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Airborne in My Pocket-Campaign Book 2.0

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AIRBORNE IN MY POCKET

CAMPAIGN BOOK

Version 2.0
(2009-02-19)

by Emmanuel Aquin

a variant of Zombie in my Pocket


by Jeremiah Lee
(with some additional ideas by Aaron Tubb)

***

For these Scenarios, use the Basic Rule of discarding the top 2 cards when Time
Passes
Secondary Objectives, Special Operatives and Optional Rules are not compatible
with these Scenarios (except when noted).
Many of these Scenarios have specific starting weapons. These replace the Colt
Pistol (from the Basic Rules) and are considered Free Items (they do not count toward
the 2-Item limit) that cannot be dropped or lost.

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 1


*
SCENARIOS

ALLIED SCENARIOS: OPERATION NEPTUNE

JAILBREAK
You are a captured French Résistance saboteur, waiting in your cell for
interrogation and execution. You have managed to pick the lock of your prison door.
There are no guards around, as every soldier in the Bunker is busy preparing for the
unfolding Allied invasion.
Your hands are empty but your heart is full of hate for the Nazi Regime: you are
+1 against SS Soldiers for the duration of the game. You have no starting weapon (and
are Power 0). The first re-usable weapon you pick up will be your starting weapon
(which cannot be lost due to Red Alert Event #8). Re-usable weapons are the ones that
can be used more than once: in the Basic Game, they are the MP34, MP40, Gewehr 43,
Kar98k and the Flame-Thrower. In the Random Tables of Appendix II, re-usable
weapons include all the Handguns, Rifles and Machine Guns. Your starting weapon is a
Free Item (it doesn’t count toward your 2-Item limit) that can’t be lost or dropped.
Start on the Prison Cells. Put the Bunker Door aside and shuffle the Entrance with
the other inside tiles. You need to find Explosives in the Armory (resolve an extra Event
there to obtain them) and go to the Gun Control to sabotage the Guns (which will start a
Red Alert). Then, you must leave the Bunker and find the Half-Track for your escape. To
get into the Half-Track, you also need to resolve an extra Event (to get rid of its
occupants, if any), which will make you win the game.
If you put all the inside tiles in play (not counting those that may have been
discarded by the Flare Gun), you find a Flare Gun in the Entrance. That Flare Gun is a
Free Item, but you may not pick it up if you already have a Flare Gun.

THE GREAT ESCAPE


The night before the invasion, the Germans arrest 2 men and 1 woman suspected
of being Résistants. They are thrown in the Prison Cells to await interrogation. There,
they meet a 4th prisoner, an unlucky American Pathfinder from the 101st Airborne who
was captured earlier.
At the crack of dawn, the American jumps his guards and manages to escape from
his cell. Taking the guards’ keys, he liberates the other 3 prisoners…
You start at the Prison Cells (put the Bunker Door aside and shuffle the Entrance
with the other inside tiles). You play the 4 prisoners. They are separated in 2 groups
(place 2 tokens on the starting location). Group 1 has a stolen Mauser C96 Pistol (Power
1, Power 2 vs. Infantrymen), Group 2 has a stolen Kar98k Rifle (Power 2). Each group
has 4 Health (which is also its maximum).
You have ONE EXTRA HOUR to complete this Scenario.

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Play your groups alternately: move Group 1, complete your turn, then move
Group 2, and so on. The Groups can carry up to 4 Items each (keep track of the separate
inventories) but no duplicates are allowed between them (i.e., if Group 1 has a Grenade,
Group 2 cannot have one).
There are 4 objectives inside the Bunker. They can be fulfilled by any one of your
Groups (by resolving an extra card on the locations):
– Storage, to recover all the papers and personal items of the prisoners
– Radio Room, to sabotage the radar of the Bunker
– Command Room, to steal important documents from the Germans
– Armory, to obtain the Explosives.
Once all these objectives are fulfilled, the 2 Groups can meet at the Entrance.
They must both be there at the same time to regroup. If a Group arrives there before the
other, it can either wait (resolving 1 Event per turn but staying in place), or it can move in
circles. When they regroup, the 2 Groups become 1: add their respective Health together
(with a maximum of 8) and combine all their Items. You can now play the escapees as 1.
Red Alert is declared when the escapees move to the Bunker Door.
There are still 2 objectives to fulfill for the prisoners: sabotage the Panzer with the
Explosives (resolving an extra Event to do so), and commandeer a vehicle for their
escape (the Half-Track or the Supply Truck, resolving an extra Event to take control of
it). Once the escapees are aboard their vehicle, you win.

Notes: Losing an arm to the Infantrymen with Bayonets (Event #4) has no consequences
in this Scenario (since the escapees are moving in groups, there’s always someone else to
carry the Items).
Sabotaging the Panzer makes it lose its special text.
If one of your Groups dies, the other Group can continue the mission (with a
permanent maximum Health of 4).
The Great Escape Scenario counts as both French and American.

Hints & Tips: Rest often! Inside the Bunker, it will be hard to resolve 2 Events in a row
with only 4 Health…

KNOCK KNOCK
You are a paratrooper from the British 6th Airborne, 9th Para Brigade. You had to
jump from a flaming plane and you have landed in the middle of nowhere, far from the
rest of your brigade. After a long walk during the night, you find yourself here…
You start at the Drop Zone and your starting weapon is Browning HP35 Pistol
(Power 1, Power 2 vs. Paratroopers). As usual, you need to destroy the Guns inside the
Bunker but this time, the Bunker is closed by an armored door! To open it, you must first
find the Bunker Door. Then, you must take control of the Panzer: move to the Panzer tile,
resolve an Event as usual, then resolve an extra Event Card to successfully board the
tank. Once inside the Panzer, use the gun turret to fire on the armored door: discard Event
Cards until you obtain a Green or a Black Number (2, 5, 8 or 10). Once you do, the
Bunker Door is open.
You may directly move from the Panzer to the Entrance tile (and don’t need to
resolve an Event there, because the blast cleared the room). You still need Explosives to

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destroy the Guns: you can find them in the Ammo Dump (as usual) or in the Armory
(resolve an extra Event on that location to get them). You need to exit the Bunker to win
the game (end your turn on the Bunker Door tile).

Note: When you take control of the Panzer, you do not suffer the -1 Health penalty at the
end of your turns.

THE LOST PADRE


You are an Honorary Captain of the Canadian Forces Chaplain Services (CCS),
travelling with the 1st Canadian Parachute Battalion. Your Horsa glider was shot down
nearby. You tried to hook up with your men but you found this Bunker instead, firing at
the beaches. As a chaplain, you do not carry any weapons and you refuse to fight your
fellow man. But you cannot let the Germans butcher your friends down there! You must
contact the Allied Command and give them the coordinates of the Bunker!
You start at the Drop Zone. Your goal is to find the Radio Room inside the
Bunker. You do not need to go to the Ammo Dump nor in the Gun Control. Just run to
the Radio Room, resolve an extra Event to man the frequencies and then run like hell to
your starting position!
You ARE NOT ALLOWED TO FIGHT SS SOLDIERS & PARATROOPERS.
You must Evade all combats if possible. If it is not possible, you suffer damage
accordingly (you have a Power of 0). Remember that you can never lose more than 4
Health during 1 combat. Since you are a man of God, regular Infantrymen will ignore
you (same as if you had the Heer Officer Uniform).
Instead of Resting, you can Pray, which gives you +4 Health (instead of +3). You
cannot pick up any items. And time is short: you start at 0800!
Once you have used the Radio, Red Alert will be effective and the Allied Navy
will start shelling the place: for every Event you resolve, look at the location (at the
bottom of the card): that tile is shelled (and removed from play). To win the game, you
need to end your turn on the Drop Zone. If you are standing on a location that is being
shelled, you are a victim of friendly fire. It is possible the shelling will make your escape
impossible: in that case, you will be awarded a posthumous medal for your sacrifice. God
be with you!

MEDIC!!!
You are a British doctor from The Royal Army Medical Corps, 224th Para Field
Ambulance, assigned to help the 6th Airborne, 3rd Para Brigade storm the Bunker. As
you wander through the battlefield, among the firefights, you hear cries of “Medic!” from
your fellow soldiers. That’s your call!
SETUP – Put the following locations in play: Field Hospital, Bunker Door,
Entrance, 1 random outside location and 2 random inside locations. Connect all the tiles
correctly (roads and doors).
You start at the Field Hospital. Every time you resolve an Event, look at the
location (at the bottom of the card): if that tile is in play, that’s where a soldier falls and
cries “Medic!” (put a marker on the tile as a reminder). You must go to that location,
resolve an extra Event to tend to your patient, and then take him on your shoulders to the
Field Hospital. Once you arrive on the Field Hospital, look at the location of the Event

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(or the next one if you ended your turn there by Evading combat), and start all over again.
You must save 3 soldiers before 1000 (10 am).
As a medic, you are not allowed to use your side arm in an offensive capacity
(according to the Geneva Convention), but contrary to the US medics who are forbidden
to use weapons, you carry your service pistol with you. You MUST EVADE ALL
COMBAT when it is possible. When you are forced to fight (on the Barbed Wire, for
example), you can defend yourself using your Browning HP35 Pistol (Power 1, Power 2
vs. Paratroopers).
The Field Hospital and the Infirmary give you an additional +1 Health bonus.
You cannot pick up items on the way, but you start with your RAMC Doctor’s Field Bag,
which can be used 3 times (gain up to +3 Health each time).

Note: There is no Flare Cartridge to be found in this Scenario.

KILL THE GENERAL


You are an American assassin sent by the OSS (Office of Strategic Services,
Strategic Services Operations, Special Projects Branch), to kill Generalleutnant Dietrich
Kraiss, commanding the 352. Infanterie-Division (352nd Infantry Division), who is
visiting the Bunker this morning.
You start at the Drop Zone, armed with you HDM Silencer Pistol (Power 2 vs.
Paratroopers, 3 vs. SS Soldiers and 4 vs. Infantrymen). This will be your one and only
Item (you cannot pick up more).
You must get inside the Bunker as fast as you can. Starting at the Entrance, when
you resolve an Event Card, look at the location on the Event (at the bottom of the card):
this is where the General is at the moment (since he is inside, ignore outside locations). If
the location is not in play, ignore it and continue to look around. Once you draw an inside
location that’s in play, you can see your target: put a token on that location (which can
even be the one you are standing on). To kill the General, you need to end your turn on
the same location he is. Then, proceed to the assassination by resolving another Event: if
the Event’s number is green or black (2, 5, 8 or 10), you have succeeded. If not, he runs
away. Find him again by moving around.
Once Kraiss is dead, Red Alert is declared. You must return to the Drop Zone to
be picked up by your contact in the French Résistance and disappear into the woods...

Historical note: Born in Stuttgart in 1889, Kraiss was a commander of the 90th Infantry
Regiment (1939-1941), 168th Infantry Division (1941-1943) and 355th Infantry Division
until (1943). In November 1943, he took command of the 352nd Infantry Division which
was located in Normandy right in front of the Allied invasion. His 352nd Infantry
Division had 7,400 soldiers and kept defensive positions around St. Lô. Kraiss eventually
died on August 6th 1944 of injuries sustained 2 days previous.

THE SPY WHO SHOT ME


You are a British Captain from 2 SAS (Special Air Service, 2nd Regiment),
parachuted behind enemy lines on a covert operation to neutralize German defenses by
eliminating key personnel. Your starting weapon is a M1A1 Carbine (Power 2, Power 3

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on red-numbered Events), but you are allowed to pick-up more Items during your
mission.
SETUP – Place all the outside and inside tiles on the table, all connected (in the
order of your choice). Shuffle the Event Cards. Then draw 5 cards and note the locations:
place a token on each of the corresponding 5 tiles. These are the locations of the 5 Bunker
Officers and Specialists (your targets). You can now reshuffle the Event Cards and
discard the top 2 cards facedown.
You start on the Drop Zone. You must move to the same tile as your targets to
take them out (resolve an extra Event on each one to kill them). You cannot Evade
combat until you have killed all 5 targets. Once you eliminate your targets, Red Alert is
declared and you need to come back to the Drop Zone to escape in the countryside (end
your turn on the Drop Zone to win the game).

THE MERVILLE BATTERY


As part of Operation Tonga (the British Airborne operations of June 5-7), the
British 6th Airborne, 9th Battalion is dropped near Sword Beach to silence the Merville
Battery, one of the many fortifications of the Germans’ Atlantic Wall.
You are a British 1st Lieutenant, leading a team of 9 men. Your starting Health is
6, and your maximum Health is 9 (one for each of your men).
The Battery is surrounded by minefields: when you are outside, every time you
resolve a green or black-numbered Event, one of your men steps on a mine and dies
(reducing your maximum Health by one).
You start on the Drop Zone with a Sten Mk II Submachine Gun (Power 3, jams on
blue-numbered Events).You can pick up more Items on the way.
All the outside locations are on Red Alert, but inside locations are not.
Your group will attack Bunker 1, the biggest of the four Bunkers of the Battery.
Your mission is as follows (objectives may be fulfilled in any order):
– You must resolve an extra Event on the Drop Zone to clear it for your comrades
(you can resolve an Event without moving on your first turn but if you do this, you
cannot Evade anywhere).
– You must sabotage the Barbed Wire (by resolving an extra Event on it).
– You must neutralize an MG42 Nest, situated on the Panzer location (resolve an
extra Event on it, and the Panzer will lose its -1 Health penalty).
– You must sabotage the 100mm Gun in the Gun Control. The Gun Control is on
Red Alert. Since there are no Explosives available (the Ammo Dump has no special text
for this Scenario), you need to find either a Panzerfaust or a Grenade (to blow up the
Gun). Remember that you can find a Panzerfaust in the Armory, if you don’t pick one up
by yourself. To destroy the Gun, resolve an extra Event there (and discard your Grenade
or Panzerfaust). Be careful not to lose your Grenade or Panzerfaust just before using it…
Once your objectives are fulfilled, you win.

Note: In this Scenario, it is possible to find more than 1 Panzerfaust per game in the
Armory.

Optional Rule: You can replace the Panzerfaust by the Panzerschreck (Kills all enemies
in 1 combat but lose -1 Health, 2 uses only). Whenever the Panzerfaust is mentioned,

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replace the text with Panzerschreck (like the Item printed on Event #6 or the Armory’s
special text).

Historical note: The Merville Battery guns, which had posed such a threat to the
invasion, were destroyed by the British 6th Airborne and many lives were saved as a
result. The assault on the Merville Battery, by a small and ill-equipped force, is still
regarded as one of the most outstanding achievements in the history of British airborne
operations. Of the 150 men who participated in the assault, 65 were either killed or
wounded, often in fierce hand-to-hand fighting.
Within 48 hours the Germans would be back in the Battery, and two of the guns
would be firing on the beaches. But for the critical few hours of the Sword Beach
landings, the Merville Battery would be silent.

THE CRISBECQ BATTERY


The three 210-mm SKODA K39/K41 Guns installed on this battery are a direct
menace to Utah Beach. The Allies have dropped over 598 tons of explosives on it during
the night of June 5th… and although the surroundings are unrecognizable, the Crisbecq
still stands!
You are a First Sergeant in the 82nd Airborne Division, 508th PIR, 1st Battalion,
sent to silence those terrible guns. You start on the Entrance (put the Bunker Door and
the Gun Control aside) and your starting weapon is an M1A1 Carbine (Power 2, Power 3
on red-colored Events). You are allowed to pick up more Items on the way. Your
objective is to destroy the 3 big Guns with the Explosive from the Armory (resolve an
extra Event there to obtain them).
The Battery is big, so you will need to explore all the inside tiles. When there are
no more inside tiles available, you can place the Gun Control as the last inside tile.
The moment you step into the Gun Control, Red Alert is declared (resolve a Red
Alert Event). This Event can be Evaded if you want. But once you decide to stay in the
Gun Control, you must resolve 3 Red Alert Events in a row (1 for each SKODA Gun).
You are allowed to Rest between these Events, but Evading is forbidden.
When you are finished, run like Hell! The charges are set to explode at 1000
precisely: when the last card is drawn, the Explosives will go boom!
The explosion will deal 13 Health of damage, minus 1 Health for every tile (in a
straight line) between you and the explosion (diagonals count for 2 tiles). If you survive,
you win!

Note: To calculate your distance from the Gun Control, count the empty spaces as if there
was a “grid”, where 1 square equals 1 tile. Trace a straight line.

Hints & Tips: If you realize you won’t have time to put enough distance between you
and the Gun Control, use your last cards to Rest if possible. Remember you cannot Rest
more than you have Health, and if you already are at maximum Health, although you are
allowed to stay put, you must resolve 1 Event per turn (as if you were moving).

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 7


Historical note: This great Battery was called “St-Marcouf” by the French (because of its
proximity to the St-Marcouf village) and “Crisbecq” by the Americans (because it was
also near the hamlet of Crisbecq).
Although it was never completed, the Crisbecq Battery was the keystone of this
portion of the German Atlantic Wall with its 3 cannons and a garrison of 400 men. The
Allies dropped over 800 bombs on Crisbecq between April 19 and June 6, 1944. This
unrelenting aerial attack climaxed on the night of June 5 when 101 four-engine bombers
unleashed 598 tons of explosives on the battery.
At 6 am on D-Day, as the American troops were landing on Utah Beach, Crisbecq
opened fire, sinking the USS Corry (DD-463), an American destroyer.
The Battery held out for several days, despite shelling by U.S. battleships and
attacks from the American Infantry in hand-to-hand trench combat. To repel the Allied
assault, Oberleutnant Walter Ohmsen, the commander of Crisbecq, radioed to the
Azeville Battery and requested that it fire on his position. Crisbecq was finally taken at
8:20 am on June 12, after the German HQ ordered its troops to evacuate.

BRÉCOURT MANOR ASSAULT


Early in the morning of June 6th, Colonel Robert Sink, commander of the 101st
Airborne’s 506th PIR, asks his men to clear a battery that was spotted in the hedgerows.
Those guns are a direct menace to the landings of Utah Beach.
You are 1st Lieutenant Richard Winters, commanding Easy Company. With your
small patrol of 13 men, you have scouted the area and drawn a battle plan. You and your
men need to silence the 6.Batterie of the 90th Artillery Regiment, consisting of four
105mm howitzers connected by trenches and defended by a platoon of soldiers, located
near a farm house named Manoir Brécourt.
You start on the Drop Zone with a M1 Garand Rifle (Power 2, Power 3 vs.
Infantrymen) and you have 1 free Grenade (which doesn’t count toward your 2-Item
limit). In this Scenario, you will only use outside tiles. Also, you must take out the
Bunker Door tile (it won’t be used either). To play this Scenario, you have ONE
ADDITIONAL HOUR.
The first howitzer is located on the Panzer tile. To destroy it, you need either the
Explosives (end your turn on the Ammo Dump to obtain them, no need to resolve an
extra Event), a Grenade (which you can use the same way as the Explosives, discarding it
after use) or a Panzerfaust (same as a Grenade). To blow the first howitzer, resolve an
extra Event on the Panzer location.
Once the howitzer is destroyed, move your token back to the Drop Zone and
reshuffle the outside tiles (you have not really moved: the Panzer location has been
disabled, so it becomes a Drop Zone, and you don’t suffer the -1 Health penalty). Then
start placing tiles again to find the second howitzer (on the Panzer). Except this time, the
roads on the tiles are considered trenches, so you must read Inside Events.
Destroy the 2nd and 3rd howitzers the same way you did the first (with
Explosives or a Grenade). After the 3rd howitzer is blown, Red Alert is declared.
You win when you resolve an extra Event to destroy the 4th howitzer.

Note: Don’t forget to find the Flare Cartridge when you place all the outside tiles in
play. It will prove useful: in this Scenario only, since you are moving in trenches

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(technically an inside location), you are allowed to use the Cartridge to discard an
outside tile.

Historical note: Troops landing at Utah Beach had a relatively easy landing, thanks in
part to this successful assault. Colonel Robert Sink recommended Winters for the Medal
of Honor, but the award was downgraded to the Distinguished Service Cross due to the
policy of only one Medal of Honor awarded per division (which was awarded to
Lieutenant Colonel Robert G. Cole).
The Brécourt Manor Assault is now taught at the United States Military Academy
and at West Point. It was recreated for the HBO TV Series Band of Brothers (Episode 2:
“Day of Days”).

ALLIED SCENARIOS: NORMANDY LANDINGS

RAIDING PARTY
You are Cpl. Harvey S. Olson of the US 4th Cavalry Group, 4th Squadron. You
have volunteered to take part in a very special raiding party on the Saint-Marcouf Islands
just before the Utah Beach landings. The 2 islands, l’île du Large and l’île de Terre, are
suspected to be German outposts. The members of your party are only armed with knives.
Stealth is the key…
While your colleagues explore abandoned German structures, you stumble upon a
new Bunker, camouflaged and invisible to spy planes. And you see big guns rotating…
they are about to fire on the Allied Fleet! You don’t have time to contact your men, you
must act now!
Put the Bunker Door aside. You start on the Entrance. Your starting weapon is a
M-4 Bayonet (Power 1 vs. Paratroopers, Power 3 vs. Bayonets OR +1 to any Rifle when
inside).You also have 4 K-Rations (gain up to +2 Health, 1 use only) that are considered
Free Items. If an Event forces you to lose an Item, you can lose 1 K-Ration. You already
have the Explosives to blow the Guns.
You need first to find the Radio Room to silence the Bunker (resolve an extra
Event there). Until this is done, you cannot Evade combat and can only use your Bayonet
(the sound of firearms would alert the Germans of your presence). You can pick up Items
on the way, but cannot use any weapon except your Bayonet.
After the Radio Room has been cleared, you can use firearms and Evade combat.
You must find the Gun Control, where you’ll resolve an extra Event to destroy the Guns.
This will declare Red Alert. In the debris of the Guns, you find a dead artillery officer
with a brand-new MP44 Assault Rifle (Power 3, Power 4 vs. Infantrymen), on which you
can mount your M-4 Bayonet.
You must escape from the Bunker and find the Drop Zone, where your comrades
are waiting for you. You need to end your turn on the Drop Zone to win.
If you put all the inside tiles in play (not counting those that may have been
discarded by the Flare Gun), you find a Flare Gun in the Entrance. That Flare Gun is a
Free Item, but you may not pick it up if you already have a Flare Gun.

