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Showing posts with label 2d20 System. Show all posts
Showing posts with label 2d20 System. Show all posts

Monday, 7 September 2026

Danger During Dunkirk

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

Achtung! Chtulhu 2d20: Operation Ultimatum is a scenario that takes Achtung! Cthulhu 2d20 almost all of the way back to to the start of the Secret War. It opens in late May, 1940. The Nazi war machine is driving into France with its radical Blitzkrieg tactics and is retreating back to the Dunkirk on the French north coast, awaiting the beginning of Operation Dynamo and the evacuation from the beaches outside of the port. Alongside this is an effort by Section M to find and evacuate as much occult-related material as it can—tomes, artefacts, and more—before it falls into the hands of either Black Sun or Nachtwölfe. Unfortunately, whether intentionally or unintentionally, the German Luftwaffe has already caught up with Professor Guilbert Paschal, a Section M researcher operating in Normandy and racing to reach Dunkirk when his convoy was destroyed. From its field base in France, Section M sends its agents to investigate the ruins of the convoy, determine the fate of Professor Paschal, and recover his equipment and research. Whatever they are, they could be crucial in understanding Germany’s objectives in the Secret War.

The action begins with the agents of Section M—the Player Characters—roaring up to the site of the convoy’s destruction on British Expeditionary Force provided motorcycles. Time must be of the essence! The agents have time though to investigate the site and gather both clues and left-behind advanced British anti-Mythos technology before following the trail to the nearby ruins of a medieval castle, its towers ablaze with blue flashes of lightning. A contingent of Nachtwölfe troops has got there first though and the agents will need to get past them before climbing to the top of the castle and face another faction in the Secret War. After that, it is time to pack found so far and head home to dear old Blighty and tea and biscuits!

If this sounds a bit short, then that is because it is. Achtung! Chtulhu 2d20: Operation Ultimatum is written as a demonstration scenario, one that can be run in an hour and showcase the roleplaying game’s background and 2d20 System mechanics. In terms of background the scenario is simple. There is a mission, it involves the occult, there are Nazis, and there are Mythos entities to face. Which means that at least three of the setting main elements are involved, the others being the other factions in the Secret War and the rivalries between them. If there is an issue here, it is that Nachtwölfe troops have no weapons or items of Blauer Kristall technology which the organisation’s signature.

In terms of the mechanics, the scenario’s three scenes guide the Game Master through the key mechanics that she needs to get her players used to. This starts off with a simple skill roll and the generation and use of Momentum, ways for the Game Master to complicate a scene, combat, the use of Fortune and Truths, and so on. None of it is complex and it is handled in an easy fashion. However, Achtung! Chtulhu 2d20: Operation Ultimatum is not a quick-start and the Game Master will need to know the rules and have access to them prior to play. That said, the Game Master can run the scenario using the rules in the Achtung! Cthulhu 2d20: Player’s Guide and the Achtung! Cthulhu 2d20: Gamemaster’s Guide, or she can use the rules found in the Achtung! Cthulhu 2d20 Quick-start. The latter is actually a good option, since it includes ‘A Quick Trip to France’. This scenario takes place in June, 1940 and sees the agents return to now occupied France mere weeks after the end of Operation Dynamo. Specifically, near the city of Rouen in Normandy, so potentially where the late Professor Guilbert Paschal was conducting his last mission. Effectively, although designed as a taster to Achtung! Cthulhu 2d20 and the Secret War, Achtung! Chtulhu 2d20: Operation Ultimatum works very well as a prequel to the ‘A Quick Trip to France’.

As a demonstration scenario, Achtung! Chtulhu 2d20: Operation Ultimatum includes four pre-generated agents. They consist of a German journalist and satirist who has fled the Nazis, a French spy/burglar/killer for hire, a French-Canadian female mechanic and bomb-maker, and a female occultist armed with a couple of Yog-Sothothery-style spells. These are decent enough, but could easily be replaced by agents of the players’ own design.

Physically, Achtung! Chtulhu 2d20: Operation Ultimatum is well presented. The map of the castle is excellent and each of the pre-generated agents is accompanied by a nice illustration.

Achtung! Chtulhu 2d20: Operation Ultimatum is a simple affair by design. Since it is a one-hour demonstration scenario, it is not one that a Game Master is going to pick to run for her group when there are plenty of other options available for the roleplaying game, including of course, the Achtung! Cthulhu 2d20 Quick-start. However, Achtung! Chtulhu 2d20: Operation Ultimatum comes into its own as a prelude to the Achtung! Cthulhu 2d20 Quick-start, almost right at the start of of an Achtung! Chtulhu 2d20 campaign.

Monday, 24 August 2026

Island at the Top of the World

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

Achtung! Chtulhu 2d20: Operation Cold Threshold is a scenario that takes Achtung! Cthulhu 2d20 back to North America, but not the Mid-West USA of Achtung! Cthulhu Mission: Seventh-Inning Slaughter! or the ice cold of British Columbia, Canada of Achtung! Cthulhu 2d20: Operation Snowstorm. Instead, it takes the Agents out into the Bering Sea in winter, more than a year before the USA joined the war effort and two years before the establishment of Majestic. It is March 1940 and from intercepted radio transmissions, Section M has learned that Nachtwölfe has dispatched a secret expedition ferried board a disguised Russian trawler, the Yalina, into US territorial waters where it has anchored off an uncharted island known as Threshold in the US territorial waters of the Bering Strait. In response, British government has informed its US counterpart and very quickly, the two governments have agreed to launch a joint Anglo-US mission to investigate and interdict the Nazi expedition. This is before the US government establishes Majestic as its counterpart to Section M, so it recruits the soldiers and experts that Professor Richard Deadman, one of the key figures in the future operations of Majestic, perhaps supported by Section M operatives who have already had experience with Nachtwölfe, the Mythos, and the Secret War.

Achtung! Chtulhu 2d20: Operation Cold Threshold is not a complex scenario. It is a simple matter of climbing onto the island from the other side to the site of the Nachtwölfe expedition, traveling across the top, observing the expedition’s activities, taking images using the assigned experimental cameras, and deciding what to do. There are a couple of wrinkles along the way, such as the weather and a potentially nosy polar bear, but as the Agents film the site, it is obvious that whatever it is that Nachtwölfe is doing on the island, is going to come to fruition soon! It is up to the players and their Agents to decide how they react to that, whether that is scouting the site and the trawler out, or going in all guns blazing. Whatever they decide to do, the mission is going to end in a big fight—though the Agents will have no idea how big—because after all, Achtung! Cthulhu is a roleplaying game of shooting and punching Nazis, let alone blasting the Mythos. Stealth is the better option, since it enables the Agents to learn more, perhaps gain some allies, find the documentation they have been assigned to look for, and perhaps even capture one or two of the enemy. Either way, the way, the scenario will climax with a fight that is both silly and actually makes sense in terms of the Secret War. Plus, there is scope for another faction from the Secret War to join in the fracas if the Game Master wants to complicate things and that also makes sense.

The scenario is solidly supported with stats for all of the Nachtwölfe (and other) enemies, including the quite odd expedition leader, Professor Tedrich Sauber, and the thing that he is after. There are maps for both the island and the expedition site, but no image of the thing that Professor Tedrich Sauber is searching for—and that is pity, because it does deserve to be illustrated. There are no pre-generated Agents either.

Where Achtung! Chtulhu 2d20: Operation Cold Threshold has the potential to be a little more sophisticated is when the Game Master decides to set it. By default, the scenario takes in 1940, early in the war when the USA was not yet involved. In terms of the Secret War, the scenario takes place mostly after the events of Shadows of Atlantis, yet before A Quick Trip to France and subsequent missions. This limits when the scenario can be run as part of a campaign, as does the fact that it requires more experienced Agents. One way in which it can be used is as a side mission that serves as an introduction to the Secret Wars for American Agents, potentially recruits to Majestic in a few months’ time.

