impworks Logo - a grinning imp in flight

The Panzerfaüste Song Book

Panzerfauste Gnome Singer standing in a ruin

Panzerfauste Gnome Singer

Strange Grogge introduced Shanties to the Land: this article brings them to the Panzerfaüste era. First though there is the small hurdle of Panzerfaüste lack of a skill system which Strange Grogge uses. Rather than create a complete skill system for Panzerfauste I’m adapting the different levels of experience used by boffins for singers and musicians with the addition of a 4th level.

Singer Musician Level Guts Roll Singing Modifier Glory Points Songs Range (cm)
Tone Deaf Talentless 0 Can’t use singing magic n/a 0 0
Bathroom Warbler Beginner 1 0 5 2 10
Club Singer Club Player 2 +1 10 4 20
Crooner Session Player 3 +2 15 6 30
Vinyl Star Vinyl Star 4 +3 20 8 40

 

Songs have a range of 10cm multiplied by the characters singing level. Songs may affect up to their skill level of targets for a turn. They may learn up to two songs per level. Singing a shanty is an Other Action. The player rolls on the Song Effect Table modified by the Guts Roll Singing Modifier for their level.

 

Result Effect
Critical Success Song has full effect. + 1 Guts to singer.
Success Song has full effect.
Failure No effect.
Critical Failure Wailing. -1 Guts to singer.

 

I’m with the Band

The potency of music can be increased by multiple musicians working together. Each additional performer after the first adds 5cm to the range of the performer with the longest range. Range can be measured from any of the performers. Each performer must be within 5cm of another performer. The number of characters affected is the sum of the number of characters each performer would affect individually.

Different instruments may have special properties. It is possible to play some instruments at the same time as singing (if a character has paid the glory points for both) in which case the character counts as two performers.

Guitar / Ukulele

May be played at the same time as singing. May only walk at the same time as playing.

Drum Kit

May be played at the same time as singing. Cannot be moved in play unless vehicle mounted.

Piano

May be played at the same time as singing. Cannot be moved in play unless vehicle mounted.

Pipe Organ

May be played at the same time as singing. Cannot be moved in play and cannot be vehicle mounted. Multiplies range of music by 4.

Trumpet / Soprano Cornet / Cornet / Flugelhorn

May only walk at the same time as playing.

Baritone Horn, Tenor Trombone / Bass Trombone / Gnome Horn

May only walk at the same time as playing. Add extra 5cm to range.

Euphonium / Tuba

May only walk at the same time as playing. Add extra 10cm to range.

Flute / Clarinet / Oboe / Saxophone / Recorder / Penny Whistle

Add +1 to all performers rolls in group. May only apply once. May not crawl or swim while playing.

Bagpipes

May only walk at the same time as playing. Add extra 10cm to range.

Bass Drum

Add half the difference between Walk and Run speed to the Walk speed of all friendly characters in range of music.

Timpani / Kettledrums

Add half the difference between Walk and Run speed to the Walk speed of all friendly characters in range of music. Add an extra 5cm to range. Cannot be moved in play unless vehicle mounted.

Violin / Fiddle

May only walk at the same time as playing

Whistling

There is one last way to deploy live music to the battlefield: the whistler. Whistlers aren’t as potent as Singers or Musicians but its a cheaper skill to learn and has the added advantage of being a Free Action rather than an Other Action with the following effects:

  • must be character’s first action
  • -1 modifier on all other actions
  • cannot run, swim, speak or similar actions and whistle

Whistlers can’t combine for added affect as musicians and singers can.

Whistler Level Guts Roll Singing Modifier Glory Points Songs Range (cm)
Tone Deaf 0 Can’t use singing magic n/a 0 0
Omnibus Stop Entertainer 1 0 3 2 5
Novelty Act 2 +1 6 4 10
Vaudeville Sensation 3 +2 9 6 15
Vinyl Star 4 +3 12 8 20

The Song Book

Most races of the land have their own unique martial music however much Dwarven martial music is shared by Ogres and Trolls who can learn all Dwarven songs. The song Lili Marlene has become so popular in the land that virtually all races have a version of it in their native tongue, to save space I’ve included the standard version sung by virtually all races once. The gnomes have their own version with different lyrics which gives an additional bonus and it is listed along with their songs. Light elf music has become so popular in Branzhûm that an Orc can learn either Light Elf or Orc songs. Similarly a Light Elf stationed in Branzhûm can learn Orc songs.