Historical note: The raiding party took place at 0430, June 6th (H-Hour minus 2). Four
brave men from the 4th Cavalry swam to the St-Marcouf Islands with nothing but knives.

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They were the first Americans from the ground troops to land on French soil on D-Day:
Cpl. Harvey S. Olson, Pvt. Thomas C. Elleran, Sgt. John W. Zanders & Cpl. Melvin F.
Kenzie.
Their mission was to mark and secure the islands. Luckily for them, the German
structures were deserted, although the islands were riddled with mines. The men marked
the beaches with lights to guide the main assault group (132 men from the 4th and 24th
Squadrons of the US 4th Cavalry). The islands were declared secured at 0530. Cpl. Olson
received the Silver Star Medal for his actions during this perilous mission.

GOLD BEACH: THE PANZER


You are a 2nd Lieutenant in the British 8th Armoured Brigade, serving under the
50th (Northumbrian) Infantry Division. While landing in the Item Sector of Gold Beach,
you and your men come under serious opposition. Apparently, a German Panzer is firing
directly on the beach. As a tank mechanic, you have been selected for a very dangerous
mission: to steal that German Panzer and return it intact!
You start at the Drop Zone, armed with a Lee-Enfield No.4 Mk I .303 Rifle
(Power 2, Power 3 on blue-numbered Events). You can pick up items on the way. You
need to find 2 jerry cans of Gasoline: you can find them on your own or you can get
some by resolving an extra Event in the Storage (no limit per game). The 1st Gasoline
you find is a Free Item. The 2nd Gasoline you find starts a Red Alert.
Bring the Gasoline to the Panzer. There, you need to resolve an Event as usual,
and then you need to resolve extra Events until you resolve a green-numbered one. If you
Evade combat, you must come back on the Panzer and start resolving extra Events until
you resolve a green-numbered one. When you do, you have repaired and refueled the
Panzer and you win the game.

Note: For this Scenario only, you are allowed to carry up to 3 x Gasoline (1 for free + 2
as normal Items).
If an Event makes you lose an Item, you may have to lose the Gasoline (you’ll
need to find some more!). You are allowed to use Gasoline on the Flame-Thrower or
combine it with the Flare Gun, but then you’ll need to find some more to win the game.

Optional: Start with a US Army TL-122B Flashlight (When you draw for an Item, draw 2
cards and choose 1, then discard the 2 cards).

GOLD BEACH: THE TWO BUNKERS


You are Company Sergeant-Major Stanley Hollis of the British 50th
(Northumbrian) Infantry Division, 6th Battalion (“The Green Howards”).
Your men have advanced too quickly inland, and have left 2 German Bunkers
intact behind them. It is your mission to investigate those 2 Bunkers and capture them!
You start at the Drop Zone, armed with your Lee-Enfield No.4 Mk I .303 Rifle
(Power 2, Power 3 on blue-numbered Events).
To enter the first Bunker, you must find the Bunker Door. On the Entrance, you
find a Flare Cartridge (discard 1 inside tile just drawn & draw another OR give the
Flare Gun 1 extra use) in an emergency kit. You need to end your turn on the Gun

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Control (which is a MG42 nest) to “capture” the first Bunker (no need to resolve an extra
Event). Then, return outside. Outside tiles are always on Red Alert.
The second Bunker is hidden behind the Panzer. Connect the Entrance to the
Panzer (as if the Panzer was the Bunker Door) and remove all the inside tiles (from the
first Bunker) from play. Reshuffle them and place them facedown. You can now explore
the second Bunker as usual. On the second Entrance, you’ll find another Flare Cartridge
(if you already have one, you cannot take it). You need to end your turn on the Gun
Control to capture the second Bunker.
To win the game, you must exit the second Bunker and end your turn on the
Panzer (don’t forget its -1 Health penalty).

Note: You cannot enter the second Bunker before capturing the first.

Historical note: Hollis won a Victoria Cross Medal (UK’s highest honor) on June 6th,
1944, for the capture of 2 German Bunkers on Gold Beach.

GOLD BEACH: THE NEST


You are a Sergeant Major in the British 231st Infantry Brigade, 1st Battalion of
the Royal Hampshire Regiment (attached to the 50th “Northumbrian” Infantry Division).
Your men have landed in the Jig Red Sector, without the promised armor support.
German troops are arriving on the front to reinforce their positions. The fighting is heavy
and you need to establish a solid defensive position to help the rest of your men.
Start on the Drop Zone with a Bren Machine Gun (Power 4 outside, Power 3
inside). You cannot pick up any more Items. Your mission is to set up a Machine Gun
Nest to protect your comrades. To do this, you’ll need a lot of ammo: you must defeat at
least 5 enemies with Ammo Pouches (on the Event Cards) to win the game.
You also need to get inside the Bunker and clear the Gun Control (where you will
install your Bren): resolve an extra Event there. This starts a Red Alert.
Then leave the Bunker and find the Half-Track: resolve an extra Event there to
destroy it and prevent more German troops from reaching the front.

JUNO BEACH: TURN THE GUNS AROUND


You are a Sergeant in Canada’s Royal Winnipeg Rifles Regiment. You have just
landed on Juno Beach and have made significant headway into the countryside. Your
platoon’s objective was very clear: find the Bunker and turn its gun towards German
positions. But your men are still on the beach, all dead or wounded. You have decided to
continue the mission alone and avenge your platoon. May God have pity on the Germans!
Start on the Drop Zone, with a Lee-Enfield No.4 Mk I .303 Rifle (Power 2, Power
3 on blue-numbered Events). You already have the Explosives.
You have 3 Objectives in this mission. First, you must sabotage the Half-Track so
it won’t send any more troops on the beach (resolve an extra Event on it). Then, you must
destroy the Ammo Dump (resolve an extra Event on it to do so). When the Ammo Dump
explodes, all Hell breaks loose! You are wounded in the explosion of the Dump: You
automatically lose -1 Health and you need to draw (not resolve) an extra Event Card to
see how much additional damage you suffer:
– If it is a green number, you lose an additional -1 Health;

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 11


– If it is a blue number, you lose an additional -2 Health;
– If it is a red number, you lose an additional -3 Health;
– If it is a black number, you have found good cover and suffer no additional
Health loss.
The destruction of the Ammo Dump will start a Red Alert.
After that, you must enter the Bunker to find the Gun Control. Resolve an extra
Event there to clear the room. You must then turn the Guns around to fire on German
positions. To do this, you need to draw cards until you draw a green-colored Event
(which will make you win the game).

Hints & Tips: It could be wise to find the Bunker Door before destroying the Ammo
Dump, since it will allow you to move more quickly and less painfully when Red Alert is
declared (by Evading combat).

JUNO BEACH: PANZERSCHRECK


You are a Private 1st Class in Canada’s Régiment de la Chaudière, the only
francophone unit (along with the Kieffer Commandos) landing in Normandy.
You have just landed in Nan White Sector, on Juno Beach, near Bernières sur
Mer, fighting a furious sea. Your men have quickly engaged the enemy in many strategic
points, but some German Armor is posing a terrible threat.
Start on the Bunker Door with a Webley Mk IV Revolver (Power 1, Power 2 on
blue-numbered Events). Your mission is to destroy at least 2 Panzers.
For this Scenario, the Supply Truck and the Half-Track are both considered
Panzers (replace their special text with “-1 Health if end turn here”). Also, the
Panzerfaust Item is replaced by the Panzerschreck (Kills all enemies in 1 combat but lose
-1 Health, 2 uses only). Whenever the Panzerfaust is mentioned, replace the text with
Panzerschreck (like the Item printed on Event #6).
You need to get a Panzerschreck in the Armory (or find one on your own). Once
you have it (it counts as 1 Item toward the 2-Item limit), go to any of the 3 Panzers and
resolve an extra Event there (taking away 1 use from your weapon).
The 1st Panzer you destroy starts a Red Alert. You win when you destroy a 2nd
Panzer. If you manage to destroy all 3 of them, you can start your next game with 9
Health!

JUNO BEACH: CHÂTEAU DE VARAVILLE


You are a Corporal in the 1st Canadian Parachute Battalion, “C” Company. Your
unit was dropped near the Château de Varaville, where the German’s Army 1261th
Coastal Artillery Regiment has installed a 75mm anti-tank Gun, protected by many
fortifications. Your men are scattered all over, so it is up to you to fulfill the mission.
You start on the Drop Zone. The first German you have shot had served on the
Eastern Front, so you have captured his Russian SVT-40 Rifle (Power 2, Power 3 on odd-
numbered Events). You intend to make good use of this prize!
In this Scenario, the dirt roads are actually Trenches, dug around the Château: you
must read Inside Events when you are on outside locations.
Also, the German garrison guarding this place is particularly tough: all enemies
you face are armed with the Item printed on their card (whenever possible, add the power

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of any printed weapon. You count as a Paratrooper). If your enemies have the
Panzerfaust, they are considered Power 8 (whatever their number). When you defeat any
enemies, you are allowed to pick the Item printed on their card (without having to draw a
new card).
Your mission is quite simple: get the Explosives from the Ammo Dump (resolve
an extra Event there), sabotage the anti-tank Gun (by resolving an extra Event there in the
Gun Control; this starts a Red Alert) and return to Drop Zone (end your turn there to
win).

Historical note: “C” Company was reduced to a few men after a less-than-perfect drop
(the remainder being distributed as far away as 10 miles away). The Château de Varaville
was manned by a much larger force than had been anticipated, as was the estimated
number of enemy troops in Varaville itself. Nonetheless, after a difficult battle, the
Canadians managed to neutralize this strategic position and help secure the Juno area.

OMAHA BEACH: FIRST WAVE


You are a Private 1st Class in the US Army’s 29th Infantry Division (nicknamed
the Blue and Gray), 116th Regiment. You are part of the first wave of the assault on
Omaha Beach and your landing craft has brought you a long way from Dog Green Sector,
where you were supposed to land. Your men need to link up with the rest of the Division,
but a concrete wall is making things impossible. So you have volunteered to blow up
these fortifications!
You start on the Drop Zone with your M1 Garand Semi-Automatic Rifle (Power
2, Power 3 vs. Infantrymen). Behind you are the bloody waters of the sea. German bullets
are flying everywhere: every time you end your turn on an outside location, you lose -1
Health (before being allowed to Rest).
First, you need to find the M1A1 Bangalore Torpedoes, an explosive charge made
for hard-to-reach obstacles. The Torpedoes can be found in the wreck of a US Jeep (the
Half-Track tile). You need to resolve an extra Event there to wrestle the Torpedoes from
their box. They are a Free Item (that doesn’t count toward your 2-Item limit) that cannot
be dropped or lost (exactly like the Explosives).
Then, you need to reach the Entrance. This is actually a German concrete pillbox,
a very small bunker with only 1 room and no exit door (called a Widerstandnest,
“Resistance Nest”, one of 15 present at Omaha Beach). You cannot Evade combat in the
Entrance. You need to resolve an extra Event there to blow up the pillbox. Once this is
done, Red Alert is declared, and the wall in front of the main door will be destroyed
(creating an exit “door”). The road is clear, you can proceed to the other side…
Put the Bunker Door on the opposite door of the Entrance. Then, reshuffle all the
outside tiles into one pile, facedown. On the other side of the pillbox, you must find the
rest of your men, who are pinned down under the Barbed Wire (end your turn there to
win). Remember that you lose -1 Health every turn on outside locations.

Note: There is no Flare Cartridge to be found in this Scenario.

OMAHA BEACH: KILL THE MG42s

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You are a Corporal in the US Army’s 1st Infantry Division (nicknamed the Big
Red One). You are part of the first wave of the assault on Omaha Beach and the
resistance is brutal. Your men are getting mauled by a nest of MG42s, stationed in a
Bunker on the bluffs. You decide to take matters into your own hands and clean that nest!
For the duration of this Scenario, Red Alert is on. In addition, you cannot Evade
combat (until you have fulfilled your Primary Objective).
You start on the Barbed Wire, armed with your Thompson M1928 Submachine
Gun (Power 3, Power 4 on blue-numbered Events). You have 2 objectives: your Primary
Objective is to find your way inside the Bunker and resolve an extra Event in the Gun
Control to permanently silence those MG42s; your Secondary Objective is to sabotage
the Panzer so it won’t move on the beach (resolve an extra Event on the Panzer or, if you
have the Panzerfaust, simply use it there without having to resolve an extra Event).
Silencing the MG42s will allow you to Evade combat.
You must return to your unit to win the game (end your turn on the Barbed Wire).

POINTE DU HOC: SCAVENGER HUNT


You are a Staff Sergeant in the US Army’s 2nd Ranger Battalion, Dog Company.
You are part of a special assault team, sent to neutralize German Artillery placed at the
top of the high cliffs of Pointe du Hoc, overlooking Omaha Beach.
The climb was difficult but the Rangers managed to take control of the cliffs. That
was the easy part. Now, the much-needed reinforcements are still unaccounted for. Led
by your commanding officer Lt. Col. James Earl Rudder, you and your men have held on
to your position for more than 24 hours, amid fierce counterattacks. The men are low on
food, low on ammunition and low on morale.
That is why Lt. Col. Rudder has sent you on a scrounging patrol, to bring back
supplies, weapons and ammo for your men.
It is now the morning of June 7th. Your starting weapon is a M1 Garand Semi-
Automatic Rifle (Power 2, Power 3 vs. Infantrymen). You have a big M1936 Musette
Bag, which lets you carry as many Items as you want (this Item cannot be dropped or
lost).
You start on the Entrance. You must find the Storage. If you end your turn there,
you collect some ammo for your friends (no need to resolve an extra Event). You also
need to find 6 different Items (not counting the ammo or your starting gear).
Once you leave the Bunker, Red Alert is declared. You need to end your turn on
the Supply Truck (your getaway) to win the game.
To play this Scenario, you have ONE ADDITIONAL HOUR.

Note: The Supply Truck and the Storage locations lose their special text for this Scenario
(you cannot draw extra Events to find Items on them). However, the Armory still
functions normally (resolve an extra Event to collect a Panzerfaust once per game).
If you lose an arm to Infantrymen with Bayonets (Inside Event #4), it does not
affect your carrying capacity (since you have the Musette Bag). But if you lose both
arms, you lose the game.
Bringing back an empty Flame-Thrower still counts as 1 Item, but the Flare
Cartridge does not count.

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 14


Optional: Start with a US Army TL-122B Flashlight (When you draw for an Item, draw 2
cards and choose 1, then discard the 2 cards). Like the Flare Cartridge, the Flashlight
won’t count as 1 Item for the completion of your mission, but it will prove most useful
toward the end of the game, when you need to complete your 6-Item inventory.

Historical note: Lt. Col. Rudder and his men had to wait until June 8th at noon to get the
reinforcements they were waiting for since June 6th. The relief forces, made of the 5th
Ranger Battalion, the 116th Infantry Regiment and tanks from the 743rd Tank Battalion,
forced the Germans to withdraw toward Grandcamp and the Rangers were able to take a
short rest.
During this assault, the 2nd Ranger Battalion suffered 135 losses out of the 225
men that landed. On June 8th at 1200 hrs, only 90 men remained fit for duty.

SWORD BEACH: MINES & SNIPERS


You are a British Sergeant of the 3rd Infantry Division (nicknamed the Iron
Division), Royal Warwickshire Regiment. You have just landed on Sword Beach, in
Queen White Sector. While your friends are pinned down by enemy fire, you have
crawled your way into German lines. You need to find the Bunker and neutralize its
firepower. Since you are an engineer, you already have the Explosives.
You start on the Drop Zone, armed with a Lee-Enfield No.4 Mk I .303 Rifle
(Power 2, Power 3 on blue-numbered Events). The place is riddled with mines and
snipers are taking shots at you!
When outside, on every green-colored Event, a sniper shoots at you (-2 Health).
Also, if you draw an Event with the location you are standing on, you step on a mine (-4
Health). Mines and snipers are not a problem while you are inside.
You have 2 objectives in this mission. You must sabotage the Barbed Wire (by
resolving an extra Event on it and collecting a Bronze Star Medal in return) and you must
neutralize enemy fire by resolving an extra Event in the Gun Control (this will start a Red
Alert). Once this is done, return to the Drop Zone to win the game. But on your way out,
beware of mines and snipers outside!

Note: A mine can only be present at the Location you are standing on at the moment you
resolve an Event. For example, if you read Event #9 (Location: Supply Truck) while
standing on the Half-Track, and you decide to Evade combat to the Supply Truck, you do
not step on a mine.

Hint & Tips: Be very careful of Event #5 when you are standing on the Panzer! And
don’t waste cards trying to gain Items: sabotaging the Barbed Wire will give you a free
Item.

UTAH BEACH: THE FORTIFIED BUNKER


You are a Private 1st Class in the US 4th Infantry Division, under the command
of Brigadier General Theodore Roosevelt, Jr. Your division has landed more than a mile
away from its objective. You are sent on a recon patrol in the Uncle Red Sector, where
you find a heavily defended bunker that contains a radar station. Your mission: to get
inside, sabotage the radar and return to Gen. Roosevelt!

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 15


You start on the Bunker Door with your M1 Garand Semi-Automatic Rifle
(Power 2, Power 3 vs. Infantrymen). Put 2 tokens on the Entrance. These represent the
additional Events you need to resolve to move inside.
To move on the Entrance, resolve an Event as usual. Then, resolve 1 extra Event
to remove each token. You are not allowed to Rest between these Events, but you can
Evade combat (to the Bunker Door) or use Items (like the Medical Kit or the refueling of
the Flame-Thrower). If you Evade combat, you need to re-enter the Entrance and resolve
extra Events on the tokens that are left.
Once the Entrance is clear, put 3 tokens on the Bunker Door. These will be extra
Events you’ll need to resolve to move outside.
Inside, your mission is to resolve an extra Event in the Radio Room to disable the
radar. This will declare Red Alert. Then, you must leave the Bunker. To move outside,
resolve extra Events on the Bunker Door to get rid of the 3 tokens.
You must end your turn on the Drop Zone to win.

Note: If you resolve Inside Event #5 (Resolve another card), you need to resolve the
following Event to get rid of a token.
When you try to leave, you are allowed to Evade combat from the Entrance into
the Bunker Door. Once there, you need to immediately resolve extra Events to get rid of
the tokens (no Resting allowed until you either clear the tokens or Evade back to the
Entrance).

ALLIED SCENARIOS: THE ROAD TO BERLIN

SNIPING IN CARENTAN
(June 13th, 1944)
You are a Private in the American 101st Airborne, 502nd PIR, 2nd Battalion. A
crack-shot among your peers, you have been designated as the sniper of your platoon.
While en route to Carentan, your patrol has stumbled upon a German Bunker,
serving as the headquarters for the 17th SS Panzergrenadier Division. One of the
division’s commanding officers, an SS-Standartenführer (Colonel), is returning to his HQ
in an armored transport. Your mission is to neutralize the HQ and to take out the Colonel
as he arrives!
Start on the Bunker Door, with your Springfield M1903A3 National Match Rifle
(Power 2, Power 3 during Event #9). You must go to the Amory, where you’ll find a
Sniper Scope (+2 Power outside and -1 Power inside to any un-scoped Rifle) by
resolving an extra Event there. This starts a Red Alert.
Then you must welcome the Colonel with some bullets. He will arrive in his half-
track and you need to find a good “nest” to take him out.
Find the Half-Track. Then, move on to another outside tile to find a shooting spot:
the further you are, the better your chances of killing him without being found. You must
be on an outside tile that is at least 4 tiles away from the Half-Track (diagonals count as 2
tiles).
When you decide on your shooting spot, take your shot: resolve an extra Event
but before drawing it, you must guess its color. If you guess the right color, and survive
the Event, you have successfully killed the Colonel and you win. If you guessed wrong,

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 16


resolve that Event and take another shot (guess and resolve an extra Event). You are
allowed to Rest between shots and you must use the Sniper Scope to shoot at the Colonel.
Take shots until you kill him. Do not forget that the Half-Tracks adds +2 SS Soldiers or
Infantrymen to any encounter.

Note: You must use the Sniper Scope, but it doesn’t have to be mounted on your
Springfield (it can be mounted on a Kar98k, for example, or on any other Rifle or
Carbine). For this Scenario only, the Sniper Scope cannot be dropped or lost.
You cannot shoot the Colonel with a Weapon Jam. If you are affected by a
Weapon Jam (Red Alert Event #5), you must either use your scope on another rifle (like
the Kar98k) or move to another tile (and resolve a regular Event to “get rid” of the jam,
before resolving extra Events to shoot the Colonel).
If the outside locations layout doesn’t permit you to be 4 tiles away from the
Colonel, you lose the game.

