OneDice WW1
OneDice WW1
OneDice
by Peter Cakebread
Copyright: OneDice WW1 ©2015 by Cakebread & Walton. OneDice system copyright 2015 by Peter Cakebread.
All rights reserved. Reproduction of this work by any means without the permission of the publisher is expressly
forbidden. This material is protected under the copyright laws of the United Kingdom.
www.clockworkandchivalry.co.uk
OneDice WW1 is a roleplaying game set at the time of World War One (also
known as WW1 or the Great War), fought between 1914-1918.
Before war was declared, no-one expected the scale of the slaughter, nor that
the war would go on so long. A global conflict, costing millions of lives, the
war involved the mobilisation and shattering of the mightiest of armies ever
assembled.
This was a world-spanning war, fought on a previously unimaginable industrial
scale.
Whether you want to play as one of the front-line combatants in the mighty
conflict or as a civilian, spy, medic or journalist, all the rules you need are in
this book.
There are additional “skins” for adding Occultish Horror and Endless War twists
to the world, along with a bunch of adventure seeds to get you started playing
quickly. Grab a copy of one of the other books in the OneDice range and you
could also add steampunk, fantasy races or superheroes to the mix!
Whether an enthusiastic recruit, a jaded veteran, or a non-combatant on a
special mission – it’s time to enter the grim and dangerous world of OneDice
WW1.
The rules for OneDice WW1 are simple. Sometimes you will need to roll a six
sided-dice to see if your Adventurer can do what you want him or her to do
– mostly that’s it! The game rules are presented alongside rules for making
an Adventurer...
Making an Adventurer
To make an Adventurer, you will need to:
Decide your Adventurer’s abilities – the abilities are Strong, Clever and Quick.
Calculate your Health, Defence and Move – These are calculated based on
your Adventurer’s abilities.
Decide your Adventurer’s background – their social position and the job they
do.
Give your Adventurer some more skills – your Adventurer is allowed 4 more
Skill Points to spend however they choose.
Give your Adventurer some stuff – give your Adventurer some starting money
and equipment and let them buy some extras.
Give your Adventurer some finishing touches – including a name and 6 Stunt
Points (more on them later!).
As your Adventurer completes adventures, his or her skills and abilities rise.
Experience and Levels, explains how this works.
Abilities
All characters and creatures have a set of abilities as follows:
Strong – How strong your Adventurer is. This is good for when you want to
lift, carry, push, pull, thump enemies with your fists or kick them with your
foot, hit someone with a shovel or rifle butt, threaten someone to get what
you want, etc.
Clever – How clever your Adventurer is. This is good for when you want to
read a map, follow a course, aim and shoot a gun, read a difficult book, work
out how to use a device you’ve never seen before, negotiate with someone
to get what you want, etc.
Quick – How quick your Adventurer’s reactions are and how nimble your
Adventurer is. This is good for when you want to climb, go first in a fight,
scramble out of mud, sneak about, hide from an enemy, etc.
Each Player has 6 Ability Points to be divided between their Adventurer’s
Strong, Clever and Quick.
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Strong, Clever and Quick must each be given a score between 1 and 3.
Example 1
Our first Player wants to play someone who is strong and fairly fast. He uses
his 6 points to give his Adventurer, Frank Rowbottom: Strong 3, Clever 1, Quick
2.
Example 2
Another Player wants a good all-rounder, so she gives her Adventurer, Joan
Smith: Strong 2, Clever 2, Quick 2.
Example 3
Our last Player wants to play a someone who is clever and reasonably nimble,
so she gives her Adventurer, Grace Fournboy: Strong 1, Clever 3, Quick 2.
As Adventurers progress and gain Experience, they’ll have an opportunity to
improve these starting scores.
With your initial Abilities assigned, you can calculate three more attributes,
Health, Defence and Move.
Health – Shows how healthy your Adventurer is. If your Adventurer has an
accident or gets hurt in a fight, he or she will lose Health. Health can be
restored, so you should always keep a note of your Adventurer’s maximum
Health. Maximum Health is your Adventurer’s Strength multiplied by 3.
Defence – The score an attacker needs to roll to injure you. Defence is three
times your Adventurer’s Strong or Quick (whichever is higher). You can buy
(or be issued) protective clothing to raise this score.
Move – How quick your Adventurer can run in metres in a single combat
round. Move is ten times your Adventurer’s Quick.
So let’s look again at our previous examples.
Example 1
Our first Player, Tom, chose Strong 3, Clever 1, Quick 2; so his Adventurer,
Frank, has Health 9, Defence 9 and Move 30.
Example 2
Our second Player, Helen, chose Strong 2, Clever 2, Quick 2; so her Adventurer,
Joan, has Health 6, Defence 6 and Move 20.
Example 3
Our last Player, Aisha, chose Strong 1, Clever 3, Quick 2; so her Adventurer,
Grace, has Health 3, Defence 6 and Move 20.
Social Status
Players should decide on their Adventurer’s social status.
(Note: This choice will have some impact on the professions available to the
Adventurer and also determine his or her starting money.)
There are three statuses to choose from:
Aristocratic/Wealthy
Aristocrats are born into money – at least, most of them are! They will usually
be accustomed to having a host of servants maintaining the family home, as
well as their own personal maid or valet – although there has been a shortage
of servants since the war started; will have received a high (and usually brutal)
standard of education; are likely be well travelled; and, especially if young,
will probably be aware of the latest fashions and technologies.
If an aristocratic family is hard up, they will often arrange to marry into “new
money” – e.g. by swapping the status that their eldest son’s title and family
name brings for the spending power of an industrialist’s heiress.
Middle Class/Comfortable
The middle classes tend to live a comfortable life. Men probably work as
professionals, small business owners or career bureaucrats, etc. – perhaps as
a doctor, accountant, teacher, shopkeeper, government or bank clerk, etc.
Women are discouraged from working at all – but the war has changed all
that!
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Female Adventurers
Most working class women worked before the outbreak of the war, but
women were paid less and prevented from doing lots of jobs. Most
wealthier women were expected not to work at all.
To an extent, the war changed this. Women began working in previously
male occupations on the home front (often in the face of fierce
resistance), including policing, fire fighting, sports and heavy industry.
They also joined Auxiliary military forces where they might be trained as
mechanics, drivers, given rudimentary combat training, etc.
With a (very) few notable exceptions, women didn’t fight on the front-line
(aside from in revolutionary Russia). You might simply decide to set your
game away from the front-line (most of the time!). Or it may be that your
gaming group is happy to play characters of another gender to their own;
or you might decide that women characters in your game are among the
notable exceptions to the rule – either donning the guise of male soldiers
to fight in an army or simply flouting the regulations and insisting on
carrying a gun (it happened extremely rarely, but it did happen).
They probably have at least one or two servants – if upper middle class, the
servants probably live in with the family, tending to their every need; if lower
middle class, they will employ a cleaner (and possibly a cook), although the
servants may not live in full-time with their employers.
Although the middle classes aren’t as well travelled as the rich, they may
possibly have lived abroad – perhaps as a part of a colonial administration,
trading company or as a serving military officer (or relation of the same).
Working Class/Poor
The vast majority of people are working class. Without a vote; probably
working in service or in precarious, dirty and dangerous industrial or
agricultural occupations (as servants, labourers, stable hands, factory workers,
apprentices, soldiers, miners, dockers, etc.); and often with only the charity
of one’s own family (who will likely be equally as poor and desperate) to fall
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Another Way
The following skill sets are to help get you started. It is not an exhaustive
list of occupations of the time. With the Gamekeeper’s permission, you
could choose any 1914-18 job and simply pick all 6 skills or come up with
a mutually agreed starting skill list. For instance, if you want to play an
entrepreneur, you might agree Trade and Negotiate as good starting skills;
whereas a professional athlete might plump for Acrobatics and Throw or
Swim (depending on the sport in which they are a professional), etc.
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Example 1
Tom decides that, while Frank might be a pacifist when it comes to taking up
arms to fight in the war, Frank isn’t so shy when using his fists to defend himself
or his friends – so he gives him Bruiser 1. He also decides that Frank is rather
good at scrounging and making dodgy deals to get whatever he and his friends
might need, so he also gives him – Negotiate 1 and Dodgy 1. Frank has been
taught to drive field ambulances, so he also gets Drive 1. Frank’s profile now
looks like this:
Frank Rowbottom, Medical Orderly (NCO), Working Class, Strong 3, Clever 1,
Quick 2, Health 9, Defence 9, Move 30, Medicine 1, Perception 1, Bruiser 1,
Negotiate 1, Drive 1, Dodgy 1
Example 2
Helen decides that Joan is an efficient nurse – used to handling difficult
Doctors, noticing when something isn’t right on her ward and keen to teach
less experienced nurses her skills, so she gives Joan – Negotiate 1, Perception
1 and Teaching 1. She also decides that Joan is a quick learner and has picked
up Languages (French) 1, while stationed in France.
Joan Smith, Professional Nurse, Working Class, Strong 2, Clever 2, Quick 2,
Health 6, Defence 6, Move 20, Medicine 1, Psychology 1, Negotiate 1,
Perception 1, Teaching 1, Languages (French) 1
Example 3
Aisha decides Grace has received intensive field training – including code-
cracking, using firearms and dealing with security measures – so she gives her
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All the Adventurers in the above examples are just about done. Next, they all
get 6 Stunt Points, ready for the first game session, then all they need is some
money and equipment and they’re finished.