Physically, Achtung! Chtulhu 2d20: Operation Cold Threshold is well presented. The area maps are serviceable, but otherwise, the scenario is not illustrated.

Achtung! Chtulhu 2d20: Operation Cold Threshold is a simple affair that can be run as a one-shot or a side mission—perhaps when not every player can attend a session—that will play out in a single session. Although it is set up as a classic Commando-raid-style mission, there are some some pleasing little nuances to it that make it a bit more interesting than the gun toting, spell blasting, Nazi-punching shootout that it is. Plus it has a really surprisingly big bad (one that you really really wish had been illustrated.)

Saturday, 30 May 2026

Home & Horror

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

Achtung! Cthulhu 2d20: Vive La Résistance is the ninth release for Achtung! Cthulhu 2d20, and does something a little different. Most missions in Achtung! Cthulhu 2d20, whether for Section M or Majestic sees the agents sent behind enemy lines, investigating the activities of the enemy in the Secret War, perhaps gaining the support of the homegrown resistance movement (itself, typically armed and supported by the SOE), thwarting those efforts, and subsequently returning back to base in dear old Blighty. But what of the resistance movements? What of these NPCs? They get to stay, hiding in the shadows, always moving, constantly in danger from being betrayed by collaborators, captured, interrogated, and worse. What is at stake is the freedom of their country from under the jackboot of the Nazi occupiers and oppressors. This is the subject of Achtung! Cthulhu 2d20: Vive La Résistance, presenting an overview of Resistance movements in Europe, new agent options, friends and foes, equipment—Mythos and mundane, and a quintet of missions and maps.

From the start, Achtung! Cthulhu 2d20: Vive La Résistance makes clear that campaigns involving the various resistance organisations will be different to normal campaigns for Achtung! Cthulhu 2d20, darker in tone and more dangerous in play. Whilst the Player Characters may be the heroic protagonists of the story, they will be constantly watched and often hunted, whilst not always having the support of their fellow countrymen. Collaborators and traitors might betray them at any minute—and sometimes they can be family or colleagues. Thus, the atmosphere of Achtung! Cthulhu 2d20: Vive La Résistance is one of mistrust and paranoia rather than just its usual straightforward combination of heroic, pulp action and weird Secret War occultism. There is plenty of scope for that combination, often acts of sabotage and resistance snatched in the dead of night between hiding out in fear of capture, interrogation, and worse. What this means is that the discussion about the campaign’s themes and tone in Session Zero will be differ from that of a standard Achtung! Cthulhu 2d20 campaign. Whilst the supplement does include a discussion safety tools, it is the standard discussion found in all Achtung! Cthulhu 2d20 books rather than addressing issues specific to Achtung! Cthulhu 2d20: Vive La Résistance.

The overview and history of the various resistances movements is relatively brief. This is done nationality by nationality, in turn covering the French, Dutch, Polish, and Yugoslavian movements. The coverage of the German, Italian, and Jewish resistance movements is even briefer, as is the general support provided for all of them by the SOE. At best, it is a good introduction to the subject, but not much more.

Achtung! Cthulhu 2d20: Vive La Résistance gives new Archetypes suitable for the underground war in Europe. They include the Assassin, Propagandist, Raider, Resistance Leader, and Saboteur, and all have their base attributes, skills, focuses, equipment, suggested Talents, and also a quick list of reasons why a player might want to play that role. To these can be added new Backgrounds that include Interrogator, Liberated Prisoner, Partisan, Striker, and Turncoat, and new Characteristics which include Anti-Fascist, Born Under a Bad Sign, Field Tester, Ruthless, and Sees Beyond the Veil. There are new Talents too, for example, Never Surrender! and Practised Skill are common Talents. Notably, the Weird Talent of Child of Carcosa means that the Player Character has been marked by the Yellow Sign and can mark it on others… If the Assassin Archetype perhaps looks too much like a femme fatale, the chapter is still a good mix of options, many of which can be used in a general Achtung! Cthulhu 2d20 campaign, not just in a Resistance-based one.

These are accompanied by heroes and villains ready to be added to a Resistance-based campaign, and if their backgrounds do not fit the country where the Game Master has set her campaign, they can easily be adjusted. They include the usual mix of the named and unnamed, but notable amongst the former is Standartenführer Helmut Ziegler, a Black Sun occult practitioner who specialises in interrogations, whilst of the latter, Black Sun Silverwalkers are troopers tasked with tracking down magical practitioners equipped specially-tuned amulets forged from silver and captured Dreamlands energy to detect magical emanations. The most controversial addition to Achtung! Cthulhu 2d20: Vive La Résistance is that of Demons. The supplement does not confirm or deny whether they are actual infernal creatures or entities of the Mythos adopting their guise for the gullible, but treats them as Mythos creatures. Their inclusion expands the horror in Achtung! Cthulhu 2d20 and gives the Game Master more options, it is debatable whether either was needed given surely that the Mythos is enough.

The includes a mix of equipment, spells, and tomes. There are requisition rules in Achtung! Cthulhu 2d20 and these primarily come in to play during preparation for a mission, usually at a base. Members of the Resistance rarely have that luxury, so most of the time they default to being in the field, though they can request items from SOE in London. Equipment includes a range of new skill kits, such as a Poisoner’s Kit and a Safecracking Kit; a bicycle dynamo for charging and powering electrical devices and a one-shot pistol disguised as a smoker’s pipe(!); and experimental items like Glue Grenades and Charges developed by Polish alchemists, and a Grounding Spike, a pure iron, sigil marked spike created by the Parisian diabolic society, Loge de Flauros, to weaken summoned demons! The new tome and spells consist of a Demonology spellbook, Abjuration Of The Regal Star, and its associated spells. Of these the new equipment is likely to be of more use, depending upon whether the Game Master accepts demonology in her game.

For the Game Master, there are tables and charts, which she can use to create missions for her Player Characters. These can be used in conjunction with the Achtung! Cthulhu Gamemaster’s Toolkit. Lastly, she is provided with five missions that she can develop into full scenarios. These include stealing a Mythos tome from a grand exhibition of stolen art in ‘The Grotesque Gala’; concealing signs of Resistance activities when the Nazis raid a base of operations in ‘Home and Hearth’; investigate and sabotage Nachtwölfe operations in a factory in ‘The Industry of Storms’; recover dropped supplies before the Germans do in ‘Under Moonlit Skies’; and delay a convoy train in ‘War on the Rails’. All five are given a good page of details and adventure hooks as well as a full colour map. These maps are also provided unmarked for the players’ use.

Physically, Achtung! Cthulhu 2d20: Vive La Résistance is well presented. The artwork is great and everything is well organised.

Achtung! Cthulhu 2d20: Vive La Résistance is mechanically sound, but thematically underwritten in places. Whilst it does mention the differences in tone and style for a Resistance style campaign, it does not explore them in any depth and the lack of advice for the Game Master given those differences is disappointing. Another area where the supplement could have benefited is a bibliography, since the activities and stories of the various resistance groups are not as well known and the Game Master could have done with greater inspiration. And then there is the inclusion of Demonology? Does it fit? Does it not fit? Its inclusion pushes Achtung! Cthulhu 2d20 towards more pulp horror, rather its usual Lovecraftian action horror, and it very likely not going to be for everyone. Achtung! Cthulhu 2d20: Vive La Résistance only touches the surface of its subject, leaving the Game Master with work to do to explore its themes.

—oOo—

Modiphius Entertainment will be at UK Games Expo which takes place from Friday, 29th to Sunday 31st of May.

