Not feeling super great today, so I'm skipping posts if they not that relevant. Mostly posts about waiting or avoiding danger.
Take a peek through the door. If no boolets or other shenanigans start flying in my general direction, then continue onward.
Name: Radioman
Description: A radioman.
Physical: 0
Mental: -1
Life: 0
280 GLORY
Stats:
Strength: 0
Speed: 2
Dexterity: 2
Will: 0
Knowledge: 0
Senses: 1
Skills:
Operator: +3
Rifle: +2
Camouflage: +2
Mechanic: +1
Melee: +1
Language: +1
Inventory:
1 First Aid Pouch (Allows First Aid. Single use)
1 Entrenching Tool (A folding shovel)
1 Ration (Restores up to -2 on physical dice)
1 Clicker
1 L type Flashlight
1 Sewing kit
1 Mirror
1 razor set
1 Bar of soap
1 Toothpaste and toothbrush set
1 compressed TP roll
1 Pack of Chesterfield Cigarettes
13 individual cigs
1 Lighter
1 Mess kit
1 Knit cap
1 Notepad and Pen
1 Haversack
1 Gunbelt with Magazine pouches
1 Canteen and Cup
1 Compass
1 grenade
1 blowtorch
flyzapper gun (risk: ??)
trench knife (risk-3)
You walk over to the big pair of double doors and give them a push. They move, though not easily. You really have to put your weight into it, shoving with both hands and straining against the old hinges. The door groans and you finally overcome the friction; the doors grind open with a squeal. You open them maybe a foot and then look through. Beyond the double doors is a hall; for maybe 10 feet its the same roughly excavated stone but then it opens into what appears to be a natural cave room. On the opposite end of the cave room, the stone has been carved into what looks vaguely like a roman arch. There are the remnants of ancient metal hinges on the sides of the arch, now badly corroded, but no sign of any door. The path beyond the arch is smoothly carved and, you think, painted with frescoes, but its hard to see from this distance.
“I may not know much about tanks, but I HIGHLY recommend NOT firing the main gun at present”
Quickly inspect the barrels and the pallet, then move on with Radio
(I assumed I got 1 Gewehr magazine (10 bullets), does that sound right?)
Name: Carolina Oliveira
Description:
An average sized woman with an athletic build.
She comes from Brazil, where she was secretly trained as a spy. Despite her training, she took up more combat skills than she did stealth and espionage. She was deployed with the Brazilian Navy in the Atlantic for some time before being sent on reconnaissance in Italy, from there she somehow ended up here.
She wears a grey knitted wool cap. It has ear flaps that dangle down several inches, in the style of many South American knitted hats. It is formed to look like it has cat ears, and it has two larger buttons fastened to look like the eyes. When she has her combat helmet on, the cap is worn underneath as a helmet liner.
GLORY: 250
(35 GLORY spent)
Physical:0
Mental:0
Life:+1
Ammo in current magazine:8
Magazines remaining:4
Grenades:2
Stats:
Strength +2
Dexterity +2
Knowledge +1
Skills:
Rifle +3
Melee +2
Explosives +2
Language +1
Interrogation +1
Pistol +1
Inventory:
Nazi medal
Knitted wool cap
Gas mask
Luger 8/8 (2 magazines, risk 2)
Gewehr 10/10 (2 magazines risk 3)(loaned out)
Rifleman Equipment
Helmet and flack vest (+1 life)
M1 Garand (8 shot, Risk 3)
5 M1 round clips
Bayonet (risk 3)
2 Frag Grenades (Risk 7)
Universal Equipment:
1 First Aid Pouch (Allows First Aid. Single use)
1 Entrenching Tool (A folding shovel)
1 Ration (Restores up to -2 on physical dice)
1 Clicker
1 L type Flashlight
1 Sewing kit
1 Mirror
1 razor set
1 Bar of soap
1 Toothpaste and toothbrush set
1 compressed TP roll
1 Pack of Chesterfield Cigarettes
1 Lighter
1 Mess kit
1 Knit cap
1 Notepad and Pen
1 Haversack
1 Gunbelt with Magazine pouches
1 Canteen and Cup
1 Compass
(Yeah)
You walk over to the pallet. Its a regular wooden pallet for moving goods with a forklift. The barrel is an oil drum, about 4 feet tall and maybe a foot in diameter. You pry open the stopper on top and peek in. Its about...maybe 1/3rd filled with gasoline.
"Ed, were you saying something? I could swear you said something."
Huff and puff, then dropkick the metal door after Radio does his thing.