THE V-2 ROCKET


(June 18th, 1944)
You are a Private in the US 47th Infantry Regiment, part of the 9th Infantry
Division (nicknamed the “Manchus”), attached to the US Army VII Corps. As your unit
approaches the commune of Brix, on your way to Cherbourg, a surprise awaits your small
recon patrol: a V-2 Rocket installation!
Your patrol infiltrates the installations and sabotages the Launching Pad. But
before you can leave, you and your men fall into an ambush! All your men are killed,
leaving you alone to leave this place before it explodes…
For this Scenario, replace the Panzerfaust by the Panzerschreck (Kills all enemies
in 1 combat but lose -1 Health, 2 uses only). Whenever the Panzerfaust is mentioned,
replace the text with Panzerschreck (like the Item printed on Event #6 or the Armory’s
special text).
Start on the Gun Control (the Launching Pad) with your Thompson M1928
Submachine Gun (Power 3, Power 4 on blue-numbered Events). It is now 0800 (you have
spent the previous hour getting to the Launching Pad).
The Launching Pad is full of fuel: you must leave the Bunker before the charges
explode! They will blow at precisely 0900. If you are still on an inside location by the
time you reshuffle the Event Cards, you die.
The last Event Card of this hour (no matter if it was resolved or discarded)
determines the damage you suffer during the explosion (following the Dangerous Blast
Optional Rule): if it is a red-numbered Event, you lose -3 Health; if it is blue, you lose -2
Health; if it is green, you lose -1 Health and if it is black, you have found some cover and
suffer no Health loss.
Red Alert is declared after the explosion (at 0900). The Germans have sent a
Panzer to crush you! There are 2 ways of destroying this Panzer: you can either use a
Panzerschreck (found in the Armory or on your own), or you can use the Explosives (end
your turn on the Ammo Dump to get them, no need to resolve an extra Event).
In either case, resolve an extra Event on the Panzer (and lose 1 use of the
Panzerschreck) to win.

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 17


Historical note: The 9th Infantry Division is one of the oldest and most decorated active
units in the United States. It fought in every major American conflict since the Civil War,
earning its nickname after having been sent to China as part of the “Relief Expedition”
for the Boxer Rebellion (1900-1901).
After its breakout from Normandy in June 1944, the 9th Infantry Division went on
to fight in the Battle of the Bulge and spearheaded the assault on the Siegfried Line in
1945. The “Manchus” ended World War II with 3 Presidential Unit Citations.
The V-2 rocket (German: Vergeltungswaffe 2), designed by Werner von Braun,
was the first ballistic missile and first man-made object to achieve sub-orbital spaceflight,
the progenitor of all modern rockets (including the American Saturn V moon rocket, also
designed by von Braun). Between mid-1944 and March 1945, over 3,000 V-2s were
launched as military rockets by the German Wehrmacht against Allied targets in World
War II, resulting in the death of an estimated 7,250 military personnel and civilians.

OPERATION COBRA
(July 26th, 1944)
Operation Cobra, Gen. Omar Bradley’s ambitious attempt to break out from the
Normandy area, transforming the bogged-down hedgerow war into a highly mobile front,
has started yesterday.
As a 2nd Lieutenant in the 79th Infantry Division of the US VIII Corps, you have
made good progress although German resistance is ferocious. As your unit arrives near
Coutances, you are sent as a scout to examine a Bunker…
Start on Drop Zone with your Winchester M1897 “Trench Gun” Shotgun (Power
1 outside, Power 3 inside, Power 4 in the Gun Control). You also have a British
Gammon Bomb (Power +5, only works in Armory, Gun Control, Ammo Dump & Panzer,
discard after 2 uses).
Your mission is to find the Explosives in the Ammo Dump (resolve an extra
Event there) and to eliminate the German howitzers in the Gun Control (resolve an extra
Event there to sabotage them). This will declare Red Alert.
Outside, things move quickly and the front is always moving: for every inside tile
you place (including the Entrance), remove one outside tile (all remaining tiles must be
connected to the Entrance – no tile can “float” without being connected to other tiles).
When you leave the Bunker, reshuffle all removed tiles in the outside locations pile and
start exploring, in search of the Drop Zone (where you must end your turn to win).

Notes: If you remove the Bunker Door when inside, put it aside (do not reshuffle it).
No Flare Cartridge can be found in this Scenario.
The Gammon Bomb is not your starting weapon, and can therefore be lost or
dropped.

Historical note: Bradley’s Operation Cobra was a resounding success and helped pave
the way to the liberation of Paris (August 25th, 1944) and the Allied invasion of
Germany.

MARKET GARDEN: THE SS PATROLS


(September 17th, 1944)

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 18


You are part of “Market”, the airborne half of this vast operation (“Garden” is the
ground advance of the 2nd Army, spearheaded by the British XXX Corps).
You are a Corporal in the 1st Allied Airborne Army, US 82nd Airborne Division,
508th PIR, 1st Battalion. You have been dropped near the Dutch town of Groesbeek, not
very far from Nijmegen, you final objective. The nearby 9.SS-Panzer-Division
“Hohenstaufen” has sent 6 SS Patrols from its Reconnaissance Battalion in your area: it
is your mission to take them out!
In this Scenario, the Bunker is actually a Dutch farm converted to a temporary
headquarter for the local SS, and all enemies encountered are considered “SS Soldiers”
(but, apart from the enemy types, all the Encounters remain exactly the same).
Start on the Drop Zone with your M1A1 Carbine (Power 2, Power 3 on red-
numbered Events).
You must resolve extra Events in the Command Room (to gather information on
the whereabouts of local German Divisions) and in the Radio Room (to sabotage all the
communication equipment). Resolving either extra Event starts a Red Alert.
During this mission, you must fight at least 6 enemies (the 6 SS Patrols). End turn
on Drop Zone to win.

Note: Since all encounters in this Scenario are considered SS Soldiers, all cards that affect
Paratroopers or Infantrymen have no effect (like the MP34).

SIEGFRIED LINE: SNIPING IN AACHEN


(October 2nd, 1944)
You are a Staff Sergeant in the US 30th Infantry Division (the “Old Hickory”
Division), 117th Infantry Regiment. Near the city of Aachen (or Aix-la-Chapelle),
already evacuated to protect the population from Allied attacks, your unit has
encountered one of many bunkers forming the famed Siegfried Line, a wall of
fortifications built along the western German border. You must clear those bunkers one
by one…
You have been assigned to a typical bunker of this area: a Type 107 double MG
casemates with concrete walls up to 3.5m thick. The place is empty while its men are on
patrol. Well camouflaged, you are waiting on top of the Bunker for the German troops to
return.
You are armed with what many consider the best sniper rifle of the War: a
captured Kar98k Sniper Rifle with Scope (Power 4 outside, Power 1 inside).
Start on the Bunker Door. All outside locations are on Red Alert.
First, you must do some sniping: place 1 location per turn, as if you were moving,
but you stay where you are (no movement is allowed). All encounters take place at a
distance, but gunshots are exchanged nonetheless, so you can still lose Health. Resolve 1
Event per placed tile (treat Red Alert Event #6 as saying “Nothing happens” and you
cannot gain Items from fallen enemies). You are always allowed to Evade combat (even
from the Barbed Wire), but when you do, place a token on that location. That token
represents the surviving enemy soldiers.
Once all outside tiles are in play, you are done sniping: you need more ammo!
Enter the Bunker and get some cartridges in the Armory (resolve an extra Event there).

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 19


Inside, you are allowed to pick up Items normally. Once you have your ammo, Red Alert
is declared.
You must then leave the Bunker and run to the Supply Truck (your getaway).
But you are not done yet: for every token present outside, you must resolve 1
extra Event on the Supply Truck (as the surviving soldiers attack you). You are not
allowed to Evade but you can Rest between these Events. Remember that all outside tiles
are on Red Alert. Once you have resolved these extra Events (if any), ending your turn on
the Truck means winning the game.
No Flare Cartridge can be found in this Scenario.

Historical note: Taking up position along the Wurm River, the 30th Infantry launched its
attack on the Siegfried Line on October 2nd, 1944, and succeeded in encircling Aachen
and contacting the US 1st Infantry Division (the Big Red One) on October 16th. Later on,
the 30th Infantry crossed the Roer River on February 23, 1945, near Julich (after the
failed Operation Grenade).

SIEGRIED LINE: HELL BUNKER


(October 29th, 1944)
You are a hotheaded Private 1st Class in the US 3rd Infantry Division, advancing
on German territory. Your patrol has encountered a Type 10 Limes Bunker, near Düren,
while you were out scouting the area. You came back to see all your comrades dead or
dying. Filled with rage, you decide to avenge your friends and storm the Bunker alone!
For this Scenario, replace the Panzerfaust by the Panzerschreck (Kills all enemies
in 1 combat but lose -1 Health, 2 uses only). Whenever the Panzerfaust is mentioned,
replace the text with Panzerschreck (like the Item printed on Event #6 or the Armory’s
special text).
Start on the Drop Zone, armed with a BAR M1918 Machine Gun (Power 4, jams
on blue-numbered Events). You must find the Ammo Dump to get the Explosives, and
then find the Bunker Door…
But the place is swarming with Germans! When you move onto an inside
location, add the number of doors of that tile to the total number of enemies present (if
any). For example, any encounter in the Gun Control would have +3 enemies (since the
room has 3 doors).
You must sabotage the Guns in the Gun Control (which will start a Red Alert) and
end your turn on the Drop Zone to win.

Historical note: The Germans themselves called this defense system the Westwall, but
the Allies renamed it after the First World War Siegfried Line (which is also called the
Hindenburg Line).
The Siegfried Line was a defense system stretching approximately 630 km, with
more than 18,000 bunkers, tunnels and tank traps. It went from Kleve (on the Dutch
border), along the western border of the old German Empire and as far as the town of
Weil am Rhein on the Swiss border. Built more for propaganda than strategy, Adolf
Hitler planned the line in 1936 and had it built between 1938 and 1940 (after the Nazis
had broken the Treaty of Versailles and the Locarno Treaties by remilitarizing the
Rhineland).

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 20


The Westwall construction was actually broken into different phases, each called a
“program”. The Grenzwacht-Programm (“Border Watch Program”) was the first phase
(1938), followed closely by the Limes-Programm, which had a deliberately misleading
cover name, chosen to evoke the archaeological research just finished at the Limes
Germanicus (Upper Germanic and Rhaetian Limes).

ROER DAM
(February 9th, 1945)
On its way to Germany, the US 9th Army wants to cross the Roer River on the
Belgium-Germany border (Operation Grenade), in a pincer move coordinated with the
1st Canadian Army’s Operation Veritable. As the Germans try to stop the advance of the
Americans, the attention is focused on the Roer River Dams. If the Germans manage to
destroy them, the Allied advance could be seriously delayed by the ensuing flooding.
You are a First Sergeant in the 78th Infantry Division (the “Lightning Division”),
1st Battalion, 309th Infantry Regiment, attached to the 9th Army. Your mission is to stop
the Germans from blowing up the Schwammenauel Dam.
You start on the Drop Zone with your M3 “Grease Gun” Submachine Gun
(Power 3, Power 4 on green-numbered Events).
Since the fighting is fierce, you are Power -1 on outside locations. The Bunker is
on the Dam itself.
When you find the Bunker Door, immediately place the Entrance next to it. On
the Entrance, place a token: this represents the German Engineers who will try to blow
up the Dam. They move before you do, and always away from you (in the opposite
direction when possible). Place new tiles as they move on unexplored locations. If they
get stuck in a corner (like in the Armory), they stop moving.
You need to get rid of the Engineers by ending your turn on the same tile (and
fighting them before getting a chance to Rest). They are Power 7: fight them as though
they were an Event encounter. The “color” of that encounter is determined by the color of
the last discarded Event.
Once the Engineers are dead, Red Alert is declared and you have 2 more things to
do (in any order). You must go to the Gun Control to remove the Explosives (resolve an
extra Event there) and resolve an extra Event in the Radio Room to signal your success to
your comrades. Then, end your turn on the Drop Zone to win.

Historical note: The US 9th Army, temporarily commanded by Field Marshal Bernard
Montgomery as part of the 21st Army Group, could not stop the Germans from blowing
up parts of the Schwammenauel Dam, which resulted in serious flooding of the area. It
took 2 weeks for the Americans to be able to cross the Roer (on February 23rd, 1945).

THE FLAK TOWER


(March 7th, 1945)
Operation Gomorrah (the bombing of Hamburg) is resuming tomorrow night, and
the Allies want to neutralize a Flak Tower, Flaktürm V, situated in the Wilhelmsburg
quarter, in Hamburg. The OSS has specifically asked for you, a 1st Lieutenant of the US
13th Airborne Division, 517th PIR, to take part in this dangerous mission. That Flak
Tower has destroyed many planes, so the lives of your comrades rest on your shoulders!

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 21


You are parachuted near the Gefechtstürm (Combat Tower) of Flaktürm V, which
holds four twin 128 mm Flak 40 Guns. You start on the Drop Zone, armed with a M1A1
Carbine (Power 2, Power 3 on red-numbered Events). You already have the Explosives
and you start with a Flare Cartridge in your pocket.
Take out the Gun Control from the inside tiles pile: Flaktürm V has 2 levels, and
the Guns are on the 2nd level.
When you are inside the Bunker (Flak Tower), you need to find the Elevator (the
Prison Cells location). Once you end your turn on the Elevator, move your token back to
the Entrance and reshuffle all the inside tiles (including the Gun Control). You are now
on the 2nd level and Red Alert is declared.
On the 2nd level, you must find the Gun Control to sabotage the Guns (resolve an
extra Event there). If you succeed, you win.

Historical note: After the Royal Air Force’s raid on Berlin in 1940, Adolf Hitler ordered
the construction of 3 massive Flak towers to defend the capital from further air attacks.
Hitler took personal interest in this project and even made some sketches for them. The
first Flaktürme were operational after a mere 6 months (they were a top priority project).
With concrete walls up to 3.5 meters thick, Flak Towers were considered to be
invulnerable to attacks by Allied bombers. They had a rate of fire of 8000 rounds per
minute from their multi-level guns, with a range of up to 14 km in a full 360-degree field
of fire.
The Flak Towers had also been designed with the idea of using the above-ground
bunkers as civilian shelters, with room for 10,000 civilians, and even a hospital ward.
During the fall of Berlin, the Flaktürme formed their own communities, with up
to 30,000 or more Berliners taking refuge in a single tower during the battle. These
towers were some of the safest places in the ravaged city and some of the last places to
surrender to Allied forces, eventually forced to capitulate as supplies ran out.

OPERATION VARSITY
(March 24th, 1945)
Operation Varsity is a joint American-British airborne operation with one simple
goal: to help the Allies secure a foothold across the River Rhine in Western Germany.
You are a Corporal in the US 17th Airborne Division, 513th PIR, helping the
British 6th Airlanding Brigade to clear artillery batteries near the German town of Wesel.
During the mission, you have found an artillery bunker that no one else noticed.
Your patrol is away but you can’t help taking a peek at the place…
Start on the Drop Zone with a captured Solothurn S-18/100 Anti-Tank Rifle
(Power 5, cannot be used 2 Events in a row). Because this weapon is cumbersome, you
can only carry 1 other Item.
Resolve an extra Event on the Ammo Dump to get the Explosives, then enter the
Bunker and sabotage the Guns in the Gun Control (by resolving an extra Event there).
This will start a Red Alert.
When the Guns explode, the bunker collapses all around you! Reshuffle all inside
tiles and place them in a square (with no tile in the middle). Do not connect them to the
outside tiles for now. You are in the middle of the square (in the empty space). Every
turn, reveal a facedown tile: if it isn’t the Entrance, resolve a Red Alert Event (no

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Evading is allowed because of all the rubble). Inside locations keep their special text: if
you reveal the Infirmary, you get the +1 Health bonus and if you reveal the Storage, you
get the chance to find an Item.
If you reveal the Entrance, connect it to the Bunker Door, move on it and resolve
an Inside Event: you can now leave the Bunker.
End your turn on the Drop Zone to win. Remember that Red Alert is on.

Historical note: While considered a success at the time, Operation Varsity has since been
criticized on many aspects, like its choice of a daylight drop (which accounts for a high
casualty rate) its the critical lack of transport aircrafts (which prevented the US 13th
Airborne from joining the fight), which is blamed on poor planning and execution.
During its attempts to secure its objectives, the 513th Regiment gained a third
Medal of Honor for the division when Private First Class Stuart S. Stryker
posthumously received the award after leading a charge against a German machine-gun
nest, creating a distraction to allow the rest of his platoon to capture the fortified position
the machine-gun was situated in.

THE FUBAR MISSION


The C-47 plane carrying your platoon got hit by German flak. You barely had
time to jump before the plane crashed. You found yourself parachuted in the middle of
nowhere, with no map and no orders. As you drop near (or on top of) the Bunker, you
realize that you can do some good around here…
SETUP – Put the Bunker Door and Entrance tiles aside and shuffle the rest of the
locations in their respective piles, facedown. Then, shuffle the Event Cards and draw a
card to find out your starting location. Look at that card’s color number:
Green – You start outside. Place the top outside tile on the table and place your
token on it. (This is where your parachute lands. If it lands on the Panzer, you start the
game with 5 Health instead of 6.)
Blue – You start inside. Place the top inside tile on the table and place your token
on it. (You have landed on the roof of the Bunker, and found an air vent that drops you
straight into an inside location).
Red – Soldiers fire at you during your drop (-2 Health). Draw another card to see
where you start. If you draw another red number, you lose another -2 Health. If you draw
3 red-numbered cards, you are killed before even touching the ground.
Black – Draw another card to see where you start: you receive that card’s Item as
a bonus.
Once you have a starting location, draw another card and look at the indicated
location: that will be your Primary Objective (which you must destroy with the
Explosives). Your Primary Objective cannot be the same as your starting location. If this
happens, simply draw another card to determine your Primary Objective.
Then, draw another card to determine what your Secondary Objective will be (see
Secondary Objectives). Again, your Secondary Objective cannot be the same as your
starting location. If this happens, simply draw another card to determine your Secondary
Objective.

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Once you know your starting location and your objectives, re-shuffle the Event
Cards and discard the top card facedown. You must also reshuffle either the Bunker Door
(if you start outside) or the Entrance (if you start inside) in their respective pile.
If your Primary Objective is outside, the Explosives are in the Armory; if your
Primary Objective is inside, the Explosives are in the Ammo Dump (resolve an Extra
Event on either location to retrieve the Explosives).
When you fulfill your Primary Objective, Red Alert is declared.
To win the game, you must fulfill both your objectives and return to your starting
location.
In this Scenario, time passes according to Advanced Rules (discard the top card at
the start of every hour, instead of the top 2 cards).

GERMAN SCENARIOS

INVADERS!
You are a German Schütze (Private) from Generalleutnant Wilhelm Richter’s
716th Static Infantry Division, Artillerie-Regiment. Allied troops are landing nearby and
some saboteurs are trying to destroy German defensive positions. You must stop the
invaders!
You start at the Gun Control. Your starting weapon is a Kar98k Rifle with
Bayonet (Power 2 outside, Power 3 inside) but you can pick up more items during the
game. Put the Bunker Door aside and shuffle the Entrance with the other inside tiles. All
enemies mentioned on Event Cards are considered Allied (Infantrymen are Allied
Infantry, SS Soldiers are Allied Soldiers and Paratroopers are Allied Paratroopers). You
must explore ALL the inside tiles to make sure you have repelled the invaders.
Once this is done, leave the Bunker (Red Alert starts when you reach the Bunker
Door). Outside, you must find the Drop Zone. Then, find the Panzer (which is actually an
American M4 Sherman Tank) and gain control of it (by resolving an extra Event on the
tile). Using the gun turret of the Tank, you must destroy the Drop Zone where all the
Allies are coming from: draw Event Cards until you draw a green or a black number (2,
5, 8 or 10). You win the game when the Drop Zone is destroyed.

Note: All cards that normally affect 1 type of enemy (like Paratroopers for the MP34)
now affect the new enemy types. Therefore, the MP34 has a power of 2 vs. Allied
Infantry & Soldiers, and 3 vs. Allied Paratroopers. The Bronze Star Medal is considered
an Iron Cross Medal.

REINFORCEMENTS
You are a German Obergefreiter (Corporal) from the 352nd Infantry’s 914.
Grenadier-Regiment sent to help defend the Bunker from the Allied invasion.
You start on the Half-Track. Red Alert is on. Your starting weapon is a Gewehr
43 Rifle with Scope (Power 3 outside, Power 2 inside) but you can pick up more items
during the game. All enemies mentioned on Event Cards are considered Allied
(Infantrymen are Allied Infantry, SS Soldiers are Allied Soldiers and Paratroopers are
Allied Paratroopers). The Panzer is friendly to you, so you do not suffer the -1 Health
penalty when you end your turn there. You need to explore ALL outside locations to

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clear the area. Once you have done so, Red Alert will stop. But the Allies won’t stop
there!
After you have resolved an Event on the last outside tile, the Allied Fleet will start
shelling the Bunker. You must run inside and reach the Gun Control to return fire!
On every Event you resolve, look at the location (at the bottom of the card): that
location is shelled by the Allied bombardment (remove the tile from play). If you are
standing on a shelled tile, you are automatically killed. It is possible the shelling will
make it impossible to reach the Gun Control: in that case, you have failed your mission.
Once you are in the Gun Control, you notice the Guns were sabotaged by
treacherous Allied engineers. Luckily, they didn’t have time to finish the job. Start
drawing Event Cards: if you draw a green-numbered card (2, 5 or 8), you manage to
repair the Guns and fire them (you win).

Note: You do not need to resolve an extra Event in the Gun Control, you just need to
draw a green number.
There is no Flare Cartridge to be found in this Scenario.
All cards that normally affect 1 type of enemy (like Paratroopers for the MP34)
now affect the new enemy types. Therefore, the MP34 has a power of 2 vs. Allied
Infantry & Soldiers, and 3 vs. Allied Paratroopers. The Bronze Star Medal is considered
an Iron Cross Medal.