Skill Use
There are three occasions when you might be asked to roll your dice to make
a skill check.
When you want your Adventurer to perform an action
Examples
When you want your Adventurer to climb out of a shell hole, track a trail,
navigate using a map, etc.
When your Adventurer is trying to perform an action and someone is
working against him or her
Examples
When your Adventurer enters an arm-wrestling contest, wants to sneak up
on somebody, is negotiating a trade, etc.
When the Gamekeeper wants to see whether something happens to your
Adventurer
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Examples
When the Gamekeeper wants to see if your Adventurer has resisted a poison,
has spotted an object, has fallen unconscious, etc.
Routine everyday actions are considered so easy that they can be usually
be done automatically - someone driving a car (and who has the Drive
skill) doesn’t need to make a roll to go driving on a wide well-maintained
road on a calm clear day. You don’t need to roll a dice to get your
Adventurer to perform these routine actions. But if the weather is stormy
and the road is muddy and narrow, you will need to roll a dice for these
more difficult actions.
The Gamekeeper always decides the difficulty of any task. In the list below,
the figure beside the difficulty is the Target Number needed to succeed at an
action:
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To see whether your Adventurer succeeds at a task, roll one six-sided dice,
then add to the result the relevant ability (the Adventurer’s score in Strong,
Clever or Quick) and skill (if he or she has one). Compare the result to the
Target Number – if you equal or beat it, you have succeeded. If you have failed
to beat it, your action has been unsuccessful (and there may be a consequence).
Skill Rolls
Remember!
When the Gamekeeper asks for a skill roll:
Roll the dice + Ability (Strong, Clever or Quick) + Skill (if any) = result
Example
Frank is driving a field ambulance along a narrow road in the pouring rain
- and he is in a hurry. The Gamekeeper decides it is a Challenging (Target
Number 6) ride. Frank has a Quick of 2 and Drive 1. His Player rolls a 6,
adds the 2 and 1, for a total of 9. He beats the target by 3 points and safely
makes the journey.
Anyone can try almost anything, as everyone has at least 1 in each ability. You
don’t need to have Navigate to try and puzzle out a map – you just use your
Clever score. Likewise, if you don’t have Climb, you will just have to use Quick
on its own, etc.
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Example 1
Joan, the nurse, is climbing a steep cliff. The Gamekeeper decides it is a
Challenging climb, and sets the difficulty at 6. Her Player rolls a dice – and
gets a 4. She adds Joan’s Quick of 2, for a total of 6. She doesn’t have Climb,
so can’t add anything for that. She just makes it!!!
Example 2
Grace is lost in the countryside. She needs to find food and shelter, while she
waits for Frank and Joan to find her. The Gamekeeper decides it’ll be hard to
find what she needs so late in the day, so sets the difficulty at 8. Grace hasn’t
got the Survival skill, so can only add her Clever (which is 3) to the dice roll.
Her Player will need to roll an 8 to succeed. She rolls a 4. Adding her Clever
(3) she gets a total of 7. She’ll have to go hungry tonight and sleep out under
the stars.
Skill Vs Skill
Sometimes your Adventurer will want to do something that another character
wants to challenge. When arm-wrestling, competing in a running race,
sneaking up on someone who is trying to spot you, etc., you’ll need to make
a Skill vs Skill test for your Adventurer to see who succeeds.
To make a Skill vs Skill test, the player rolls a dice and adds any bonuses. The
Gamekeeper rolls dice for whoever is opposing (unless it is another Player’s
Adventurer), also adding any bonuses. Whoever gets the highest total wins.
If both the Player and the Gamekeeper get the same totals, it’s a draw (unless
that makes no sense, such as when trying to sneak up on someone, in which
case the Player wins).
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Example 1
Frank and Joan are playing cards. Frank’s Player rolls a 3 and adds 1 for his
Clever, for a total of 4. He doesn’t have Gambling, so can’t add it. Joan’s Player
rolls a 4, adds 2 for her Clever, for a total of 6. She also lacks Gambling, so
can’t add it. Frank has lost and Joan wins the game. Had Frank also got a total
of 6 (by rolling a 5), it would have been a draw, and neither character would
have won.
Example 2
Joan is trying to palm a medicine vial. Her Player rolls a 4 and adds her Quick
of 2 for a total of 6. The Gamekeeper rolls for the clerk she is trying to rob and
gets a 3. She adds the clerk’s Clever of 2 – unfortunately for Joan, the clerk
also has Perception 1, so also gets a total of 6. As Joan is a Player’s Adventurer,
while the clerk is the Gamekeeper’s, Joan wins – but only just!
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Making A Difference
Sometimes the amount that the winner wins by makes a difference. How
much of a difference is up to the Gamekeeper.
Example
Frank wants to sell a solid gold watch he “found” to a friendly (and shady)
Regimental Quarter Master Sergeant (RQMS). The watch should sell for
100 shillings. Frank rolls a 4 and adds his Clever of 1 for a total of 5. The
Gamekeeper gets a 5, adds the ’s RQMS’s Clever of 2 and Trade of 3 for a
total of 10. The difference is 5 (The RQMS’s 10 minus Franks’s 5). The
Gamekeeper decides that the RQMS will pay a maximum of 50 shillings
(deciding a -10 penalty should be subtracted for every point of difference
between the two rolls).
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Fights
Being at the centre of a heroic tale, means sooner or later your Adventurer
will get into a fight. Fights take place in combat rounds, each lasting just a few
seconds. In a combat round, each fighter takes it in turns to try and hit and
damage their opponent(s).
Note: Don’t forget that Stunt Points can be used to perform special actions
in combat, on top of those described in this section.
Combat Basics
Combat rounds basically work like this:
Everyone rolls Initiative at the start the combat – to find out who goes
first (roll the dice and add Quick - highest wins).
Then, from highest to lowest Initiative, each character:
Rolls to hit – Roll the dice and add any bonuses to beat the opponent’s
Defence. A character can also try to move (charge into combat or run
away) in this part of the round.
Calculates damage – on a successful hit. Remove any damage from
opponent’s Health.
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– which, if they are soldiers, they likely will); both sides clash in hand-to-hand
fighting, etc.
In this case, don’t roll Initiative until someone can actually hit someone else.
Initiative
Unless the Gamekeeper judges one side to be surprised (in which case the
other side gets a free attack), each character in a fight must roll Initiative at
the start of combat. Roll the dice and add your Adventurer’s Quick.
You only roll Initiative at the start of the fight – anyone joining the fight rolls
Initiative when they enter the fray.
Example
Grace has a Quick of 2. She is fighting an enemy agent who also has a Quick
of 2. Grace’s Player rolls a 1, adds Grace’s’s Quick of 2, for a total of 3. The
Gamekeeper rolls a 6 for the enemy agent and adds a further 2 for his Quick,
for a total of 8. The enemy agent goes first.
What if there is a draw?
If there is a draw, the Player’s Adventurer goes before the Gamekeeper’s
character. If two Players’ Adventurers are attacking each other, and they draw
on Initiative, they act at exactly the same time.
Roll To Hit
In this part of a round the character can try to hit an opponent or try another
sort of action. He or she can try and hit using a ranged weapon (rifle, machine
gun, grenade, etc), hand-to-hand weapon (pick, shovel, etc), or unarmed
attack (fist, kick, etc). In each case you roll the dice, adding the relevant Ability
and Skill (if any).
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Other Actions
Instead of trying to hit someone, a character can try to move or take another
action in this part of the round. Doing any of these actions lowers the
character’s Defence by 2 for the duration of the round.
Moving
If a character isn’t in a hand-to-hand fight and wants to move, up to his or
her Move in metres, they can (instead of attacking – you don’t get to do both).
This includes moving into a hand-to-hand fight.
Obstructions may reduce Move. For example, barbed wire reduces Move to
1/10, until it is cleared – and there is an added chance of entanglement (roll
vs Quick, Target Number 6, adjusted by depth of wire).
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Non-Combat Actions
Sometimes a character will want to do something, not covered by the above,
such as try to open a chest; unlock a door; untie a hostage; cut through a
patch of barbed wire; etc. The Gamekeeper determines (secretly) how long
such activities take and while the character is working on them, he or she
cannot fight back (although does still have a Defence rating, with a -2 penalty).
Quick Actions
Some actions are really quick and don’t cause the character to miss an attack
– these include things like getting out a weapon, shouting an order, etc. You
can do any one these things without a penalty.
Calculate Damage
Take the total of the hit roll and subtract the target’s Defence. Then add any
damage for the particular weapon. The result is the amount of Health the
injured party loses.
Example
Grace fires her pistol at the enemy agent. The enemy has a Defence of 3 and
Health of 6. Grace’s Player rolls a 5, adds her Clever (2) and Shooting (1), for
a total of 8. The difference is 5 (Grace’s roll to hit of 8 minus the enemy’s
Defence of 3). Grace does 5 damage, +3 for the pistol, for a total of 8 damage!
The enemy agent is no more.
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Non-Lethal Damage
A character using Bruiser can decide to inflict non-lethal damage when
attacking. When non-lethal damage causes a character’s Health to drop to 0,
the character is knocked unconscious for a dice worth of minutes. Non-lethal
damage to Health recovers at the rate of 1 per hour, although the injured
party will usually feel sore and moan about his or her bruises for a few days.
