From Tiny Battle:
It’s 1985. West Germany teeters on the brink of defeat. The American V Corps is all but crushed, and Soviet armored formations rush to the French border. In a small town near the North Sea, a temporary POW camp holds hundreds of NATO soldiers, not all of them human. A handful make a break for freedom.
Welcome to Mark Walker’s Dark War: a roleplaying game set in the midst of World War III, thundering with authentic skirmishes, and screeching with the bone-chilling cries of the dark entities unleashed by the war’s massive bloodletting. It’s roleplaying military horror at its best.
Dark War uses a simple system, based on a single rule. Anytime you role a 4 or greater you get a success. That success might mean you pump two AK-47 rounds into a werewolf, or that your nurse heals a team member, or a witch gains control of a weak-minded soldier, forcing him to fire on his comrade. What varies are the dice that you use. When building your own character, you assign a fixed number of dice (4 x D4, 3 x D6, 2 x D8) to seven attributes–Shooting, Melee, Speed, Intelligence, Charm, Will, and Dodge– to determine what type of individual you control. The more dice and the better the dice assigned to an attribute, the greater chance you have or rolling successes. But the customization doesn’t end there. You can use experience points to buy Kickers, such as “Rifles,” which adds an extra D6 when firing a rifle or “Power of Prayer” that allows a character to heal a teammate within two squares. Too many options? Just choose a group of pre-generated characters from the bestiary, slap them on the provided map, and have at it. Or, if you prefer, you can fight out one of the three included skirmishes.
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