TiGGR: Operation Glorious Bastards
On Tone, Tribute, and the Pulp Power of Playing with History
War Is Hell (But Not This Week)
Not every war story has to bleed. Not every mission needs to question morality or map trauma. Some stories take place in the Technicolor fog of war-adjacent adventure—and that’s exactly where Operation Glorious Bastards lives.
These TiGGR scenarios don’t pretend to be documentaries.
They’re posters come to life.
- A castle full of secrets.
- A gold heist that just might save your soul (or at least your weekend).
We’re not here to diminish the cost of war—we’re here to inhabit the war film as cultural artifact, as performance, as myth.
This is The Good War rendered through 1970s genre cinema, where the uniforms are clean, the explosions stylish, and the cigarette never falls out of your mouth.
And we have Clint Eastwood as the straight man in a circus.
- In Kelly’s Heroes, he’s the quiet mercenary surrounded by Oddball’s psychedelic babble and Savalas’s shout-whispers.
- In Where Eagles Dare, he’s the blade that cuts through Richard Burton’s triple-crossed verbal labyrinth.
He grounds the spectacle.
He walks through the pulp like it’s real.
He doesn’t wink—but everyone else might.
Play TiGGR straight. Let the world wobble around you.
That’s how the myth sticks.
Rules of TiGGR
Stats: Body, Mind, Charm. Distribute 3 points (e.g. 2/1/0).
Rolls: Roll 2d6 + relevant stat.
Easy = 6, Medium = 8, Hard = 10
Attack: 2d6 + Body vs. 8
Defend (Main characters only): 2d6 + Body vs. 8
If hit, take 1d6 damage.
Zero HP = knocked out, fainted, stars for eyes, pick it back up next scene.
Players: 5 HP, Goons and minions: 1-3, no defense rolls.
Vehicles (mecha, spaceships, special sidekicks): 10 HP
Special Abilities: 1 use per scene. Boosts a stat roll or triggers a cool effect.
Gear: +3 to a roll or damage (usually once per scenario).
Optional: After a session, tweak 1 stat or evolve your Special to match the story.

Kelly’s Heroes, a.k.a. "The Gold Heist"
Genre: WWII Heist Comedy
Scene: War-torn France, 1944—bombed-out villages, muddy fields, and a bank stuffed with Nazi gold.
Goal: Infiltrate enemy lines, nab 14,000 gold bars, and escape with the loot.
Factions: Panzer Crew (German tankers), The Brass (Allied command), Oddball’s Gang (misfit tankers).
Session 1: "The Recon Rumble"
Premise: The crew stumbles on intel about a bank full of Nazi gold and plans a rogue op.
Setup:
- Characters: GIs gone rogue (e.g., Hustler, Gunner, Driver). 3 points across Body, Mind, Charm (e.g., 1/1/1). Roles like “Hustler: +1 Charm to bluff,” Gear like “Tommy Gun: +3 Body roll, once per session.” 5 HP each.
- Vehicle: A beat-up Jeep (Body 2, Mind 0, Charm 1, 10 HP, Gear: “Smoke Canister: +1 Body roll to escape, once per scene”).
- Goal: Scout the bank and dodge a Panzer patrol.
Factions:
- Panzer Crew: Body 2, Mind 1, Charm 0, 3 HP each, Gear: “Luger: +1 damage.” 4 goons + Tank (Body 3, Mind 0, Charm 0, 10 HP).
Gameplay Loop:
- Scene: A shelled French hamlet—rubble, a church, and the bank’s guarded silhouette.
- Hook: A captured clerk spills the gold’s location (Charm 8 to coax, Mind 8 to crack his code). Panzer tracks rumble nearby.
- Turns: Players move (sneak past sentries, Body 6) and act (spot defenses, Mind 8; bluff a patrol, Charm 8). Panzers attack (2d6+2 vs. 8, 1d6+1 damage). Defend (2d6+Body vs. 8).
- Climax: Jeep chase vs. Panzer scouts (Vehicle Body 8 to outrun). Success: they map the bank; failure: tank shell grazes Jeep (1d6 damage).