PROTECT THE GENERAL


You are the personal bodyguard of Generalleutnant Dietrich Kraiss, commanding
officer of the 352. Infanterie-Division (352nd Infantry Division), who is visiting the
Bunker this morning. While you are patiently waiting at the Bunker Door for the General
to finish his inspection, you hear gunfire. Allied troopers are storming the Bunker! You
must find Kraiss immediately and help him escape!
SETUP – Place the following tiles in a straight line, all correctly connected and in
the correct order:
1 – Supply Truck
2 – Barbed Wire
3 – Panzer
4 – Field Hospital
5 – Half-Track
6 – Bunker Door
7 – Entrance
You start on the Entrance. Place a token (representing the Allied Commandos) on
the Supply Truck. Your starting weapon is a Kar98k Rifle (Power 2) and you are allowed
to pick up more items during the game. All enemies mentioned on Event Cards are
considered Allied (Infantrymen are Allied Infantry, SS Soldiers are Allied Soldiers and
Paratroopers are Allied Paratroopers).
Every time you move, resolve an Event as usual, then move the Commandos
toward you. They are Power 8, and will always move toward you (although, when they
have a choice between 2 tiles, you will choose which path they take). The Commandos
always move after you have moved and resolved an Event.

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The first part of your mission is finding the General. Every time you resolve an
Event (while exploring the Bunker), look at the location (at the bottom of the card): if
that location is an inside tile that’s in play, that is where the General is hiding (place a
marker on it as a reminder). You need to end your turn on the same location as the
General to “pick him up”.
Next, you must escort Kraiss to his getaway: the Supply Truck. You must leave
the Bunker and end your turn on the Supply Truck to win the game. All outside tiles are
on Red Alert. You will probably have to Evade many fights to make it in one piece.
If you end your turn on the same location as the Commandos (either because you
moved there or because they catch up on you), you must fight them immediately (even if
you have already fought other enemies or Evaded combat this turn). When you are on the
same location as the Commandos, you cannot Evade combat (from them or from any
other enemy). Also, and more importantly, the Commandos cannot be destroyed (even
with a Panzerfaust). If you manage to equal their Power (using a Flame-Thrower with a
Grenade, for example), you simply avoid losing Health. The Panzerfaust/Panzerschreck
or the Flare Gun+Gasoline combo will spare you Health loss for 1 combat against them.
If you choose (or are forced) to fight the Commandos, remember that you can lose
a maximum of 4 Health per combat. Once you move past the Commandos, they will
follow you, but you can outrun them by Evading combat with other enemies. Good luck
and God speed!

Note: All cards that normally affect 1 type of enemy (like Paratroopers for the MP34)
now affect the new enemy types. Therefore, the MP34 has a power of 2 vs. Allied
Infantry & Soldiers, and 3 vs. Allied Paratroopers. The Bronze Star Medal is considered
an Iron Cross Medal.
The Commandos count as neither Allied Infantry, Allied Soldiers nor Allied
Paratroopers. It is not affected by cards or locations that affect specific enemy types (like
the Half-Track and various weapons).

Optional Rule: You can replace the Panzerfaust by the Panzerschreck (Kills all enemies
in 1 combat but lose -1 Health, 2 uses only). Whenever the Panzerfaust is mentioned,
replace the text with Panzerschreck (like the Item printed on Event #6 or the Armory’s
special text).

FLAK ATTACK
The Bunker contains 2 FlaK 88 Anti-Aircraft Cannons, located in the Gun
Control. As the Allied planes maintain air superiority over the beaches of Normandy, it is
your job to remind them about German tenacity!
You are a Feldwebel (Sergeant) of the 352. Infanterie-Division’s Flak Battalion,
assigned to man the Flak cannons of the Bunker. Allied C-47 planes are flying over you,
containing airborne troops and saboteurs. One plane is flying directly into your gun
sight…
You start in the Gun Control. Put the Bunker Door aside and shuffle the Entrance
with the other inside tiles. Your first objective is to destroy the Allied C-47. You need to
draw Event Cards until you draw a green or black number. Once you do, the plane is hit!

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But as the C-47 goes down, all the paratroopers it contains will jump and descend
upon you! And to make matters worse, there is no more ammunition for your Cannons!
Your starting weapon is a Kar98k Rifle with Bayonet (Power 3 inside, Power 2
outside), but you can pick up more Items during the game. Once you have shot down the
C-47, you need to leave the Bunker. Outside locations are on Red Alert as the
paratroopers land everywhere. All enemies mentioned on Event Cards are considered
Allied (Infantrymen are Allied Infantry, SS Soldiers are Allied Soldiers and Paratroopers
are Allied Paratroopers). The Panzer is friendly to you, so you do not suffer the -1 Health
penalty when you end your turn there.
You need to find the Ammo Dump and resolve an extra Event on it to obtain
some ammunition for your Cannons. You then need to return to the Gun Control and
resolve an extra Event there to reload the Flak Cannons. If you succeed, you win the
game.

Note: All cards that normally affect 1 type of enemy (like Paratroopers for the MP34)
now affect the new enemy types. Therefore, the MP34 has a power of 2 vs. Allied
Infantry & Soldiers, and 3 vs. Allied Paratroopers. The Bronze Star Medal is considered
an Iron Cross Medal.

IT’S RAINING ALLIES!


You are a Unterfeldwebel (Sergeant) of the Heer’s 91. Luftlande-Division (91st
Air Landing Division). You have been tasked to install an outpost in the Manoir de la
Fière, a collection of stone buildings near the strategic bridge of the Merderet River.
While you are outside, installing sandbags around an MG34 Machine Gun Nest,
your friend suddenly fires in the air. You look at the sky… and see a nightmarish vision:
Allied paratroopers are dropping directly on you!
Start on the Drop Zone with an Steyr-Mannlicher Rifle with Bayonet (Power 2
outside, Power 4 inside). All enemies mentioned on Event Cards are considered Allied
(Infantrymen are Allied Infantry, SS Soldiers are Allied Soldiers and Paratroopers are
Allied Paratroopers). The Panzer is friendly to you, so you do not suffer the -1 Health
penalty when you end your turn there.
On every encounter, ignore the number of enemies mentioned on the Event and
replace it by the Event’s number.
Run inside to the Radio Room (resolve an extra Event there) to alert the High
Command of this invasion and sound the alarm (Red Alert is declared).
Then return to the Drop Zone (your defensive position) and man the MG34
(Power 5 outside, Power 2 inside, jams against 6 or more enemies): do not move from
this location (no Evading is allowed), but resolve Events until you kill at least 3 enemies
(either with your MG34 or, if it jams, with another weapon). Since Red Alert is on, and
numerous enemies are dropping around you, you’ll see your share of Weapon Jams! You
win when you kill your 3rd enemy.

Note: The MG34 cannot be picked up from its Nest on the Drop Zone (it always stays
there). Therefore, it is considered a Free Item.
All cards that normally affect 1 type of enemy (like Paratroopers for the MP34)
now affect the new enemy types. Therefore, the MP34 has a power of 2 vs. Allied

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 27


Infantry & Soldiers, and 3 vs. Allied Paratroopers. The Bronze Star Medal is considered
an Iron Cross Medal.
Don’t forget that you cannot lose more than 4 Health in a single combat.

Historical note: During Mission Boston (the D-Day night drops of the US 82nd Airborne
Division), the 505th PIR (Parachute Infantry Division) attacked the Manoir de la Fière,
Louis Leroux’s residence near the village of Sainte-Mère-Église. Unbeknownst to the
paratroopers, a group of 28 German infantrymen came to the Manor some hours earlier to
transform it into an outpost. After a fight, the Allies managed to capture the Manor but
not the nearby bridge.
During the night and the following morning, several attempts to seize the bridge
and outflank German defenses failed. Col. Roy Lindquist, commander of the 508th PIR,
was later left in charge at Manoir de la Fière. At noon, June 6th, he led an assault that
eradicated the defenses of the bridge, linking up with an isolated Allied group on the west
bank. But through miscommunication and poor assumptions, the Manor’s defenses were
not consolidated and the building was overrun by a German counterattack an hour later.

MUTINY IN THE BUNKER


Seeing the Allied fleet on the horizon, the Polish and Czech conscripts of the
Bunker have decided to rebel against their officers! They have killed all their superiors
and intend to surrender the Bunker to the Allies! Only the men from the 2.
Fallschirmjäger-Division (2nd Parachute Division) are still loyal to the Fatherland.
To reclaim the Bunker and punish the traitors, the Feldjägerkorps (Military
Police) has sent you, an Oberleutnant (1st Lieutenant) from the 4. Kompanie, II
Battalion, Feldjägerkommando III.
You arrive near the Bunker in your SdKfz 251 armored transport (start on the
Half-Track location). Your starting weapon is your trusty Luger P08 (Parabellum) Pistol
(Power 2 outside, Power 1 inside), but you can pick up more items during your mission.
You only have 2 men at your side (start the game at 3 Health) and need to find
more men to help you (which will augment your Health). This mission is crucial and you
don’t have time to lose: you are not allowed to Rest, but you can gain Health from
favorable Events, the Medical Kit (and similar Items) or by location bonuses (Field
Hospital and Infirmary).
When you resolve Events, Infantrymen and SS Soldiers are traitors: you must
fight or Evade them.
Paratroopers will help you: you do not fight them. Instead, they will accompany
you in your mission (the number of Paratroopers shown on Events is the number of
Health Points you regain, up to a maximum of 9 Health).
You need to go inside the Bunker to do 2 things:
Resolve an extra Event in the Command Room to shoot the leader of this
rebellion and send a radio signal to your HQ requesting more troops. To do this, you must
resolve an extra Event in the Radio Room. Once you have sent your message, the
mutineers will declare Red Alert.
Then you must leave the Bunker and return to your Half-Track until help arrives.
End your turn there to win.

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OPERATION VALKYRIE
(July 29th, 1944)
You are a Colonel of the Heer, attached to the 316.Funklenk-Panzerkompanie
(Panzer-Lehr-Division), facing the Allies near Falaise. Your worst nightmare has come
true: the German High Command has linked you to Operation Valkyrie, the failed
assassination attempt on the Führer, last July 20th. The Gestapo has orders to arrest you!
Knowing full well that you are guilty as charged, being arrested and tried means
certain death. So you have decided to make a run for it… but your bodyguard has turned
against you!
Start in the Command Room. As a general officer, you are armed with a Walther
PPK Pistol (Power 1, Power 2 on red-numbered Events).
You have just survived a bloody battle against your bodyguard: draw the first
Event Card to determine how much Health you start with (10 counts as 1) and what
bonus Item you find on his body (do not resolve this Event).
You must run for your life, but the Entrance of the Bunker has been locked (the
door with the arrow is blocked). Find another way to leave the Bunker!
Go to the Armory to obtain the Explosives (resolve an extra Event there). Then go
to the Gun Control and sabotage the Guns (resolve an extra Event there). Because of all
the shells present in the room, the explosion will produce a great blast that will blow the
wall wide open: once the Guns are destroyed, place the Bunker Door adjacent to the Gun
Control (connect the Bunker Door’s arrow to the Gun Control, any way you want). Red
Alert is declared.
Outside, find the Ammo Dump. You must sabotage it (resolve an extra Event
there) to create an explosion that will cover your escape. Follow the Dangerous Blast
Optional Rule to see how much damage you suffer. If you survive, you win.

Note: The Dangerous Blast Optional Rule states that you must look at the color of the
extra Event you have just resolved. If it is red, you lose 3 Health; blue, you lose 2 Health;
green, you lose 1 Health and black, you lose nothing.

Historical note: Following the failure of the July 20th plot to kill Hitler, about 5,000
people were arrested by the SS and the Gestapo (and around 200 were executed).

DER FÜHRERBUNKER
(April 30th, 1945)
You are a Zugführer (Section Leader) in the Volkssturm (the “People’s Militia”).
A retired World War I veteran, you have been drafted against your wishes and sent to the
Eastern Front before being redeployed in the nation’s capital. Every day you see your
beloved city of Berlin being destroyed by the savage Red Beast and your Führer has
taken refuge in his hole like a scared mole. There is no way the Fatherland can win this
futile war. The fighting must stop before Germany is completely annihilated…
There is only one way to end the war: Hitler must die! You have heard of
Operation Valkyrie, a German military plot to kill Hitler that failed last July. Now it is
your turn to take matters into your own hands.
You start on the Drop Zone. The dirt roads are actually the ravaged streets of
Berlin. Your starting weapon is a VG 1-5 Rifle (Power 2, jams on green-numbered

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Events). The Soviet Army and the last remains of the once mighty Wehrmacht are
fighting for every inch of the streets: all outside locations are on Red Alert.
You must find Hitler’s hideout, the Führerbunker. The mad dictator is hidden in
the Radio Room but the doors of that location are locked: you need a key to get in. If you
place the Radio Room without having the key, you cannot move in and must move
elsewhere: if the doors in your location permit it, you are allowed to place another tile to
move on to.
If you have no other possible door (i.e., you have entered the “wrong bunker”, see
Locations in the Basic Rules), you do not lose the game. Instead, you are allowed to
crawl through an air vent (losing -1 Health in the process) to move “through” any wall
(except in the Radio Room). Place an inside tile adjacent to where you are standing as if
there were invisible doors connecting the two. You will lose -1 Health every time you
move through that air vent.
The key is in the Command Room: resolve an Event there to obtain it.
The Führer is well-guarded. When you enter the Radio Room, you must resolve
an extra Event and treat that Event as saying “X SS Soldiers fire at you!”, where X is the
number of the Event (no Evading from this encounter is allowed). This starts a Red Alert.
If you survive this Event, you are allowed to Rest, but you must then resolve
another extra Event (“X SS Soldiers attack you!”) in the Radio Room: if that Event’s
number is green or blue, the Führer dies. If it is red or black, you have some doubts
before pressing the trigger and Hitler escapes to the Command Room. Pursue him there
(as if it was the Radio Room, but you don’t need the key anymore). If you fail to kill him
there, he will hide in the Radio Room again, and so on.
You win when Hitler is dead. They’ll probably make it look like a suicide, but
who cares: you have surely saved thousands of lives, maybe millions...

2-PLAYER SCENARIOS

SWORD BEACH: RIVA BELLA CASINO (Cooperative)


The 2 players are men from the 1er Bataillon de Fusiliers Marins Commandos
(1st Marine Commando) of the Forces Navales Françaises Libres (French Free Naval
Forces), part of the British 4th Special Service Brigade (4th Commando). They have just
survived the landing on Sword Beach and are now heading toward Ouistreham, where
their objective is to secure the small town, site of the Riva Bella Casino.
The Germans have converted the Casino into a heavily fortified command post.
As the French Commandos cautiously approach their objective, they are greeted by
snipers…
SETUP
Player 1 is Capitaine de corvette (Major) Philippe Kieffer, the commanding
officer of the French Commandos. His starting weapon is a Sten Mk II Submachine Gun
(Power 3, jams on blue-numbered Events).
Player 2 is Sous-Lieutenant (2nd Lieutenant) Augustin Hubert. His starting
weapon is a M1 Garand Rifle (Power 2, Power 3 vs. Infantrymen).
Both players start on the Drop Zone. To play this Scenario, you have ONE
ADDITIONAL HOUR. Player 1 (Kieffer) starts the game (both players play alternately).

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MOVING & OBJECTIVES
On outside locations, whenever one of the players resolves a green-numbered
Event, a sniper hits him (-2 Health).
One of the player must end his turn on the Ammo Dump to prevent the Germans
from using it.
The entrance to the Casino (the Bunker Door) is completely barricaded. To enter,
one player must end his turn on the Panzer while the Bunker Door is in play. This will
permit the player to commandeer the tank (which is a friendly American Sherman “DD”
Tank) and fire on the Casino Door.
The only way to enter the Casino is when both players are on the Bunker Door
(they must enter together). Once inside, they can go their separate way.
One player must end his turn in the Armory (to prevent the Germans from using
it).
One player must resolve one extra Event in the Gun Control (which is a Machine
Gun Nest) to silence it. This will start a Red Alert.

VICTORY & NOTES


Once Red Alert is declared, each player must end his turn on the Drop Zone
(beware of snipers!). When a player ends his turn there, he is safe (no longer needs to
move or resolve Events). When both players are safe, they win the game.
If all the outside tiles are put in play, both players receive a Flare Cartridge.
Since the Panzer location is a friendly Sherman Tank, players do not suffer the -1
Health penalty for ending their turn there.
If one player dies, they both lose the game.
Remember that if a player chooses not to move, he must still resolve an Event
from where he is standing.

SINGLE PLAYER
A single player can simply play both Kieffer and Hubert, tracking their Health
and Items separately, following all the above rules.

Historical note: The Riva Bella Casino was secured at 0930 by the French Commandos
(nicknamed the Bérets verts, the Green Berets). Kieffer was wounded twice during the
day but refused evacuation. To help his men, he commandeered an American M4A4
Sherman V DD (“Duplex Drive”) Tank and ordered it to fire on the Casino.
That morning, Lt. Augustin Hubert was killed by a sniper in the street battle near
the Casino (he was 26).
After the fall of the Riva Bella Casino, the French Commando went on to relieve
the British 6th Airborne forces at Pegasus Bridge…
In the XXIst Century France, 6 Commando units are in operation in the war
against terrorism, including the Commando Hubert and the Commando Kieffer.

THE DUEL (Confrontational)


During the invasion, American paratroopers of the 82nd Airborne drop on the
Bunker, accompanied by their commanding officer, 1st Lieutenant Chris St-John. Inside,
Oberleutnant Manfred Doldinger of the 2. Fallschirmjäger-Division (2nd Parachute

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 31


Division), awaits the visitors with his gun drawn. While the two armies clash in battle,
the two officers will seek each other out and try to kill each other.

SETUP
The American player starts on the Drop Zone. He is armed with a Colt Pistol
(Power 1).
The German player starts in the Gun Control. He is armed with a Walther P38
Pistol (Power 1 outside, Power 2 inside). For him, all enemies mentioned on Event Cards
are considered Allied (Infantrymen are Allied Infantry, SS Soldiers are Allied Soldiers
and Paratroopers are Allied Paratroopers). All cards that normally affect 1 type of enemy
now affect the new enemy types. The Bronze Star Medal is considered an Iron Cross
Medal.
Select the starting player randomly. Both take their turn alternately. And don’t
forget to shuffle both the Bunker Door and the Entrance in their respective piles.

MOVING
Every turn, the players resolve Events as usual, trying to stay alive and pick-up
Items on the way. Players must move every turn: they are not allowed to stay put.
If the American finds the Bunker Door before the German finds the Entrance, he
takes the Entrance from the pile of inside tiles and puts it in play (reshuffling the pile
afterwards). When it is his turn to move from the Entrance, that location will be
considered adjacent to any available inside location (the American’s choice if it is his
turn to move, or the German’s). If the American Evades combat from the Entrance, he
does not choose to what inside location it is adjacent.
If the German finds the Entrance before the American, proceed in the same
manner but the other way around.

COMBAT
When the 2 players end their turn on the same tile, they fight: after the Event is
resolved, and before anyone can Rest, draw a card (if necessary) to determine the color of
this encounter (this can affect weapon jamming). Then, both players compare their
Power. If there is a tie, they must use different weapons (a player with no other weapon
counts as Power 0). The Panzerfaust (and the Gasoline/Flare Gun combo) is considered
Power 8. If the fight is a complete draw, then both players suffer -1 Health.
The player with the most Power inflicts 4 Health in damage to the other player.
A player cannot Evade combat from another player.

ITEMS
Items are limited: players can draw a maximum of 2-Item from fallen enemies,
and 1 Item each from the Supply Truck, the Storage and the Armory. Events that say
“you find/spot an Item” do not function, except for the ones that mention specific Items
like the Grenade or the Kar98k Rifle. Both players should agree before game start what
the Bronze Star Medal can be exchanged for: it can be decided to include the Special
Items of this Scenario (see below), or any Item in the game (if players decide to use the
Bronze Star Variations Optional Rules).
Players cannot hold more than 2 Items (in addition to their starting weapon).

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SPECIAL ITEMS
There are 2 Special Items waiting for the players:
If the American resolves extra Event in the Gun Control, he steals a StG45
(Power 4, jams on red-numbered Events)
If the German resolves extra Event in the Ammo Dump, he steals a BAR M1918
(Power 4, jams on blue-numbered Events)
When either one of the players has stolen one of these weapons, Red Alert is
declared (until the end of the game).
If one or both players attack each other with these weapons, it will be necessary to
draw (not resolve) an extra Event Card whenever they fight each other, to determine the
color of that encounter.
If Red Alert Event #8 is resolved (“lose an Item”), players may have to lose their
Special Item. If this happens, they cannot get another one, and must get by with regular
Items.

SPECIAL RULES
Resting gives only +2 Health and is limited to 1 card per turn per player.
The Panzer is friendly to the German player.
There is no time limit to this Scenario.
There is no Flare Cartridge to be found in this Scenario.
Both players are considered Paratroopers (for the MP34, the Half-Track etc).
This Duel is to the death: one player wins when the other player dies (whatever
the reason).