A medic can also heal non-lethal damage.
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Note to Gamekeepers
There are some more rules for handling certain combat situations, called
Combat Hazards, in the Gamekeeper section of this book (see p.62).
Vehicle Combat
Vehicles (such as automobiles, motorcycles, tanks, aeroplanes, etc.) have
Strong, Quick, Health, Defence and Move scores, much like characters.
(Note: You might notice the Health, Defence and Move of vehicles aren’t
simply calculated from their Strong and Quick.)
If characters in two vehicles are fighting each other, then combat order is as
usual.
Roll Initiative, roll to hit, roll to damage, etc.
Initiative – roll a dice and add the vehicle’s + the driver’s Quick.
Roll to hit – usually using the Abilities and skills of the pilot/captain or
gunner/passenger. If the total beats the Defence of the opposing vehicle (or
occupant of that vehicle, if that is who is being aimed at), calculate damage.
The Abilities and skills used will depend on the vehicle and the weapon used.
If trying to ram (the only attack option if both vehicle and occupants lack
weaponry), the vehicle’s Quick + the driver’s Pilot (or Drive, etc.); if firing a
mounted heavy machine gun, then the pilot’s Clever + Shooting. Some
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vehicles (e.g. tanks) have inbuilt weaponry (use Clever + Artillery to fire). Each
weapon should be assigned a damage rating, if it hasn’t already got one (based
on its lethality). If ramming, vehicles generally do their Strong divided by 3 in
damage. Any vehicle involved in a collision also takes damage from the
opposing vehicle (so ramming is only usually worth it, when going against a
weaker opponent).
Calculate Damage – Add weapon’s damage (or vehicle’s Strong divided by 3,
if ramming) to the difference between the attacker’s to hit roll and the
Defence of the opposition.
Remove damage – From damaged vehicle’s Health (or driver/passenger’s
Health, if the driver/passenger was hit).
The consequences of a vehicle reaching 0 Health will vary according to the
vehicle and environment – a plane will probably crash; a ship sink; while a
train might simply grind to a halt and the driver and passengers get out.
Stunt Points
Stunt Points are used to perform epic combat moves, save your Adventurer
from certain death, hit a foe against the odds, etc.
Every Player starts each game session with 6 Stunt Points.
As each game session progresses, the Players play their Stunt Points to make
good things happen for their Adventurers.
It’s a good idea to spend all your Stunt Points, as they can’t be carried over
to the next game and they’ll be replaced next session!
Some of the characters run by the Gamekeeper might also have Stunt Points,
which can be used in exactly the same way as the Players’ Stunt Points. Only
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more major enemies will have them – more run-of-the-mill opposition never
have Stunt Points.
Stunt Points can be represented in the game by poker chips, or coins (real or
chocolate!), toy money, etc.
● Perform three attacks in one round – you can roll to hit three times
instead of once.
The following action costs 3 Stunt Points:
● Ignore an opponent’s Defence – no roll to hit, simply deliver a dice worth
of damage, multiplied by three, to your Adventurer’s opponent’s Health.
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Historical Note
Just because something is listed below,doesn’t mean it is available at the
given price (or at all).
All nations were subject to rising prices throughout the war.
Some nations experienced more scarcity than others. For example,
Germany quickly had to shift to using artificial (ersatz) substances due to
the effective blockading of their imports – and they were forever cutting
rations. Russia was plagued by major supply problems and shortages of
absolute necessities. Meanwhile in Great Britain, although there were
food shortages and eventually rationing at home, officers were able to
order or be sent luxury hampers full of goodies throughout the war, while
private soldiers seldom went hungry through economics (though they did
sometimes suffer privations due to being cut off from supply lines,
communication problems, etc.).
As ever, the wealthy can usually secure better products and services.
Alternative bartering currencies are commonplace within all the militaries
– specifically the trade in all sorts of goods and services for decent
cigarettes.
Prices are always higher in the areas just behind the front-lines – although,
on the western front, charities and charitable individuals help troops by
sending goodwill packages with “luxuries” (soap, sweets, warm woollens,
etc.) and there is even the occasional independent front-line “shop”
(sometimes run by a chaplain, for no profit).
Adventurers begin with five+ outfits (including evening wear; outdoor wear;
etc.).
Military Adventurers also usually start with an equipment pack according to
their unit and rank – prices are not listed with this pack – they are usually
simply assigned to lower ranking recipients (who are expected to look after
them!), although officers will probably have been expected to purchase their
own uniform and equipment (and sometimes more suitable supplementary
equipment for their troops!).
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Historical Note
Each nation issued different standard equipment and uniforms to its
troops; improved its equipment at different rates and from different
starting points (e.g. the French had a lot of work to do, as their troops
started the war wearing bright red trousers and uncomfortable collars;
the Austro-Hungarian armies were likewise outdated; and, aside from the
British, most cavalry was generally unfit and ill-equipped for purpose;
etc.); and had varying degrees of supply problems at various stages of the
war.
Equipment and uniform also varied due to specialty (engineers, miners,
signallers, support, general staff, artillery, cavalry, medics, machine gun
sections, etc.), arm (air, sea or land), battalion and rank. The kit packs are
intended as only a very general guide to infantry equipment, rather than
a definitive list.
Some specialists (machine gunners and snipers) are issued rudimentary body
armour (steel breastplates or leather jerkins, etc).
Armies issue “webbing” (the British from the start) for carrying equipment
(rather than slinging it off separate belts and packs, etc.).
After 1915 troops are issued with anti-gas measures (starting with cloth pads,
then goggles and filter systems, which were eventually replaced by proper
box respirators and gas masks).
Steel helmets are supplied to most soldiers (not the Russians) towards late
1915/early 1916.
Clothing
Outfits
Aviator Clothes: Flying coat or suit, flying helmet, goggles, high boots and
gloves. Cost: 200
Cheap Suit: A cheap suit for a low-paid clerk/worker. Cost: 25
Explorer’s Clothes: An outfit suited to exploring one particular type of
environment (the jungle, extreme cold, etc.). Cost: 200+
Extravagant Outfit: The kind of fashionable outfit only worn by the rich. Cost:
200-800+
Officer Mess Uniform: Dress uniform to be worn at mess, when not in the
lines. Cost: 200
Rugged Work Clothes: Serviceable, but uninspiring, manual work clothes and
boots/clogs. Cost: 30
Sunday Best: A smart suit or dress, expensive for those tempted to buy it. Cost:
60
Items
Anti-Barbed Wire (Toughened) Gloves: Probably designed by someone who
has never been to war. Cost: 8
Anti-Gas Measures: Cloth and chemical; hood; or box respirator. Cost: 1;5;10.
(Cloth & Chemical reduces Hazard by -2; Hood reduces hazard by -4; box
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respirator negates hazard – although the wearer needs to have put their
device on in time!)
Cheap House Dress: Ill-fitting, plain and in constant need of repair. Cost: 5
Decent Worker’s Overcoat: A hard wearing coat of decent quality. Cost: 30
Woman’s Hat: An average but decent hat. Cost: 10+
Corset: Still considered essential wear for women. Cost: 10
Tailored Coat: A bespoke coat, especially designed for the wealthy wearer.
Cost: 60+
Officer Coat: A warm coat for the front. Cost: 60+
Good Boots: Waterproof boots designed for marching and working in. 20+
Accessories
Holy Book: Cost: 1+
Lucky Cigarette Case: Cost: 5+
Officer Hat: Cost: 20
Wristwatch: Cost: 5+
Cane, Hollow: Cost: 2
Cane, Knobbed: Cost: 3
Cane, Ornate: Cost: 10
Cane, Sword: Cost: 40
Cane, Periscope: Cost: 12
Other Kit
Backpack: Cost: 15
Mattress: Cost: 20
Camera: Cost: 15-200+
Fishing Kit (Basic): Cost: 5 (If there’s a source, allows a Survival skill roll, once
per day, to catch a meal’s worth of fish.)
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Fishing Kit (Advanced): Cost: 50 (If there’s a source, allows a Survival skill roll,
once per day, to catch one dice of meal’s worth of fish.)
Magnifier, Large: Cost: 5 (Adds 1 to Investigate skill rolls when looking for
small visual clues.)
Mirror, Hand: Cost: 5
Pocket Primus Stove: Cost: 10
Rope: 10 metres of strong rope. Cost: 1
Tent: A very high quality 2 person tent. Cost: 100
Torch/Lamp: Cost: 20+ for a torch. Extra dry batteries or bulbs Cost: 2 per set.
Wire Cutters: Basic, not really up to military standard. Cost: 3
Writing Kit: Cost: 3+
Travel
Flight, Airship: 15 per 100 miles.
Voyage, Ocean Liner, 1�� Class: 15 per 100 miles.
Voyage, Ocean Liner, 2ⁿ� Class: 8 per 100 miles.
Voyage, Ocean Liner, 3�� Class: 5 per 100 miles.
Journey, Steam Train, 1�� Class: 5 per 100 miles.
Journey, Steam Train, 2ⁿ� Class: 3 per 100 miles.
Journey, Steam Train, 3�� Class: 2 per 100 miles.
For outright costs of various vehicles, and more vehicle options, see p.67.
44
Specialist Equipment
Climbing Kit: Cost: 30+ (Adds 1 to Climb skill rolls.)
Compass: Cost: 5+ (Adds 1 to Navigate skill rolls – not stackable with
Navigator’s Kit.)