Friday, 17 April 2026

Cannibals in the Cold

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

Achtung! Cthulhu 2d20: Operation Snowstorm is a scenario that takes Achtung! Cthulhu 2d20 back to North America, but not the Mid-West USA of Achtung! Cthulhu Mission: Seventh-Inning Slaughter!. Instead, the action is in British Columbia, Canada, and involves agents of Majestic rather than Section M. The scenario is intended to be set late in the war after the USA has become involved, but does not specify a year. It is designed for mid-level play by a group of experienced Agents and the author notes that the scenario is intentionally deadly, so advises that players might not want to play it using their primary Agents. However, the scenario does not include any guidance as to what character types might be useful or appropriate, nor does it include any pre-generated Agents ready to play. This is a major oversight, since the location of the scenario in western Canada means that it is actually not that easy to get existing Agents there, let alone the fact that it is suggested that they not be used at all. This makes it difficult to add to an ongoing campaign. As ever, a good mix of skills and abilities will be required to overcome the threats in the scenario, but given the physical and environmental nature of the scenario, every Agent should have some combat skills and some survival skills too. Mechanical or technical skills as well as scientific knowledge will also be useful. This is effectively a one-shot scenario, one that will probably take two to three sessions to play through given its focus on combat. Decent sized floor plans of the outpost are provided. They could be used to play out the likely multiple combats that will take place during the scenario using miniatures if the Game Master and players want to.

The Agents’ mission is to travel to Majestic Research Outpost Epsilon-3, which lies a few miles outside of the town of Dunley in British Columbia. Recently, communication has been lost with the outpost, which the Agents’ bosses suspects is due to the severe blizzard which has settled on the area. The Agents are to re-establish contact and assess the current status of the research being conducted there. If there are no problems, then they only have to report back to headquarters. If there are issues, they are ordered to extract the research and return it to headquarters. Of course, this is a scenario for Achtung! Cthulhu, so there are going to be problems.

Those problems begin as soon as the Agents leave Dunley. Having outfitted themselves with weapons and cold weather gear, they must trek their way through the snow and up the side of the mountain where Majestic Research Outpost Epsilon-3 is sited. This is a bit of slog in and out of game. Multiple tests of the Survival (Orienteering) and Athletics (Physical Training) are required to get through the checkpoints representing the journey, which is expected to take just under three hours. Plus, after every hour, a Resilience test is required to avoid both fatigue and further coming under the ‘Influence’, the latter a complication due to the supernatural nature of the blizzard. Mishaps can cause delays, but Momentum can be spent to reduce the time it takes between each checkpoint and potentially reduce the overall time the journey takes and the number of Resilience tests the players have to make for their Agents. After a combat encounter, the players have the choice of a longer, safer way, which will mean further Resilience tests are required, a quicker, but potentially deadly route involving a climb up a cliff…

The aim of the ‘Influence’ is to inflict a growing hunger upon the Agents. This cannot be satisfied by any obvious means and will continue to inflict fatigue losses throughout the scenario. Worse, if an Agent is overcome by ‘Insatiable Hunger’, he will immediately attack the nearest living person—NPC or player Agent—and attempt to chow down on them! In other words, the Agent has been turned into a cannibal, and guess what has happened to the men and women assigned to Majestic Research Outpost Epsilon-3?

After an encounter the ‘Influenced’, the Agents can get into Majestic Research Outpost Epsilon-3. Inside, it is quickly clear that whatever research is being conducted has been disrupted. There are bloody bodies and signs of a desperate fight everywhere, but eventually the Agents will find a lone survivor, a French scientist working for Majestic. It should be obvious that both the scientist and whatever research survives needs to be evacuated. However, as the Agents are chased back down the mountain, help appears in the form of a team of indigenous people’s Pathfinder Demon Hunters, who have been hunting the Wendigo that now stalk the area. Once the fight is over, the Pathfinder Demon Hunters have a demand of the scientist and the Agents. It turns out the research being conducted was on artefacts taken from a nearby dig site that the staff at Majestic Research Outpost Epsilon-3 had recently excavated. The Pathfinder Demon Hunters warn the Agents that unless the artefacts are returned, the Prescence locked within the mountain will be unleashed and the blizzard will spread unchecked across the whole of North America. So, the Agents have a choice to make…

The scenario will end with either the Agents working with the Pathfinder Demon Hunters and saving the world or fighting the Pathfinder Demon Hunters and getting away with the research and so not saving the world. The latter is probably campaign ending as the blizzard keeps spreading and spreading, but the scenario does suggest the possibility of the greatest conflict in world history being turned on its head as all sides involved in the war suddenly must work together to defeat a new enemy which threatens everyone. This is of course left unexplored, but as a new campaign direction, it has interesting potential.

Achtung! Cthulhu 2d20: Operation Snowstorm is a combat-focused scenario, one that is both straightforward and unless the players are new to the genre of Lovecraftian investigative horror, obvious in its choice of threat. There are points where there are opportunities to roleplay, but only a few and the choice presented to the Agents towards the end of the scenario is not an overly difficult one. One way in which greater roleplaying opportunities could have been added and perhaps the choice made more difficult is if the scenario had included a set of pre-generated Agents, complete with backgrounds tied to the situation in the scenario and to each other. This could have added tension and scope for roleplaying. Again, this is a missed opportunity, especially for what is effectively, a one-shot scenario.

Physically, Achtung! Cthulhu 2d20: Operation Snowstorm is well presented. It is decently written and the floorplans of
Majestic Research Outpost Epsilon-3 are more than workable. There is no area map and the scenario is not illustrated.

Achtung! Cthulhu 2d20: Operation Snowstorm is unsophisticated in its plotting and obvious in its choice of threat, as well as being combat-focused and physical in nature. This does not mean that it is terrible scenario, but rather as decently done as it is, it could have been all the better with some good pre-generated Agents tied into the scenario’s plot and each other.

Friday, 20 March 2026

Assault on Algiers

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

Achtung! Cthulhu 2d20: Operation Kindling is a scenario that takes Achtung! Cthulhu 2d20 back to North Africa after the events of the early war campaign, Achtung! Cthulhu 2d20: The Serpent & The Sands, although the two are not connected. Its set-up—and pretty much all of the scenario—is simple and straightforward. This because it is designed to be played as part of, and is included with, the Achtung! Cthulhu 2d20: Quickstart Pack, along with Achtung! Cthulhu 2d20: Operation Ultimatum. The latter is designed to serve as a one-hour demonstration session, whereas Achtung! Cthulhu 2d20: Operation Kindling is slightly more involved and will take a longer session in which to complete. It could easily be run using the players’ own characters, perhaps as a mission to run between the early part of the war and the mid- to late part of the war. However, the scenario is designed to be used as a quick-start, so includes four pre-generated agents. These consist of an indecisive American natural engineer and linguistic, an implacable British Commando with a reputation for surviving combat, a well-read Belgian police detective who has joined the Free French forces, and a French North African sorceress with an eye for clues and reading others. The latter is the only female pre-generated agent.

It is November 7, 1942. The Allies are about to launch their first combined operation—Operation Torch. This is an invasion of North Africa intended to help the British secure victory in North Africa and the Americans gain combat experience against the forces of Nazi Germany and Fascist Italy. Three task forces are to launch amphibious attacks on the Atlantic coast of Morocco and the northern coast of Algeria, both under the control of Vichy France. As part of this co-operation, Britain’s Section M is to co-operate with the USA’s occult department, Majestic, as well as the French Resistance, in support of Operation Torch, specifically support Operation Terminal, the Allied landing in Algiers, the capital of Algeria. The mission for the combined occult strike team has been named Operation Kindling.