“ITEMS” SCENARIOS

These Scenarios are designed to take advantage of the full range of Items
available in the game. You can play them using the Item Tiles, or a 10-sided dice or any
random-generating method for numbers up to 10 (you can draw Special Operative Cards,
for example, and read their numbers). Use the Random Tables found in Appendix II or
separate the Item Tiles in different piles, one per category.
New Items have been added to these Scenarios to provide even more variety:

Camo Jacket: You are Power +1 when outside


Concussion Grenade (Power +2 outside, Power +4 inside, 1 use only)
Enfield No.2 Mk I .38 Revolver (Power 1, Power 2 against 5 or more enemies)
FG42 Automatic Rifle (Power 2, Power 3 on even-numbered Events).
Gewehr 33/40 Rifle with Scope (Power 3 outside, Power 1 inside)
Mills Bomb No.36M (Power +3, Power +4 on red-numbered Events, 1 use only)
Mortar (Granatenwerfer 36) (Power +5, only works outside, 2 uses)
Mosin-Nagant Rifle (Power 2, Power 1 on red-numbered Events)
PPSh-41 Submachine Gun (Power 3, jams on green-numbered Events)
Radom (Vis) Pistol (Power 1, Power 2 on even-numbered Events)
SDK Silenced Carbine (Power 4, Power 2 on Red Alert)

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THE SUPPLY DEPOT
As a French Sergent-chef (Chief Sergeant) from the 4ème Bataillon d’Infanterie
de l’Air (4th SAS), you are one of many paratroopers whose plane was shot down by
German anti-aircraft fire. You barely had time to jump before your plane crashed. During
this catastrophic drop, you lost your entire gear, including your belt. You have absolutely
nothing on you!
As you slowly fall, you spot a German supply depot, not very far from here. This
is your chance!
Start on the Drop Zone. You have no starting weapon. You can find Items when
you end your turn on these locations (use the corresponding Random Tables from
Appendix II):
- Half-Track: Handguns
- Field Hospital: Miscellaneous
- Supply Truck: Rifles
- Armory: Bombs
- Storage: Machine Guns
You can only find 1 Item per game in each of these locations. The first Handgun,
Rifle or Machine Gun you find will become your starting weapon (it cannot be dropped
or lost and counts as a Free Item).
In this Scenario, you cannot find Items with Events or on fallen enemies. The
Supply Truck, Armory and the Storage have no special text.
If using Item Tiles, simply shuffle the tiles into different piles (one per category),
and place them beside the corresponding locations.
The goal of this mission is to sabotage the Guns hidden inside the Supply Depot.
Resolve an extra Event in the Ammo Dump (to get the Explosives) and in the Gun
Control (to sabotage the Guns). This will declare Red Alert: return to the Drop Zone (end
your turn there to win).

Optional: You can start with a US Army TL-122B Flashlight (When you draw for an
Item, draw 2 cards and choose 1, then discard the 2 cards). In this Scenario, the
Flashlight will allow you to either generate 2 Items per table and select 1, or draw 2 Item
Tiles and keep 1.

Optional: You might also want to use a M1936 Musette Bag, which lets you carry as
many Items as you want (this Item cannot be dropped or lost).

THE WEAPONS CACHE (2 Players, confrontational)


As various reports of the Allies dropping in Normandy reach the German high
command, troops are sent to protect various strategic buildings. In a particular weapons
cache, a British paratrooper and a German Heer soldier meet for the first and last time…

SETUP
One player is a German Unteroffizier (Corporal) of the 352. Infanterie-Division,
ordered to protect the Weapons Cache. The other player is a British Lance-Corporal of
the 6th Airborne Division, sent to sabotage it.

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Place all locations in play. The German player places and connects all the outside
tiles to his liking and the British places all the inside tiles.
Items can be found at the end of any turn on the following locations. On each of
these tiles, place 2 tokens of different colors (1 for each player).
Ammo Dump
Supply Truck
Panzer
Gun Control
Storage
Armory
To find an Item, the players must resolve an extra Event on these locations (and
remove their token). They can find a maximum of 6 Items (1 per location). Here are the
categories of Items found depending on the tokens (use Appendix II’s Random Tables):
1st token: Handguns
2nd token: Miscellaneous
3rd token: Rifles
4th token: Machine Guns
5th token: Bombs
6th token: choose the Table of your choice
No Items can be found with Events or on fallen enemies. The Supply Truck,
Armory and Storage have no special text.
If using Item Tiles, simply shuffle the tiles into different piles (one per category),
and place them beside the corresponding locations.
The German starts in the Entrance, the British starts on the Bunker Door. Both
have a Musette Bag that lets them carry as many Items as they want (they cannot lose this
bag). They have no starting weapon. The first Handgun they find will become their
starting weapon (it cannot be dropped or lost).
Red Alert is on from the start.

MOVING & COMBAT


Every turn, the players resolve Events as usual, trying to stay alive and pick-up
Items on the way. Players must move every turn: they are not allowed to stay put.
When the 2 players end their turn on the same tile, they fight: after the Event is
resolved, and before anyone can Rest, draw a card (if necessary) to determine the color of
this encounter (this can affect weapons). Then, both players compare their Power. If there
is a tie, they must use different weapons (a player with no other weapon counts as Power
0). Weapons that kill all enemies in 1 combat are considered Power 8. If the fight is a
complete draw, then both players suffer -1 Health.
The player with the most Power inflicts 4 Health in damage to the other player.
A player cannot Evade combat from another player.

SPECIAL RULES
Resting gives only +2 Health and is limited to 1 card per turn per player.
The Panzer is friendly to the German player.
Players must ignore the Flare Gun Item (and draw another one).
There is no time limit to this Scenario.

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The Allied player is considered a Paratrooper (for the MP34, etc) and the German
is an Infantryman (this means he will have a Power bonus of +2 when on the Half-Track).
This confrontation is to the death: one player wins when the other player dies
(whatever the reason).

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**
CAMPAIGNS

To add an epic feeling to your game, you can play these different Campaigns,
which combine various Scenarios (and regular games) into one big narrative.

MEDALS
When playing a Campaign, you will be given Medals to help you on the way.
These Medals follow the same rules as Items (except where noted), but they can be kept
from game to game (kind of like “meta-Items”).
Like Items, you can play more than 1 Medal at a time.
There is no limit to the number of Medals a player may have.
There is no way to retrieve a Medal that was forfeited.
These Medals are not to be confused with Victory Medals.

VICTORY MEDALS
Every time you win a Campaign, you receive a Victory Medal. These have no
direct effect in the game (unlike regular Medals) but can give you some interesting
bonuses (see Player Ranks, below).
You do not need to play the Campaigns in any specific order. Just take a note of
the different Victory Medals you collect. If you manage to collect all 13 different Victory
Medals, you will be promoted to 5-Star General and be awarded the Ultimate Medal: The
World War II Victory Medal.

PLAYER RANKS
When you feel ready to play some Campaigns, start noting your Player Rank (you
always start as a Recruit). For every different Victory Medal you collect, gain one rank
(you cannot earn a promotion by winning the same Victory Medal twice). When you start
a Campaign, your Rank will determine if you receive some bonuses.
Here are the number of Victory Medals necessary to achieve the different Player
Ranks:
0 »» Recruit
1 »» Private 1st Class
2 »» Corporal
3 »» Sergeant (*)
4 »» 1st Lieutenant
5 »» Captain
6 »» Major (**)
7 »» Lieutenant Colonel
8 »» Colonel
9 »» Brigadier General (***)
10 »» Major General
11 »» Lieutenant General
12 »» General

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13 »» General of the Army

* When you reach the rank of Sergeant (3), you are entitled to 1 duplicate Medal
(from the ones already available in your Campaign). Decide which Medal you want at the
time of your choice (to help you out of a rough spot!).
** When you reach the rank of Major (6), in addition to your duplicate Medal,
you are also entitled to a bonus Medal, determined at random at the start of the Campaign
(this bonus Medal cannot be the same as the duplicate Medal). Use the tables in
Appendix II to determine which Medal you gain every time you start a Campaign (so it
won’t always be the same).
*** When you reach the rank of Brigadier General (9), instead of your previous
bonuses, you now gain 2 different Medals of your choice (choose them when you need
them!). The 2 Medals do not need to be chosen at the same time, but they cannot be the
same.

CAMPAIGNS

OPERATION MAYFLOWER
Allied Intelligence has spotted 10 artillery bunkers, all part of Hitler’s infamous
Atlantic Wall. As Brigadier General Herbert J. Stewart of the SHAEF (Supreme
Headquarters Allied Expeditionary Force), you are in charge of Operation Mayflower
(part of the larger Operation Neptune): the elimination of beach artillery in the Bayeux
sector.
Operation Mayflower consists of the simultaneous attack of 10 bunkers along the
Normandy beaches. Since resources are scarce, you will need to send the best men to do
the job.
The Operation Mayflower Campaign consists of 11 games (called Missions),
using the following rules:
• You must win 1 Mission with every different Special Operative (described in the
Advanced Rules). This means 10 games, using Secondary Objectives (all of them once,
in the order of your choice). You must play the Operatives in order (start with The
Screaming Eagle and end with The Mixed Unit).
• You must win 1 additional Mission using any of the following Scenarios: Knock
Knock, Medic!!!, Kill the General, The Spy Who Shot Me, Brécourt Manor Assault.
• Losing a Mission means losing the whole Campaign (see below).
• At the beginning of the Campaign, you are given a total of 14 Medals:
– 3 Parachute Badges (“Jump Wings”)
– 3 Ordre de la Libération Medals
– 4 Purple Heart Medals
– 4 Memorial Cross Medals
You can forfeit 1 Jump Wings at the very end of any game to draw 1 extra card
(from the 1 or 2 facedown cards discarded at the start of the hour). You are allowed to
sacrifice a 2nd Parachute Wings to draw the second facedown card (if possible).

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You can forfeit 1 Ordre de la Libération Medal during any turn to “restart” your
turn: put back the Event card you just drew on top of the Event deck, move back to the
location you were on last turn and put back the location you have placed (if any) on top
of its facedown pile. You are now allowed to Rest if you choose, and move to another
spot (although the tile you place will be the same, it can be placed some other way if you
choose to move elsewhere).
You can forfeit 1 Purple Heart at the end of any turn during any Mission to give
you maximum Health or to restore a lost arm (due to Infantrymen with Bayonets).
You can forfeit 1 Memorial Cross to replay a Mission you just lost.
• Choose your Scenario (which will be the last Mission) at the very end of the
Campaign, a decision which will be affected by the nation-specific Medals you have left
(if any).
• Victory Medal: Winning the 10th Mission means total victory: Gen. Dwight D.
Eisenhower himself will give you the Legion of Merit Medal!

THE FRENCH CONNECTION


The French Connection Campaign focuses on French-speaking Operatives. 4
individuals, from different backgrounds, linked together by the fortunes of war, fighting
side-by-side in their own way, trying to make the world a better place…
There are 5 games (called Missions) in this Campaign, using the following rules:
• You must win 5 consecutive games, in the following order:
– The Lost Padre Scenario.
As Honorary Captain Gustave Dubois, from the Canadian Forces Chaplain
Services, you have lost your men. But as you find the Bunker, you decide you must send
a radio signal to your HQ, giving them the position of the Bunker. Once you do, HQ will
ask you to wait in the Drop Zone until rescue arrives, while the Fleet shells the bunker…
– 1 Advanced Rules game as The Engineer
Your are 2nd Lt. Donald Leclair, 1st Canadian Parachute Battalion, sent to rescue
your padre, Gustave Dubois, after the shelling of the Bunker. But as you leave the scene
with him, through the woods, you discover a second Bunker, not far from the first one,
firing at the beaches. You must sabotage it before it’s too late! Dubois will accompany
you and protect you if possible: you gain an additional +1 when Resting and Power +2
against Infantrymen for the whole Mission. The Secondary Objective will be the Radio
Room. There, you will learn that the Germans have captured an important French
Résistant. You will relay that information to HQ, who will send someone to liberate him
on the double…
– 1 Advanced Rules game as The Pilot
You are Flight Sgt. Albert Pelletier (RCAF Pilot), sent to a Normandy Bunker
with a double mission: destroy the Guns and release a prisoner from the Prison Cells
(your Secondary Objective, with the prisoner giving you Power +1 for the rest of the
game). The name of the prisoner is Philippe Chaume of the French Résistance…
– 1 Advanced Rules game as The Résistant
You are Lt. Philippe Chaume of the FFI, fresh out of a German prison. But now
that you have been freed, you want revenge! You return to the Bunker where you were
held captive (and where the Guns have been neutralized by Albert Pelletier). Your
starting weapon is a captured Mauser C96 Pistol (Power 1, Power 2 vs. Infantrymen).

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Your Primary Objective is to sabotage the Panzer (with the Explosives or the
Panzerfaust, resolving 2 extra Events in a row on it – the Panzerfaust will be discarded
after 1 use but will have done what’s necessary for you to resolve a second Event
normally) and your Secondary Objective is the Storage, to retrieve your father’s Lebel
1886 Rifle the Germans have confiscated (it counts as a Free Item, and you cannot drop
or lose this family heirloom).
Sadly, after your escape, the Germans track you down to your hideout and they
arrest you just after you have hidden your father’s rifle. The Germans escort you to
another Bunker, further inland, to be interrogated and executed by the Gestapo…
– Jailbreak Scenario.
As Lt. Philippe Chaume, you will escape and try to disable the Guns. But this
time, ignore the special abilities of Chaume and play him as described in the Scenario.
After all, Chaume has learned a lot about explosives in the last few hours, so he doesn’t
have the penalty of resolving an additional Event when using them, and he doesn’t have
his lunch and rifle anymore… He has, however a renewed hate for the SS and gains
Power +1 against them.
• Losing a Mission means losing the whole Campaign (see below).
• At the beginning of the Campaign, you are given a total of 7 Medals:
– 1 Parachute Badge (“Jump Wings”)
– 2 Médailles de la Résistance
– 2 Purple Heart Medals
– 2 Memorial Cross Medals
You can forfeit your Jump Wings at the very end of any game to draw 1 extra card
(from the 1 or 2 facedown cards discarded at the start of the hour).
You can forfeit 1 Médaille de la Résistance during any turn of any Mission to
discard 1 location tile just drawn and draw another (much like the Flare Gun Item).
You can forfeit 1 Purple Heart at the end of any turn during any Mission to give
you maximum Health or to restore a lost arm (due to Infantrymen with Bayonets).
You can forfeit 1 Memorial Cross to replay a Mission you have just lost.
• Your missions will evidently take place at different times of the day, but for the
sake of simplicity, every mission will start at 0700.
• Victory Medal: Winning the 5th Mission means total victory: General Charles
de Gaulle himself will give all 4 French-speaking Operatives the Légion d’Honneur
Medal for their effort in liberating France. And those men will forever share a unique
bond…

MEDAL OF HONOR
From the American Special Operatives, choose either the Spy or the Screaming
Eagle: the Office of Strategic Services (OSS) has chosen you for a very special mission…
As part of Operation Neptune, you are sent behind enemy lines on a risky but
crucial mission: to sabotage 10 Bunkers in less than 3 days!
You are parachuted on the morning of June 6th and your mission will last until
June 8th. If you succeed, the Allies will be able to secure the beachheads and make
headway deeper into France. Don’t let General Eisenhower down!
The Medal of Honor Campaign consists of 10 games (called Missions) using the
following rules:

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• You must win 10 Advanced Rules games using the same American Special
Operative. Each of the Mission must include a different Secondary Objective (which
means all of them once, in the order of your choice).
• Losing a Mission means losing the whole Campaign (see below).
• At the beginning of the Campaign, you are given a total of 12 Medals:
– 2 Parachute Badges (“Jump Wings”)
– 2 Marksmanship Badges
– 4 Purple Heart Medals
– 4 Memorial Cross Medals
You can forfeit 1 Jump Wings at the very end of any game to draw 1 extra card
(from the facedown card discarded at the start of the hour).
You can forfeit 1 Marksmanship Badge during any combat to boost your starting
weapon to Power 6. Can be very useful if another of your weapons is affected by a
Weapon Jam (Red Alert Event #5).
You can forfeit 1 Purple Heart at the end of any turn during any Mission to give
you maximum Health or to restore a lost arm (due to Infantrymen with Bayonets, see
below).
You can forfeit 1 Memorial Cross to replay a Mission you have just lost.
• If you lose an arm with the Infantrymen with Bayonets (Event #4), the penalty
will last until the end of the Campaign. You can, however, forfeit 1 Purple Heart to
restore a lost arm at any time. If you start a Mission with both arms lost, you
automatically lose the Campaign.
• Your missions will evidently take place at different times of the day, but for the
sake of simplicity, every mission will start at 0700.
• Victory Medal: Winning the 10th Mission means total victory: President
Franklin D. Roosevelt himself will give you a Medal of Honor!

VICTORIA CROSS
The Victoria Cross Campaign plays a lot like the Medal of Honor Campaign, with
a few differences.
Choose who you will play between the 3 British Special Operative: the Special
Air Services (SAS) have chosen you for a very special mission…
As part of Operation Tonga, you are sent behind enemy lines on a risky but
crucial mission: to sabotage 10 Bunkers in less than 3 days!
You are parachuted on the morning of late at night on June 5th and your mission
will last until June 7th. If you succeed, the Allies will be able to secure the beachheads
and make headway deeper into France. Don’t let His Majesty King George VI down!
The Victoria Cross Campaign consists of 10 games (called Missions) using the
following rules:
• You must win 9 Advanced Rules games using the same British Special
Operative. Each of the Mission must include a different Secondary Objective (which
means all but 1, in the order of your choice).
• As your 10th Mission, you will play the Knock Knock Scenario (as your chosen
British Operative, using his special abilities and limitations).
• Losing a Mission means losing the whole Campaign (see below).
• At the beginning of the Campaign, you are given a total of 12 Medals:

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– 2 Parachute Badges (“Jump Wings”)
– 2 Military Medals
– 4 Purple Heart Medals
– 4 Memorial Cross Medals
You can forfeit 1 Jump Wings at the very end of any game to draw 1 extra card
(from the facedown cards discarded at the start of the hour). You are allowed to sacrifice
a 2nd Parachute Wings to draw the second facedown card (if possible).
You can forfeit 1 Military Medal at the beginning of any turn during any Mission
to gain a bravery boost: you are Power +2 for the rest of the hour.
You can forfeit 1 Wound Strip at the end of any turn during any Mission to give
you maximum Health or to restore a lost arm (due to Infantrymen with Bayonets, see
below).
You can forfeit 1 Memorial Cross to replay a Mission you have just lost.
• If you lose an arm with the Infantrymen with Bayonets (Event #4), the penalty
will last until the end of the Campaign. You can, however, forfeit 1 Purple Heart to
restore a lost arm at any time. If you start a Mission with both arms lost, you
automatically lose the Campaign.
• Your missions will evidently take place at different times of the day, but for the
sake of simplicity, every mission will start at 0700.
• Victory Medal: Winning the 10th Mission means total victory: His Majesty the
King George VI will give you a Victoria Cross!

OPERATION OVERLORD
You are Rear Admiral Luverne Gallant of the Royal Navy, working in the
SHAEF (Supreme Headquarters Allied Expeditionary Force) under Admiral Sir Bertram
Ramsay, the Naval Commander in Chief of the Allied Naval Expeditionary Force. You
are responsible for the flotilla of LCAs (“Landing Craft Assault”) that will bring the
various ground forces to their target beaches in Normandy.
The Operation Overlord Campaign consists of 11 games (called Missions) using
the following rules:
• You must win these 10 Scenarios, in order: Utah Beach: The Fortified Bunker,
Omaha Beach: First Wave, Omaha Beach: Kill the MG42s, Sword Beach: Mines &
Snipers, Juno Beach: Turn the Guns Around, Juno Beach: Château de Varaville, Juno
Beach: Panzerschreck, Gold Beach: The Panzer, Gold Beach: The 2 Bunkers, Gold
Beach: The Nest.
• Then, you must win an 11th Scenario: Pointe du Hoc: Scavenger Hunt (which
takes place on June 7th).
• Losing a Mission means losing the whole Campaign.
• At the beginning of the Campaign, you are given a total of 14 Medals:
– 3 Parachute Badges (“Jump Wings”)
– 3 Military Cross Medals
– 4 Purple Heart Medals
– 4 Memorial Cross Medals
You can forfeit 1 Jump Wings at the very end of any game to draw 1 extra card
(from the 2 facedown cards discarded at the start of the hour).

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You can forfeit 1 Military Cross at any time to ignore the text of any location tile
for 1 turn. This can be done after combat if you end up on the Panzer, for example (this
would void the -1 Health penalty for the turn), or after you have drawn an Event on the
Half-Track (where you could ignore the +2 enemies bonus of the tile) or on the Barbed
Wire (where you would be allowed to Evade combat).
You can forfeit 1 Purple Heart at the end of any turn during any Mission to give
you maximum Health or to restore a lost arm (due to Infantrymen with Bayonets).
You can forfeit 1 Memorial Cross to replay a Mission you have just lost.
• Victory Medal: Winning the 11th Mission means total victory: the Allied troops
gain a permanent foothold in France, and Admiral Sir Bertram Ramsay himself will give
you the British Distinguished Service Order (DSO) Medal!

GOLD BEACH (MINI-CAMPAIGN)


You are Major General Douglas Alexander Graham, commanding the British 50th
Infantry Division, whose task is to land on Gold Beach.
The Gold Beach Mini-Campaign consists of 3 games (called Missions) using the
following rules:
• You must win these 3 Scenarios, in order: Gold Beach: The Panzer, Gold
Beach: The Nest & Gold Beach: The 2 Bunkers.
• Losing a Mission means losing the whole Campaign.
• At the beginning of the Campaign, you are given 4 Medals:
– 2 Territorial Decoration (TD) Medals
– 1 Purple Heart Medal
– 1 Memorial Cross Medal
You can forfeit 1 TD during any encounter to Evade combat on an unexplored
location (place a random tile where you wish to Evade combat). You still suffer the -1
Health penalty when Evading (except if you use Gasoline), and must take into account
the text of the new location you are Evading (like the Panzer).
You can forfeit your Purple Heart at the end of any turn during any Mission to
give you maximum Health or to restore a lost arm (due to Infantrymen with Bayonets).
You can forfeit your Memorial Cross to replay a Mission you have just lost.
• Victory Medal: Winning the 3rd Mission means victory: the troops safely secure
Gold Beach, and the Free French Government will reward you with a Croix de Guerre!