Song Race Effect
Lili Marlene All except Gnomes Targeted ignore night time modifiers
The International All Revolutionary Target character receives a single Improvised Bomb
Amur Partisans Dark Elves +1 Modifier on any action for any Partisan character
Cossack Patrol Dark Elves +1 on Movement rolls for mounted troops
Down the Volga Dark Elves +1 Modifier on actives involving boats, swimming or water
Snow Whirl Dark Elves Targeted characters are caught in a heavy snow fall. They are affected as though they have snow underfoot and are shooting in poor weather. The falling snow provides them with Moderate cover.
The Sacred War Dark Elves Targeted character gets +2 modifier in hand to hand combat
Young Guards Dark Elves +1 Modifier on any action for any Green character
Bye Bye Blackbird Dwarves -1 Guts to all targeted enemies
Kriegsmarine Marches Dwarves +1 Modifier for Marines and Naval personnel
Landser Marches Dwarves +1 Modifier on any movement check
Panzer Marches Dwarves +1 Modifier for characters operating vehicles
Sturmtruppen Marches Dwarves +1 Modifier on shooting and close combat
You’re Driving Me Crazy Dwarves Targeted character makes an immediate Guts check as though the Units section leader has been killed or had their guts reduced to less than 2
C’Était Une Histoire D’Amour Gnomes +1 Guts to all targets
Lili Marlene Gnomes +2 Modifier on lifting and carrying things and ignore night time modifiers
Marche de la Deuxième D.B. Gnomes +1 Modifier on any movement check and ignore effects of suppression
On Ira Pendre Notre Linge Sur la Linge Siegfried Gnomes +1 Modifier on movement and close combat
Tu Es Partout Gnomes -1 Guts to all targets
Ain’t Nobody Here But Us Chickens Light Elves Targeted characters are treated as being in Moderate cover
I’ll be Seeing You Light Elves Reduces effect of cover of any target fired at by 2 (although this cannot increase a negative modifier to be higher than 0)
In the Mood Light Elves All targeted character immediately charge moving at Run speed – if they come into contact with the enemy they immediately make a close combat attack
Pass the Ammunition! Light Elves Target may reroll any roll on weapon malfunction table made this turn, ignoring previous result or they may gets a +1 Modifier on any roll on this table in the remainder of the turn
Sentimental Journey Light Elves +1 Modifier on any movement check
The Blackout Stroll Light Elves Targeted characters find it is as dark as night
What Do You Do In The Infantry Light Elves +1 Modifier to any activity by target if they are infantry
When the Lights Go On Again All Over the World Light Elves Targeted ignore night time modifiers
Bring Me Sunshine Orcs Removes the effect of suppression from targeted characters
Has Anybody Here Seen Kelly? Orcs +2 Modifier when searching for hidden or concealed enemies
It’s a Long Way to Tipperary Orcs Reduces negative movement modifiers affecting targeted characters on foot by 25%
My Old Man (Said Follow the Van) Orcs Causes all targets to dilly dally along at half move speed
Pack up Your Troubles Orcs Prevents any songs having a negative effect on the target or removes one negative effect already in effect on the target
The White Cliffs of Drover Orcs Unleashes a swarm of blood sucking blue birds which make the target suppressed
Black Bear Orc (Bagpipe) +1 Modifier to roll to recover from suppression and may move immediately.
Cock o’ the North Orc (Bagpipe) +1 Guts to targets. Attacks on piper are at +2 until all other players have had initiative.
Flower of Highlands Orc (Bagpipe) Targeted character makes an immediate Guts check as though the Units section leader has been killed or had their guts reduced to less than 2
Highland Laddie Orc (Bagpipe) Add half the difference between Walk and Run speed to the Walk speed.
Highland the Brave Orc (Bagpipe) +1 Modifier on close combat
The Road to the Isles Orc (Bagpipe) +1 Modifier on any movement check
Daughters of the Warg Rat +1 Damage on successful Close Combat attacks
Fanfare: To Arms! Rat Targeted character’s weapon is fixed if broken, destroyed or jammed. If unarmed they gain a pistol.
Imperial Wings Rat +1 on all movement rolls and reduces negative movement modifiers affecting targeted characters on foot by 25%
March of the Legion Rat All targeted characters move immediately so long as they move in the same direction, by the same amount and at walking pace.
Song of Victory Rat +1 Modifier on ranged and close combat
Speeches of our Glorious Leader Rat Targeted characters cannot attack unless attacked
Tedéschñi Girls Rat Targeted characters are immune to suppression effects
Jaeger March Troll +1 Modifier to any activity by target if they are infantry

