FIRE ELEMENTAL (SMALL)
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Climbing d6, Fighting d8, Shooting d6
Charisma: +0; Pace: 6; Parry: 6; Toughness: 5
Special Abilities:
* Damage Field: Any creature adjacent to the
elemental at the end of its turn suffers 2d6
damage and catches fire on a roll of 6 on a
d6.
* Elemental: Half-damage from non-magical
weapons except those doing water or cold
damage. No wound penalties. No additional
damage from called shots. Fearless.
Immune to poison and disease. +2 to
recover from being Shaken.
* Fiery Touch: Str+2; victims catch fire on a 6.
* Flame Strike: Fire elementals can project a
searing blast of flame using the Cone
Template. Soldiers within the cone must
beat the spirit’s Shooting roll with Agility or
suffer 2d6 damage, plus the chance of
catching fire.
* Weakness (Water): Suffer 1d6 damage when
doused in at least a gallon of water, +2 per
additional gallon.
WEHRMACHT SOLDIER
Attributes: Agility d6, Smarts d4, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d6, Guts d4, Intimidation d6,
Notice d6, Shooting d6
Charisma: +0; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Loyal
Edges: Combat Reflexes
Gear: Kar 98k, 4 magazines, bayonet (Str+1),
helmet, uniform, 2 stiehlhandgranate 24
WEHRMACHT OFFICER (WILD CARD)
Attributes: Agility d6, Smarts d8, Spirit d8,
Strength d6, Vigor d8
Skills: Fighting d6, Guts d8, Intimidation d8,
Notice d6, Shooting d8, Taunt d6
Charisma: +0; Pace: 6; Parry: 5; Toughness: 6
Hindrances: Loyal
Edges: Combat Reflexes, Command, Hold the
Line!
Gear: Walther PPK, 2 magazines, helmet,
uniform, victory runes
WEHRMACHT ARTILLERIST
Attributes: Agility d6, Smarts d4, Spirit d6,
Strength d8, Vigor d8
Skills: Fighting d6, Guts d4, Notice d6,
Shooting d6
Charisma: +0; Pace: 6; Parry: 5; Toughness: 6
Hindrances: Loyal
Edges: —
Gear: Walther PPK, 4 magazines, helmet,
uniform
WAFFEN SS FLAMMENWERFER SOLDIER
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d8, Vigor d8
Skills: Fighting d6, Guts d8, Intimidation d6,
Notice d6, Shooting d8
Charisma: –4; Pace: 6; Parry: 5; Toughness: 6
Hindrances: Bloodthirsty, Loyal
Edges: Combat Reflexes, Strong ed
Gear: Flammenwerfer, helmet, uniform
* The modified flammenwerfer fires liquid
nitrogen and is used against rogue fire ele-
mentals. The damage is still 2d10, though
targets cannot catch fire.
WAFFEN SS BLOOD MAGE (Wild Card)
Attributes: Agility d8, Smarts d10, Spirit d12,
Strength d8, Vigor d10
Skills: Fighting d8, Guts d12, Intimidation d12,
Knowledge (Arcana) d12, Notice d10,
Persuasion d10, Shooting d10, Spellcasting
d12, Stealth d6
Charisma: –4; Pace: 6; Parry: 6; Toughness: 7
Hindrances: Bloodthirsty, Loyal
Edges: Combat Reflexes, Improved Dodge,
Improved Level Headed, Strong ed, Wizard
Powers: Armor, boost/lower trait, burst, envi-
ronmental protection, fear, invisibility, light,
puppet, speak language [30 Power Points]
Gear: Walther PPK, 2 magazines, helmet,
uniform, SS victory runes, ring enchanted
with Eihwaz rune (permanent environmen-
tal protection)
VETERAN WAFFEN SS-GRENADIERS
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d8, Vigor d8
Skills: Fighting d8, Guts d8, Intimidation d8,
Notice d8, Shooting d8
Charisma: –4; Pace: 6; Parry: 6; Toughness: 6
Hindrances: Bloodthirsty, Loyal
Edges: Combat Reflexes, Rock and Roll!,
Strong ed
Gear: Sturmgewehr 44, 4 magazines, helmet,
uniform, 2 stiehlhandgranate 24