JUNO BEACH (MINI-CAMPAIGN)


You are Major General Harrold McDougall, of the Canadian Army, working in
the SHAEF (Supreme Headquarters Allied Expeditionary Force) to help supervise the
Canadian ground forces landing on Juno Beach.
The Juno Beach Mini-Campaign consists of 3 games (called Missions) using the
following rules:
• You must win these 3 Scenarios, in order: Juno Beach: Turn the Guns Around,
Juno Beach: Château de Varaville & Juno Beach: Panzerschreck.
• Losing a Mission means losing the whole Campaign.
• At the beginning of the Campaign, you are given 4 Medals:
– 2 Médailles Militaires
– 1 Purple Heart Medal

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 43


– 1 Memorial Cross Medal
You can forfeit 1 Médaille Militaire to avoid drawing and resolving an Event in
exchange for 1 of your Items. This means you can move or resolve an extra Event
without having to draw a card. You must, in return, lose an Item of your choice (except
your starting weapon and any Item that cannot be dropped).
You can forfeit your Purple Heart at the end of any turn during any Mission to
give you maximum Health or to restore a lost arm (due to Infantrymen with Bayonets).
You can forfeit your Memorial Cross to replay a Mission you have just lost.
• Victory Medal: Winning the 3rd Mission means victory: the troops safely secure
Juno Beach, and you will be awarded the Royal Victorian Order Medal (RVO)!

OMAHA BEACH (MINI-CAMPAIGN)


You are Private 1st Class Julius P. Skinner, of the US 5th Ranger Battalion, Able
Company. In the event of a successful Pointe du Hoc assault, you are scheduled to relieve
these Rangers, commanded by Lt. Col. Rudder. If not, you are scheduled to land on
Omaha Beach during the first wave assault, in Dog Green Sector.
The Omaha Beach Mini-Campaign consists of 3 games (called Missions) using
the following rules:
• You must win these 3 Scenarios, in order:
– Omaha Beach: First Wave: Since the Rangers’ attack on Pointe du Hoc
was delayed and their reinforcements request arrived too late, you have been diverted to
Omaha Beach. There, you have to blow up a German pillbox to help your comrades make
a breakthrough. You will end the Scenario in the Barbed Wire, with others Rangers from
the 5th.
– Omaha Beach: Kill the MG42s: From the Barbed Wire, you will charge
the German Bunker to silence the MG42s.
– Pointe du Hoc: Scavenger Hunt: After your successful attack on Omaha
Beach, you will be the first soldier to finally relieve the 2nd Rangers, who are holding
vital ground and stopping brutal counterattacks on Pointe du Hoc. Once you arrive there
during the night, well before the other reinforcements, you will volunteer for the
scrounging mission…
• Losing a Mission means losing the whole Campaign.
• At the beginning of the Campaign, you are given 4 Medals:
– 2 Combat Infantryman Badges (CIB)
– 1 Purple Heart Medal
– 1 Memorial Cross Medal
You can forfeit 1 CIB during any Mission to completely ignore 1 type of enemy
(Infantrymen, SS Soldiers or Paratroopers) for the rest of the hour (until time passes).
You can forfeit 1 Purple Heart at the end of any turn during any Mission to give
you maximum Health or to restore a lost arm (due to Infantrymen with Bayonets, see
below).
You can forfeit your Memorial Cross to replay a Mission you have just lost.
• If you lose an arm with the Infantrymen with Bayonets (Event #4), the penalty
will last until the end of the Campaign. You can, however, forfeit 1 Purple Heart to
restore a lost arm at any time. If you start a Mission with both arms lost, you
automatically lose the Campaign.

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• Victory Medal: Winning the 3rd Mission means victory: the American troops
safely secure Omaha Beach, and Lieutenant General Omar Bradley will give you the
Distinguished Service Cross Medal!

SWORD BEACH (MINI-CAMPAIGN)


You are British Brigadier Persival Atherton, working directly under Field Marshal
Bernard “Monty” Montgomery in the SHAEF (Supreme Headquarters Allied
Expeditionary Force). Your job is to assist Monty in the coordination of the various
British and Free French forces landing on Sword Beach. Monty has set some very
ambitious objectives for his men, and you must try your best not to disappoint him.
The Sword Beach Mini-Campaign consists of 3 games (called Missions) using the
following rules:
• You must win these 3 Scenarios, in order: The Merville Battery, Sword Beach:
Mines & Snipers and the single-player version of Sword Beach: Riva Bella Casino.
• Losing a Mission means losing the whole Campaign.
• At the beginning of the Campaign, you are given 4 Medals:
– 2 Efficiency Medals
– 1 Purple Heart Medal
– 1 Memorial Cross Medal
You can forfeit 1 Efficiency Medal at any time to look at the facedown discarded
cards (usually 2): you can choose to exchange 1 of those cards with the top card from the
Event Cards deck (without looking).
You can forfeit 1 Purple Heart at the end of any turn during any Mission to give
you maximum Health or to restore a lost arm (due to Infantrymen with Bayonets).
You can forfeit your Memorial Cross to replay a Mission you have just lost.
• Victory Medal: Winning the 3rd Mission means victory: the troops safely secure
Sword Beach, and His Majesty the King George VI will reward you by appointing you
Companion to the Order of the Bath!

UTAH BEACH (MINI-CAMPAIGN)


You are American Colonel Jason L. Spears, working directly for Lt. Gen. Omar
Bradley in the SHAEF (Supreme Headquarters Allied Expeditionary Force). You have
been chosen to help supervise the proceedings of the Utah Beach landings, while Bradley
concentrates on Omaha Beach.
The Utah Beach Mini-Campaign consists of 3 games (called Missions) using the
following rules:
• You must win these 3 Scenarios, in order: Raiding Party, Utah Beach: The
Fortified Bunker & The Crisbecq Battery.
• Losing a Mission means losing the whole Campaign.
• At the beginning of the Campaign, you are given 4 Medals:
– 2 Silver Star Medals
– 1 Purple Heart Medal
– 1 Memorial Cross Medal
You can forfeit 1 Silver Star during any Mission to treat your next encounter
(without looking at it) as saying “You gain X Health”, where “X” is the number of
enemies present. (USA)

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 45


You can forfeit 1 Purple Heart at the end of any turn during any Mission to give
you maximum Health or to restore a lost arm (due to Infantrymen with Bayonets).
You can forfeit your Memorial Cross to replay a Mission you have just lost.
• Victory Medal: Winning the 3rd Mission means victory: the American troops
safely secure Utah Beach, and Lieutenant General Omar Bradley will give you the Army
Distinguished Service Medal (DSM)!

THE SNAFU CAMPAIGN


For 8 paratroopers, the Normandy campaign will be a time of triumph and
friendship. Their destinies will be inextricably woven together as they fight against the
forces of tyranny…
The SNAFU Campaign consists of 10 games (called Missions) using the
following rules:
• You must win 4 FUBAR Mission Scenarios. These Missions will happen
simultaneously during Operation Neptune/Operation Tonga, on the night of June 5th,
1944. If you lose one of these Missions, you must play the Jailbreak Scenario. If you
succeed in this jailbreak, you may continue the Campaign from where you left off. The
Jailbreak Scenario can only be played once this way. Losing an additional Mission
means losing the whole Campaign (see below).
• After the soldiers survive their FUBAR Missions, they will meet during the
night, searching for their respective units. You will play these soldiers: you must win 4
Advanced Games as the Mixed Unit Special Operative. If you lose one of these Missions,
you must play the Great Escape Scenario. If you succeed in your escape, you may
continue the Campaign from where you left off. The Great Escape Scenario can only be
played once this way. Losing an additional Mission means losing the whole Campaign
(see below).
• After the Advanced Games, you must play the Supply Depot Scenario (found in
the “Items Scenarios” section).
• Once the Supply Depot Mission is completed, you must win 1 Scenario of your
choice from the Road to Berlin Campaign (except the German ones): Sniping in
Carentan, The V-2 Rocket, Operation Cobra, Market Garden: The SS Patrols, Siegfried
Line: Sniping in Aachen, Siegfried Line: Hell Bunker, Roer Dam, The Flak Tower,
Operation Varsity. If you lose any of these Scenarios, you lose the whole Campaign (see
below).
• At the beginning of the Campaign, you are given 4 Medals:
– 1 Army Good Conduct Medal
– 1 Croix du Combattant Medal
– 1 British Empire Medal (BEM)
– 1 Memorial Cross Medal
You can forfeit your Army Good Conduct Medal any time to look at the top 2
cards of the Event Deck and put them back in any order.
You can forfeit your Croix du Combattant Medal to gain +1 on all inside
locations for the remainder of the game.
You can forfeit your BEM to avoid drawing and resolving an Event in exchange
for 1 of your Items. This means you can move to a location or resolve an extra Event

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without having to draw a card. You must, in return, lose an Item of your choice (except
your starting weapon and any Item that cannot be dropped).
You can forfeit your Memorial Cross to replay a Mission you have just lost.
• Every time you win a Mission, you are rewarded with a Medal. Use the Random
Tables in Appendix II to determine what Medal you win. During the course of this
Campaign, you may receive Medals from different countries and some may be rewarded
more than once. One exception: The Jailbreak Scenario and the Great Escape Scenario
do not give you any Medals.
• Victory Medal: Winning the 10th Mission means total victory: the Allies are
well on their way to destroy the Nazis and His Majesty the King George VI will reward
every soldier from your group with the Order of the British Empire (OBE).

THE ROAD TO BERLIN


You are Captain Leon Kowalski, of the American Office of Strategic Operations
(OSS). You are in charge of many delicate operations in the European theater, involving
various units and factions. Yours is a subtle chess game against Nazi Germany.
There are 11 games (called Missions) in this Campaign, using the following rules:
• You must win these 11 Scenarios, in order:
– Sniping in Carentan (June 13th, 1944)
Following a lead from an informer, you have asked for patrols in the area of
Carentan, looking for SS officers travelling nearby…
The assassination of the SS Colonel will weaken the leadership of the 17th
Panzergrenadier and considerably help the Allied gain a foothold in the region.
– The V-2 Rocket (June 18th, 1944)
Rumors of a V-2 launching site near Brix have given your reason to ask for
special recon units near that village.
With the success of this mission, thousands of lives will be saved and the OSS
will gain information about other V-2 launching sites.
– Operation Cobra (July 26th, 1944)
Reliable sources have told you of a key battery in the area of the 79th Infantry
Division. You have sent precise coordinates to the 79th’s commanding officer.
The success of this mission has 2 benefits: it helps Operation Cobra succeed by
destroying one of the key defenses of the area and it provides Allied Intelligence with
detailed maps of all the German positions in Normandy.
– Operation Valkyrie (July 29th, 1944)
Thanks to the help of British Intelligence, the OSS has contacted some German
double-agents working for the Abwehr, Germany’s Secret Service. The Abwehr was, until
very recently, very shrewdly commanded by Admiral Wilhelm Canaris, an anti-nazi who
masquerades as a zealot. Canaris’ help has been crucial in organizing the assassination of
nazi leader Reinhard Heydrich during Operation Anthropoid (May 27th, 1942).
But now, an even more ambitious plot has been conceived… the killing of Adolf
Hitler, known as Operation Valkyrie.
Sadly, Hitler has miraculously survived the attempt on his life. And now, he is
bloodthirsty! You must save as many conspirators as possible.

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You have sent word to one of them, Colonel Moritz Hennicke, that the Gestapo is
after him. You have offered him safe passage: his debriefing would be invaluable for the
Allies. Let us hope he escapes with his life…
If you fail this mission, Hennicke is captured by the Gestapo. But instead of
forfeiting a Memorial Cross Medal to restart the Mission, you can choose to play the
Jailbreak Scenario instead (as Col. Hennicke). If you succeed in your escape from jail,
you can continue this Campaign.
– Market Garden: The SS Patrols (September 17th, 1944)
The Dutch Resistance has provided the Allies with the locations of some of the
German defenses. Your attention is focused on the 9th Panzer Division, which will be the
greatest menace to the Allied forces of the Nijmegen area.
Although Operation Market Garden is considered a failure (even with Field
Marshal Montgomery’s declarations to the contrary), Nijmegen and portions of the south
of the country were liberated. The information gathered from this mission will pave the
way for Operation Aintree (September 30th – October 18th), which will liberate the
Dutch village of Overloon and the town of Venray.
– Siegfried Line: Sniping in Aachen (October 2nd, 1944)
The Hürtgen Forest, near Aachen, is the site of a growing series of battles
between American forces and the Germans. The mountains nearby provide access to the
crucial Schwammenauel Dam, on the Roer River and the German forces are supervised
by the very capable Field Marshal Walter Model.
Some intercepted encrypted communications between German forces have led the
OSS to believe the Germans are planning a vast offensive. You have asked the US 30th
Infantry Division to send some recon patrols in the area, in the hope of obtaining some
information to confirm or deny this upcoming attack…
– Siegfried Line: Hell Bunker (October 29th, 1944)
Information about an upcoming German offensive are still scarce. The OSS has
sent many field agents and local sympathizers in the Aachen region to obtain any scrap of
information about German troop movements. Bunkers and fortifications of the Siegfried
Line are specifically targeted…
Although this mission will help clear the Siegfried Line for the Allies, Germany
will succeed in surprising the Allies with Operation Wacht am Rhein (“Guard on the
Rhine”), launched on December 16th, 1944. The offensive will happen in the Ardennes
Forest, in what the US will later call the Battle of the Bulge…
– Roer Dam (February 9th, 1945)
Following information gathered during the Battle of Hürtgen Forest, you have
sent scouting patrols in the Roer region and put your best engineers on analyzing various
flooding scenarios. It seems the danger is real, even though many Allied generals think
otherwise. Your report on the situation is very clear: the dams must absolutely not be
sabotaged by the Germans or the Allied advance will be severely crippled!
– The Flak Tower (March 7th, 1945)
Flak Towers have been known to the OSS for a while but no one has succeeded in
obtaining plans of those monstrosities. This mission is a unique chance to explore these
structures and obtain detailed intelligence about their strengths and weaknesses…

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 48


The success of this mission means Operation Gomorrah will proceed as planned,
and the following bombings of Hamburg will demoralize the population and severely put
a hamper on German industry.
– Operation Varsity (March 24th, 1945)
While Field Marshal Montgomery is planning the Allied crossing of the Rhine
(Operation Plunder), he has asked for an airborne element to be inserted into the
amphibious assault. This airborne drop is now called Operation Varsity, and is the single
largest airborne operation in history. Learning from the various errors of Operation
Market Garden, the OSS has provided General Lewis Brereton, commander of the 1st
Allied Airborne Army, with valuable information gathered from various field agents and
contacts, including details about a battery hidden in a bunker…
The destruction of this bunker will be a severe blow to German defenses and will
be crucial to the overall success of Operation Plunder. Following this mission, the OSS
will have access to even more intelligence about remaining Heer and Waffen-SS positions
between the Rhine and Berlin…
– Der Führerbunker (April 30th, 1945)
The OSS’ Morale Operations (MO) Branch has targeted many key groups in
Berlin with efficient black propaganda (propaganda disguised as a reliable source)… You
even managed to convince some desperate souls of the Volkssturm to turn against the
Führer! One of them, Erwin Küchler, a Volkssturm Zugführer (Section Leader), will even
try to kill the Führer himself!
• Losing a Mission means losing the whole Campaign (see below).
• At the beginning of the Campaign, you are given a total of 14 Medals:
– 3 Parachute Badges (“Jump Wings”)
– 3 American Defense Service Medals
– 4 Purple Hearts Medals
– 4 Memorial Cross Medals
You can forfeit your Jump Wings at the very end of any game to draw 1 extra card
(from the 1 or 2 facedown cards discarded at the start of the hour).
You can forfeit 1 American Defense Service Medal to look at the top 2 cards of
the Event Deck and put them back in any order. These can be pretty useful when playing
the Führerbunker or Sniping in Carentan Scenarios.
You can forfeit 1 Purple Heart at the end of any turn during any Mission to give
you maximum Health or to restore a lost arm (due to Infantrymen with Bayonets).
You can forfeit 1 Memorial Cross to replay a Mission you have just lost.
• Your missions will evidently take place at different times of the day, but for the
sake of simplicity, every mission will start at 0700.
• Victory Medal: Winning the 11th Mission means V-E (victory in Europe):
President Harry S. Truman will give you the Presidential Medal of Freedom, even
though the public will never really know the extent of your secret accomplishments.

DEFEND THE FATHERLAND! (GERMAN CAMPAIGN)


You are Generalleutnant Wilhelm Richter, commanding the 716. Infanterie-
Division (716th Static Infantry Division), on the first line of the Normandy invasion.
From your HQ in Caen, you give orders on the phone and on the radio, ordering your
men to stop the invaders at all costs! To make matters worse, the Führer is asleep and has

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 49


given specific orders forbidding anyone to wake him. And Generalfeldmarschall Erwin
Rommel, commanding all the forces of Occupied France, is in Germany for his wife’s
birthday. You are alone against the biggest invasion fleet the world has ever known. Let’s
hope your subordinates will live up to your expectations!
The Defend the Fatherland! Campaign consists of 6 games (called Missions)
using the following rules:
• You must win these 6 Scenarios, in order: It’s Raining Allies!, Protect the
General, Invaders, Reinforcements, Flak Attack and Mutiny in the Bunker. All Missions
happen at the same time, in 5 different Bunkers.
• Losing a Mission means losing the whole Campaign (see below).
• At the beginning of the Campaign, you are given 8 Medals:
– 2 Parachutist Badge (Fallschirmschützenabzeichen)
– 2 Wound Badges (Verwundeten-abzeichen)
– 2 War Merit Crosses
– 2 German Crosses
You can forfeit 1 Parachutist Badge at the very end of any game to draw 1 extra
card (from the 2 facedown cards discarded at the start of the hour).
You can forfeit 1 Wound Badge at the end of any turn during any Mission to give
you maximum Health or to restore a lost arm (due to Infantrymen with Bayonets).
You can forfeit 1 War Merit Cross to switch any “vehicle” outside tile (Panzer,
Half-Track or Supply Truck) with an adjacent outside tile (re-orient them as you please).
The Bunker Door can never be switched that way. You cannot stand on any tile that is
being switched.
You can forfeit 1 German Cross Medal to replay a Mission you have just lost.
• Victory Medal: Winning the 5th Mission means total victory: Field Marshal
Erwin Rommel himself will give you the Knight’s Cross of the Iron Cross Medal!

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***
APPENDIX I: ITEMS & MEDALS

For your convenience, here is a comprehensive list of all the Items found in the
game, including Basic Rules, Advanced Rules, Scenarios and the Campaign Medals.

Weapons
Bayonet (M-4) (Power 1 vs. Paratroopers, Power 3 vs. Bayonets OR +1 to any
Rifle when inside): The American M-4 Bayonet, measuring 11.5 inches, can be used in
hand-to-hand or fixed at the end of any Rifle (or Carbine) to give that weapon a +1 Power
boost on inside locations. If used against enemies with Bayonets (like the Infantrymen
with Bayonets from Inside Event #4), it becomes Power 3 (but remains +1 if it is still
attached to a Rifle).
The Bayonet can be fitted or un-fitted as needed (when you need to switch
weapons because of a Weapon Jam, for example). It can be mounted on a Rifle that has a
Sniper Scope, but it cannot be used on a Rifle that already has a Bayonet (like the Kar98k
Rifle with Bayonet).
Since this weapon cannot jam, if it is attached to a Rifle that jams, the Bayonet
simply becomes Power 1 vs. Paratroopers/Power 3 vs. Bayonets.

Bren Light Machine Gun (Power 4 outside, Power 3 inside): Named after Brno,
the Czechoslovak city of design, and Enfield, the location of the British Royal Small
Arms Factory, this weapon is a modified version of a Czechoslovak-designed light
machine gun, the ZB vz.26. It is popular with British troops who respect the Bren for its
reliability and combat effectiveness. A Bren gunner can use his weapon on the move
supported by a sling, much like an automatic rifle, or fire it from the prone position using
the attached bipod.

BAR M1918 (Power 4, jams on blue-numbered Events): The Browning


Automatic Rifle is a powerful light machine gun that can be fragile and unreliable in hard
conditions. Although it is called a “Rifle” by its makers, it does not count as Rifle in this
game (it counts as a Machine Gun). Therefore, you cannot mount a Bayonet or a Sniper
Scope on the BAR.

Browning HP35 Pistol (Power 1, Power 2 vs. Paratroopers): One of the most
common sidearms of the British Armed Forces, and a favorite among covert and
commando forces like the SAS and the OSS, this Browning High-Power Semi-Automatic
Pistol, model 1935, can carry 13 9mm rounds (plus 1 in the chamber). It was originally
designed by John Browning, who also designed the M1911 Colt .45.

Colt M1911 .45 Pistol (Power 1): The standard sidearm for all US Armed Forces
personnel. This is your starting weapon: it is always at your side and does not count
toward your 2-Item limit (it counts as a Free Item in the Basic Game).

