You might be better off with West Wind's Secrets of the Reich minis rules, then. It explicitly includes rules for adding some low-power supers to the rest of the Weird War II stuff.
That said, some of the setting lore for Godlike is online if you poke around a bit. I couldn't find anything as exhaustive as the modified event timeline in the core book, but there might be something helpful and cheap. The setting assumes (IIRC) thousands of Talents manifesting during the War, primarily in countries that were active combatants, rather than the few dozen that many Golden Age settings seem to have. They definitely aren't invulnerable and casualties are heavy (particularly on D-Day, where Allied Talents were used in huge numbers to minimize losses to the regular troops), but their powers can be hugely impactful. Their main limitation is vulnerability to interference from other Talents (a "clash of wills" can override anyone's powers) and most can be killed easily by attacks they aren't ready for, so surprise attacks, snipers, artillery, etc. can do the job on all but a few Talents. They can also run out of Willpower, a currency that fuels their reality altering powers and mostly gets used in the aforementioned "clash of wills" thing.
There are a very few (less than a handful) "Wild Talents" who don't follow the normal rules and can absolutely dominate a battlefield. They aren't under anyone's real control though, and at least one (the Russian "Baba Yaga" - a code name, not the mythological figure) is flat out insane and works more like a kaiju than anything. The sequel game (set in the 1960s) revolves around a new generation of much stronger Wild Talent-like supers, and gets more into transhumanism and supers-versus-norms questions than Godlike, which is more of a survival/war story game.