Players:1st InfantryName: Captain Jack Blues
Age: 31
Division: 1st Infantry Division (+1 to cover rolls).
Weapons:
- M1 Garand(scoped) (8 rounds (4 clips)): +1 attack rolls of range up to 15 tiles. No bonus for less than 4 tiles or over 15. (Accurate, decent RoF, Scope)
- Smith & Wesson Model 10 (6 rounds (12 rounds)): +1 to attack rolls of 4 tiles or less, -1 for above 4 tiles. reloading takes whole turn (powerful revolver)
Traits: Reckless Risk Taker - +1 to attack rolls when firing from in cover, at the cost of -2 to cover score.
Movement points: 5
Wounds: None
Kills: None
Name: Sergeant Johnson Ryan
Age: Old enough to sign up.
Division: 1st Infantry Divison (+1 to cover rolls)
Weapons:
- Arisaka Type 99 (5 rounds (4 clips)): -1 to attacks of 4 tiles or less, +1 to attacks from 4 to 8 tiles, -1 to attacks over 12 tiles. Non standard ammo means no scavenging for clips (Accurate, cumbersome, average RoF)
- Pistolet wz.35 Vis (9 rounds, 2 clips): +2 to attacks of less than 4 tiles, -1 for over 4 tiles (Awesome pistol).
- Cavalry sword: +3 to melee attacks
Traits: Vengeful (melee attacks do not cost a moveent point), Extra finger (reloading any weapon takes 2 movement points instead of usual one).
Movement points: 5
Wounds: None
Kills: None
Name: Antoine Dupré
Age: 35
Division: 1st Infantry Division (+1 to cover rolls)
Weapons:
- M1 Garand (8 rounds (4 clips)): +1 to attacks from 4 to 8 tiles in range. -1 for over 8 tiles (Accurate, decent RoF)
- Colt Revolver (6 rounds (18 rounds)): +1 to attack rolls of 4 tiles or less, -1 for above 4 tiles. reloading takes whole turn (powerful revolver)
- Old, sharpened baguette: +1 to melee rolls, can only be used once before breaking.
Traits: Skilled marksman: +1 to all rifle rolls. Too many cakes: -1 movement penalty.
Movement points: 4
Wounds: None
Kills: None
Name: Private Hirisho Tsutome
Age: 24
Division: 1st Infantry Division (+1 to cover)
Weapons:
- MP-40 (32 rounds(3 mags)): +3 to attacks within 6 tiles, -2 to attacks over 8 tiles (badass smg, can scavenge ammo from dead germans)
- Luger (8 rounds (3 clips)): +3 to attacks within 3 tiles, -2 to attacks 5 tiles or more)) (goood lil pistol, can scavenge ammo from dead germans)
- x2 Model 39 Hand Grenades: +2 to attacks if used successfully, can be thrown 8 tiles. (decent grenade)
- Tanto Samurai Knife: +3 to melee attacks (evil lil blade)
Traits: Honourable warrior (+1 to attacks when not in cover, -1 to finding cover),
Movement points: 5
Wounds: None
Kills: None
Name: Steven Cooper
Age: 19
Division: 1st Infantry (+1 to cover rolls)
Weapons:
- BAR M1918A2 (20 rounds (3 mags)): +2 to all attacks up to 6 tiles. -2 to all attacks over 8 tiles (High RoF LMG)
- Sharpened Shovel: +1 to melee attacks, as well as obvious use as a tool giving +1 to relevant actions.
- Colt M1911 (7 rounds (2 clips)): +2 to attacks of 3 tiles or less, -2 to attacks of over 5 tiles (decent RoF, powerful pistol)
- x1 pair of socks. Good for keeping feet warm.
Traits: Mechanically minded: Weapon failures will not be catastrophic. Gun envy: Will drop BAR for any "upgrade" at first opportunity.
Movement points: 5
Wounds: None
Kills: None
Name: Pvt. Johnothan Wayne Willard
Age: 22
Division: 1st division (+1 to cover rolls)
Weapons:
- x3 3 RGD-33 Frag Grenades: +2 to attacks if used succesfully, thrown range of 7 tiles maximum (unreliable grenade)
- Browning M2(200 rounds): +4 to all attacks up to 10 tiles in range. Takes 2 actions to deploy and pack up, can not be used on the move (bigass .50 cal!)
- Ithica 37 (8 rounds (8 rounds)): +3 to attacks up to 3 tiles, -2 to attacks 4 tiles or over (small but powerful shotgun)
Traits: Thousand yard stare: +1 to all MG rolls. Jumpy: -1 to all rolls when under fire.
Movement points: 5
Wounds: None
Kills: None
29th InfantryName: Jackson Gristle
Age: 21
Division: 29th Infantry Division (Rookie)
Weapons:
- Winchester Model 1897 shotgun (5 rounds (10 rounds)): +3 for attacks 4 tiles or less, -1 for attacks 4 to 8 tiles, -3 over 8 tiles. Reloading takes 2 movement actions (Bigass shotgun! Devastating CQ, not so useful at range)
- x4 Mk2 grenades: +3 to attack rolls if used succesfully. Can only be thrown a maximum of 8 tiles.
- Mk1 Trench knife: +2 to melee attack, can be used as a tool for +1 bonus to relevant actions
Traits: "Knows his way around": +1 to cover rolls.
Movement points: 5
Wounds: None
Kills: None
US RangersAge: 25
Division: US Ranger (+1 action per turn)
Wepons:
- Colt Model 1903 Pocket Hammerless (8 rounds (2 clips)): +1 to attacks of 3 tiles or less. -1 to attacks of 4 tiles or more (small pistol).