Against the background of distrust between the French and the British because of the Battle of Mers-el-Kébir when the British attacked French vessels to prevent from falling into German hands, the Player Characters are ordered in turn to neutralise a force of Vichy troops at a police station, ideally by getting them to switch sides or surrender; destroy a radio tower; and ultimately, to capture a Nachtwölfe experimental artillery battery and hold it until relieved. The team is also warned that Black Sun forces may also be operating in the area. The set-up is this straightforward and the agents are likely to deal with the mundane Vichy forces very quickly. Only after than does the scenario get interesting. This is with the discovery of a Black Sun convoy which has clearly been ambushed and gunned down. The agents learn too that the ambushers took an object of importance—a ‘horn’. With this information in hand, the Player Characters still need to capture the gun battery, which turns out to be a Blauer Kristall-powered pair of lightning cannons! Once done, their orders are to hold the battery. Which the agents have to do against a force of Black Sun troops which is chasing the Nachtwölfe unit which was responsible for the ambush on the Black Sun convoy. The scenario will come to climax with the agents fighting alongside sudden and temporary allies—the fleeing Nachtwölfe soldiers—and discovering what the ‘horn’ is that they took from the Black Sun convoy.

Achtung! Cthulhu 2d20: Operation Kindling is a combat-focused scenario. There is a little room for interaction, but not a lot. The orders given to the agents mean that they and their players have little room to manoeuvre and act outside of their parameters. For example, the agents cannot do anything with the lightning cannons except shut them down or blow them up. As a combat focused scenario, the easiest way to run the scenario’s climatic combat scene is to let the players roll dice and handle the actions of their agent’s temporary Nachtwölfe allies as well as their agents lest the Game Master be overwhelmed with dice rolls. One thing that the scenario does is expose both players and agents to three of the factions in the Secret War and learn that the relations between the Nazi factions are strained to say the least!

Physically, Achtung! Cthulhu 2d20: Operation Kindling is generally well presented, though it has clearly been rushed in places. Both maps and agent illustrations are fine.

Beyond the amusing play upon its name, Achtung! Cthulhu 2d20: Operation Kindling is a serviceable scenario. Its emphasis upon combat cannot lift it above that and its skirmish nature suggests that its finale really wants to be fought out using miniatures and terrain. Yet it does a reasonable job of showing off the rules and some basic elements of the setting, so it does do what it was written to do.

Friday, 20 February 2026

Philippines Peril

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

Achtung! Cthulhu 2d20: Operation Talisman is a scenario that takes Achtung! Cthulhu 2d20 to a theatre of war that it rarely visits, instead focusing in the main upon the home front and Western Europe. That theatre of war is the Pacific and in particular, the invasion of the Philippines by the Japanese. It is early March, 1942, and with the attack on Pearl Harbour by the Japanese Imperial Navy only three months before having delivered a blow to American pride that still stings, the USA is about to suffer another defeat. That is the loss of the Philippines. Already, General MacArthur has been ordered to evacuate to Australia lest he be captured by Japanese forces, but there is still intelligence to be gained from the enemy—some of it of an outré kind. This is an opportunity for Majestic to learn more about the occult activities of the Japanese. What they know, what they wield in the Secret War, and what alliances they might already have made. Just three months into the war, this is an opportunity for Majestic to prove itself and what it is capable of. Achtung! Cthulhu 2d20: Operation Talisman is a one-shot scenario with five pre-generated Player Characters. It can be played as a one-shot, as the start of campaign in the Pacific developed by the Game Master, or as a potential source of Majestic agents who have been sent on their first important mission and if they survive, could be assigned elsewhere.

The scenario is a three-act affair which opens with the Majestic agents quickly brought together and briefed on their mission to go behind enemy lines and gain actionable intelligence about enemy occult efforts and assets, what their briefing officer describes as ‘Special Assets’, as well as confirmation of disappearances and massacres at the hands of Japanese forces. They are to trek north through the jungle and check on various villages near Mount Naib as they go. The biggest problem that the Player Characters face is that they are up against a deadline—less than five days. They definitely need to hurry up and they are likely to need to make a run for it on the way back.

Initially, the difficulties faced by the Player Characters on their north are natural—slippery underfooting, quicksand, a difficult river crossing, and more, but quickly they will come across more and more signs of Japanese activities, including an initial encounter with the scenario’s primary antagonists, Colonel Takeshita Fuyuto and a strangely silent, long haired and robed woman who appears to strike fear in the surviving villagers. At this point, the characters are not expected to intervene, the Game Master being expected to tell her players that the odds are overwhelmingly against their characters. However, the knowledge they can gather is useful and will help them in the river port of San Domingo where the Colonel Takeshita Fuyuto has established a base and is planning a ceremony of some kind the very night that the Player Characters arrive. Ideally, they should arrive beforehand, have time to reconnoitre the town and hopefully prepare a plan of action.

The summoning is the climax of the scenario and the Player Characters are free to deal with it as they wish. Given that maps are given for the town and the compound where Colonel Takeshita Fuyuto has his headquarters, this final encounter (as well as an earlier encounter at a village), can be run narratively or involve the use of tokens or miniatures—depending upon the inclination of the Game Master and her players. It is a challenging battle as there are still plenty of Japanese soldiers about and the Player Characters are lightly armed (though there is a scene early in the scenario where they have the chance to gain more or better equipment). The aftermath of the climax is a race back through enemy lines to report back to headquarters. Depending upon the outcome of the battle in San Domingo this can extremely unnerving or it can be a relatively safe journey bar a run in with a Japanese patrol or two.

The scenario includes full stats for the chief villains of the piece, Colonel Takeshita Fuyuto and his thoroughly evil ‘great-great-aunt’, Oba-San, as well as Japanese soldiers. The five pre-generated Majestic agents consist of a female dilettante* and traveller of Japanese-Sicilian background, a combat engineer, a military policeman with a background in the occult, an ex-burglar turned soldier, and a Filippino soldier and jungle scout. All five are lightly equipped as there U.S. Army is running short of supplies in the face of the Japanese onslaught.

* Her name is Beverly Andrews. There is no indication as to which set of sisters she is related to.

Physically, Achtung! Cthulhu 2d20: Operation Talisman is generally well presented, though it could have been tidier in places. It does not have any artwork, which is a pity as it would have been nice for the chief villain and his ‘great-great-aunt’ to have been illustrated. The scenario’s four maps are good, but these are battle maps, not area maps. Again, it would have been nice if the area map that the Player Characters are given in game as part of their briefing had also been included as a handout.

Achtung! Cthulhu 2d20: Operation Talisman is a mission-based scenario. Which means it is quite linear in its plotting, but it will tests the Player Characters from start to finish, there is scope for roleplaying, and of course, there is plenty of action. Plus it takes the players to a different theatre of war and focuses more strongly on other factions in the Secret War. Plus its treatment of the Mythos is a little more restrained in comparison to other scenarios involving either Black Sun or Nachtwölfe for Achtung! Cthulhu 2d20, so the tone of the scenario is a bit more creepy rather than out and out pulp horror. Achtung! Cthulhu 2d20: Operation Talisman is a solid scenario that be run as a one-shot, as a change of pace from other Achtung! Cthulhu 2d20 scenarios, or with some effort from the Game Master be the beginning of a behind the lines campaign in the Philippines.

Sunday, 25 January 2026

Victory & Venom

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a Secret War against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves, utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

Achtung! Cthulhu 2d20: The Serpent & The Sands is the eighth release for Achtung! Cthulhu 2d20, and the third campaign following on from Achtung! Cthulhu: Shadows of Atlantis and Achtung! Cthulhu 2d20: Forest of Fear. There are two notable factors about the campaign and the supplement. First is that it is the second of the ‘Early War’ campaigns, beginning in May, 1941 at the same time as the Siege of Tobruk. What this means is that it can be run after the events of Achtung! Cthulhu: Shadows of Atlantis with relatively low experienced Player Characters, despite it actually being released after Achtung! Cthulhu 2d20: Forest of Fear, which is set in late 1944. The second is that it is not just a campaign, but also a sourcebook for Achtung! Cthulhu, providing a guide to the allies and enemies participating in the Secret War across North Africa, their aims, equipment, NPCs, threats, and more, along with numerous Player Character options and a host of Adventure seeds that the Game Master can all use to develop her own scenarios and missions, as well as run the other scenarios that Modiphius Entertainment has published that are set in this theatre of war. This means that Achtung! Cthulhu 2d20: The Serpent & The Sands is effectively two books in one. The book actually has two tables of content—one for the sourcebook half and one for the campaign—and even the edges of the pages are coloured differently to distinguish the two!

