IF YOU LEVEL UP, EDIT YOUR SHEETS TO REFLECT THAT!
NOTE: THE HEAVY RIFLE SKILL HAS BEEN REPLACED WITH THE SNIPER RIFLE SKILL. THE RECOILLESS RIFLE NOW FALLS UNDER EXPLOSIVES. THOSE WHO ARE EFFECTED BY THIS CHANGE, LIKE SY AND YARRICK, MAY SHUFFLE THEIR SKILLS TO REFLECT THIS.
People signed up for the next mission Strider03 (Bob)
NRDL (Joe Nix)
Egan (Alice)
Tiruin (Joan)
PaPaj (Joe Polnik)
Milo Christiansen (Smith)
Twinwolf (Winston)
Madman 198237 (Robert davidson)
Crockandbearlover (Zack)
Aigre Excalibur (Ramses)
Toaster (Jack)
Ozarck (Edward)
Sy (Simon)
Cronos5010 (Jonathan)
Questionable sign upsKillerhellhound (yarrick)
Does a traditional "How do I get out of this chicken-shit outfit?" count as a question, Sir? More importantly, how soon can we get some wounded for me to fix?
"Stow that talk, private, or you'll be fixing yourself."
Stat point into camouflage and requisition a pistol and knife "I'm going to need something a little easier to use for close combat"
Name:Yarrick
Description:A tall man was transferred to the 888th after managing to bring down a tank with a lucky shot from above
Physical:0
Mental:0
Life: +1
Stats:[/b][/size]
Speed: +2
Dexterity: +2
Senses: +1
Skills:
Melee: +1
Pistol: +1
Explosive: +3
Demolitions: +2
Mechanic: +1
Camouflage: +2 +1
Inventory:
Helmet (+1 to life)
First Aid Pouch (Allows First Aid)
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
M18 Recoilless Rifle (Risk 6, single shot, slow reload)
3 HEAT rounds
3 HE rounds
3 WP rounds
Satchel Charge (Risk 7)
You gain the following
Knife (risk 2)
M1910 Pistol (9 shot, risk 2)
In! Grab a fair share of satchel charges (which I assume are the same as the ones in the standard kit). Assuming I keep my extra bangalore from the first mission? +1 Explosives
Let's req some frag grenades, because boom.
Name: Jack Worter
Description: Jack was transferred to the 888th after one of his explosives went off a bit too close to him, and he's been a bit funny in the head ever since. The scars line up on his face when he starts grinning at explosions. Likes nothing better to see things explode.
Physical: 0
Mental: 0
Life: +1
Stats:
Speed +1
Dexterity +1
Knowledge +2
Senses +1
Skills:
Demolitions +3
Explosives +2
Traps +2
Tank +1
Operator +1
Mechanic +1
Inventory:
Helmet (+1 Life bonus, Single Use)
First Aid Pouch (Allows First Aid)
Ration (Restores up to -2 on physical dice)
Thompson SMG (25 shot, risk 2, +1 risk for every 5 shots fired in a burst) [22 rounds in magazine]
2 Thompson magazines
2 Land Mines (Risk 7)
2 Explosive charges (Risk 10)
1 Bangalore (Risk unknown, GM hasn't specified)
You get 4 of the satchel charges (which are the standard ones, yes), keep your extra bangalore, and you're granted 2 extra frag grenades.
Hum...
((I'd love for someone ELSE to requisition a custom medical item for us to use that'd help survivability but I stumbled upon a link that would help these kinds of short-ranged missions for Riflemen/Rifle-skilled folks. I saw this item (it seems to fit under the Rifle category, but not the 'Heavy Rifle' category; only until medium range of effectiveness unless long range is more than 200m+)))
[Ideas for the future] Requisition a Flak Jacket for body protection! If it has any negatives, don't requisition it and instead requisition a Medic Bag.
Requisition that Fancy SCR-300. If I lack training and training is needed for this, instead requisition the above ideas.
Level +1 to Language (already in my sheet)
Get +1 Satchel Charge (because of Traps skill)
Name: Joan Macaraeg
Description: Originally enlisted as a marksman from a background of being a crack shot at things, Joan was placed in supportive roles before she was assigned to anything near the front line. She hails from the northern mountains of Philippines, her home characterized by the jungle-heat and its high altitude.
