Boat 1Move northeast to that mortar crater that makes a hole in the barbed wire. Double time!
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)
3 Thompson magazines
2 Land Mines (Risk 7)
2 Explosive charges (Risk 10)
2 Bangalore (Risk unknown, GM hasn't specified)
[6] You sprint across the beach, making it all the way to the crater just before the ramp up to the second part of the beach. You dive into the crater and cover your head, hoping not to be shot or bombed before you can make good your next advance. You spit out some sand and cover your head.
(Squad 1)
Run forward. What ya want me to say here.
Name: Faith Layson
Description: A little short for a stormtrooper. She was just a nurse before a complicated series of events placed her in the 888th. She hopes that being the radio operator will let her stay pretty far back from the bullets and such. Really really doesn't want to die please.
Physical: +0
Mental: +0
Life: -2
Stats:
Speed +1
Knowledge +1
Sense +3
Skills:
Medical Training +3
Operator +2
Language +2
Exotic Melee +1
Car +1
Mechanic +1
Inventory:
Helmet (+1 Life bonus, Single Use)
First Aid Pouch (Allows First Aid)
Desharpened Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
SCR-300 radio Transceiver and handset
M1 Garand (8 shot, Risk 3)
Faith sprints forward [2] but her injury is slowing her down significantly. She only manages to make it up to Zack and Joe's barricade.
charge up and drag barrack to cover, then try to patch him up..
Name: Gus Daneeka
Description: A very nervous individual in his early 30's.
Physical: 0
Mental: 0
Life: 0
Stats:
Speed: +1
Knowledge: +3
Senses: +1
Skills:medical training +3
pistol +2
first aid +2
tanks +1
cars +1
mechanics +1
Inventory:
Post this with any action you take.
Medic Equipment
Medic’s Bag (restores up to -3 on life dice)
M1910 pistol (9 shot, risk 2)
2 pistol magazines
[2] Gus runs for his injured teammate but gets caught out in the middle.
Boat 2Try to not die please.
Name: Barak Johnston
Description: A somewhat tall man of Jewish descent. He keeps a well trimmed beard.
Physical:(Just put any bonuses or[/b] negatives you have.)
Mental:(Just put any bonuses or negatives you have.)
Life: -1
Stats: +2 Knowledge
+1 Speed
+1 Will
+1 Dex
Skills: +3 Interrogation
+2 Language
+2 Shotguns
+1 Exotic Melee
+1 Melee
+1 Camo
Inventory:
Universal Equipment:
First Aid Pouch (Allows First Aid)
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
Trench Clearing Equipment
Winchester model 12 Shotgun (6 shot, 6 risk at close range, 2 at longer range)
18 shotgun shells
Trench Knife (risk 3)
Well, you're not dead, but you're also completely freaking unconcious and very injured. You'll regain enough physical to wake up after a bit, but you'll still be damn gimped. Also, you really should update your sheet.
((Egan's posting, Tir. I think the "commander" missing is really not that important, since commander is just a class that gets a single artillery drop, and not an actual leader. Also, seeing as Barak is the furthest ahead, and you're in the rear, I don't think you'll be reaching him. I'm closer, so I'll try.))
Run straight to Barack, grab his body, and throw both of us into a crater. If it isn't possible to get all the way to him this turn, dive into the crater that he was launched from instead.
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 (once)
Stats: Strength: +1
Dexterity:+2
Sense:+2
Skills: Heavy Rifle:+3
Melee:+2
Camouflage:+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 1/5 (5 shot, risk 5 at long range, risk 3 at medium, risk 2 at close)
- 2 springfield "magazines"
- Binoculars
Heck of a run, Lets see if you make it. [1]
Simon takes a deep breath, then closes his eyes and sprints forward...or what he thinks is forward. In reality he runs far off to the left and finds himself exposed and basically standing right in front of bunker 1.
Let's try that again. Forward! Take cover if I get shot at.
Name: Winston Atzili
Description: A tall and lanky dude with short black hair and brown eyes. Probably Jewish going off the name.
Physical: +0
Mental: +0
Life: +0
Stats:
Strength: +1
Will: +1
Knowledge: +1
Senses: +2
Skills:
Heavy Rifle: +3
Camouflage: +2
Demolitions: +2
Planes:+1
Traps: +1
Exotic Melee: +1 (Does this apply if we use the entrenching shovel as a weapon?)
