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Miniatures Adventure => Call of Cthulhu => Strange Aeons => Topic started by: n815e on 13 October 2011, 06:56:10 PM

Title: Weird War II
Post by: n815e on 13 October 2011, 06:56:10 PM
I was just tossing around ideas and wondered how suitable you think this set of rules is for pre-WWII adventures of the Indiana Jones type, perhaps Nazi exploration of occult and such?
Title: Re: Weird War II
Post by: Uncle Mike on 13 October 2011, 07:03:15 PM
Perfect! But you knew I'd say that... ;)
Title: Re: Weird War II
Post by: n815e on 13 October 2011, 09:04:00 PM
LOL.
Title: Re: Weird War II
Post by: Argonor on 11 November 2011, 12:33:09 PM
Now, why didn't I think of that...?! Been wanting to try some weird war/pulp stuff for a while - of course, cthulhoid monsters are perfect for that, too....
Title: Re: Weird War II
Post by: Krysset80 on 12 November 2011, 05:13:40 PM
Well if Lovecraft would have lived longer I bet he would have written about that.  :P
Title: Re: Weird War II
Post by: Comsquare on 12 November 2011, 05:23:05 PM
Perfect! But you knew I'd say that... ;)

Second that.
I'll decided to use WWI German Trenchraiders for my Agents, fighting Strange Terrors in the Battlefields
Title: Re: Weird War II
Post by: Argonor on 15 November 2011, 05:57:20 PM
And I recently purchased some WF Shock Troops for WWW purposes (and Sci-Fi/Techno-Fantasy/Post-Apoc purposes, etc.)  >:D

Now I just need a couple more hours per day, and I'll be all set  ::)