So in 17 pages you get a complete weird war horror OSR game: 6 character classes with rules up to L5; a sanity mechanic, mundane enemies and animals, stats for some ocult menaces,some stats some vehicle stats, adventure ideas and 3 pages of rules and 2 of tables and charts.
The clases are pretty standard for weird war type games: Recon, Leader, Grunt, Covert, the Para-medic and Talisman.
The classes are well done, with the Leader, Grunt and Recon prety much what you'd expect.There is only a small bit of overlap between the Covert and the Recon in terms of abilities, and the Covert general enough to be tweaked into a French Resistance fighter or a Viet Cong or other insurgent -type if you want to set your game in something other than World War 2 - just by renaming the specifics.
The Para-medic,is something akin to a cleric, with some curative and protective magic at his disposal. The Talisman islike your Magic User, with a nice range of supernatural magic that he can cast and/or use to imbue objects.
I think the take on the para-medic as 'occult' granted powers steps on the toes of the Talisman a little. If I were running this, I would maybe interpret the Para-medic as a psychic sensitive or empathic of sorts who can do some protection, undead turning etc and leave the healing and poison neutralization as a class ability usable a couple times per medikit refill (a good excuse for the para-medic to scrounge as well). I would reduce the 'spell' repertoire a touch to compensate.
The rules are very straightforward as all the OSR-based X games and the page of adventure ideas is great, almost all writen specifically for the world war 2 western front though most easily adaptable to something else.
All-in-all a great flexible little game that distills the golden age weird war horror comic genre down to under 20 pages. I see being able to scavenge stuff from weird-war, CoC and D&D type modules. Buy it! especially since it's 33% off this weekend.