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Concussion Grenade (Mk II HE-Blast Grenade) (Power +2 outside, Power +4
inside for 1 combat): This little-known version of the classic American “Pineapple
Grenade”, filled to the brim with TNT, has a little yellow stripe to identify it as High
Explosive (HE). Compared to fragmentation grenades (like the Model 24
Stielhandgranate or the Mills Bomb), the case of a Concussion Grenade is far thinner and
is designed to fragment as little as possible. The MK II HE-Blast produces an
overpressure greater than any produced by a fragmentation grenade, making it especially
effective in enclosed areas.
This Item follows all the same rules as the regular Grenade from the Basic Rules.
Discard after 1 use.

Enfield No.2 Mk I .38 Revolver (Power 1, Power 2 against 5 or more enemies):


The .38/200 Enfield No.2 Mk I Revolver is the official sidearm of the British (and
Commonwealth) Army. With its spurless hammer, the Mk I version is a double action
weapon, meaning that the hammer cannot be thumb-cocked by the shooter for each shot.
The Enfield No.2 is very fast to reload—as are all British top-break revolvers—
because of its automatic ejector, which simultaneously removes all six cases from the
cylinder. Its double action gives it an edge when multiple shots are needed (hence its
bonus against numerous enemies).

FG42 Model 2 Automatic Rifle (Power 2, Power 3 on even-numbered Events):


The Fallschirmjägergewehr 42 was developed specifically for the use by German
paratroopers, who wanted a suitable gun after their experiences in the invasion of Crete.
The FG42 can fire single shots semi-automatically, but also serve as a light support
weapon. Noisy and somewhat unstable, it is considered a semi-success, especially when
compared to the superior MP44 Assault Rifle.

FmW35 Flame-Thrower (Power 2 outside, 5 inside): The cumbersome


Flammenwerfer 35 is a one-man flamethrower used to clear trenches and buildings.
While it has limited use when fighting outside, it can be devastating inside a bunker! The
FmW35 has only enough fuel for 2 USES. If you find some Gasoline, it will add another
2 uses to it.
You are allowed to carry an empty Flame-Thrower (in case you find some
Gasoline later). Finding a 2nd Flame-Thrower gives you the option to swap your old
Flame-Thrower for the new one. You cannot use the 2nd one to add 2 uses to the old one
(the only way for a Flame-Thrower to have more than 2 uses is if it is combined with
Gasoline).

Gammon Bomb (Power +5 for 1 combat, works only in Armory, Gun Control,
Ammo Dump & Panzer): The British No.82 “Gammon” Grenade, designed by Capt. R.
S. Gammon of the 1st Parachute Regiment, was developed as a replacement for the
highly dangerous “Sticky Bomb” grenades. It consists of an elasticized stockinet bag, a
metal cap and an impact-only fuse. It is filled by its user with plastic explosives. Highly
adaptable and potentially destructive, the Gammon Bomb is particularly useful due to its
small size when unfilled.

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Since it needs to be filled with explosives, this Item can only be used where such
explosives can be found (the Ammo Dump, the Panzer, the Armory and the Gun
Control). This Item is actually 2 empty Gammon Bombs (although it counts as 1 Item), so
it gives you 2 USES. Both can be used in the same combat.
Like the Grenade Box, if an Event forces you to drop 1 Item, you can drop 1
Gammon Bomb only (not both). If you draw the Weapon Jam Event, it affects only 1 of
your Gammon Bombs.

Gewehr 33/40 Rifle with Scope (Power 3 outside, Power 1 inside): This weapon,
made in Germany-occupied Czechoslovakia, is a shortened version of the Kar98k Rifle.
Mainly issued to German Alpine ski troops, the G33/40 was in production from 1940 to
1942.
This model is fitted with a small Zeiss ZF41 Scope, ideal for short distance sniper
duties.

Gewehr 43 (G43) Semi-Automatic Rifle with Scope (Power 3 outside, Power 2


inside): Also called the Karabiner 43 (K43), this gas-operated weapon was first deployed
in 1943. On outside locations, the mounted Scope (a favorite for snipers) enables you to
target opponents at great distance, an advantage that is completely lost at close range (on
inside locations).

Grenade (Model 24 Stielhandgranate) (Power +3 for 1 combat): Called the


“potato masher” by Allied soldiers, this Grenade adds +3 to your current Power for 1
combat (if you use an MP40 with a Power of 3, for example, the Grenade will give you a
total Power of 6 for 1 combat). If you have no other weapon, the Grenade will give you a
total Power of 3 (0 + 3). Discard after 1 use.

Grenade Box: Contains 3 Model 24 Stielhandgranate Grenades (each is Power


+3 for 1 combat, discard after use). This counts as only 1 Item toward your 2-Item limit.
If an Event forces you to drop 1 Item, you can drop 1 Grenade (not the whole box). If
you draw the Weapon Jam Event, it affects only 1 of your Grenades: if you still have
more than 1, you can use another Grenade. More than 1 Grenade can be used in 1
combat.

High Standard HDM .22 Silencer Pistol (Power 2/3/4): The HDM comes
equipped with an integral silencer. Nicknamed simply the “OSS Pistol”, this hard to
detect and precise firearm has a Power of 2 vs. highly-trained Paratroopers, 3 vs. well-
trained SS Soldiers and 4 vs. Infantrymen (who are easier to surprise).

Kar98k (Karabiner 98 Kurz) Rifle (Power 2): The standard rifle of the German
Wehrmacht (Armed Forces), based on the Karabiner 98b Rifle made by Mauser in 1923.
Since this rifle is shorter than the Karabiner 98b (a variant of the Gewehr 98), it was
given the designation Karabiner 98 Kurz (“Carbine 98 Short”). Just like its predecessor,
the rifle is noted for its reliability, good accuracy and an effective range of up to 500
meters with iron sights.

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Kar98k Rifle with Bayonet (Power 2 outside, Power 3 inside): The standard
rifle of the German Wehrmacht (Armed Forces) with a mounted Model 1884/98 III
Bayonet, making it more deadly in close combat.

Kar98k Sniper Rifle with Scope (Power 4 outside, Power 1 inside): This deadly
weapon was selected among many other Kar98k Rifles for being exceptionally accurate
during factory tests. It is mounted with the famed Zeiss Zielvier ZF39 4x telescopic sight,
giving it an effective range up to 800 meters when used by a skilled sniper. When inside,
the fragile and cumbersome Scope actually hinders the use of the rifle (Scope is not
detachable).

Lebel Modèle 1886 Rifle (Power 2, jams on Event #9): The standard rifle of the
French army during the Great War (1914-1918). This rusty weapon misfires (and
becomes Power 0) on Event Card #9, which is an all-encounter Event.

Lee-Enfield No.4 Mk I .303 Rifle (Power 2, Power 3 on blue-numbered Events):


The British army’s standard rifle since its introduction in 1895. Beloved by the Allied
troops, it is considered by many to be the best bolt action military rifle of all time, with a
great rate of fire and impressive stopping power. Its bonus on blue-numbered Events
makes it deadly against Infantrymen (most of whom are found on blue Events).

Luger P08 (Parabellum) Pistol (Power 2 outside, Power 1 inside): Georg


Luger’s Parabellum-Pistole was the standard sidearm of the Army of the German Empire
(Deutsches Reichsheer) during World War I. Designed in 1898 and produced until 1942,
it is still very much in service (although officially replaced by the Walther P38). This
sleek weapon is a very sought-after item among soldiers (of both sides of the conflict).
While not very powerful, its accuracy is exceptional.

M1 Garand Semi-Automatic Rifle (Power 2, Power 3 vs. Infantrymen): The


standard rifle of the US Army, introduced in 1936. Its quick rate of fire gives US soldiers
a significant advantage in firepower and shot-to-shot response time over individual
enemy infantrymen in battle (who are usually equipped with bolt-action rifles).

M1A1 Carbine (Power 2, Power 3 on red-colored Events): This smaller version


of the Winchester M1 Rifle has a folding stock, which makes it a weapon of choice for
paratroopers (especially SAS and OSS operatives). Although technically a “carbine” (a
shortened rifle), this weapon counts as a Rifle for Bayonets and Scopes. This weapon is
particularly effective against the SS, since they all are found on red-numbered Events.

M3 “Grease Gun” Submachine Gun (Power 3, Power 4 on green-colored


Events): Nicknamed the Grease Gun by soldiers because of its resemblance to the
mechanic’s tool, the M3 entered service in December 1942 as the replacement for the
Thompson Submachine Gun. It was originally designed as a disposable small arm, to be
used and discarded once it became inoperative. However, in 1944, a shortage of new M3
weapons forced U.S. Army Ordnance workshops to replacement parts in order to keep
existing weapons operational.

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Mauser C96 Semi-Automatic Pistol (Power 1, 3 vs. Infantrymen): This
legendary weapon gained its fame during World War I. Prized by many, its impressive
rate of fire makes it very effective against unsuspecting enemies.

MG34 Machine Gun (Power 5 outside, Power 2 inside, jams against 6 or more
enemies): The Maschinengewehr 34 (MG32) was accepted for service in 1934 and issued
to units starting in 1935.
While it is generally liked by the troops, it has also proved to be rather
temperamental in heavy combat situations, jamming easily when dirty.
This weapon will jam against 6 or more enemies (in regular games) or against an
opponent of Power 6 or more (in some Scenarios).

MG42 Machine Gun (Power 6 outside, Power 4 inside): The Maschinengewehr


42 has a proven record of reliability, durability and simplicity, but it is most notable for
being able to produce a stunning volume of suppressive fire (between 900 and 1,500
rounds/minute, depending on the bolts). This lightweight, easily portable and rugged
weapon has only true drawback: its voracious appetite for ammunition. So distinct and
terrifying is the weapon that the US Army has created training films to aid its soldiers in
dealing with the psychological trauma of facing MG42s in battle.
In the game, to fire the MG42, you need to fight an enemy with an Item symbol
(the Ammo Pouches are considered MG42 Ammo). This will give 1 USE of the MG42.
Every time you fight an enemy who has MG42 Ammo, you gain 1 additional use.
Enemies with no Item symbol do not give ammo for the MG42. This means that you will
sometimes have to fight with Power 0 to gain some MG42 Ammo.
It is also possible to gain 1 MG42 Ammo at the Ammo Dump (by resolving an
extra Event there, once per game).
The MG42 is a large weapon: its user cannot pick up any additional Items during
the game (except Free Items) and must drop any Item he already holds when picking up
the MG42.

Mills Bomb No.36M (Power +3, Power +4 on red-numbered Events): This


British Grenade, developed by William Mills during World War I, has seen many
variations. This one is the No.36M design, a waterproof model, first introduced in 1917,
which follows the same rules as the regular Grenade (Model 24 Stielhandgranate),
except it gains a bonus on red-numbered Events (so it is highly effective against SS
Soldiers). Discard after 1 use.

Mortar (Granatenwerfer 36) (Power +5, only works outside, 2 uses): The 5cm
leichter Granatenwerfer 36 (5 cm leGrW 36) (“Grenade Thrower”) is a German light
mortar that entered service in 1936. It was gradually withdrawn from front line service by
1942, but available GrW 36 remain in use with second-line and garrison units (and will
until the end of hostilities in 1945). It continues to be popular mainly because it is easily
transported.

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Mosin-Nagant M1891/30 Rifle (Power 2, Power 1 on red-numbered Events):
When the Soviet Union was invaded by Nazi Germany in 1941, the Mosin-Nagant was
the standard weapon issued to Soviet troops. As a result, millions of the rifles were
produced and used as the largest army in history mobilized. Captured M1891/30 Rifles
are designated Gewehr 254 by the German Wehrmacht.
By the end of the war, approximately 17.4 million M1891/30 rifles had been
produced.

MP34 Submachine Gun (Power 2, Power 3 vs. Paratroopers): Designed in


1929, and considered the “Rolls Royce of Submachine Guns”, this exceptionally well-
made weapon is manufactured from the very best materials and is particularly efficient at
close range. It was used by the Austrian police during the 1930s.

MP40 Submachine Gun (Power 3): A replacement for the MP34, the
Maschinenpistole 40 is a fully automatic weapon with a relatively slow fire rate, allowing
for single shot bursts. It is mainly used by paratroopers, platoon leaders and some
Waffen-SS elite troops. It is nicknamed the “Schmeisser” by the Allied troops, who
mistakenly think this weapon was designed by weapon-master Hugo Schmeisser (who
only holds the patent to the MP40’s magazine).

MP44 Assault Rifle (Power 3, Power 4 vs. Infantrymen): Also called the StG44,
this is the world’s first successful Assault Rifle. First designed by weapon-master Hugo
Schmeisser in 1938, it has been in serious development since 1942 (when it was
supposed to be called the MP43), and will be available to troops on the Eastern Front in
July 1944, although some very limited quantities are already deployed in France. This
excellent weapon will later inspire the Soviet AK-47 (Kalashnikov).

Panzerfaust 30: This powerful, disposable anti-tank weapon (Panzerfaust =


“Tank Fist”) consists of a simple loaded tube and a high explosive warhead. When fired,
it kills all enemies in 1 combat, whatever their number. Discard after 1 use.

Panzerschreck: The Raketenpanzerbüchse 43 (“Rocket Tank Rifle model 1943”,


abbreviated in German to “RPzB43”), is an 88 mm caliber reusable anti-tank rocket
launcher. When fired, it kills all enemies in 1 combat, whatever their number, much like
the Panzerfaust but with some differences. First, the Panzerschreck is cumbersome and
takes a while to load: you lose -1 Health whenever you use it (enemies have time to shoot
at you while you load and aim). Second, it can be used 2 times before being discarded.
The RPzB “Panzerschreck” (“Tank Shocker”) was often nicknamed the Ofenrohr
(“Stove pipe”) by German soldiers.

PPSh-41 Submachine Gun (Power 3, jams on green-numbered Events): This


Russian weapon is a firm favorite of SS Troops because of its large capacity drum
magazine and its reliability. Over 6,000,000 of these weapons will be produced during
the War. Although lethal and reliable, it is prone to accidental discharges and a tendency
for the drum magazine to jam.

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 56


Historical note: So many PPSh-41s were captured that it became the second-
most-common submachine gun used by German forces. The Wehrmacht officially
adopted the converted PPSh-41 as the MP41(r).

Radom (Vis) Pistol (Power 1, Power 2 on even-numbered Events): This Polish


firearm (called pistolet wz. 35 Vis by the Polish and 9 mm Pistole 35(p) by the Germans)
is often incorrectly called the “Radom” in English. Inspired by the American Colt
M1911, this pistol is produced at the Fabryka Broni in Radom (Poland), and was adopted
in 1935 as the standard handgun of the Polish Army. It is considered by many to be one
of the finest handguns ever produced.

SDK Silenced Carbine (Power 4, Power 2 on Red Alert): The SDK is a very rare
and unusual silenced bolt-action rifle issued to the Gestapo in 1939. It is rumored to have
ammunition rounds that hold cyanide within the soft lead bullet. Its silencer is most
novel: with the bolt action allowing little gas leak, it somewhat sounds like a billiard ball
hitting soft dirt. Although technically a “carbine” (a shortened rifle), this weapon counts
as a Rifle for Bayonets and Scopes.

Smoke Grenade (No.80 Mk I WP) (Power +2 for 1 combat OR Evade 1 combat


without damage, even when Evading is not authorized): Introduced in 1943, this British-
made grenade containing white phosphorus (WP) will project a smoke screen that gives
good cover either for an attack or for a retreat. It is the only way to Evade combat from
the Barbed Wire location or from enemies that specifically forbid Evading. Discard after
1 use.

Solothurn S-18/1000 20mm Anti-Tank Rifle (Power 5, cannot be used 2 Events


in a row): This Swiss anti-tank rifle uses large and powerful ammunition, with
tremendous recoil, and its size makes portability difficult: when used in combat, it cannot
be used 2 Events in a row. This means you must resolve another Event after combat
before being able to use the Solothurn again. Resting or otherwise discarding Event cards
does not count.
Solothurn firearms company is owned by the German firm Rheinmetall, which
used Swiss factories to get around arms limitations imposed upon Germany at the end of
World War I. In 1940-1941 the US Army considered adopting the Solothurn S-18/1000.
The weapon was standardized for limited procurement as “20mm automatic gun T3”.
However, long contract negotiations resulted in abandonment of the idea.

Springfield M1903A3 National Match Rifle (Power 2, Power 3 on Event #9):


The official rifle of the US Army during World War I, the Springfield is still in service in
many branches of the military, and remains a favorite of some frontline units. The
“National Match” variation was designed for use in shooting competitions, and is the
weapon of choice for American snipers. In August 1943, the United States has re-
equipped the Free French Forces of General de Gaulle with M1903 and M1903A3
Springfield Rifles.

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Sten Mk II Submachine Gun (Power 3, jams on blue-numbered Events): This
British-made weapon has a spartan design that is very cost-effective for mass-production.
It can be deadly in combat but has a terrible tendency to malfunction.

Steyr-Mannlicher M1895 Rifle with Bayonet (Power 2 outside, Power 4


inside): This is an early bolt-action Rifle, used by the Austro-Hungarian army in World
War I, and post-war by both Austria and Hungary.
The Steyr-Mannlicher is renowned for a high degree of reliability and sturdiness,
although it requires decent care and maintenance. Its rate of fire is fairly high for a
manual action weapon but it suffers from considerable recoil. It is designated Stützen 95
by the German Wehrmacht.
This model comes equipped with the 14-inch long Model 1895 Bayonet, giving it
a sturdy bonus when inside.

StG45 (Sturmgewehr 45) Assault Rifle (Power 4, jams on red-numbered


Events): The Mauser Sturmgewehr 45 is designed to replace the current MP44 (StG44)
model, which is expensive to produce. This weapon is in its experimental phase, and
must be considered a prototype. Since it jams on red-numbered Events, the StG45 will
never work against SS Soldiers (since they all are found on red Events).

SVT-40 Semi-Automatic Rifle (Power 2, Power 3 on odd-numbered Events):


This captured Russian weapon, renamed SIG.259(R) by the German Wehrmacht, has had
a considerable impact on European rifles (it has inspired many designs, notably the
Gewehr 43). It is highly regarded by its enemies, making it a much sought-after war
trophy, re-issued to both German and Finnish troops (captured SVT-40s are designated
Selbstladegewehr 259(r) by the Wehrmacht.)

Thompson M1928 Submachine Gun (Power 3, Power 4 on blue-numbered


Events): This American weapon was designed for the trenches of Word War I, but the
War ended before it could enter service. The “Tommy Gun”, as it is often called, went on
to become the most recognizable weapon of the Roaring Twenties. It is widely used in
the British, the Canadian and the American armies. Its bonus on blue-numbered Events
makes it deadly against Infantrymen (most of whom are found on blue Events).

VG 1-5 Semi-Automatic Rifle (Power 2, jams on green-numbered Events): The


Volkssturmgewehr 1-5 is a cheap weapon designed for use by the Volkssturm (the
“People’s Militia”), made from many spare parts in less-than-ideal conditions by the
desperate German factories. It is nicknamed the “Gustloff”, in homage to Wilhelm
Gustloff, the leader of the Swiss Nazi Party, who was made a martyr of the Nazi cause
when he was killed in 1936 by a Jewish student.

Walther P38 Pistol (Power 2 inside, Power 1 outside): The standard sidearm of
the whole German Wehrmacht (Armed Forces).

Walther PPK Pistol (Power 1, Power 2 on red-numbered Events): The


Polizeipistole Kriminalmodell (Police Pistol, Detective Model), introduced in 1931, is a

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 58


smaller variant of the regular Walther PP that is more concealable and better suited to
plainclothes or undercover work.
This excellent pistol is issued to the German military and police, the Luftwaffe,
and Nazi Party officials: it is with this weapon that Adolf Hitler killed himself in the
Führerbunker on April 30th, 1945.
The Walther PPK is also fictional secret agent James Bond’s signature gun in the
novels and most films.

Webley Mk IV .38/200 Service Revolver (Power 1, Power 2 on blue-numbered


Events): Introduced in 1899, the Webley Self-Extracting Revolver, Mk IV proved very
effective in both the Boer War and World War I. At the start of World War II, the official
service pistol for the British Army was the Enfield No.2 Mk I Revolver, but owing to a
critical shortage of handguns, the Webley Mk IV was also adopted to alleviate the
shortage.

Winchester M1897 “Trench Gun” Shotgun (Power 1 outside, Power 3 inside,


Power 4 in Gun Control): During World War I, this shotgun was extremely effective for
close combat, to the point that troops referred to it as a trench sweeper. It was so
devastating, and feared, that the German government of the time protested (in vain) to
have it outlawed in combat. In close quarters, like in the Gun Control, the Trench Gun is
unforgiving.
For gaming purposes, the Trench Gun counts as a Rifle, and can be fitted with
Bayonets and Scopes.

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Other Items
Bronze Star Medal: This US Army Medal is awarded for bravery and acts of
merit. When you draw this Item, look at all face-up discarded Event Cards and choose 1
Item shown on any of these cards. You are allowed to keep the Medal for later use (if you
prefer to wait for a better selection of discarded cards, for example). Discard after 1 use.
In some German Scenarios, this Item is replaced with the Iron Cross Medal,
which functions exactly the same as the Bronze Star Medal.

Camo Jacket: This German SS camouflaged Eichenlaubmuster (“Oak Leaf


Pattern”, spring variation) Type-I Smock, worn over the uniform, gives its user Power +1
when on outside locations. This is a Free Item (it does not count toward your 2-Item
limit) and it cannot be lost (although it can be dropped voluntarily).

Doctor’s Field Bag: This is the standard doctor’s bag from The Royal Army’s
Medical Corps (RAMC). It contains medicine and bandages to help you regain up to 3
Health. There is enough inside that bag to last for 3 uses.
Important note: You can only use this Item before resolving an Event or after
resolving it (not in the middle of resolving it). However, you may use the Doctor’s Field
Bag between 2 Events (if you have to resolve an extra Event).