Burglar Tool Set: Cost: 50 (Adds 1 to Security skill rolls – not stackable.)
Drug set: Store bought cocktail of stimulants and opiates (including morphia
patches). Cost: 10+
Medical Bag: Cost: 100 (Adds 1 to Medicine skill rolls – not stackable with
medical room bonus or drug set.)
Navigator’s Kit: Cost: 200+ (Adds 2 to Navigation skill rolls.)
Telescope/Binoculars/Periscope: Cost: 20+ (Adds 1 to rolls – Clever +
Perception – to spot something in the distance.)
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Historical Note
At the start of the war, battalions mostly had heavy or medium machine
gun sections. After 1915, French and British infantry formations are
increasingly integrated with light machine gun sections (the Germans
didn’t adopt similar weapons/tactics till 1918 – but they did have more
heavy machine guns per battalion throughout much of the war).
It’s possible for one individual to load and fire a machine gun – but all
machine guns usually have a crew – to feed ammunition; carry the gun
and ammunition; and in case of casualties, to replace the firer. Crew size
varies, (for example, a minimum of 3 for a British medium Vickers; 4 for
a German MG 08 heavy gun), but by the end of the war, even a light
machine gun will likely be carried by a large section (e.g. a light Lewis
might be assigned to a section of 9-12 soldiers, who had to share the
weight of the gun’s ammunition).
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Guns
Weapon Damage Range* Cost
Flamethrower 5** 20 400
Machine Gun, Heavy*** 5 Damage x 5 2000 10000
Machine Gun, Light**** 4 Damage x 3 400 1500
Machine Gun, Medium*** 4 Damage x 4 2000 2000
Pistol, Heavy***** 4 40 60
Pistol, Light/Officer’s***** 3 25 20/100
Rifle 4 400****** 80
Rifle Grenade 6******* 200 100
Shotgun******** 5 10 100
*In metres.
**To all within a 2 metre radius of the impact point. One tank of gas lasts for 6 combat
rounds of continuous use.
***Must be set up to fire – can’t be carried and fired.
****Strong 3+ required for firing a lmg in a standing position.
*****Holds 6-8 bullets (depending on type). Takes full round to reload.
******Can be fired at targets 400-2000 at -2 to hit.
*******Very inaccurate and prone to misfire - so always at a -4 to hit. Damages all within a
3 radius of the impact point.
********Takes a full combat round to reload.
Ammunition
Light Ammunition: Cost: 5 for 100 rounds
Heavy Ammunition (HMG, Heavy Handgun, Shotgun): Cost:10 for 100 rounds
Weapon Modifications
Sniper Sights: Cost: 60+ Adds +1 to Shooting skill. Extends rifle range to 2,600 – but there
will still be the -2 penalty for shots beyond 400m (for an overall reduction of -1 for range
400-2,600).
47
S = Thrower’s Strong
*To all within a 2 radius of the impact point.
*To all within a 3 radius of the impact point.
Protective Clothing
Clothing Defence Quick Cost
Very light – Helmet (post-1915/16), leather
+1 - 10+
jerkin, etc.
Light – Helmet, breast plate, jerkin, and
+1/+2* -1 10+
other padding.
*+1 vs most attacks and hazards/+2 vs close combat melee attacks and thrown
weapons (other than grenades).
Very light and light clothing don’t stack. Few soldiers wear light armour – but
occasionally specialists and assault troops do – all Quick rolls when wearing
“light” armour are at -1 due to the cumbersome nature of such an outfit.
Finishing Touches
If you haven’t picked a name for your Adventurer, do so now.
Also, give your Adventurer 6 Stunt Points, ready for the first game session.
48
Now is the time to make a few notes, if you want to, about your Adventurer’s
personality (kind, mean, greedy, happy-go-lucky, etc.) and earlier life (family,
previous job, criminal past, etc.).
You should also decide how old your Adventurer is (usually somewhere
between 17-28 years old).
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50
Game Styles
Are you thinking of running a single adventure or a longer campaign?
51
Single adventures are designed to be played over one or two sessions. They
only have a few scenes, a few tasks (e.g. carry out a trench raid; investigate
the suspected spy; photograph the secret weapon) and only one or two twists.
Campaigns usually run over several sessions and often consist of a number
of “chapters”. Each chapter might have several scenes (or one big scene), and
often there are side-goals (e.g. stealing some secret plans or recruiting some
local allies) that need to be achieved along the way to telling a much bigger
story (e.g. Carry out a trench raid to take a certain prisoner; find out about
the secret weapon the enemy are developing; get behind enemy lines and
locate the secret base; infiltrate the base, steal the plans and destroy the
prototype; get back home and hand over the plans which might change the
course of the whole war).
Warning!
Whatever style you choose, story-planning is needed – if you just make
it up as you go along, it can easily fizzle out. You need to have some idea
of where the game might go, and some ideas for grand finales.
Do your Players want to follow an exciting trail or leave the path whenever
they want?
Plotted adventures have a structure, much like a book or a war movie, and
the players are taken through a number of scenes leading to an exciting grand
finale.
Sandbox adventures do not start off with a predetermined plot – the Games
Master decides on a few themes, some locations (say a section of the front,
or/and a single town and a couple of villages behind the lines) and a number
of characters and lets the story go where it will.
Stories
What style of adventure your players would enjoy?
Lots of fighting? Investigating a mystery or involving themselves in diplomatic
intrigue? A romantic adventure or a lots of pulp-style action? A long journey
and a multitude of exotic locales? Or a whole series of stories linked to one
location? They’ll probably appreciate a mixture – and as long as there are
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53
Recurring Characters
Every hero needs a nemesis, and in OneDice WW1 there are plenty to choose
from. There are bumbling generals, who think nothing for the safety of others;
corrupt arms dealers and profiteers, who want to make a buck cutting corners
and selling duds; enemy spies or aces; sadistic sergeants and drunken officers;
murderers, thugs and the downright criminally insane – and that’s just for
starters! As well as enemies, there should be plenty of allies to choose from
– and sometimes an ally can become an enemy, or vice versa.
Whatever the circumstances, and whether friend or foe, recurring characters
often make a story stronger and a final victory sweeter.
Scale of Opposition
When designing adventures, Gamekeepers should always take account of the
abilities of the Players’ Adventurers compared to the opposition they are
going to face. If the Players’ Adventurers are always confronted with weak
opposition, the game will quickly get boring; likewise, it will become
frustrating if they are faced with overwhelming opposition (against whom
they have no chance of winning). Check that creatures are selected for your
adventure that can be beaten (whether by overcoming their Defence, use of
Stunt Points, or some other logical weakness, etc.). Gamekeeper controlled
characters do not have to be designed in the same way as Player’s characters
– you can simply assign them Health and Defence scores, rather than base
their Health and Defence on their Strong and Quick, and likewise you can
boost or reduce their skills to keep the game balanced.
Pulp or Grim?
Pulp Games: OneDice WW1 lends itself well to pulp action – where larger
than life heroes engage in investigations, exploration, daring actions and other
gripping adventures. In pulp games, the Adventurers will be unlikely tied to
one location (for long) or the grinding war of attrition that provides the
backdrop to their story – they are more likely to be globe-trotting independent
souls – specialist scientists, private investigators, archaeologists, explorers,
and the like, dedicated to uncovering new treasures and foiling dastardly plots.
That is not to say that the war won’t be a constant thread, woven through
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55
56
Another Way
There follows a very brief overview of the Great War, military hazards and
trench life.
But it is perfectly possible to run your OneDice WW1 games in a different
way – either as part of an alternate history or even by running your own
version of the war in an entirely fantastical setting.
Additionally, included in the back of the book, there are some “Skins” –
to be used to add fantasy elements to your games. Remember, there is
nothing to stop Gamekeepers developing skins of their own, to make
OneDice WW1 power their own version of an imaginary war.
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58
Ship technology has also only recently advanced – but at a cost to utility –
the new dreadnoughts are such a big and prestigious investment that risking
their loss is often too much for nations to contemplate – only a brave High
Admiral will risk a nation’s fleet on the open sea. While the British have
enough ships to blockade the Germans, the Germans use submarines
(U-Boats) to sink allied shipping – about half the food and supplies transported
by the British Merchant Navy are lost to the underwater menace and
expensive fighting ships are vulnerable to being sunk by the cheaper U-Boats
and, even cheaper, naval mines. Eventually convoys, aerial advances and early
sonar reduce the losses – but the material and human cost of U-Boats and
mines to the various nations is immense.
Trains have a longer history, but are still relatively new – more efficient train
networks and time tabling allows troops to be rushed from one front to
another in a relatively short time.
Wireless along with earlier wired technology has revolutionised
communications. It is possible to communicate across ever larger distances.
From a military point of view, radio and field telephones are somewhat
unreliable; telephone and telegraph wires need constant repairs; and radio
sets are large and difficult to carry – but the ability to quickly get information
to and from the battlefield, without being solely dependent on runners, and
to be able to instantly order artillery fire and direct reinforcements, etc., is a
step towards modern command and control. In the later years of the war,
with aircraft crew able to use radio technology to communicate, and smaller
wireless units, quick reaction to reconnaissance reports becomes even easier.