- M1 Carbine (15 rounds (4 clips)) (+1 to all attacks up to 6 tiles, -2 if over 12 tiles: decent light rifle with semi auto fire) with M1942 Bayonet (+2 to Melee when using rifle)
- Mark I Trench Knife: +2 to melee attack, can be used as a tool for +1 bonus to relevant actions
- KA-BAR: +2 to melee attack, can be used as a tool for +1 bonus to relevant actions
Traits: Leads from the front (+2 while attacking from cover at a cost of -1 to cover rolls)
Movement points: 5
Wounds: None
Kills: None
Name: Sergeant Jack Stevens
Age: 30
Division: US Rangers (+1 actions)
Weapons:
- Thompson submachine gun (30 rounds (4 clips)): +2 to all attacks up to 4 tiles away, -1 to all attacks from 6 to 8 tiles, -3 to anything over 8 tiles (classic WW2 smg)
- A flare gun (2 flares, launches flares...)
- x4 Mk2 frag grenades: +3 to attack rolls if used succesfully. Can only be thrown a maximum of 8 tiles.
- x2 bangalore torpedos: +4 attack roll to adjacent square
Traits: Demolition man: +1 to all explosive rolls. Not a swimmer: -2 to movement in water.
Movement points: 6
Wounds: None
Kills: None
Name : Private Kalam Merkhandar.
Age : 23
Division : US Ranger (+1 actions)
Weapons:
- Lee-Enfield No. 4 Mk 3, Scoped (5 rounds (9 clips)): +1 to attacks over 5 tiles up to 15 tiles (decent rifle)
- x2 Browning FN-Inglis (9 rounds (10 clips)): +2 to attacks 3 tiles or under, -2 to attacks 5 tiles or over (decent little pistols)
- x2 Tsurugi: +3 to melee rolls (nasty lil blades)
- Ghillie suit: +1 to cover when already in cover
Traits: Hurt me more: +1 to rolls agaist wounds. Blood lust: Will rush to melee combat when within one tile of enemy.
Movement points: 6
Wounds: None
Kills: None
Name: Mark Stevens
Age: 56
Division: US Rangers (+1 actions per turn)
Weapons:
- Tokarev SVT-40, scoped (10 rounds (2clips)): -1 to attcks within 5 tiles, +1 to all attacks over 6 tiles (not so good sniper rifle, non standard ammo that cant be scavenged for)
- Welrod, silenced (6 rounds, 2 clips)): +2 to attacks on next square, -2 to all attacks further away (short range silenced pistol)
- x2 thermite grenades: +4 when used against fixed target successfully, of little use against infantry. Range of 7 tiles
- Binoculars: can be used to investigate layout of enemy positions
Traits: Veteran sniper (+1 to all sniper rolls if firing from in cover), Old man (-2 to all wound rolls)
Movement points: 5
Wounds: None
Kills: None
Name:Tim White
Age: 28
Division: US Rangers (+1 actions per turn)
Weapons:
- M1A1 Flamethrower (1 tank): +5 to all attacks within 3 tiles, and x2 bonus against bunkers. -1 to all cover rolls, and might go boom.
- M1 Mortar (5 Shells(1 WP, 1 FS, 3 Light Explosives)): Can only be used on targets 10 tiles away or more for a +5 attack bonus. Causes a loss of 2 movement points due to weight while carried, takes a movement point to deply and pack up, and only be used while stationary.
- Colt Model 1903 Pocket Hammerless (8 rounds (4 clips)): +1 to attacks of 3 tiles or less. -1 to attacks of 4 tiles or more (small pistol).
- KA-BAR: +2 to melee attack, can be used as a tool for +1 bonus to relevant actions
Traits: A bit dumb (will not suffer from morale penalties), Big guy (needs a roll of 3 or over to successfully find cover)
Base movement before penalties: 6, (-2 to this while you still carry that bigass mortar)
Wounds: None
Kills: None
Any subsequent players will form part of the second wave. Should you die (and most of you will), feel free to create another character.
Turn 0: 6.28AMIt was a cold, grey morning. The sea was rough, and the smell of salty air mixed with vomit was not a nice one. "60 SECONDS!" called out the Navy pilot above the dull boom of incoming artilliery and soft roar of the sea. Hopefully the naval and aerial bombardment had made some hoes in the beach defenses. The landing was already a mess: craft were off course and confused, heading for the wrong sectors in a disordered manner. Some men were praying, some were fearfully silent. Others made a last check of thier weapons and gear. Squad leaders all around could be faintly heared barking out thier last orders to their men before the craft reached the beach and the ramp dropped. "30 SECONDS!" It was here that the liberation of Europe would begin, or fail. "10 SECONDS: CLEAR THE RAMP!"...
The landing craft scraped into the soft sand in the shallows and the ramp fell with a heavy clunk. Time to move...
(Landing rolls: US Rangers: 5 (clear of the water), 1st Inf: 3 (in the shallows), 29th Inf: 4 (almost dry))
(Naval bombardment roll: 1 (overshot, no effect). Aerial bombardment roll: 1 (overshot, no effect) - both much like real life!)
Map: Turn 0Please note your relevant start locations.
Your moveLets say you have 5 movement points at your disposal. You may use them as you see fit, maybe moving 3 tiles, finding cover then firing, or any combination that adds up to 5, or whatever total you may have been given for your character. Unused points do not roll over. I will carry out your actions in the order they are written, stopping if you run out of movement points. You get to move first, then the enemy get thier rolls, and so on. If you dont declare a move within a reasonable time (say 24 hrs), I will assume you are holding position/taking cover in your current square.