Resolution: They’ve got the plan, but The Brass radios: “Get back to the line, or else.”
Session 2: "The Tank Tango"
Premise: The crew recruits Oddball’s tankers and bluffs their way past Allied lines toward the bank.
Setup:
- Characters: Same crew, maybe scuffed. Gear resets.
- Vehicle: Jeep + Oddball’s Sherman (Body 2, Mind 1, Charm 0, 10 HP, Gear: “Loudspeaker: +1 Charm roll, once per scene”).
- Goal: Reach the bank undetected.
Factions:
- The Brass: Body 1, Mind 2, Charm 1, 5 HP, Gear: “Field Radio: +1 Mind roll.” MPs (Body 2, Mind 0, Charm 0, 3 HP).
Gameplay Loop:
- Scene: A muddy checkpoint—tents, barbed wire, and suspicious MPs.
- Hook: Oddball’s hippy rants confuse the guards (Charm 8 to amplify). A patrol spots the Sherman (Mind 8 to hide it).
- Turns: Players move (slip past wire, Body 8) and act (con The Brass, Charm 10; rig a diversion, Mind 8). MPs probe (2d6+2 vs. 8, 1d6 damage). Gear shines (e.g., Tommy Gun +3 to scare ‘em).
- Climax: Sherman vs. MP jeep (Vehicle Body 8 to plow through). Success: they roll on; failure: MPs tail them (+1 Difficulty next session).
Resolution: They’re near the bank, but a Panzer platoon guards it. Oddball grins: “Positive waves, man.”
Session 3: "The Gold Grab"
Premise: The crew storms the bank, fights off Panzers, and hauls the gold.
Setup:
- Characters: Same crew, battle-ready. Gear resets. Optional tweak (e.g., +1 Body from scraps).
- Vehicle: Jeep + Sherman (HP adjusted).
- Goal: Loot the gold and escape.
Factions:
- Panzer Crew: 4 goons + Tank (stats as above).
- Oddball’s Gang: Body 1, Mind 1, Charm 1, 3 HP each, Gear: “Bazooka: +1 damage.” 3 tankers.
Gameplay Loop:
- Scene: The bank plaza—wrecked streets, a Tiger tank, and gold glinting inside.
- Hook: The vault’s locked (Mind 10 to crack). A Panzer shell shakes the square (Body 8 to dodge).
- Turns: Players move (storm the bank, Body 8) and act (blast the tank, Body 10; rally Oddball, Charm 8). Enemies fire (2d6+Stat vs. 8, 1d6+bonus damage). Special Abilities clutch (e.g., “+1 Charm to bluff” on Germans).
- Climax: Gold run—Sherman vs. Tiger (Vehicle Body 10 to win). Success: they load the Jeep and split; failure: Tiger cripples Sherman (Total Party Knockout).
Resolution: They might bribe the Germans (Kelly’s ending), ditch the loot, or ride off rich. Cue “Burning Bridges” and a laugh.

Where Eagles Dare, a.k.a. "The Castle Drop"
Genre: WWII Espionage Thriller
Scene: Bavarian Alps, 1944—a snowbound castle perched on a peak, crawling with Nazis.
Goal: Infiltrate Schloss Adler, rescue a captured general, and escape.
Factions: Gestapo (elite guards), Mountain Patrol (ski troops), Double Agents (traitors within).
Session 1: "The Cable Car Coup"
Premise: The crew parachutes in and seizes a cable car to reach the castle.
Setup:
- Characters: Allied commandos (e.g., Spy, Sniper, Demolitionist). 3 points across Body, Mind, Charm (e.g., 1/2/0). Roles like “Spy: +1 Charm to disguise,” Gear like “Silenced Pistol: +3 Body roll, once per session.” 5 HP each.
- Vehicle: Stolen Kübelwagen (Body 2, Mind 0, Charm 1, 10 HP, Gear: “Snow Chains: +1 Body roll, once per scene”).
- Goal: Take the cable car station.
Factions:
- Mountain Patrol: Body 2, Mind 1, Charm 0, 3 HP each, Gear: “Skis: +1 Body roll.” 5 troops.