Explosives: Usually, the Explosives are found in the Ammo Dump (although they
may be found elsewhere in some Scenarios). It is always a Free Item (it doesn’t count
toward your 2-Item limit) and it cannot be lost or dropped, since it is vital to the success
of your mission.
These Explosives are actually TNT charges, used by both sides of the War.
Trinitrotoluene (TNT) is a chemical compound that was first prepared in 1863 by
German chemist Joseph Wilbrand. It was originally used as a yellow dye. Its potential as
an explosive was not appreciated for several years mainly because it was so difficult to
detonate. The German armed forces were the first to adopt TNT as a filling for artillery
shells in 1902, followed by the UK in 1907. While less powerful than other explosives
like dynamite, TNT is very easy and convenient to handle. It neither absorbs nor
dissolves in water, which allows it to be used effectively in wet environments.
Additionally, it is relatively stable when compared to other high explosives.

Flak Vest: The Flyer’s Vest M1 & M2, with Type 4 Protective Armor, made by
the US Army Air Corps, is used primarily by Allied airmen for protection against flak
(German anti-aircraft). This cumbersome vest lets its user Evade combat without any
Health penalty and counts as a Free Item (it doesn’t count toward your 2-Item limit) that
cannot be lost (although it can be dropped voluntarily).

Flare Cartridge: This 26.5 mm Leuchtpatrone (illumination cartridge) is


designed to be shot with the Model 42 Flare Gun, but it can be used on its own by a
resourceful soldier. This Item is so small that it doesn’t count toward your 2-Item limit (it
is a Free Item).
If you already have the Flare Gun, the Flare Cartridge will give it 1 extra use.

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If you want to use the Flare Cartridge on its own, discard an inside tile just drawn
(remove it from the game) and draw another one instead. Used this way, the Cartridge
will not work on outside tiles (it needs to be shot in the air by the Flare Gun to work
outside).
Either way, discard the Flare Cartridge after 1 use.

Flare Gun (Model 42): This German Leuchtpistole 42 (or LP-42, introduced in
1943) is very useful for recon (if you fire it in the air, it temporarily creates enough light
to guide you). Thus, you can use it to discard a tile just drawn (remove it from the game)
and draw another one instead. This will save you time and trouble. Tiles discarded this
way cannot be placed again during this game.
Another use for the Flare Gun is to combine it with the Gasoline, creating an
explosion that will destroy all enemies in 1 combat (as if you had just used a
Panzerfaust).
Either way, discard the Flare Gun after 1 use (except if you have a Flare
Cartridge, which will give the Flare Gun 1 extra use).
Important note: Although it is a “gun”, this Item does not count as a weapon.

Flashlight: When you choose to draw for an Item (from fallen enemies, or a
location, or an Event), draw 2 cards instead of 1: choose an Item between the 2 and then
discard both cards. If you are generating Items using the Random Tables (found in
Appendix II), the Flashlight allows you to generate 2 Items (or draw 2 Item Tiles) and
keep 1 of your choice. The Flashlight is a Free Item (it doesn’t count toward your 2-Item
limit).
The US Army’s TL-122B Flashlight, with its bakelite casing, was introduced in
1943 to replace the brass-cased TL-122A, due to growing metal shortages. By the time of
the Normandy landings, the TL-122B has become the most common flashlight among US
troops. The TL-122B is noted for its awful smell due to its primitive plastic and the waxy
coating that develops on its surface. The TL-122C will solve these problems with a more
advanced, moisture-proof bakelite body.

Gasoline: This jerry can full of fuel can be used 3 ways:


– It can fill the Flame-Thrower, giving it 2 more uses;
– It can be used to start a fire that will help you evade combat without losing 1
Health;
– It can be combined with the Flare Gun to create an explosion that will destroy
all enemies in 1 combat (as if you had just used a Panzerfaust).
Whatever you do with it, discard the Gasoline after 1 use.

Heer Officer Uniform: This German Infantry uniform, complete with valid
papers and orders, will fool the other Infantrymen into thinking you’re one of them: from
now on, ignore all encounters with Infantrymen (read those Events as saying “Nothing
happens”, so you cannot Evade combat from them). The Heer Officer Uniform is a Free
Item (it does not count toward your 2-Item limit) and it cannot be lost (although it can be
dropped voluntarily).

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K-Ration: The Field Ration, Type K was adopted for use in 1942. It was
developed at the request of the U.S. Army Air Force and first used by paratroopers. In the
game, it works exactly like the Medical Kit Item, except its user gains up to 2 Health
(instead of 3).
The components of the K-Rations evolved over the course of the war to offer
greater variety while still maintaining the need for compact size and balanced nutrition.
At the height of the war in 1944, over 105 million of these rations were produced. The
original plain tan packaging was changed to a set of distinctive color designs (called the
“Morale K-Ration”) to make it easier for soldiers to quickly select the “right” meal:
brown for breakfast, blue for dinner and green for supper.

Medical Kit: This Rotes Kreuz (German Red Cross) box contains enough
medicine and bandages to help you regain up to 3 Health. Discard it after 1 use.
Important note: You can only use this Item before resolving an Event or after
resolving it (not in the middle of resolving it). However, you may use the Medical Kit
between 2 Events (if you have to resolve an extra Event).

Musette Bag: The M1936 model from the US Army lets its user carry as many
Items as he wants.

Sniper Scope (Power +2 outside, Power -1 inside on any un-scoped Rifle): Not a
weapon in itself, this German-made R. Fuess Helios 8A Scope can make any Rifle very
deadly on outside locations.
The Sniper Scope can be fitted or un-fitted as needed (when you need to switch
weapons because of a Weapon Jam, for example). It can be mounted on a Rifle that has a
Bayonet, but it cannot be used on a Rifle that already has a Scope (like the Gewehr 43
Rifle with Scope, the G33/40 with Scope or the Kar98k Sniper Rifle with Scope).

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Medals
American Defense Service Medal: Can be forfeited to look at the top 2 cards of
the Event Deck and put them back in any order. (USA)

Army Good Conduct Medal: Can be forfeited to completely ignore 1 Event


Card just drawn. Treat that Event Card as saying “Nothing happens”. You can use this
ability after reading an Event Card. (USA)

British Empire Medal (BEM): Can be forfeited to avoid drawing and resolving
an Event in exchange for 1 of your Items. This means you can move or resolve an extra
Event without having to draw a card. You must, in return, lose an Item of your choice
(except your starting weapon and any Item that cannot be dropped). (UK)

Bronze Star with Valor: Can be forfeited to choose one Item from any Item in
the game. If you choose a re-usable weapon this way, it becomes your starting weapon
(discard your starting weapon to pick up this one). You must also follow all the rules for
this Item: if you pick the MG42, for example, you must discard all your other Items
(starting weapon included) and cannot pick up any more. Re-usable weapons are
Handguns, Rifles and Machine Guns. (USA)

Combat Infantryman Badge (CIB): Can be forfeited to completely ignore 1


type of enemy (Infantrymen, SS Soldiers or Paratroopers) for the rest of the hour (until
time passes). (USA)

Croix du Combattant: Can be forfeited to gain +1 on all inside locations for the
remainder of the game. (France)

Efficiency Medal: Can be forfeited at any time to look at the facedown discarded
cards (usually 2): you can choose to exchange 1 of those cards with the top card from the
Event Cards deck (without looking). (UK)

German Cross (Deutsches Kreuz): Can be forfeited to replay a Mission you have
just lost. (Germany) (see Memorial Cross)

Jump Wings (Parachute Badge or Fallschirmschützenabzeichen): Can be


forfeited at the very end of any game to draw 1 extra card (from the facedown cards
discarded at the start of the hour). (All)

Marksmanship Badge: Can be forfeited during a combat to boost your starting


weapon to Power 6. Can be very useful if another of your weapons is affected by a
Weapon Jam (Red Alert Event #5). When a Jam has been declared, you can ignore your
most powerful weapon, choose to fight with your starting weapon and then discard the
Marksmanship Badge to boost it. (USA)

Médaille de la Résistance: Can be forfeited to discard 1 tile just drawn and draw
another (much like the Flare Gun Item). (France)

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Médaille Militaire: Can be forfeited to look at either locations pile (outside or
inside), without changing the order of the tiles. If you are not satisfied with the order, you
are allowed to reshuffle the pile before placing it facedown. (UK)

Memorial Cross: Can be forfeited to replay a Mission you have just lost.
(Canada)

Military Cross: Can be forfeited at any time to ignore the text of any location tile
for 1 turn. This can be done after combat if you end up on the Panzer, for example (this
would void the -1 Health penalty for the turn), or after you have drawn an Event on the
Half-Track (where you could ignore the +2 enemies bonus of the tile) or on the Barbed
Wire (where you would be allowed to Evade combat). (UK)

Military Medal: Can be forfeited at the beginning of any turn to gain a bravery
boost: you are Power +2 for the rest of the hour. (UK)

Ordre de la Libération: Can be forfeited to “restart” your turn: put back the
Event card you just drew on top of the Event deck, move back to the location you were
on last turn and put back the location you have placed (if any) on top of its pile. You are
now allowed to Rest if you choose, and move to another spot (although the tile you place
will be the same, it can be placed some other way if you choose to move elsewhere).
(France)

Purple Heart: Can be forfeited at the end of any turn to give you maximum
Health or to restore a lost arm. (USA)

Silver Star: Can be forfeited to treat your next encounter (without looking at it)
as saying “You gain X Health”, where “X” is the number of enemies present. (USA)

Territorial Decoration (TD): Can be forfeited during any encounter to Evade


combat on an unexplored location (place a random tile where you wish to Evade
combat). You still suffer the -1 Health penalty when Evading (except if you use
Gasoline) and locations penalties, if any (like the Panzer). (UK)

War Merit Cross (Kriegsverdienstkreuz): Can be forfeited to switch any


“vehicle” outside tile (Panzer, Half-Track or Supply Truck) with an adjacent outside tile
(re-orient both as you please). The Bunker Door can never be switched that way. You
cannot stand on any tile that is being switched. (Germany)

Wound Badge (Verwundeten-abzeichen): Can be forfeited at the end of any turn


to give you maximum Health or to restore a lost arm. (Germany) (see Purple Heart)

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****
APPENDIX II: RANDOM TABLES
FOR ITEMS & MEDALS

These tables should be used when using the Bronze Star Variations Optional
Rule, or when playing any Special Items Scenarios or the SNAFU Campaign. They can
also be used any time you need to generate random Items or Medals.

If you are drawing a completely random Item, start by determining from which
table to draw (1 to 5). To create a random number for these tables, use a 10-sided die or
draw Special Operative Cards (using their numbers), dividing the result by 2. To generate
a number between 1 and 20, simply draw 2 cards, where the first card will determine the
tens and the second one will be the units.

You must also follow all the rules for these Items: if you pick the MG42, for
example, you must discard all your other Items (starting weapon included) and cannot
pick up any more.

Items are separated in 5 categories (the first 4 are weapons), organized in roughly
ascending Power.

1 » Handguns
1 – Colt M1911 Pistol
2 – Browning HP35 Pistol
3 – Webley Mk IV Revolver
4 – Luger P08 (Parabellum) Pistol
5 – Walther P38 Pistol
6 – Enfield No.2 Revolver
7 – Radom (Vis) Pistol
8 – Mauser C96 Semi-Automatic Pistol
9 – Walther PPK Pistol
10 –HDM Silencer Pistol

2 » Rifles
1 – Mosin-Nagant Rifle
2 – VG 1-5 Semi-Automatic Rifle
3 – Lebel 1886 Rifle
4 – Kar98k Rifle
5 – Kar98k Sniper Rifle with Scope
6 – Kar98k Rifle with Bayonet
7 – Steyr-Mannlicher Carbine with Bayonet
8 – Lee-Enfield No.4 Rifle
9 – Springfield M1903 Rifle

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 65


10 – M1 Garand Semi-Automatic Rifle
11 – M1A1 Carbine
12 – SVT-40 Semi-Automatic Rifle
13 – FG42 Automatic Rifle
14 – G33/40 Rifle with Scope
15 – Gewehr 43 Rifle with Scope
16 – Winchester “Trench Gun” Shotgun
17 – SDK Gestapo Silenced Rifle
18 – MP44 Assault Rifle
19 – StG45 Assault Rifle
20 – Solothurn Anti-Tank Rifle

3 » Machine Guns
1 – Sten Mk II Submachine Gun
2 – PPSh-41 Submachine Gun
3 – MP34 Submachine Gun
4 – MP40 Submachine Gun
5 – M3 “Grease Gun” Submachine Gun
6 – Thompson M1928 Submachine Gun
7 – BAR M1918 Light Machine Gun
8 – Bren Light Machine Gun
9 – MG34 Machine Gun
10 – MG42 Machine Gun (starts with 1 use)

4 » Bombs
1 – Smoke Grenade (No.80 WP)
2 – Grenade (Model 24 Stielhandgranate)
3 – Concussion Grenade (Mk II HE-Blast)
4 – Mills Bomb (No.36M)
5 – Gammon Bomb (No.82)
6 – Grenade Box
7 – Mortar (Granatenwerfer 36)
8 – Panzerfaust 30
9 – Panzerschreck
10 – Flame-Thrower (FmW35)

5 » Miscellaneous
1 – K-Ration or Musette Bag
2 – Medical Kit
3 – RAMC Doctor’s Field Bag
4 – Flare Gun (Model 42)
5 – Gasoline
6 – Bayonet (M-4)
7 – Sniper Scope
8 – Flak Vest
9 – Camo Jacket

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 66


10 – Heer Officer Uniform
Note: If you obtain “1”, you have the choice between the K-Ration and the
Musette Bag.
The Bronze Star Medal has been deliberately taken out of this list. It can
be found in the Medals Table, below.
The Flare Cartridge and the Explosives do not count as Items for these
tables, nor does the Flashlight.

MEDALS
1 – American Defense Service Medal
2 – Army Good Conduct Medal
3 – British Empire Medal (BEM)
4 – Bronze Star/Iron Cross (same as the Bronze Star Item)
5 – Bronze Star with Valor
6 – Combat Infantryman Badge (CIB)
7 – Croix du Combattant
8 – Efficiency Medal
9 – Médaille Militaire
10 – Jump Wings
11 – Marksmanship Badge
12 – Médaille de la Résistance
13 – Memorial Cross
14 – Military Cross
15 – Military Medal
16 – Ordre de la Libération
17 – Purple Heart
18 – Silver Star
19 – Territorial Decoration (TD)
20 – War Merit Cross

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 67


*****
APPENDIX III: EVENT CARDS

As a general rule, green-numbered Events tend to have less encounters, blue-


numbered Events have more (like the infamous Infantrymen with Bayonets) and Red-
numbered Events are the most brutal (like the “all-encounters” Event #9). The Black
Event (#10) is the only all-positive Event card in the game.
Therefore, a weapon that jams on red-numbered Events is less interesting than a
weapon that jams on blue-numbered Events. And a weapon that has a bonus on red
Events will help you more than one with a bonus on blue Events.
Also, odd-numbered Events are more susceptible to be encounters than even-
numbered Events.

Here is a statistical distribution of enemies…

by Event type:

Outside Events:
Encounters: 4 (14 enemies total)
Enemies encountered: 3 Paratroopers, 4 SS Soldiers, 7 Infantrymen

Inside Events:
Encounters: 5 (20 enemies total)
Enemies encountered: 8 Paratroopers, 5 SS Soldiers, 7 Infantrymen

Red Alert Events:


Encounters: 6 (31 enemies total)
Enemies encountered: 11 Paratroopers, 10 SS Soldiers, 10 Infantrymen

by color:

Green Events:
Encounters: 2 (8 enemies total)
Enemies encountered: 8 Paratroopers

Blue Events:
Encounters: 5 (23 enemies total)
Enemies encountered: 6 Paratroopers, 17 Infantrymen

Red Events:
Encounters: 7 (31 enemies total)
Enemies encountered: 8 Paratroopers, 19 SS Soldiers, 4 Infantrymen

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 68


And here is a detailed list of all 10 Event Cards:

EVENT #1
(BLUE)
Outside: 4 Infantrymen fire at you!
Inside: You hear German soldiers talking.
Red Alert: 6 Paratroopers attack you from all sides! You can’t evade this combat.
- ITEM: Gasoline – Adds 2 uses to Flame-Thrower OR Evade 1 combat without
damage. (1 USE ONLY)
- LOCATION: Supply Truck

EVENT #2
(GREEN)
Outside: You hear gunfire in the distance.
Inside: 4 Paratroopers assault you from behind. You can’t evade this combat.
Red Alert: You are hit by shrapnel (-1 Health).
- ITEM: MP34 Submachine Gun – Power 2, Power 3 vs. Paratroopers.
- LOCATION: Radio Room

EVENT #3
(RED)
Outside: You find a Kar98k Rifle (Power 2).
Inside: 5 SS Soldiers fire at you! [item]
Red Alert: 5 Paratroopers wait for you with their guns drawn!
- ITEM: FmW 35 Flame-Thrower – Power 2 outside, Power 5 inside (2 USES ONLY).
- LOCATION: Storage

EVENT #4
(BLUE)
Outside: You eat a D-Ration (chocolate bar) (+1 Health).
Inside: You are attacked by 3 Infantrymen with Bayonets. If you lose Health fighting
them, you lose an arm and can carry 1 less Item (permanently).
Red Alert: 6 Infantrymen fire at you from a Machine Gun nest! [item]
- ITEM: Gewehr 43 Semi-Automatic Rifle with Scope – Power 3 outside, Power 2
inside.
- LOCATION: Prison Cells

EVENT #5
(GREEN)
Outside: A shell explodes nearby (-1 Health).
Inside: You trip and make noise as you fall! Resolve another card.
Red Alert: Weapon jam! During your next combat, your most powerful weapon doesn’t
work (use another one). Weapon is fixed after combat.
- ITEM: MP40 Submachine Gun – Power 3.
- LOCATION: Half-Track

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 69


EVENT #6
(RED)
Outside: 3 Paratroopers ambush you! You can’t evade this combat.
Inside: You inhale toxic fumes (-1 Health).
Red Alert: 4 SS Soldiers surprise you! [item]
- ITEM: Panzerfaust 30 – Kills all enemies in 1 combat. (1 USE ONLY)
- LOCATION: Armory

EVENT #7
(BLUE)
Outside: 3 Infantrymen on a tracked motorcycle block your way! [item]
Inside: You spot an Item in a crate.
Red Alert: 4 Infantrymen jump on you!
- ITEM: Bronze Star Medal – Choose any 1 discarded card for your Item. (1 USE
ONLY)
- LOCATION: Barbed Wire

EVENT #8
(GREEN)
Outside: Allied planes fly over your head.
Inside: 4 Paratroopers stand before you!
Red Alert: While running, you lose an Item (but not your starting weapon).
- ITEM: Medical Kit – Regain up to +3 Health. (1 USE ONLY)
- LOCATION: Infirmary

EVENT #9
(RED)
Outside: 4 SS Soldiers yell at you! [item]
Inside: You come face-to-face with 4 Infantrymen!
Red Alert: 6 SS Soldiers intercept you! [item]
- ITEM: Model 24 Stielhandgranate Grenade – +3 Power for 1 combat. (1 USE
ONLY)
- LOCATION: Panzer

EVENT #10
(BLACK)
Outside: You discover an Item in a parked motorcycle.
Inside: You locate some hot food (+1 Health).
Red Alert: You recover a Grenade from a dead soldier.
- ITEM: Model 42 Flare Gun – Discard 1 tile just drawn & draw another OR combine
with Gasoline to kill all enemies in 1 combat. (1 USE ONLY)
- LOCATION: Field Hospital

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 70


Except for Scenarios that take place later in the War, all military units, commanding officers,
dates, events, weapons, equipment and vehicles mentioned in this game are historically accurate for June
6th, 1944, at 7 am, with the exception of the Waffen-SS troops in the Bunker (the SS arrived at the front at
22:00, June 6th). This was a deliberate oversight to improve game mechanics and provide diversity (and
not too much of a stretch, anyway).
Only the following have been completely invented by the author: Brig. Gen. Herbert J. Stewart,
Rear Admiral Luverne Gallant, Col. Jason L. Spears, Brigadier Persival Atherton, PFC Julius P. Skinner,
Major General Harrold McDougall, 1Lt. Chris St-John, Oberleutnant Manfred Doldinger, Captain Leon
Kowalski, Volkssturm Zugführer Erwin Küchler, Colonel Moritz Hennicke, Operation Mayflower and the
names of the Special Operatives.
The author will be grateful to anyone notifying him of any military or historical inaccuracy.
Although the basic game mechanics are from Jeremiah Lee (“Zombie in my Pocket”) and some
additional ideas are from Aaron Tubb and his “Wolfenstein in my Pocket” variant (the grenade, items
gathered from enemies and the layout of the Event Cards being the most obvious), the rest of this game is
©2009 Emmanuel Aquin (including the Campaign Rules and most of the Advanced and Optional Rules).
Permission is freely given to copy and modify this game as long as it is for non-commercial purposes and
proper credit is given if possible.
The general design of the Bunker is taken from various German military constructions, mainly the
Vara Battery (Norway) and the Todt Battery (France).
The art for this game (Event Cards, locations and various player aids) was created by the author
using parts taken from many sources on the web, both public and private, and which are used here without
permission, although in a non-commercial manner. The author will gladly replace any photo or piece of art
if its legal copyright holder objects to its use. Graphics, montages and touch-ups were all done by the
author.
“Airborne in my Pocket” is dedicated to all those who risked their lives fighting to defend their
home and their country, from both sides of the conflict.

AIRBORNE IN MY POCKET – Campaign Book 2.0 – Page 71

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