Name: Franek Kimono
Description:
https://www.youtube.com/watch?v=J1cwnIybzzsPhysical:
Mental:
Life:
Stats:
Strength: +3
Speed: +1
Dexterity: +1
Skills:
Hand to Hand: +3
Melee: +2
Exotic Melee: +2
Shotgun: +1
Camouflage: +1
Pistol: +1
Inventory:
1 First Aid Pouch (Allows First Aid. Single use)
1 Entrenching Tool (A folding shovel)
1 Ration (Restores up to -2 on physical dice)
1 Clicker
1 L type Flashlight
1 Sewing kit
1 Mirror
1 razor set
1 Bar of soap
1 Toothpaste and toothbrush set
1 compressed TP roll
1 Pack of Chesterfield Cigarettes
1 Lighter
1 Mess kit
1 Knit cap
1 Notepad and Pen
1 Haversack
1 Gunbelt with Magazine pouches
1 Canteen and Cup
1 Compass
Winchester model 12 Shotgun (6 shot, 6 risk at close range, 2 at longer range)
18 shotgun shells
Trench Knife (risk 3)
[4]
You do a flying kick straight into the double door on the right. You kick it wide open, much to Radio's surprise. The door slams into the stone wall with a CLANG! that reverberates unpleasantly through the entire tunnel.
It all goes really well until some idiot runs you over with a tank.
"Well, this is awfully boring! Is that door locked? I bet it's locked. I'm gonna open it, okay?"
When all you have is a tank, everything looks like... some kind of tank-ramming target thing? I mean, if all you have is a tank cannon, everything looks like enemy armor, but I'm not allowed on the cannon. All I've got is controls. So uh, smash into that door in an attempt to remain useful.
Name: Alice Gwerhierhwaer
Description: Short blue dyed hair, shiny orange eyes. Tallish, and not thin. Hairy.
Physical: +0
Mental: +0
Life: +0
Stats:
Speed 1
Dexterity 2
Will 1
Knowledge 1
Senses 1
Skills:
Plane 3
Operator 2
Mechanic 2
Melee 1
Pistol 1
First Aid 1
GLORY: 230
Inventory:
Fancy Hat
First Aid Pouch (Allows First Aid)
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
Mechanic’s tools
Flare Gun (1 shot, risk 2)
Knife (Risk 2)
Silenced pistol (2 risk normally, but 8 if unnoticed. Does not draw attention by sound. 8/8 shot)
Gas mask
2 pistol magazines
Joan's Radio
Binoculars
Police baton
Coffee maker
Some dude's diary
[1]
Someone with a modicum of reason or foresight or common sense or two braincells to rub together in her big stupid turnip of a head would realize that ramming a door when two people are in front of it would be a bad freaking idea.
Alice apparently has none of these things. [4][1] She just pushes the tank's throttle to max and plows forward. Radio sees the stupidity coming his way and dodges, throwing himself to the left and out of the path. Franek, who is still getting up from his jump, either doesn't see the tank coming or doesn't have time to move. [6] The tank opens the door just fine, as you would expect. It also opens up Franek just fine [-4 Life] and leaves him mangled and pinned beneath the treads, most of his low body reduced to a bloody mush.
"Maybe we should wait and see if someone comes for us? Then we could shoot them."
Climb out of tank, check on Nazi prisoner, gag if they're awake. Then step away from the tank. Far away from the muzzle and the tank. And then plug my ears as tightly as possible. Take cover.
Name: Denver Gaunt
Description: Denver Gaunt is an average man of average build from New York. His family ran a small bakery, but Denver was disenchanted with the working class life and took up boxing. After joining up into the army, he discovered a newfound love of war and was quite overeager, eventually being transferred into the 888th for insubordination after several men were killed due to his rashness.
Physical: 0
Mental: 0
Life: +1
Stats:
Speed +1
Dexterity +1
Will +1
Senses +2
Skills:
Melee +3
First Aid +2
Camouflage +2
Traps +1
SMG +1
Operator +1
Inventory:
Helmet
First Aid Kit (extra)
SCR 300 Radio Transceiver and Handset
Thompson SMG (25/25, Risk 2+1 for every five rounds in
burst )
Spare Magazine [5/25]
German SMG, 15 bullets
Binoculars
Flares (Red, Green, Black, Blue, and Yellow smoke)
Flare Gun
Trench Knife (Risk 3)
Universal Kit
GLORY: 160
Achievements:
Scouted a bunch
Lent radio out
Shot up Nazis with Bob, captured a truck and freed the prisoners
Dodged the Nazi lightning
You climb out of the tank and take the still unconscious prisoner over to one corner of the room. You prop him up in front of you as cover and then plug your ears. The tank has already done a dumb thing, time to see if it does another dumb thing.
"Hi Denver, you wan--uh, okay, bye Denver. Huh. Well, carry on Alice. You too, Robert, you're doing great work manning that gun. Most people in your place would be bored as hell!"