Achtung! Cthulhu 2d20: The Serpent & The Sands begins with an overview of Egypt and Libya and its major settlements and locations, including those associated with the Mythos. The most notable of these is Irem, the City of Pillars, here shifted from its Arabian desert location as given in H.P. Lovecraft’s The Nameless City which describes it as having been built by a sapient reptile species. Given the latter, this makes sense, since the major Mythos threat in North Africa in Achtung! Cthulhu is not the Deep Ones or the Mi-Go or the Nazi outré agencies, Nachtwölfe and Black Sun, but the Ophidians or Serpent People. The activities of all of these factions in Achtung! Cthulhu in North Africa are also described as well as those of Section M and Majestic. The main aim of Section M is to thwart the efforts of Black Sun to scour the region for as many artefacts and tomes as it can lay its hands on and prevent Nachtwölfe from finding further deposits of Blauer Kristall that fuel its advanced weaponry. The American Majestic is not as busy in the region, at least not until after the success of Operation Torch in 1942 and whilst it shares some of the same aims as Section M, is not as subtle about it, causing some friction. This does play a little into the stereotyping of Americans in the period, but that does not feel out of place in the Pulp fiction of Achtung! Cthulhu. Alongside the details of Nachtwölfe operations is a description of Adlerhorst, its own ‘Eagle’s Nest’, located in a huge cave complex hidden deep in the Tunisian desert.

The Deep Ones are a major faction in Achtung! Cthulhu, but given the environment, not in Achtung! Cthulhu 2d20: The Serpent & The Sands. They are relegated to minor faction, and joined by the bloodthirsty Children of Typhon dedicated to Yig and thus rivals to the Serpent’s Tooth; a handful of Free French occultists of the Géo Gras, who loathe Black Sun in particular for looting its lore; the Mi-Go, who may occasionally ally with Nachtwölfe, but have their own alien agenda; and the Eye of Ur, an Italian association of occultists dedicated to transcending the limits of the human form, whose origins dates back to Ancient Rome and whose leaders prefer to play the long game, are obsessed with the Great Library of Alexandria, and have longstanding links to the Black Pharoah, Nyarlathotep himself. They tend to have a Roman-theme, but modernised. They do not play a role in the campaign, but do appear in some of the adventure seeds, plus, of course, their presence makes sense since Italy has colonial possessions in North Africa and is one of the Axis powers. The Eye of Ur would likely play a role in any scenario or campaign involving Italian forces or figure later in the war once the Allies have invaded Italy. Player Characters may find allies in the form of a handful of Free French occultists of the Géo Gras and the more familiar Order of the Alnim, whose members loathe the Ophidians.

For the Game Master, there are stats for numerous Allied, Axis, and occult heroes and villains. Australian infantry, New Zealand Desert Patrol Soldier, an Alnim warrior, and German Afrika Korps troops and Italian forces. The BLACK SUN Krokodilmeister has an Augmented Assault Crocodile bound to him (instead of the traditional hound) and wears a face mask with an extended and toothed maw and a trench coat of cured crocodile skin, whilst the Nachtwölfe ‘Skorpian’ Class Sniper wears a ‘Skorpian’-class environment suit to survive long periods in the desert on deep observation missions whilst armed with an MK89 ‘Auslöscher’ Sniper Rifle. It feels like something out of Dune rather than Achtung! Cthulhu. There are stats too, for members of the Eye of Ur and Serpent’s Tooth cultists.

Of course, particular attention is paid to the Ophidians, the serpentine humanoid species that once dominated the planet millions of years ago in the Pliocene Era and have long been in hibernation, whilst those who are awake consider Humanity to be nothing more than mammalian vermin. This is because the Ophidians are a major Mythos faction in the region and the primary threat in the campaign. Achtung! Cthulhu 2d20: The Serpent & The Sands details their history, their long term and their current aims, and the effects of their toxins as well as what is known or conjectured about them. The latter is done via the notes, letters, and histories of the late Professor George Linden, found poisoned in his office following a fire that destroyed much of his research. It adds a human touch to the reptilian slant that follows in the descriptions of the various Ophidian villains and NPCs. Along with their bestiary—including several snake types, equipment, spells, and rituals, this aspect of the supplement significantly expands the threat of the Ophidians given in the Achtung! Cthulhu 2d20: Gamemaster’s Guide, providing the Game Master with options in how they can be used both in North Africa and elsewhere in the world where they might be found. The options are expanded because the Ophidians are divided between two different factions, the Atavistic and the Evolved, the former believing that their species should not change, whilst the latter believe that they should adapt to the changing nature of their world. A table of ‘Evolved Powers’ allows the Game Master to customise her Evolved Ophidian threats. Amongst the creatures listed which the Ophidians use is the Gryphon, and pleasingly, the supplement allows for the possibility that a Player Character might actually want one as a mount of his own!

Amongst the descriptions of the various items of equipment and vehicles for all of the factions, there are rules for mines and how to detect them. There are notable arms and armour such as the Dämon Luger, which feels very much like organic gun from the film, Existenz, but looks like a Luger and shoots plasma rather than teeth, and the Aegida Tactical Shield, an energy shield which looks like a scutum when activated, so used as protection device by the Eye of Ur. Lastly, Achtung! Cthulhu 2d20: The Serpent & The Sands adds Robowaffe, one of them a remote-controlled walking tank (so not quite a mecha) and the other, essentially a drone.

In terms of Player Character options, the supplement provides six new archetypes—the Adventurer, Diplomat, Gambler, Guide, Smuggler, and Spy. New Backgrounds include Alnim Mystic and Warrior, Archaeologist, Desert Rat, French Foreign Legionary, Free French Fighter, Greek Sacred Band member, LRDG Officer and Soldier, and Popski’s Private Army Privateer, plus Characteristics such as ‘Blood of Yig’, ‘Called to Mystery’, and ‘Rugged’, and Talents like ‘Evil Eye’, ‘Well-Informed’, ‘Eidetic Memory’, ‘Spray and Pray’, ‘Battlefield Sawbones’, and ‘Hunker Down’. These are a mix of those suited to North Africa, but many can be combined with the options from the Achtung! Cthulhu 2d20: Player’s Guide and other sourcebooks. They also enable players to create the classic archetypes of the pulp genre, but also be more inventive.

Being a book of two distinct halves means that Achtung! Cthulhu 2d20: The Serpent & The Sands warrants three conclusions. One for each half and then the book as a whole. There can be no doubt that the supplement half of Achtung! Cthulhu 2d20: The Serpent & The Sands provides a lot for the Game Master to use in her own scenarios and campaign. There are plenty of adventure ideas too and a good overview of the setting. However, the map of the region is underwhelming and does not mark all of the locations described. Whilst there are rules for mines and minesweeping, there are no rules for desert travel or survival—at least not in the supplement half of the book. They are instead saved for a whole chapter of ‘The Serpent & The Sands’ campaign. There is no denying that they are the focus of that chapter, but arguably they should have been in the supplement half with the rest of the rules. And perhaps if Achtung! Cthulhu 2d20: The Serpent & The Sands had actually been divided into two books, they would have been. If that was the case, the fifth chapter of the campaign would have been different, or at least had a different focus, whilst without the campaign half, the supplement could have included a scenario or two that explored the activities of other factions—the Eye of Ur in particular, in a bit more detail as well as one for the Ophidians that could have been added to the campaign.