Medicine has at its disposal better drugs; better techniques for combating
infections; transfusions; x-rays and developments in prosthetics,
reconstructions and other major surgeries. While antibiotics are still a way
off, a more modern understanding of germicides and cleanliness at least gives
some patients a fighting chance (although many wounds still can’t be
effectively treated and military medics are often forced to abandon the most
severely wounded to die, in order to treat those who might have a hope of
survival).
Balloons were used for civilian flight, but during the war most of the
combatant nations employ them for observation. They can be floated up
behind friendly lines, giving observers a great view of the battlefield below.
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Fighter aircraft and anti-aircraft guns are deployed to protect the observers,
but some air aces enjoy the challenge of taking down enemy balloons. Unlike
other aviators, balloon crews are equipped with life-saver parachutes.
German Zeppelins are rigid motorised airships, with enough of a range to
attack faraway targets and enough of a storage capacity to carry tons of
bombs. Although their effectiveness is variable, and they are vulnerable to
ground-fire (and increasingly at risk from enemy aircraft), they do undertake
successful raids and have an improving effect on German morale (and a
negative psychological effect on enemy morale).
A Global Affair
In the years preceding the war, the great nations of Europe were locked into
an arms race, preparing for conflict – yet few realised how lengthy, global and
devastating the conflict would become.
In Europe the main fronts are to the west – where Belgium, France, Great
Britain and colonial and allied troops fight against Germany and her allies;
and in the east, where Germany, Austro-Hungary, the Ottoman Empire and
the Bulgarians face Russia, Serbia and Italy.
Outside Europe there are other battle fronts – and colonial nations and other
allies from far and wide send troops to fight for the great European powers.
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In the daytime little activity can be undertaken in the open, without running
grave risks – so the daylight is a time of boredom and repetitive maintenance
(refilling sandbags, straightening duck-boards, etc.).
It is at night time that most activity takes place – wiring and raiding parties
are sent out, entrenchments are repaired and extended, supplies and
replacement troops are sent forward, etc. Everything has to be done quietly,
and there is always the risk of being lit up by flares, bombardment, small arms
and machine gun fire, etc.
At times a local truce might prevail, both sides content to live and let live
awhile, but before long an over-zealous officer will come along, or a more
combative unit will take over the section, and hostilities intensify once more.
As well as the myriad of combat hazards, such as gas, artillery fire (the biggest
killer), sniping and surprise attacks – there are many other sources of misery
– the constant itching and trench fever caused by the lice; the rats that nibble
ones feet while asleep, despoil the rations and feed on the corpses; disease;
mud so deep that it can suck one under the ground to a death by drowning;
the loss of close comrades; hunger as supplies are cut off; the cold; the stink
of the shallow graves, exposed corpses and the over-flowing latrines; etc.
No Man’s Land
No man’s land is the area between the front-line trenches of the two sides.
No man’s land might be just a short stretch between the two sides, as little
as 50 yards in width; or up to a mile wide. Most of no man’s land is quickly
reduced to mud, shell holes, and wire, usually littered with the corpses of the
fallen. Parties are often sent out into no man’s land at night – to capture some
prisoners; to strengthen or cut through barbed wire; etc. Sometimes they
come back.
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Contact
At times an attacking force does reach the enemy trenches, and might even
break through into the support lines beyond. Hand to hand trench fighting is
vicious – as troops battle to keep possession of their trench. Grenades are
used to clear out the trench ahead and the dugouts below. Sometimes
prisoners might be taken, sometimes they won’t; the combatants too angry,
frenzied, or pressured, to show mercy. Counter attacks are inevitable – and,
if successful, the attackers might be forced back into no man’s land, to be
mown down or to hide in a shell hole and await nightfall. If the counter attack
unsuccessful, the front is reorganised, as the defenders block off their
communications trenches and organise the new lines.
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Hazards
Most hazards in OneDice WW1 can be handled through asking for a
straightforward skill check. If you want to see if a character can get out of a
smoky room, you can ask for a roll (perhaps adding Strong, if they are going
to just try to walk through the smoke, or Quick, if they are making a dash for
it, to the roll). The difficulty should be adjusted by the scale of the threat – a
large raging inferno is harder to escape than a small blaze.
To help you judge the level of hazard and the possible consequences of failure,
check this table:
Difficulty/Target Number
Hazard Damage Examples
to avoid
Small fire, weak poison,
1 Dice divided by 2 falling up to a metre,
Minor Mild, 3
(round down) hitting thumb with a
hammer.
Moderate poison, falling up
Moderate Challenging, 6 1 Dice to three metres, hitting
hand with chisel.
Strong poison, falling up to
1 Dice multiplied by
Major Very Difficult, 10 7 metres, caught in a
2
collapsing building.
Falling into a volcano,
1 Dice multiplied by deadly poison, falling over
Deadly Near Impossible, 12+
3+ 7 metres, squashed by a
falling city.
As usual, offer Defence bonuses or penalties (+2/-2) if there are other factors
that might make a difference to the outcome for the character.
Combat Hazards
Some combat situations should be handled with the Hazards rules, rather
than the combat rules in Chapter 1. Gas, artillery, generalised fire from an
enemy front, are all of a scale that they are best treated as a Combat Hazard
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Difficulty/Target
Hazard Damage Examples
Number to avoid
A small single shell; The whiff of
gas, just before it disperses;
1 Dice divided by 2
Minor Mild, 3 Speculative small arms fire,
(round down)
hurriedly shot towards a strong
position.
A light bombardment against a
fortified position; An irritant gas;
Moderate Challenging, 6 1 Dice
Aimed and sustained small arms
fire against a fortified position.
A heavy bombardment; A deadly
1 Dice multiplied by
Major Very Difficult, 10 gas; Assaulting an enemy trench
2
while being fired upon.
At the epicentre of a huge
explosion; in the middle of a cloud
1 Dice multiplied by of deadly concentrated gas, with
Deadly Near Impossible, 12+
3+ no protective equipment; Stuck
on the wire in the daylight in front
of an intact enemy position.
Deadlier Damage
The standard recovery rules (p.32) allow a stabilised patient to recover Health
at the rate of 1 point every 12 hours, after an initial larger amount of healing
(to bring the Adventurer above 0).
If you want deadlier damage rules, then Adventurers taken to 0 Health or
below will have to spend more time recovering.
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Awarding Experience
Experience is usually awarded at the end of each game session.
You might want to award Experience for the following:
67
Example
Undertaking a small local mission; Capturing the enemy spy and finding the
documents in his or her possession.
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Vehicles
All the vehicles in OneDice WW1 are presented in this format:
Land Transport
Small Armoured Car: S 6 Q 2 H 14 D 8 Mv 45 Cr 4 Break Down: Fails on a 1;
roll to start, then roll after every hour.
Often armed with one or two machine guns. Unable to go off road.
Bicycle: S 2 Q 5 H 3 D 4 Mv 40 Cr 1
Truck: S 5 Q 5 H 9 D 6 Mv 35 Cr 1/9 Break Down: Fails on a 1; roll to start,
then roll every day.
Unable to go off road.
Motor Car: S 4 Q 6 H 7 D 7 Mv 55 Cr 1/4-6 Break Down: Fails on a 1; roll to
start, then roll every day.
Unable to go off road.
Motor Cycle: S 3 Q 7 H 7 D 5 Mv 50 Cr 1/1
Motor Cycle and Sidecar: S 3 Q 5 H 9 D 5 Mv 45 Cr 1/2
Sidecars might be fitted with a machine gun, operated by the passenger.
Tank, British, Early: S 7 Q 1 H 18 D 9 Mv 5 Cr 8+ Break Down: Fails on a 1-3;
roll to start, then roll every half hour.
1916, early heavy British tank armed with either field guns or machine guns,
or both.
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Aerial
Biplane, Early S 5 Q 4 H 9 D 9 Mv 60 Cr 2
Used for reconnaissance and bombing. Later models are armed with a
machine gun.
Biplane, Later S 6 Q 6 H 12 D 10 Mv 100 Cr 1
Armed with twin machine guns.
Monoplane, Early S 6 Q 5 H 11 D 10 Mv 75 Cr 1
Used for reconnaissance and bombing. Later models are armed with a
machine gun.
Triplane, Late S 6 Q 4 H 13 D 9 Mv 90 Cr 1
Armed with a machine gun.
Bomber, Late S 6 Q 4 H 16 D 8 Mv 85 Cr 2+
Carries 6+ large bombs. Some models fitted with a rear machine gun.
Zeppelin, Large Military S 3 Q 2 H 25 D 8 Mv 50 Cr 8+/10
Capable of carrying a large payload of bombs.