Keep track of our allies. If, when Alice rams through the door, no allies have passed through, and none are in front of the tank, fire the cannon into whatever is back there. Don't worry about identifying targets or aiming; it's a HE shell underground! Anything on the wrong side of the tank should have a very bad day.
Edit: Oh, and a guy threatened to lethally stab Simon if he fires the gun, so make sure the hatches are locked. I actually did say to lock them before we went down the elevator, but check again just to be sure. Simon knows firsthand just how deadly a tank boarder with a knife can be.
Simon, the Gunniest Commander!
Relevant skills: +3 Sniper Rifle?
Alice, the Maddest Driver!
Relevant skills: +2 Operator, +2 Mechanic
Sid, the Unconscious-est Freeloader!
Relevant skills: +2 Explosives, +1 Mechanic
Robert, the Nicest Machine Gunner!
Relevant skills: +3 Machine Gun
Name: Simon Smith
Description: A short and somewhat stocky man with
a thick beard and a bulky gasmask. His looks are deceptive, as he's actually quite agile. He has nine firearms chained to him, along with an assortment of knives and a sniper rifle he's always carrying around.
Physical: +0
Mental: +0
Life: +0
Stats: Strength: +1
Dexterity:+2
Sense:+2
Skills: Sniper Rifle:+3
Camouflage:+3
Melee:+2
First Aid:+1
Traps:+1
Demolitions:+1
Class Inventory: First Aid Pouch (Allows First Aid)
- Entrenching Tool (A folding shovel)
- Ration (Restores up to -2 on physical dice)
- A bunch of useful bits and bobs
- Scoped Springfield M1903 A4 [5/5] (5 shot, risk 5 at long range, risk 3 at medium, risk 2 at close, Sniper Rifle)
- 2/2 Springfield "magazines"
- Binoculars
- Spare Scope (Mounted on Gewehr)
- 2/2 Smoke grenades
- A "mag" of incendiary rounds for the Springfield (loaded in spare Springfield)
- Scoped De Lisle carbine [11/11] (silent, Sniper Rifle)
- A mag of incendiary ammo for the De Lisle [10/11]
- Trench Knife (Risk 3, melee)
- Gas mask (Not worn, but ready)
Looted Inventory:- Two spare First Aid Kits.
- MG 15 [75/75] (Machine Gun)
- A spare box of ammo for the MG 15.
- Scoped Gewehr 43 [10/10] (Risk 3, Sniper Rifle)
- Two Gewehr Magazines
- Four Mauser C96s [10/10]*4 (Risk 2, Pistol)
- Four Mauser C96 mags
- Angular Nazi Lightning Rifle [10/10] (Risk 4, hopefully silent, Rifle)
- A spare Springfield M1903 A4 [5/5] (Loaded with incendiaries, Sniper Rifle)
- Three spare Springfield "magazines"
- Six spare knives (risk 2, melee)
- A collection of "Chains, rope, small knives, and other things" looted from a Nazi supply depot.
- Two grenades (Risk 7?)
- Handaxe, looted off the side of a german tank. (Risk 2, melee)
- A FRIGGING PANZER IV TANK!
GLORY: 105!
Current mission accomplishments (So I don't have to go back over things later):
- Scouted out the northeastern Nazi positions, has now informed everyone. Including the Nazis, probably.
- Set fire to a Nazi-occupied building, which five Nazis then fled from. Then snuck past without issue.
- Partially scouted the bunker, from the north, found three machine gun nests which have a good view of the entrance switchback, and 180° coverage otherwise. Saw that the northern slope terminates in a 25-foot high cliff, making it near impassable.
- Got caught near a house which was struck by machinegun lightning and detonated spectacularly. Survived with -2 life.
- Killed an entire tank crew. In melee. Without taking any wounds. ALONE. Then stole their Panzer IV and drove it home.
- While riding in that tank, survived a massive targeted lightning bolt through no fault of his own. Ed rolled a one and utterly failed to dodge.
- Was "commander" of the tank while it managed to destroy two bunkers with the main gun.
- Was bravely riding outside the tank as it charged into scorched earth, and then tumbled down the side of a hill. Was only kept from being thrown free by Parrish, but hey, it's still pretty glorious. "Glorious" is almost like a synonym of "suicidally brazen"!
- Helped free his tank from several dastardly trees, while within earshot of Nazi machineguns (pointlessly) filling the air with lead.
- Commanded the tank when it did a crapton of collateral (if intentional) damage to the last bunker, and probably killed the last of the Nazi resistance.
...technically there's no one in front of the tank. [5] But you decide not to fire anyways. Your common sense is tingling.
Also dropkick the doors at the same time to help open them.