The campaign in Achtung! Cthulhu 2d20: The Serpent & The Sands consists of ten-parts and will take the Player Characters west from Cairo and Alexandria to Tobruk and back, as well deep into the deserts and beyond. It is fast-paced, some of the chapters being playable in a single session, and it does have a focused narrative, the Player Characters being directed and driven to attempt and complete a series of missions. So, there is not a wide variety of options in terms of what the Player Characters can do and where they can go in the grand scheme of things. This is the nature of what is effectively a military horror campaign. The Player Characters are under orders. The military nature of the setting means that mass combat occurs several times throughout the campaign and that in combination with the number of NPCs and combatants is where the relative complexity of the campaign lies.

‘The Serpent & The Sands’ campaign begins in classic pulp fashion. The Player Characters meet an old friend, Aisha Aziz, an experienced agent of the Order of the Alnim, in Alexandria and shortly after they meet in a café, she is assassinated. She has time to tell the Player Characters what she came to tell them before she dies, that they should seek the Oasis of the Veiled Moon and a ziggurat beyond, and to do so, should find the Australian, Bruce Taylor, as the time of the snake is high. Going after the assassins leads to a rooftop chase and the revelation that they are Ophidians and worshippers of Yig. As soon as it learns of this, Section M wants the Player Characters to investigate this and find out what Bruce Taylor knows. He is a soldier with the Australian army and unfortunately is stationed behind enemy lines in the besieged city of Tobruk, several days travel west of Alexandria. The Player Characters can get a lift with the Long Range Desert Group and will have the chance to gain some impromptu desert training, before being dropped off and having to get across enemy lines themselves. It turns out that Bruce Taylor is in the guardhouse and facing a firing squad for deserting. He willingly joins up with the Player Characters and his commanding officer is happy to get rid of him. Taylor is a chancer though, so not to be trusted, but the Player Characters have no choice in escorting him back to Cairo, because they need his knowledge.

Taylor will help the Player Characters and he will get them into the Oasis of the Veiled Moon and beyond, but ‘The Serpent & The Sands’ is a Pulp horror campaign and so he will betray the Player Characters. The Game Master should play up his smiling, scoundrelly nature and much like the death of Aisha Aziz, the players should expect it and to some extent accept it as part of the genre. It will follow the discovery of a site of bloody carnage in the ziggurat where the true nature of the foe that threatens the North African theatre comes to light, the release of an Ophidian called Alom Shallar from her tomb. It is at this point that Taylor exits ‘The Serpent & The Sands’, which is a pity because he is one of the few well developed NPCs in the campaign and his absence means that there is no narrative arc for him in the campaign.

Up until this point, the campaign is straightforward and direct. It takes a break in the middle for a long trek through the desert using the supplement’s travel and survival rules, before returning to that style afterwards. Instead of using pre-determined encounters as in previous and subsequent chapters, the Game Master is creating random encounters for the Player Characters to run into. There is nothing wrong with bringing desert travel and survival rules into play, but the way in which it is done in this campaign is problematic. Focusing upon them to the exclusion of all else does not push the plot forward and focusing upon them in one chapter begs several questions. Why were they not used in pervious—and subsequent—chapters involving desert travel? Why were they not included in the supplement half of Achtung! Cthulhu 2d20: The Serpent & The Sands rather than the campaign half? Ultimately, the inclusion of the rules to the exclusion of all else does not make a lot of narrative sense here, as the Game Master could simply cut them and the campaign would not be affected.

After their trek in the desert, the Player Characters will get to the Caravanserai of a Thousand Fragrant Sighs. Here they can restock and supply, but also discover signs of Serpent’s Tooth cult activity and allies from the Order of the Alnim. These are vital as the Player Characters penetrate the labyrinth of the Serpent’s Lair where the Serpent’s Tooth are performing a ritual. The Player Characters have the opportunity to both disrupt the ritual and learn from the past in clues left behind by Alexander the Great as well as the location of the Temple of Stars. From this chapter onwards, the Player Characters are chasing Alom Shallar and her Ophidian retinue, attempting to stop her from finding the means and ways to complete her ultimate aim—summon the ancient Ophidian city of Sethopolis and establish herself as an important power in the middle of North Africa. These chapters are longer and more complex than the ones in the first half of the campaign, particular chapters involving puzzles and stealth, ultimately to a final confrontation in the depths of the Ophidian city. This is a tough, big battle as you would expect, but interestingly, along the way, the Player Characters can collect some allies—and not the ones that they expect. This aspect of the campaign highlights how in the Secret War of Achtung! Cthulhu, not every Mythos faction is willing to co-operate with any other and sometimes rivalries will push them to find other allies, even ones that would otherwise be enemies.

The grand sweep of North Africa allows us to draw from a variety of themes of images, especially for World War 2. Egypt has its teeming cities and its ancient history and mysteries, whilst the desert has its arid sands and scouring sandstorms, its excessive heat and lack of water. It evokes images of sweeping tank battles, hidden fields of mines, holding out against overwhelming forces as in the film Sahara, driving out of the desert in a Long Range Desert Group Patrol Vehicle to strike at Axis airfields like The Rat Patrol, Tobruk, or SAS: Rogue Heroes, and making the long trek across the dunes, hot and thirsty, trying to get back to Allied lines for one ice cold beer as in Ice Cold in Alex. Achtung! Cthulhu 2d20: The Serpent & The Sands combines these with the Pulp action of secret oases, strange pyramids, untrustworthy natives—in this case, cultists, hidden kingdoms, and Nazi-punching action of Raiders of the Lost Ark! Of course, ‘The Serpent & The Sands’ campaign takes the “Snakes. Why did it have to be snakes?” quote from that film and runs with it. Plus, there are one or two nods to the film throughout the campaign, including a rolling ball trap.

‘The Serpent & The Sands’ campaign is a muscular affair, an entertaining mix of pulp action and weird science. It is not a great campaign, but not a bad campaign either, both solidly straightforward and playable. There are missteps, notably the inclusion of a chapter entirely focused upon desert travel and survival when that should have been part of the campaign as a whole. The Pulp nature of the campaign’s plotting also means that the players do need to accept certain story beats such as betrayal and failure to achieve certain objectives in the later part of the campaign and so set up the final confrontation. The point is the campaign is tightly plotted. If the players can accept that, then ‘The Serpent & The Sands’ campaign is short enough that it will not outstay its welcome whilst moving on the overall campaign framework through the early part of the war.

Physically, Achtung! Cthulhu 2d20: The Serpent & The Sands is well presented. The artwork is great and everything is well organised. However, it is not as accessible as it could have been, because although there are two tables of content—one for the supplement and one for the campaign—there is no index. It could have done with more artwork, especially for the NPCs to make them better presentable for the players. The campaign could also have done with more maps of certain locations. That said, their inclusion would have eased the running of the campaign rather than being a necessity.

Achtung! Cthulhu 2d20: The Serpent & The Sands is literally a book of two halves. Arguably, it could and should have been two books, a supplement and a campaign. That would have given the Game Master the choice, to be able to purchase the sourcebook half of the book and use it to create her own content without having to purchase the campaign. Certainly, making it two books would have avoided some of the issues with the narrative of the campaign and made the supplement more obviously useful. However, it is not two books. Nevertheless, it is still a book of two halves and the supplement half of the book is better and more useful than the campaign side. Of course, it is useful to run the campaign, but its contents can be used beyond the campaign. The campaign itself is solid and entertaining, but no more than that. Together, they make Achtung! Cthulhu 2d20: The Serpent & The Sands a good package that has a lot of playable and useful content that expands the Secret War.

