWII CAMPAIGN: This chapter gives an overview of the different theaters, major events of the different time periods, and lots and lots of tips for running a WWII campaign.
SPECIAL FORCES IN THE EUROPEAN THEATER: An overview of various Allied special forces units such as the SAS, LRDG, OSS, etc., resistance organizations such as the French Maquis and the Norwegian Milorg, an German special forces units such as the Brandenburgers. This chapter also runs down how to design a special forces mission as well as the different types of missions commonly undertaken.
WWII TIMELINE: A chronological timeline of major WWII dates and events.
HISTORIC WWII SPECIAL FORCES ACTIONS: Contains a brief description of real world historical missions undertaken by units like the British Commandos, Jedburghs, etc.
RESISTANCE AT THE PONTEVILLE BRIDGE: A sample mission deep in Normandy.
MINI-SETTINGS: Nazi Superscience, Nazi Occult, and Nazi Space elements to liven up your game!
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