Sea
Liner, S 10 Q 3 H 30 D 8 Mv 50 Cr 300/1000
Unarmed
Battleship, S 14 Q 2 H 50 D 12 Mv 60 Cr 700-1,500+
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Criminal, Thief S 2, C 2, Q 3, H 6, D 8, Mv
30, Sk Security 3, Perception 2, Blades 1,
Pickpocket 3, Sneaky 3 X 50
Criminal, Thug S 4, C 1, Q 2, H 10, D 8, Mv
20, Sk Bludgeon 2, Bruiser 3, Dodgy 2,
Intimidate 2, Shooting 1 X 70
Criminal, Mob Boss S 3, C 3, Q 2, H 10, D
10, Mv 20, Sk Command 2, Intimidate 3,
Bludgeon 2, Bruiser 3, Dodgy 4, Shooting
2 X 100
Doctor S 2, C 4, Q 2, H 6, D 6, Mv 20, Sk
Medicine 3, Psychology 1, Negotiate 1,
Perception 1 X 25
Factory Boss S 2, C 2, Q 2, H 6, D 6, Mv
20, Sk Negotiate 2, Intimidate 4, Trade 3
X 40
Factory Worker S 2, C 2, Q 1, H 6, D 6, Mv
10, Sk Bludgeon 1, Engineering 1 X 20
Infantry, Elite S 3, C 3, Q 3, H 9, D 9, Mv 30, Sk Bludgeon 3, Shooting 3, Bruiser
3, Intimidate 3, Throw 3 X 80
Infantry, Grunt S 2, C 2, Q 2, H 7, D 7, Mv 10, Sk Bludgeon 2, Shooting 2,
Bruiser 2, Intimidate 2, Throw 2 X 40
Infantry, Officer S 3, C 3, Q 3 H 9, D 9, Mv 30, Sk Blades 3, Command 2,
Shooting 3, Bruiser 3, Intimidate 3, Throw 3 X 120
Infantry, Reservist S 2, C 1, Q 1 H 6, D 6, Mv 10, Sk Bludgeon 1, Shooting 1,
Bruiser 1 X 15
Partisan S 2, C 2, Q 2, H 7, D 8, Mv 20, Sk Survival 2, Shooting 2, Bruiser 2,
Sneaky 3, Dodgy 2 X 45
Shopkeeper S 2, C 2, Q 2, H 6, D 6, Mv 20, Sk Craft 1, Dodgy 2, Trade 3 X 18
Spy S 3, C 3, Q 3, H 9, D 9, Mv 20, Sk Bludgeon 2, Shooting 2, Bruiser 1,
Perception 3, Security 3, Languages 1 X 50
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Extra Skills
You might want to consider the following extra skills, for the Adventurers or
their occult opposition:
Occult (Clever) – Good at knowing about the occult and occultish creatures.
Exorcism (Clever) – Good at knowing about the undead and, where possible,
conducting rituals to exorcise them.
Exorcism works as an opposed skill test. Creatures that can be exorcised have
a Resist Exorcism skill. If the Exorcist wins, the creature receives 1 dice worth
of damage. If the creature wins, it is able to ignore the exorcist (or do 1 dice
of damage to the exorcist, if the Gamekeeper is feeling harsh!).
Weird/Occult Science (Clever) – Good at researching and conducting weird
and occultish science.
Horror Creatures
Ghost S - C Varies (1-5) Q 4 H 6 D 6 Mv 40 Sk Resist Exorcism 3 Sp
Invulnerability*, X 100
*Ghosts can only be harmed by exorcism.
The lingering spirits of the departed. Ghosts can walk through walls. They can
sometimes manipulate small familiar objects (although, unlike poltergeists,
they cannot throw them).
Ghoul S 3 C 2 Q 2 H 9 D 8 Mv 20 Sk Bite 2 (Damage 3) Sp Paralysing Bite* X
40
* A successful bite attack causes the victim to be paralysed for 1 dice of
rounds.
Cursed, cannibalistic people.
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Devilish Creatures
Perhaps the cultists and occult scientists are attempting to open a hell gate:
Demon, Minor S 5 C 3 Q 3 M 3 H 15 D 10 Mv 30 Sk Bruiser 3, Blades 3,
Bludgeon 3, Command 2, Intimidate 3 X 150
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Lovecraftian Horrors
These sanity-blasting creatures are wholly inimitable to mankind, and often
from wholly alien dimensions. They may be simply be drawn to the carnage
of the conflict, or they might have been summoned by cultists or weird
scientists.
You might decide these creatures and threats are so weird, so alien, that
encountering one can have a devastating impact on the observer’s state of
mind. This is treated as a Hazard. Those who summon such creatures are not
immune to these effects - but anyone willingly summoning such things is
probably mad already.
The following horrors are taken from H.P. Lovecraft’s Cthulhu Mythos.
Elder Things: S 4, C 3, Q 3, H 12, D 8, W 2, Mv 20 (land and water) 10 (air), Sk
Flailing Tentacles (Strong) 2 (Damage 2), Perception (Quick) 1, Sneaky (Clever)
2, Swim (Strong) 3, Weird Science (Clever) 2, Sp Breathe Underwater, Fly,
Insanity Rating: Bad
Shoggoth: S 7, C 1, Q 2, H 16, D 12, W 2, Mv 20 (land and water), Sk
Protoplasmic Extrusion (Strong) 2 (Damage 3), Perception (Quick) 1, Swim
(Strong) 1, Sp Breathe Underwater, Insanity Rating: Appalling
Mi-Go: S 3 C 3, Q 2, H 12, D 12, W 1, Mv 20 (Land and Air), Sk, Perception 1,
Shooting 1 (Electrogun, Damage 5, Range 50), Weird Science 1, Sp Fly on
transdimensional wings, Insanity Rating: Bad
Night Gaunts: S 4 C 2, Q 3, H 12, D 12, W 1, Mv 30 (Land and Air), Sk, Claws
and Jaws (Strong) 2 (Damage 3), Perception 1, Sp Fly, Insanity Rating: Bad
Deep Ones: S 3 C 2, Q 2, H 10, D 10, W 1, Mv 20 (Land and Water), Sk Bruiser
1, Sneaky 1, Swim 2, Sp Breathe Underwater, Dark Vision, Insanity Rating:
Shaky
Ghouls: S 3 C 2, Q 3, H 10, D 10, W 1, Mv 30, Sk, Claws and Jaws (Strong) 1,
Perception 1, Sneaky 1, Track 1, Sp Dark Vision Insanity Rating: Shaky
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Sanity Loss
Some creatures and situations are so horrific that they can cause a character’s
sanity to be eroded and his or her mind to unravel. Even if you are not adding
a horror/occult twist to your games, you might decide to use the following
rules – after all, Adventurers might well become unhinged by their war
experiences. If you want to add sanity and insanity to your OneDice game,
use the following rules.
Calculate Maximum Sanity: Each character starts with a Sanity (San) score of
1 dice+3. Keep a note of this starting score. This is a character’s maximum
Sanity.
Threat Levels: There are three levels of threat:
77
How it works
Reduced to 0 Sanity = short term insanity and chance of long term insanity
Loss of 5 Sanity in one go = chance of long term insanity
When twice starting Sanity lost = chronic condition
78
Roll Effect
Develops phobia. Roll again: 1 – confined spaces or dark; 2 – open spaces
1 or bright light; 3 – an everyday item (food, drink, clothes, etc.); 4 – a type
of common animal; 5 – heights; 6 – mud, dust, dirt, etc.
2 Develops addictive behaviour (Gamekeeper’s choice of addiction).
3 Develops increasingly worse nightmares and insomnia.
4 Finds it increasingly hard to know what is real and what is not.
5 Becomes increasingly suspicious of everyone else.
6 Develops chronic condition (roll on table below).
Chronic Condition
When a character has lost twice their starting Sanity (e.g. A character with
a starting Sanity of 7 falls to -7 Sanity) he or she will automatically lapse into
a chronic condition. Characters with a chronic condition may never recover.
Recovery is at the Gamekeeper’s discretion and will take at least six months
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Roll Effect
Appears lucid – but will become extremely and unremittingly violent when given
1
the slightest opportunity to be able to cause harm to others.
Restoring Sanity
Sanity recovery is harder than healing physical Health.
If a character has a Sanity score above 0
If a character has a Sanity score above 0, Sanity can be restored to full by the
following means:
Proper rest, care and pampering (rest/leave, a cruise or health spa, etc.) – +1
point restored per full week of proper rest.
Making the world a safer place (whether by foiling a plot or an act of great
kindness, etc.) – +1 dice divided by 2 Sanity.
Decent therapy or counselling (at least ten sessions and dependent on quality
of therapist – at the Gamekeeper’s discretion some may cause more trauma
than they cure!).
If a character has a Sanity score 0 or below
The character will need a period of hospitalisation to bring their Sanity back
and avoid a worsening of their condition (until it rises above 0, at which point
they will be able to use the other methods of restoration above). If treated
with due care and attention (which is by no means guaranteed in this era) the
patient will recover +1 Sanity per week of treatment. If this care is supervised
by a good therapist (with the Medicine and Psychology skills), the character
will receive an extra +1 Sanity per week.
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Adaption
Maybe there are developments in other theatres of the war too – maybe the
US becomes divided, between the north, who want to continue supporting
the allies; and Mexico and the south, who tire of the conflict and have their
own agendas. The Russians might re-enter the war – as Germany and her
allies decide that they cannot afford to risk their former enemies rebuilding
and re-joining the fight on their own terms.
But whatever happens in the rest of the world, the familiar fortresses of
Verdun and massed entrenchments around the Ypres salient remain the
reality for the front-line soldiers. With the front-line stabilised, static warfare
continues. The front-lines become ever deeper, the forces more dug in and
fortified, and all sides resign themselves to a defensive war for a long period.
Technology
With the war continuing, both sides continue to attempt to find technological
solutions to make a breakthrough. Tanks and airplanes become faster and
more sophisticated; rockets with targeting technology might be developed,
to be used alongside traditional artillery; bunkers are reinforced and sunk far
underground; etc.