Sunday, 14 December 2025

Fallout Together

The year is 2287. It is two centuries since the Great War between the USA and China that turned the world into irradiated, chemically polluted Wastelands. The Commonwealth is no different, in part overrun by feral ghouls, raiders, and super mutants, whilst in the background the remnants of pre-war corporations and institutes plot to dominate the region. Not all is lost, for the survivors, whether descendants of those who survived the great war, intelligent ghouls and super mutants, and former dwellers of the vaults established by Vault-Tec who have begun to leave the refuges that have protected them for centuries, are working to rebuild. Yet there remain many threats to face and secrets to uncover if the Commonwealth is to be safe and able to prosper. This setting may well, unsurprisingly, be familiar to many. This is because it is that of Fallout 4, the award-winning action roleplaying game published by Bethesda Softworks in 2015 and updated in 2025 for its tenth year anniversary with Fallout 4: Anniversary Edition, which depicts a post-apocalyptic future that is heavily influenced by American culture and kitsch of the 1940s, 1950s, and 1960s. And it is also that of the Fallout television series available on Amazon Prime Video. Arguably, it is one of the most well-known post-apocalyptic settings and either playing Fallout 4 or watching Fallout is not the only way in which to explore and enjoy this world.

Fallout: The Roleplaying Game – The Post Nuclear Tabletop Role Playing Game is published by Modiphius Entertainment and what it provides is the means for a group of players to explore the Commonwealth and uncover its secrets together. The core rules are set specifically at the start of the computer game, Fallout 4, so that the characters—if not the players—will have no idea as to the machinations of Vault-Tec or the Institute, or other factions, although they will be aware of the broad geography of the Commonwealth and the location of Diamond City. Where in Fallout 4 the only choice is to play the ‘Sole Survivor’ of Vault 111, Fallout: The Roleplaying Game, the players have the option to play an Initiate of the Brotherhood of Steel, an intelligent Ghoul, an intelligent Super Mutant, a Mister Handy robot, or Survivor, as well as a Vault Dweller. As with Fallout 4, there is a strong emphasis in play in Fallout: The Roleplaying Game upon the environmental dangers of the Commonwealth, on scavenging, and on crafting. The rules for latter mean that a Player Character can use things found in and under the wastelands of the Commonwealth to cook food and drink, concoct healing stimpaks and other drugs or chems, and construct and modify both weapons and armour, including modifying power armour. What the latter means is that players new to Fallout: The Roleplaying Game can have fun exploring what their characters can make, but players familiar to Fallout 4 can create in the roleplaying game, what their ‘Sole Survivor’ created or modified in the computer game. So, if a Player Character wants to turn that standard pipe gun into a .38 Pipe Rifle with Powerful Receiver, Ported Barrel, Sharpshooter’s Grip, Recoil-Compensating Stock, Large Quick-Eject Magazine, Short Scope, and Suppressor, then he can—if he has the right parts, modifications, Perks, and access to a Weapons Bench. This is just one of the ways in which Fallout: The Roleplaying Game emulates Fallout 4.

That emulation beings with the Player Character and Player Character creation. This is because a Player Character in the Fallout: The Roleplaying Game will look more familiar to anyone who has played Fallout 4 than anyone who has played a 2d20 System roleplaying game. A Player Character has seven ‘S.P.E.C.I.A.L. Attributes’. These are Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. Of these, Luck is the default attribute when the outcome of a situation depends on chance rather than Player Character skill or knowledge. The seven attributes are rated between four and ten and will be familiar to anyone who has played Fallout 4. A Player Character has ratings in skills including Athletics, Barter, Big Guns, Energy Weapons, Explosives, Lockpick, Medicine, Melee Weapons, Pilot, Repair, Science, Small Guns, Sneak, Speech, Survival, Throwing, and Unarmed. Of these, Athletics, Survival, Throwing, and Pilot are additions to the other thirteen which are taken from Fallout 4. Skills are ranked between zero and six. Some skills are marked as Tag skills, indicating expertise or talent. A Player Character will also have several Perks and Traits, essentially the equivalent of advantages and disadvantages, and he will have Luck Points equal to his Luck Attribute. The list of Perks is extensive and players of Fallout 4 will again recognise them as they include ‘Aquaboy/Aquagirl’, ‘Armourer’, ‘Bloody mess’, ‘Cap Collector’, ‘Commando’, ‘Dogmeat’, and many, many more.

To create a character, a player first selects an Origin—either, ‘Brotherhood of Steel’, ‘Ghoul’, ‘Super Mutant’, ‘Mister Handy’, ‘Survivor’, or ‘Vault Dweller’. This provides him with a Trait and an equipment pack. The ‘Survivor’ has choice of Traits and equipment packs. He assigns five points to his ‘S.P.E.C.I.A.L. Attributes’; selects three Tag Skills to receive a bonus and distributes ranks equal to character’s Intelligence plus six to his skills; and picks his first Perk from those he qualifies for. As he gains each new Level, he can puck another Perk. Lastly, the player picks an equipment pack based on his character’s Origin, a trinket, and adds the equipment gained from his Tag Skills. The process is simple and straightforward.

Name: Trader Joe
Origin: Survivor
Level: 1
Traits: Gifted, Fast Shot
Perks: Junktown Jerky Vendor
Luck: 4
Carry Weight: 190 lbs Damage Resistance: 0 Defence 1
Initiative: 11 Health Points: 12 Melee Damage: 0

S.P.E.C.I.A.L. Attributes
Strength 4 Perception 7 Endurance 7 Charisma 8 Intelligence 7 Agility 4 Luck 5

Skills
Athletics 0 Barter 4 (Tag) Big Guns 0 Energy Weapons 0 Explosives 0 Lockpick 2 Medicine 1 Melee Weapons 0 Pilot 0 Repair 2 Science 1 Small Guns 2 Sneak 0 Speech 4 (Tag) Survival 2 (Tag) Throwing 0 Unarmed 2

Equipment
Tough clothing, leather armour chest piece, pipe gun (ten .38 calibre rounds of ammunition), brightly coloured bandanna, trading wares (eleven.308 ammo, five missiles, nine .50 ammo, Radaway, Healing Salve, Dirty Water, two Holotape Players, eight bobby pins), pack brahmin, formal hat and clothing, 83 caps

Mechanically, Fallout: The Roleplaying Game uses the 2d20 System seen in many of the roleplaying games published by Modiphius Entertainment, such as Achtung! Cthulhu 2d20 or Dune – Adventures in the Imperium. To undertake an action in the 2d20 System in Fallout: The Roleplaying Game, a character’s player rolls two twenty-sided dice, aiming to have both roll under the total of an Attribute and a Skill to generate successes. Each roll under this total counts as a success, an average task requiring two successes, the aim being to generate a number of successes equal to, or greater, than the Difficulty Value, which typically ranges between zero and five. Rolls of one count as a critical success and create two successes, as does rolling under the value of the Skill when it is a Tagged Skill. A roll of twenty adds a Complication to the situation, such as making noise when a Player Character is trying to be stealthy or breaking a bobby pin when picking the lock of a safe.

Successes generated above the Difficulty Value are turned into Action Points. These are another change from traditional 2d20 System roleplaying games in which the players generate and have Momentum to use for their characters, whilst the Game Master has Threat to make the lives of the Player Characters more challenging and give his NPCs advantages in play. Action Points replace both Momentum and Threat and are a shared resource of which a group can have up to six. They can be used to purchase more dice for a Skill test, to Obtain Information from the Game Master, Reduce Time spent on a test, or to take an Additional Minor Action or Additional Major Action.

