|
|
It is 1944 and a shattered world faces a fifth year of total war. Hitler’s ambition has spread across continents like a polluted tidal wave, swallowing whole nations in a deluge of terror and brutality - but now the tide is about to turn. This year the Allies will launch Overlord, a massive combined arms operation to take back occupied Europe and wipe the Nazi stain from the face of the earth, forever. SABRE SABRE is made up of three key agents: Major Harris, Captain Link and Nikolai Volkov. |
|
Major Harris
Major Harris was recruited into SABRE by his godfather Brigadier Berkley. A good all-rounder in both espionage and conventional warfare, he was the natural choice to lead the mission. Harris's physical stamina is legendary; he has been stabbed, shot and tortured several times in the line of duty but somehow always returns to HQ, battered but unbroken. |
|
Captain Link
A likeable rogue whose ‘simple country boy’ manner belies a resourceful field agent. Alexander Link met Major Harris while working behind enemy lines in Africa, and their friendship was cemented after they were both captured by the Gestapo. While Harris held out against a brutal interrogation, Link escaped, armed himself and pulled off a daring rescue. The two agents arrived in Britain a month later. After some transatlantic string pulling, the American Office of Strategic Services approved Link’s transfer to SABRE. |
|
Nikolai Volkov
When Russian intelligence got word of the Baron’s plans to construct a super-weapon, they dispatched one of their best secret agents to investigate. Unfortunately for Nikolai (presumably an alias), the mission was betrayed and he walked into a trap. The timely intervention of a SABRE team, who were reconnoitring the area, resulted in the Soviet agent being unwittingly evacuated to Britain and recruited into their Secret Service. He has vowed to remain with SABRE until he discovers the identity of the Baron's double-agent in the Party. Nikolai is as cold and deadly as a Siberian winter; his loyalty and methods are questionable, but his efficiency is not. |
|
German Stronghold Defenders
As the Baron’s trusted lieutenant you will be in charge of the Stronghold with a garrison of soldiers under your command. You must protect the Baron’s secret at all costs. Use your agents to hunt down Intruders and force them to flee empty-handed or ensure that they never leave the Stronghold alive. At your disposal is an officer of the German Wehrmacht and his basic troops - sentries and guards. He can also bring in specialist troops such as guard dogs, Stormtroopers and Gebirgsjäger to protect the 'Baron's' secret! |
|
Stronghold Commander
The Commander is your representative in the Stronghold and the only defending agent under your direct control. Your other minions’ behaviour depends on Intruder activity and the Commander’s actions. |
|
Sentry
Sentries are soldiers assigned to protect your Stronghold. They are vigilant and utterly dedicated to their task. |
|
Guard
Guards are confined to barracks in a state of constant readiness. Where Sentries are calm and methodical, Guards tend to be reckless and brutal – relishing the chance to get out and cause some mayhem. |
|
Guard Dog
Guards Dogs can sniff out enemy agents from their hiding places. These are advanced guards and rules for these can be found in Killing Time 1 |
|
Stormtroopers
Stormtroopers are tough gritted veterans armed with MP40 submachine guns. These are advanced guards and rules for these can be found in Killing Time 1 |
|
Gebirgsjäger
Gebirgsjäger are elite veterans armed with a variety of weapons and can cause the enemy a lot of trouble. Rules for using these and other elite troops in Hour of Glory will be available soon |
|