Tank, Large, S 10 Q 3 H 20 D 10 Mv 70 Cr 16
Tank, Small, S 8 Q 5 H 15 D 10 Mv 100 Cr 6
Aeroplane, Large Military S 7 Q 6 H 21 D 9 Mv 150 Cr 4+/10
Aeroplane, Individual Military S 5 Q 10 H 15 D 11 Mv 180 Cr 1
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You might decide that technology has leapt further still – and that poison gas
has turned the front into a much more toxic state – and/or incorporate
radioactive elements (see below); or allow the use of weird machines. For
example:
Combat Walker S 7 Q 4 H 12 D 9 Mv 65 Cr 6 1/1
A two-legged walking tank, with three guns.
Poverty
The endless war is wreaking havoc on the economies of the combatant
nations. Populations are getting poorer as their governments descend into
ever greater debt. While technology is being used to find ever more efficient
ways of killing, the home front is stagnating and possibly returning to a more
feudal system.
Strife
Governments are increasingly forced to fight their own people – through a
intensive patriotic propaganda war, and a crackdown on trade unions and
anti-war protest movements. The home front is becoming ever more hostile,
and draft resistance is growing (and punishments for draft resistance ever
more severe!).
Toxic Front
You might decide that the front is becoming ever more toxic, due to
developments in gas and radioactive technologies.
The level of hazard produced by the poisonous environment varies as follows:
Safe: Sealed underground complexes; areas in the outside world that have
somehow escaped contamination. Effect: None
Low Level: Underground complexes suffering from minor leaks; high, open,
wind-swept and exposed areas above ground. Effect: These areas are relatively
safe, but prolonged exposure without anti-toxin pills or protective clothing,
will cause damage (or mutation). Without protection – Target Number 6
Hazard – roll once every 1 dice of days. If affected, the character will develop
a mutation (Gamekeeper’s discretion) or succumb to sickness and lose 1
Strong every month, until reduced to 0, at which point they will die.
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Mid Level: Most of the front-line. Effect: These areas are unsafe without
protective gear and anti toxin-pills. Without Protection – Target Number 8
Hazard – roll once every 1 dice of hours. If affected, the character will develop
a mutation (Gamekeeper’s discretion) or succumb to sickness and lose 1
Strong every week, until reduced to 0 Strong, at which point they will die.
High Level: Particularly targetted areas on the front-line. Effect: Even with
protection, these toxic areas are uninhabitable for very long. With or without
all but the heaviest protective clothing and anti-toxin pills – Target Number
8 Hazard – roll once every 1 dice of hours. If affected, the character will
develop a mutation (Gamekeeper’s discretion) or succumb to sickness and
lose 1 Strong every hour, until reduced to 0 Strong, at which point they will
die.
Death Zone: The most concentrated toxic areas – the toxins in the air are
dangerous enough to burn through most protective clothing and reduce a
human to a husk, within minutes. Effect: These areas are all but completely
inaccessible, aside from by those wearing heavy anti-toxin suits. Humans
exposed to such high levels, even using pills and filters, fall unconscious within
1 dice of minutes and will die in a further 1 dice of minutes. With or without
all but the heaviest protective clothing – Target Number 12+ Hazard – roll
every minute.
Equipment
Anti-Toxin Bath: A medical chamber used to treat sickness. The casualty must
be placed in the sealed bath chamber (and will be fed and given oxygen
through tubes) for 1 dice worth of days (Basic) or weeks (Advanced). Officers,
the upper classes/wealthy, and decorated soldiers, have priority access to
these facilities. Basic: Prevents further damage from toxic sickness (though
does not prevent a further exposure causing fresh damage). Advanced:
Actually heals toxic damage, restoring the bather’s Strong to its original level.
Anti-Toxin Pills: Allows the taker to operate in low level toxic zones without
becoming poisoned.
Toxin-Detection Device: Detects local toxicity levels. Basic: Detects local toxic
level (none, low, mid, high, death). Advanced: Detects toxicity levels over a
larger area (Gamekeeper’s discretion, according to model) and later models
display them on a HUD map.
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Playing Mutants
You might decide that toxins cause mutation. You might even allow Players
to play a mutant Adventurer. Character creation is as normal, but roll for one
mutation ability and one distinctive feature (or, with the Gamekeeper’s
permission, create your own!).
Mutation Ability
1 – Naturally speedy (+20 to Move).
2 – Chameleon (+2 to Sneaky).
3 – Night Vision (Can see in the dark as if it is daytime).
4 – Super Senses (+2 to Perception).
5 – Claws (+2 to Damage rating when fighting unarmed, i.e. using Bruiser).
6 – Tough skin (+2 to Defence).
Distinctive Feature
1 – A tail.
2 – Brightly and unusually coloured skin, purple, blue, red, etc.
3 – Extra fingers and toes.
4 – No chin, eyelids and/or lips.
5 – Furry.
6 – Reptilian skin.
All distinctive features give a -2 penalty to Disguise skill rolls. Mutants are
immune to all but the highest levels of toxic poisoning (High and Death zones).
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Timeline
Note: Battles in WW1 might run for days, weeks, and even months – as more
and more troops are poured into a hotly contested area of the front, so, where
a battle is listed, the name might refer to the beginning or end of a much
longer campaign, rather than one bloody fight.
1914
July 28: Austria-Hungary declares war on Serbia.
August 1: France mobilises. Germany declares war on Russia.
August 3: Germany declares war on France. Great Britain mobilises.
August 4: Germany declares war on and invades Belgium. Great Britain
declares war on Germany.
August 7: Members of the British Expeditionary Force (BEF) land in France.
August 14: Battle of the Frontiers. France suffers appalling losses.
August 20: Germans occupy Brussels.
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August 26: BEF forced to retreat following Battle of Le Cateau. Russia invasion
of Germany halted and reversed at Battle of Tannenberg.
August 30: First German air raid on Paris.
September 5-12: Battle of the Marne checks German advance (costing over
half a million casualties).
October 16: British Indian Expeditionary Force sails from Bombay to the
Persian Gulf.
October 19 – November 22: First Battle of Ypres. Massive losses for little gain
for either side.
October 29: Ottoman Empire enters the war.
November 16 – December 2: Battle of Cracow. Heavy losses for Russia and
Austro-Hungary.
November 22: Trenches now stretch across the entire Western Front.
November 23: British enter Basra.
December 16: German First High Sea fleet bombards the British mainland.
December 18: Britain declares Egypt a Protectorate.
1915
January 19: Zeppelins bomb British mainland.
February 18: Blockade of Britain by German U-boats begins.
March 10: British Offensive at Neuve Chapelle begins (and fails).
April 22: Second Battle of Ypres begins. First major use of poison (chlorine)
gas by Germany.
April 25: Allies land at Gallipoli - British, Commonwealth and French are
pinned down and suffer heavy casualties.
May 2: Austro-German offensive on Galicia begins.
May 23: Italy declares war on Austria-Hungary.
May 31: The first Zeppelin raid on London.
June 4: Third (and final) Battle of Krithia begins at Gallipoli.
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1916
February 21: The Battle of Verdun starts (over a million men will
become casualties).
April 5: The Battle of Kut. The third and final Allied attempt to relieve Kut fails
disastrously.
April 29: Garrison at Kut surrenders (after 143 days of siege).
May 31 - June 1: The Battle of Jutland. Despite inflicting heavy losses on the
British, the German fleet is irreparably damaged (and knocked out of the war).
June 4: The Russian Brusilov Offensive begins, almost knocking Austo-Hungary
out of the war.
June 5: Lawrence aids the Arabs revolting against the Turks in Hejaz.
July 1 – November 13: The Battle of the Somme begins along a 25 mile front.
On the first day the British army suffers 60,000 casualties and gains little
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ground – by the end of the offensive, over 400,000 British (and Empire)
soldiers will have been killed, in a failed effort to relieve the French.
July 14: The Battle of Bazentin Ridge marks the end of the first Somme
Offensive.
July 23: The Battle of Pozières Ridge (the second Somme Offensive).
August 26: Britain enters the Morogoro Campaign in East Africa.
August 28: Italy declares war on Germany
September 9: The British capture Ginchy.
September 15: Tanks are used for the first time at the Battle of Flers-
Courcelette. Again, despite initial gains, the Allies fail to break through.
September 26: Tanks play a crucial role in the Battle of Thiepval.
November 13: The Battle of Ancre.
December 18: The Battle of Verdun, the longest and costliest battle on the
Western Front, ends.
December 30: Rasputin is murdered in St Petersburg.
1917
3 February: Following Germany notification of their intention to wage
unrestricted submarine warfare (on the 1��), US breaks off diplomatic relations
with Germany.
February 21: The German Withdrawal begins. They fall back onto strong
positions along the Hindenburg Line.
February 24: The Turks retreat to Baghdad, abandoning Kut.
March 10: Russian troops mutiny.
March 11: Baghdad is taken by the British.
March 15: The Tsar abdicates. Moscow falls to Russian Revolutionaries. The
war continues for awhile, but the burden of fighting in the Eastern front is
mostly lifted from the German army.
March 26: The First Battle of Gaza. The British assault fails.
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1918
Throughout 1918 a flu pandemic sweeps Asia, Europe and North America –
it will eventually claim more lives than the Great War.
March 3: Soviet Russia concludes peace with Germany and her allies.
March 21 – April 5: German Spring Offensive (Second Battle of the Somme).
Germans attack along a 50 mile front.
March 22: The German offensive, spearheaded by stormtrooper assualt
teams, is a stunning success.