In addition, a player can also spend Luck Points (the total based on his Luck attribute) to gain an advantage in a situation. With Luck of the Draw, a player can spend his character’s Luck Points to add a fact or detail or item to the area he is in that would benefit him. Other uses include Stacked Deck, which enables a player to substitute his character’s Luck Attribute instead of another, Lucky Timing, which lets a survivor interrupt the Initiative order, and Miss Fortune to reroll dice.

Combat in the Fallout: The Roleplaying Game is quite detailed in comparison to other 2d20 System roleplaying games. A Player Character can attempt one Minor Action and one Major Action per round, but Action Points can be spent to take one more of each. Minor Actions include Aim, Draw Item, Move, Take Chem, and more, whilst Major Actions include Attack, Command an NPC, Defend, Rally, Sprint, and others. During combat, Action Points can be expended to purchase more dice for a Skill test, to Obtain Information from the Overseer, to take an Additional Minor Action or Additional Major Action, or to add extra Combat Dice.

One noticeable difference in combat between Fallout: The Roleplaying Game and other 2d20 System roleplaying games is that the Player Characters have hit locations. Again, this reflects the nature of the computer game with its PIP Boy and VATS system. Damage is inflicted per random Hit Location and it is possible to target a particular Hit Location. The number of Combat Dice rolled to determine damage is based on the weapon, Action Points spent to purchase more Combat Dice, Perks, and other factors. Combat Dice determine not only the number of points of damage inflicted, but the ‘Damage Effects Trigger’ of the weapon used. This has an extra effect, such as Piercing, which ignores a point of Damage Resistance or Spread, which means an additional target is hit. Both damage inflicted and Damage Resistance can be physical, energy, radiation, or poison. Armour is rated for its Damage Resistance against physical, energy or radiation damage and because armour is handled as both suits of armour worn and individual locations, it means unless a character is wearing a complete suit of armour, the player or Game Master has to keep track of what armour is worn where and what resistances it has. As much as this emulates armour in Fallout 4 it also adds a layer of detail and potential complexity to the game. If five or more points of damage is inflicted to a single Hit Location, then a critical hit is scored. Ammunition is tracked.

Radiation damage is handled differently. It reduces the Maximum Health Points of a Player Character rather than his current Health Points. Until cured, this reduces both his Maximum Health Points and the number of Health Points which can be cured. The rules also cover other environmental dangers, scavenging, and loot. The scavenging rules define whether a location has been searched before, the difficulty of searching the location, its size, and so on, followed by rolls on the different loot tables. Scavenging plays a big role in the play of Fallout 4 and so it does here, far more so than many other post-apocalyptic roleplaying games in comparison, to the point where it can overwhelm the players as much as it can the player in Fallout 4.

Fallout: The Roleplaying Game includes an extensive equipment list which takes up a fifth of the whole book and so supports the scavenging rules. It includes all of the weapons, armour, modifications, recipes, trinkets, junk, and more to be found in the Commonwealth of Fallout 4. Players of Fallout 4 will recognise all of these, whether it is globes of the world, packs of Salisbury Steaks, the Powerfist, Deathclaw Gauntlet, Super Sledge, Gatling Laser, Fat Man, Laster Musket, T-45 Power Armour, Nuka-Cola in all flavours, Mentats, and more. Notable amongst them are the various books, magazines, and comics, each of which provides its own Perk. For example, issues of Wasteland Survival Guide might ‘Coupon Spectacular’ shifts the price of food and drink in the reader’s favour, whilst ‘Water Aerobics for Ghouls’ reduces the difficulty of Athletics tests for swimming. Of course, there are issues too, of Grognak The Barbarian to found and read, granting Perks like ‘Blood on the Harp’ which increases melee damage and ‘Jungle of the Bat-Babies’ which increases resistance to poison.

Mechanically, Fallout: The Roleplaying Game is not as streamlined as more recent 2d20 System roleplaying games. This is because it has to emulate its source material, Fallout 4, so there are more attributes, more skills, there are rules for crafting, hit locations in combat, and so on. Yet the end result is the rules to the roleplaying game are not necessarily overly complex, but rather overly detailed, especially when it comes to the recipes and the modifications of weapons, armour, and so on. To some players, it may be too much, the play of Fallout 4 warrants it and so Fallout: The Roleplaying Game has to include it because it reflects the source material and it provides a means by which the Player Characters can improve themselves—by building and modifying better gear.

Roughly half of Fallout: The Roleplaying Game is dedicated to detailing aspects of its background. This includes histories of the Commonwealth’s corporations, pre-war and post-war, and suggestions as what role they might play in the Commonwealth of 2287. For example, the distinctive architecture of the Red Rocket shops always stands out and indicate somewhere that is generally safe and defensible. Manufacturers and big tech companies are also detailed and this includes some of their secrets, which ordinarily would only be discovered in the course of play of Fallout 4. Particular attention is paid to Vault-Tec and its activities within the vaults it established, including a table of possible wacky quests that Player Characters might trigger upon exploring a random vault. Again, these will need developing by the Game Master. This is in addition to several vault-related plots, plot seeds, and side quests. The Commonwealth is given a similar treatment with an extensive gazetteer describing many familiar locations such as Concord and its Museum of Freedom where the Minuteman, Preston Garvey has holed up against besieging raiders, one of the first encounters in Fallout 4. Diamond City is given particular attention as it will likely form a base of operations for the Player Characters. These are all accompanied by descriptions of generic locations and Commonwealth plots.

The advice for the Game Master on running Fallout: The Roleplaying Game is sound, focusing on managing the rules as well as safety guidelines as tentatively exploring the idea of running the roleplaying game in the wasteland of the former USA away from the Commonwealth. The advice highlights how the biggest danger in the wasteland is actually other people and suggests ways in which the dark humour of Fallout 4 can be brought into play. A bestiary gives descriptions and stats for a vast array of animals, monsters, mutated humanoids, and NPCs, from Bloodbugs, Bloatflies, and the two-headed pack beasts known as Brahmin to Synths, Turrets, and Raiders, via Ghouls, Glowing Ones, members of the Brotherhood of Steel, Railroad Agents, and Wastelanders.

The final support for the Game Master is the scenario, ‘With A Bang, Or A Whimper’. This can be played as is, or as a sequel to ‘Starter Set Quest: Machine’, the scenario in Fallout: The Roleplaying Game – Starter Set, and is set before the start of Fallout 4. The quest begins in a recently created town—which the players are encouraged to flesh out the details of—that is celebrating its first anniversary. A murder-mystery leads to a pattern of other strange behaviour by other townsfolk, and manipulation by one of the major factions in the Commonwealth. This is a solid scenario, though it does work better as a sequel to ‘Starter Set Quest: Machine’.

Physically, Fallout: The Roleplaying Game is a well written and engaging book illustrated with good, but clashing art styles. On the one side there is kitsch of Fallout 4, but on the other hand, there is the excellent depiction of the ruin that Commonwealth has been reduced to.

If you are a fan of the Fallout series of computer games, but not necessarily Fallout 4, then Fallout: The Roleplaying Game is not going to be as flexible as you might want a Fallout roleplaying game to be, since its focus is very much Fallout 4. As an emulation of Fallout 4, the only thing that is missing, are the rules for communities and building and improving them. Those rules are to be found in Fallout: The Roleplaying Game Settler’s Guide Book. Everything else that you would want in a Fallout 4 roleplaying game is included in Fallout: The Roleplaying Game and in such comprehensive fashion that it also works as a good sourcebook for Fallout 4. Of course, a player who has played Fallout 4 will get more out of Fallout: The Roleplaying Game than if they have not, but there is sufficient background and information in the book that a player definitely does not need to have played it to understand the basic aspects of the Commonwealth setting or the genre. Overall, Fallout: The Roleplaying Game – The Post Nuclear Tabletop Role Playing Game is a really good adaption of Fallout 4 that enables a gaming group to explore the setting of the Commonwealth and its plots and factions together.