Audio Devices

While characters of all races may be able to sing it takes a Bofin, Technic or Geek to operate advanced sound projection technology. A variety of different devices have been created including Gramophones and PA systems.

These devices do not require line of sight to operate and ignore the effects of cover.

Many of these devices are fragile and can easily be put out of action. They can be destroyed either by a character in contact with it (as an action) or by a ranged attack which causes a Kill result or if sufficient Guts damage is inflicted

Item Guts before Destroyed
Horn Can’t be targeted
Megaphones Can’t be targeted
PA 2
Vehicle PAs Destroy vehicle to destroy Gramophone
Gramophones 1
Heavy Gramophone 3
Vehicle Gramophone Destroy vehicle to destroy Gramophone
Repeater Horns 1
Speaker Stack 2
Feedback Harpy Can’t be targeted
Static Harpy Can’t be targeted
Sub Woofer Can’t be targeted
Sonic Cannon Can’t be targeted

 

Amplifiers

Horns, Megaphones, PAs and Vehicle PAs all amplify a singer’s performance. The singer and an operator (if required) must be in contact with the device to operate it.

Megaphones, PAs and Vehicle PAs use this table:

Result Effect
Critical Success +1 Guts. Player may choose to increase range by half or the number of characters by half (round up)
Success Effect occurs
Failure No Effect
Critical Failure -1 Guts to operator and singer

 

Gramophones

To operate a Gramophones, Heavy Gramophone and Vehicle Gramophone a character must have a recording of the song they want to play. A character has a number of recordings equal to three times their skill. They can scrounge new recordings between scenarios at a cost of 1 Glory point for each recording. Dwarves, Ogres and Trolls use a system of magnetic recording onto wire while all other races use vinyl discs. The two systems and their recordings are completely incompatible.

Gramophones, Heavy Gramophone and Vehicle Gramophone use the following table:

Result Effect
Critical Success +1 Guts. Player may choose to increase range by half or the number of characters by half (round up)
Success Effect occurs
Failure No Effect
Critical Failure -1 Guts to operator, roll on the Scratch table

 

Scratch Table:

Die Roll Effect Record Effect Magnetic Wire
1 Crackle no effect Crackle no effect
2 Jump treat as a jammed weapon Crackle no effect
3 Jump treat as a jammed weapon Spool trapped. Treat as Jammed weapon.
4 Scratch. Record loses magical properties Spool trapped. Treat as Jammed weapon.
5 Scratch. Record loses magical properties Demagnitized. Wire loses magical properties
6 or more Equipment explodes causing -2 Guts to the operator Equipment explodes causing -2 Guts to the operator

 

Horn

This simple amplification device doesn’t require the assistance of a Bofin, Technic or Geek. It increases the range of a singer’s song by 15cm but they can only affect targets in a ninety degree cone in front of them.

Megaphone

This amplification device must be operated by an appropriately qualified character and sung into by a character who can sing. A character that can sing and who is qualified to operate a megaphone can perform both tasks with a -1 modifier on their dice rolls as an action and makes separate rolls for singing and operating the device. It increases the range of the singer’s song by 25cm.