March 23: The Germans reach the old Somme Line. Above the battle, seventy
aircraft are involved in one combat.
March 28: The German offensive stalls. The American Expeditionary Force
plays a vital role.
April 5: The first German Spring Offensive halts outside Amiens. The Second
Battle of the Somme ends.
April 9: The second German Spring Offensive (The Battle of the Lys) begins.
April 22: Allies carry out raids against the harbours of Ostend and Zeebrugge.
April 29: The Battle of the Lys ends. Crippling loss are inflicted on the German
army.
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The Sides
The war was fought between the Entente (also known as the Allies) and the
Central Powers. As well as the great European powers, most of which joined
one side of the conflict or the other fairly swiftly, other nations join the
struggle as the conflict progresses. These other combatants range from
Associate Powers (such as the US); to countries obliged to participate due to
colonial relations with a European power (such as India, which was part of
the British Empire); to nations hoping to join the sides of the winners, to
secure something out of a future peace; to the stateless, who hope to achieve
recognition by throwing their lot in with on or other side in the conflict.
The result was a truly global war.
Germany
Advantages: Highly Industrialised; Militarised and Tactically Astute;
Manpower; Excellent Logistics.
Disadvantages: Fighting on 2 main fronts through much of the war; Blockaded
from Imports; Lack of Colonial Influence; Need to Bolster Friendly Forces
German industry and German (in particular, Prussian) military training is
second-to-none.
Austria-Hungary
Advantages: Large Size; Proximity to Strong Friendly Forces; Communications
Disadvantages: Internal Strife; Outdated Tactics; Inefficiency; Mostly Land-
Locked
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Despite being divided along national lines and the variable quality of its
troops, the Austro-Hungarians will fight hard until the end.
Ottoman Empire
Advantages: Experienced Cadre; German Advisors and Supplies
Disadvantages: Just Lost a War; Not Prepared; Lack of Production
The Ottoman Empire surprised the world with its initial military successes,
although in the end Ottoman troops would be totally routed following battles
in Egypt and Palestine.
Bulgaria
Advantages: Strategic Gateway (Between Ottomans and Germans); Territorial
Ambitions; Late entry to war.
Disadvantages: Lack of Production; Lack of commitment to fighting beyond
their territorial ambitions.
The Bulgarians enter the war to gain specific territories – which initially they’ll
manage to do, as the Bulgarian Army help the Central Powers sweep through
Serbia (which up to then will have managed a dogged resistance). Once their
territorial ambitions have been realised, a corridor will finally open linking up
the Central Powers. Then the Bulgarian will settle to trench fighting to defend
their acquisitions, until they will be beaten in the closing months of the war.
The Entente/Allies
Entente/Allies: Russia, France, British Empire, Serbia, Italy, Romania, Japan,
Belgium, Greece, Montenegro, United States (actually an associate power
rather than formal ally), Portugal
British Empire: Including Dominion, Dependency or Colonial troops or/and
support from Australia, India, Canada, Newfoundland, New Zealand, South
Africa, Nepal, Gibralter, Cyprus, West Indies, Malta, along with East, West and
South African forces.
Other allies: Some peoples see the war as an opportunity to fight for the
allies, to win their own chance at future statehood/recognition. These include
the Polish legions, the Hejaz, Czecoslovak legions, and the Armenians.
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Belgium
Advantages: Strong Fortifications; Enough Troops Survived to Hold Part of the
Front
Disadvantages: Small Size; Country Largely Occupied Early On; Fortifications
Vulnerable to German Howitzers
Belgium can never hope to withstand a German attack alone – but they will
manage to hold on for a precious few days, despite their fortifications being
neutralised by German heavy artillery. Spared participation on many of the
costly offensives that took place on the Western Front, and despite much of
their territory being occupied, they nevertheless manage to secure their own
section of the line and contribute to the allied cause throughout the war.
Russia
Advantages: Vast Manpower Reserves; Size
Disadvantages: Lack of Industrialisation; Production and Supply Difficulties;
Tactically Inept (Lacking Mobility); Internal Strife
Russia has a vast standing army and huge reserves – but has poor
communication and transport infrastructures and an outdated command
structure. At the outset, the Russians will split their armies to fight the
Austro-Hungarians and the Germans.
France
Advantages: Militarised; Large Army; Empire; Strong Artillery; Rapidly
Developing and Improving Airforce
Disadvantages: Initial Tactics Disastrous/Over-Confidence; Previous Defeats;
Partial Occupation; Initial Lack of Military Modernisation
France immediately puts its vast army on the offensive, but they don’t expect
the size or strength of the German Army they face. Initial losses are so severe
that they won’t be reported until after the war. Eventually the French and
British will hold the Germans at the Battle of the Marne – after which comes
years of static trench warfare. The German decision to bleed France dry at
Verdun will be hugely costly to France – but again they will hold on. Like the
British, it’ll take the French far too long to adapt their offensive tactics to fight
a modern war. The failed Nivelle Offensive in 1917 will prove too much for
the French infantry – and there will be widespread mutiny – men not so much
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British Empire
Advantages: Modernised Military; Naval Strength; Empire
Disadvantages: Relatively Small Army at Outset; Reliant on Imports
The British enter the war with a modern well-equipped army, but the force
is relatively small. As the war progresses, most of the regular units will be
decimated, and a vast new volunteer (and later conscripted) army needs to
be trained and deployed. While British tactics develop throughout the war,
British generals hold on to long to the idea that weight of bombardment and
frontal assault might lead to a sudden breakthrough, despite the horrendous
conditions on the ground, and that the Germans hold the better positions
and build better entrenchments for much of the war. The British benefit from
a strong navy, although shipping is vulnerable to the new German U-Boat
force and naval mines. Britain also benefits, in terms of wealth and population,
from having a massive colonial empire and other semi-colonial allies. The
British pioneer mass tank assaults.
Serbia
Advantages: Stalwart Defence; Experienced Army
Disadvantages: Resources; Size; Casualties; Geographical Position
Initially Serbia shocks Austro-Hungary, by holding on for over a year (rather
than the couple of weeks the Austro-Hungarians had imagined). By the end
of the campaign, and with the intervention of the Bulgarians on the Central
Powers side, the Serbians will have little left to give – their already small
population decimated – and their army is exiled from its home territory in
1915.
Italy
Advantages: Enthusiasm to expand; Crack Alpine Troops; Numerical
Advantage on Front at Start
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United States
Advantages: Fresh to the Fight; Economic Might
Disadvantages: Slow to Train and Deploy; Inexperience; Divided Public
As soon as the US enters the war, an ever greater stream of supplies pours
across the Atlantic to aid the allied war effort. By the summer of 1918 a large
US military force will have joined the fight.
Military Organisation
It’s worth having a rough idea of the structure of the great armies. Most of
the large armies have a similar structure, although each has its unique
differences of emphasis.
Structure undergoes reorganisation throughout the war, but command
structures might be roughly organised as follows:
Going up the command structure, there are more specialist administration
roles. Taking the British Army as an example:
Section (12+1 NCO) = Commanded by 1 NCO.
Platoon (50) – Commanded by subaltern (Lieutenant or Second Lieutenant)
Company (220) – Commanded by a Major or Captain, with a Captain as second
in command. Company HQ includes batmen, drivers, a Company Sergeant
Major and Company Quartermaster Sergeant.
Battalion (1000) = 4 Companies and a Battalion HQ. Commanded by a
Lieutenant Colonel, with a Major as second in command. Also an adjutant
(Captain or Lieutenant responsible for administration; Quartermaster; Medical
Officer; Regimental Sergeant Major and other specialists/officials. Battalion
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Quick Version:
General Headquarters (GHQ) - Under Command of War Office
Several Armies - Under Command of GHQ
Several Corps – Under Command of an Army
Several Divisions – Under the Command of a Corps
Several Brigades – Under the Command of a Division (12-20,000 soldiers)
Several Battalions – Under the Command of a Brigade (3-5,000 soldiers)
Several Companies – Under the Command of a Battalion (1,000 soldiers)
Several Platoons – Under the Command of a Company (220 soldiers)
Several Sections – Under the Command of a Platoon (50 Soldiers)
Several Soldiers in a Section (12 soldiers + 1 NCO)
Artillery
Guns are organised into six gun batteries (or four gun heavy batteries),
commanded at brigade and divisional level (and, as the war progressed, at
Corp level).
Heavy guns might be five or more miles from the front; medium guns 3-5
miles from the front; and “light” guns a couple of miles back. Gun wagons are
situated a couple of miles behind the artillery lines.
Trench Lines
The front-line trench is directly in front of the enemy front-line (as close as
50 yards, as far away as a mile).
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Medical Facilities
As an example of medical provision, the British army adopted the following
structure:
Aid Post – In or near the front-line.
Field Ambulance – Each Division has a mobile unit responsible for assessing
and evacuating casualties (or returning them to their unit). Confusingly, a field
ambulance refers to the whole organisation (as well as a single horse-drawn
or motorised ambulance).
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Ranks
Here is a rough guide to some comparative ranks:
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Lieutenant
Lieutenant Colonel LieutenantColonel Oberstleutnant Kaymakam
Colonel
Général de
Brigadier General Brigadier-General Generalmajor –
Brigade
Lieutenant
General der
LieutenantGeneral – Ferik
Infanterie
General
Général de
General General Generaloberst Birinci Ferik
Division
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Clever Defence
by Peter Cakebread
CW005009