Current Weapon:
Scoped Springfield M1903 A4 (5 shot, risk 5 at long range, risk 3 at medium, risk 2 at close)
Ammo: 5/5
Magazines: 2 [5/5, 5/5]
Physical: -1
Mental: -
Life: +1 {+Helmet}
Stats:
Knowledge +3
Will +1
Senses +1
Skills:
+3 Medical Training
+2 First Aid
+2 Camouflage
+2 Language
+1 Heavy Rifle
+1 Traps
Inventory:
Helmet (+1 Life bonus, Single Use)
First Aid Pouch (Allows First Aid)
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
Scoped Springfield M1903 A4 (5 shot, risk 5 at long range, risk 3 at medium, risk 2 at close)
2 springfield magazines
Binoculars
Joakim's Dog Tags
Entrenching Tool (A folding shovel)
M1 Garand (8 shot, Risk 3)
3 M1 round clips
Bayonet (risk 3)
So...guys, did many of you miss the requisition//+1 skill/stat point?
Some sheets are messy that it combines the Helmet bonus and a Life bonus so it's unsure if you put that stat in Life. :v
STAT point bonuses are permanent, while they're affected per mission, replenish to its 'base' level, including permanent bonuses after mission.
...Update your sheets guys. Piecewise won't do it for you, and honesty per player is a great skill. :3
The name after the name, is the equipment class listed in the OP for better and quicker viewing instead of assumed terms like 'shotgunner'.
Starting here;
Rob Davidson, Sniper
Joe Polnik, Trench Clearing (Shotgun)
Smith, Medic
Joe Nix, Trench Clearing (Flamethrower)
Robert McKinley, Heavy Gunner (Machinegun)
Yarrick, Tank Hunter
Zack Krokowicz, Trench Clearing (Shotgun)
Ramses Apophis, Trench Clearing (Flamethrower)
Jack Worter, Specialist
Myself (this post); Joan Macaraeg, Sniper
Also Alice, our pilot, who hasn't posted yet. And a few others who participated in the mission but haven't posted yet.
Seriously there's NO COMMANDER or RADIOMAN!?
You get a nice SCR-300 radio; you're not super knowledgeable about how to use it, but you're good enough to do the basics. You also grab one of the satchel charges.
I like Tiruin's suggestion of the Delisle carbine. Could I requisition it with a low power scope, making it use heavy rifle, like the Gewehr? Or would that be two different reqs? Or would it be impossible to make it use heavy rifle, due to the Delisle being relatively light?
If it would be heavy rifle with a scope, and wouldn't require two reqs, I'll requisition one. Otherwise, I'll requisition a scope and attach it to the Gewehr to make it use heavy rifle. Also, I'm upping camouflage to +3.
Name: Simon Smith
Description: A short and somewhat stocky man with a thick beard. His looks are deceptive, as he's actually quite agile.
Physical: +0
Mental: +0
Life: +1
Stats: Strength: +1
Dexterity:+2
Sense:+2
Skills: Heavy Rifle:+3
Camouflage:+3
Melee:+2
First Aid:+1
Traps:+1
Demolitions:+1
Inventory: - Helmet (+1 Life bonus, Single Use)
- First Aid Pouch (Allows First Aid)
- Entrenching Tool (A folding shovel)
- Ration (Restores up to -2 on physical dice)
- Scoped Springfield M1903 A4 [5/5] (5 shot, risk 5 at long range, risk 3 at medium, risk 2 at close)
- 2 springfield "magazines"
- Binoculars
- MG 15 [37/75]
- Gewehr 43 [10/10] (Risk 3)
- 2 Gewehr Magazines
- Mauser C96 [10/10]
((@Tir
Nobody is a commander because the commander class is the second worst behind engineer, and giving leadership based upon class selection is a poor idea at best anyway. If anyone's our field commander, it's you. Req a flare if you want to be proper about it.
I don't see why everyone hates radioman, though. I'd think being able to scream at our commander NPCs would be as appreciated as having two grenades and extra ammo.))
You can't make a heavy rifle just by sticking a scope on it. To make this crap easier, I'm making some changes to skills and where certain equipment falls. You could get the scope, but the carbine is 2-3 req orders because it is perfectly silent and also rare. But you can make the Gewehr a sniper rifle via that scope so we'll do that.
Everyone who is ready, just say so. Once we're all ready, We'll start the mission.