Gameplay Loop:
- Scene: A snowy valley—pine trees, a howling wind, and the cable car station’s lights.
- Hook: A guard spots their chutes (Mind 8 to spoof radio). The station’s locked (Body 8 to breach).
- Turns: Players move (sneak up, Body 6) and act (snipe guards, Body 8; bluff as Nazis, Charm 8). Patrol attacks (2d6+2 vs. 8, 1d6+1 damage). Defend (2d6+Body vs. 8).
- Climax: Kübelwagen vs. ski troops (Vehicle Body 8 to ram). Success: they board the car; failure: alarm sounds (+1 Difficulty next session).
Resolution: They’re ascending, but a Gestapo officer eyes them suspiciously.
Session 2: "The Castle Crack"
Premise: Inside Schloss Adler, the crew hunts the general amidst traps and traitors.
Setup:
- Characters: Same crew, tense. Gear resets.
- Vehicle: None (on foot in the castle).
- Goal: Find and free the general.
Factions:
- Gestapo: Body 1, Mind 2, Charm 1, 5 HP, Gear: “Interrogation Kit: +1 Mind roll.” Guards (Body 2, Mind 0, Charm 0, 3 HP).
- Double Agent: Body 1, Mind 2, Charm 1, 3 HP, Gear: “Knife: +1 damage.”
Gameplay Loop:
- Scene: The castle’s gothic halls—stone walls, chandeliers, and Nazi banners.
- Hook: The general’s cell is booby-trapped (Mind 10 to disarm). A traitor slips a coded warning (Charm 8 to spot).
- Turns: Players move (evade patrols, Body 8) and act (pick locks, Mind 8; impersonate officers, Charm 10). Gestapo probes (2d6+Stat vs. 8, 1d6+bonus damage). Gear clutch (e.g., Silenced Pistol +3 to drop a guard).
- Climax: Fight or flight—vs. Gestapo squad (Body 8 to win). Success: they grab the general; failure: traitor stabs (1d6 damage).
Resolution: They’ve got the general, but alarms blare. Escape’s the only way out.
Session 3: "The Alpine Exit"
Premise: The crew blasts out of the castle, pursued by every Nazi in the Alps.
Setup:
- Characters: Same crew, battered. Gear resets. Optional tweak (e.g., +1 Mind from codes).
- Vehicle: Stolen BMW motorcycle (Body 2, Mind 0, Charm 1, 10 HP, Gear: “Sidecar MG: +1 damage, once per scene”).
- Goal: Reach the airfield and fly out.
Factions:
- Gestapo: 5 guards (stats as above).
- Mountain Patrol: 4 ski troops (stats as above).
Gameplay Loop:
- Scene: Snowy cliffs—cable cars sway, gunfire echoes, and a plane waits below.
- Hook: A bridge is rigged to blow (Mind 10 to defuse). Patrol skis in (Body 8 to dodge).
- Turns: Players move (cross cliffs, Body 8) and act (shoot pursuers, Body 10; rally the general, Charm 8). Enemies swarm (2d6+Stat vs. 8, 1d6+bonus damage). Special Abilities shine (e.g., “+1 Charm to disguise” as Nazis).
- Climax: Bike dash vs. ski troops (Vehicle Body 10 to reach plane). Success: they board and soar; failure: plane’s shot down (Total Party Knockout).
Resolution: They might escape with the general, ditch him for survival, or crash in glory. Fade to black with a smirk.
TiGGR WWII Vibes
- Kelly’s Heroes:
- Tone: Irreverent and greedy—gold’s the prize, war’s a hassle.
- Specials: “Oddball’s Groove: +1 Charm with tankers,” “Kelly’s Nose: +1 Mind for loot.”
- Gear: “Dynamite: +3 Body roll,” “Cigar: +3 Charm roll.”
- Where Eagles Dare:
- Tone: Tense and cunning—espionage meets action.
- Specials: “Smith’s Guile: +1 Charm in disguise,” “Schaffer’s Aim: +1 Body to shoot.”
- Gear: “Explosive Charge: +3 Body roll,” “Forged Papers: +3 Charm roll.”