Name: William Taggart
Description: He is of polish descent. Light brown short hair and blue eyes.
Backstory: He punched an officer in the face while drunk and got sent here to die.
Physical: 0
Mental: -1
Life: 0
Stats:
Strenght: +3
Speed: +1
Dexterity: +1
Skills:
Flamethrower: +3
Exotic Melee: +2
Hand to Hand: +2
Melee: +2
Explosive: +1
Demolitions: +1
Inventory:
"a few rifles, pistols, some ammo, a grenade or two"
3 knives (Risk 2)
Gewehr (10 Bullets, Risk 3)
Universal Equipment:
1 First Aid Pouch (Allows First Aid. Single use)
1 Entrenching Tool (A folding shovel)
1 Ration (Restores up to -2 on physical dice)
1 Clicker
1 L type Flashlight
1 Sewing kit
1 Mirror
1 razor set
1 Bar of soap
1 Toothpaste and toothbrush set
1 compressed TP roll
1 Pack of Chesterfield Cigarettes
1 Lighter
1 Mess kit
1 Knit cap
1 Notepad and Pen
1 Haversack
1 Gunbelt with Magazine pouches
1 Canteen and Cup
1 Compass
Trench Clearing Equipment:
Flamethrower (Risk 8, expands to fill rooms)
Flamethrower Tank (5 shots) (Gone)
You decide not to do this. Not only are the doors already open but the last guy who did that is now a blood pudding.
"Don't worry about it sir, I'm sure everyone else is just too focused to appreciate the sermon to its fullest."
"You think I should tell it again? Maybe it's one of those things that you get more out of each time you hear it ..."
"Maybe some other time, I feel that we should let the men concentrate right now. There could be nefarious Nazis around every corner!"
"We are still being watched," Tala whispered to the Radioman.
"Check all communication channels. This is not a good place to be."
Is there no way I can 'rest' or regain mental...health? Because if I can't do that at the moment, inspect the surroundings and stay on overwatch.
Glory: 190
Weapons:
(E) Scoped Springfield M1903 A4 [5/5]; [5/10 ammunition total] {With a white cloth tied to it}
Silenced Pistol [8/8]; [8/8 ammunition total]
Equipped Weapon Skill: +3 [+0 if used in Melee/+0 in HtH]
Name: Tala Agata
Description: Tala was enlisted alongside her kin, for their renown in sharpshooting and rugged terrain survival. Being the one who had taught Joan how to shoot, she was only a year her senior before they had been separated in different brigades. She was recently transferred to the 888th after the Normandy landings.
Physical: -
Mental: -2
Life: - {+Helmet}
Stats:
Speed: +1
Dexterity: +1
Will: +1
Knowledge: +1
Senses: +1
Skills:
+3 Sniper rifle
+2 First Aid
+2 Medical Training
+1 Camouflage
+1 Pistol
+1 Languages
Inventory:
Scoped Springfield M1903 A4 (5 shot, risk 5 at long range, risk 3 at medium, risk 2 at close)
2 springfield magazines
Binoculars
*Medic Bag
*Helmet {+1 Life}
*Silenced Pistol [8/8]
*Smoke Grenades (2)
*Military Beret
*Customized Gasmask
*CS Gas Grenades (2) [Edward has one of them]
Probably a lot of tinfoil
2 Medic Bags {3 total}
Mundane Journalism Uniform
A few pens, which can be used as lockpicks
1 First Aid Pouch (Allows First Aid. Single use)
1 Entrenching Tool (A folding shovel)
1 Ration (Restores up to -2 on physical dice)
1 Clicker
1 L type Flashlight
1 Sewing kit
1 Mirror
1 razor set
1 Bar of soap
1 Toothpaste and toothbrush set
1 compressed TP roll
1 Pack of Chesterfield Cigarettes
1 Lighter
1 Mess kit
1 Knit cap
1 Notepad and Pen
1 Haversack
1 Gunbelt with Magazine pouches
1 Canteen and Cup
1 Compass
[4] You sit down and take a rest. Its somewhat hard to do with the sounds of a man being hit by a tank and screaming in agony in the background but you manage [+1 mental]
"In the name of Saint Nobel, patron saint of explosives users, please do not let that she'll turn out to be incendiary or we're all fucked. especially the tank." *knocks on the hatch* I hope you guys know that the concussion from an HE shell can still stun you if it explodes close enough, even inside the tank."
Let RNGesus be with us all whilst we roll to convince Simon to be slightly less retarded than normal. I vote we all add a 'convince Simon that HE is rarely not the answer' roll to our actions this turn.
Luckily you don't need to do this. The dice and the near death of a man have done this for you. Good thing too since the hatch is locked.