PA

A PA system uses a microphone and speakers to increase the range of a singer’s performance by 35cm. They can only affect targets in a ninety degree cone in front of them. It cannot be moved in play once set up.

Gramophone

This is the simplest of the sound play back systems available in the Land. It plays fragile disc on which recordings have been made or magnetic wire from spool to spool. A gramophone has a range of 10cm and can affect a number of characters up to a third the operators Guts.

Heavy Gramophone

Like a Gramophone but this sound projection system cannot be moved during play. It has a range of 30cm.

Vehicle Gramophone

This Gramophone is mounted on a vehicle and has a range of 30cm. An appropriately qualified character must be carried in the crew to operate it. Any hit taken by the vehicle while it is being used requires them to roll their Guts. On a critical failure they must roll on the Scratch table.

Repeater Horns

Additional horns may be connected to Heavy Gramophone and PA systems which have a range of 15cm. A horn must be within 15cm of either another repeater horn or the Heavy Gramophone or PA it is connected to.

Each horn increases the number of characters a system can target by 1.

Speaker Stack

A Speaker Stack can be used to increase the range of a Heavy Gramophone and PA systems. For every 10cm the range is increased by or 1 additional character it can target a -1 Modifier is applied to the roll to operate the system.

Feedback Harpy

A Feedback Harpy is a simple modification of a megaphone fitted into a special backpack. If the carrying character, or any character within 15cm of them is targeted with a sonic attack the operator may take a roll to target the enemy with the effect directed at them. It does not take an action to use the Feedback Harpy only to turn it on or off.

Static Harpy

The Static Harpy is a device fitted into a special backpack carried by a character which projects white noise in 10cm around them forcing any character targeting a character within that area with a song to suffer a -2 Modifier on their roll. A Static Harpy does not require an action to use only to turn it on or off.

Sub Woofer

A Sub Woofer is an Orc creation that generates an artificial subsonic Warg growl and may be fitted to any gramophone system in place of a record. Successfully targeted enemies suffer a feeling of unease and suffer a cumulative -1 Modifier on all actions each turn while affected. The modifier is reduced to zero in any turn they are not affected.

Sonic Cannon

Dwarven Technics have created the sonic cannon – a device to turn a megaphone into a potent anti-armour weapon. It has no effect on characters but rolls as a Single-shot anti armour attack with a +2 Modifier on the roll when used against vehicles or structures. It takes an action to attach or detach a sonic cannon from a megaphone. On a critical failure roll on the following weapon malfunction table:

Die Roll Effect
1 or less No effect.
2 Switch sticks. Treat as a jammed weapon.
3 Irreparable fault. Sonic Cannon is useless.
4 Irreparable fault. Sonic Cannon and Megaphone are useless.
5 Sonic Cannon Explodes. Sonic Cannon and Megaphone are useless. -2 guts to firers.
6 or more Sonic Cannon Explodes. Sonic Cannon and Megaphone are useless. Fires killed. Characters within 5cm suffer -2 guts and are suppressed.

Defensive Tactics

I’m Not Listening LaLaLa

Any character may attempt this tactic, even those who can’t sing. They put their fingers in their ears and chant “LaLaLa”. However while their doing this they can only move at walking pace and cannot perform other actions. It does however apply a -2 Modified to any audible attack against them and they won’t accidently hear the Futbowel results either.

Cotton Wool

Any character may use Cotton Wool to nullify songs by pushing cotton wool into their ears as an action. Removing it also takes an action. If successful it cancels both positive, negative songs and any other effects that require a character to be able to hear. Any time a character with Cotton Wool in their ears is the target of such an effect roll against their Guts. On a success or critical success they are unaffected.

Ear Muffs

Ear muffs are a far more effective system than Cotton Wool for blocking sound. Taking off or putting on ear muffs takes an action. Any time a character with Ear Muffs on is the target of such an effect roll against their Guts. A character is unaffected by sound on a failure, success or critical success.

impworks © Copyright Mark Caldwell 1996 - 2018