Inventory:
First Aid Pouch (Allows First Aid)
Ration (Restores up to -2 on physical dice)
M18 Recoilless Rifle (Risk 6, single shot, slow reload)
3 HEAT rounds
3 HE rounds
2 WP rounds (-1 after this action)
Satchel Charge (Risk 7)
[1] Really?
You run up the wall of the crater again, reach the top, slip and fall straight back in. [6] You land hard and heavy but luckily do not hurt yourself.
Move up to the hedgehog closest to Barak.
Name: Darlington Dafter
Description: A blonde hair man in his late 20s, with a great smiles and eyes that won't look out of place on a corpse.
Physical: +0
Mental: +0
Life: -2
Stats: Dexterity:+2
Knowledge:+2
Sense:+1
Skills: Medical Training:+3
First Aid:+2
Cars:+2
Interrogation:+1
Pistol:+1
Language:+1
Inventory: - First Aid Pouch (Allows First Aid)
- Entrenching Tool (A folding shovel)
- Ration (Restores up to -2 on physical dice)
- Medic’s Bag (restores up to -3 on life dice)
- M1910 pistol (9 shot, risk 2)
- 2 pistol magazines
- 2 Frag Grenades
[1] Jesus. Is this die weighted or something?
Darlington jumps out of the hole and runs straight into the barbed wire. [1!] Where he immediately gets cut up, taking -1 Life damage.
Squad 2
((Thanks a ton for the info, piece c:
Also goodness gracious our Signaler and Commander are both away or not posting! D:))
Ensure I am protected by indirect mortar fire, and reload. Take aim to snipe that Bunker 1, for covering fire!
If I can score a kill, go for it.
Try to not die please.
((Name: Barak Johnston[...]))
"I'll cover the advance, save him!"
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: 1/5
Magazines: 2 [5/5 , 5/5]
Physical: -
Mental: -
Life: -1
Stats:
Knowledge +3
Will +1
Senses +1
Skills:
+3 Medical Training
+2 First Aid
+2 Camouflage
+1 Heavy Rifle
+1 Traps
+1 Language
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
First Aid Pouch (Allows First Aid)
Entrenching Tool (A folding shovel)
M1 Garand (8 shot, Risk 3)
3 M1 round clips
Bayonet (risk 3)
Joan reloads her rifle and then takes another shot at bunker 1. The sequence of events is quite fast. Joan pops up enough to take a shot, lines up her sights and fires as the man on the machine gun fires back. She sees the small hole appear in his chest and the blood splatter against the bunker wall even as a bullet catches her in the shoulder and spins her backwards into the hole. [-2 life]
Boat 3"Haha! Wah-hah-hah-HAH!!!!!" For a moment, Bob was consumed with the feeling of power that came from this beautiful gun. And then he ran out of ammo. "Damn it!!!"
Bob reloads his BAR with another magazine, and charges forward to the hedgehog behind which Simon is sheltering.
Name: Robert McKinley
Description: McKinley was about ten years old when WWI ended, and his brother returned with innumerable stories of gore and glory. Robert desired to fight for his country in the same way. There was, however, no immediate war in which he could partake. He considered himself to be one of the few to hate the Roaring Twenties. They were a time when the people wallowed in extravagance and purposely forgot the horrors, but also the sacrifices and heroism of the great war. And then came the depression. He found himself liking the depression, though of course, he didn't admit that. Mainly because it seemed like fitting retribution for the excess of the previous years. it might have also had to do with the fact that he managed to retain his job and keep up a standard of living. In any case, 1939 was a year almost of rejoicing, and after he had settled his affairs, he signed up for the battle which he had lusted for.
He's a tall, blondish man who fancies himself to have a certain rakish look. His eyes are deep set under a heavy brow, but full of disturbing light. Call him Bob.
Physical: 0
Mental:0
Life: +1
Stats:
Strength: +1
Dexterity: +1
Will: +1
Senses: +2
Skills:
Exotic Melee: +1
Machinegun +3
Pistol: +1
Car: +2
Camouflage:+1
Language: +2 (Fluent in french, small amount of Italian)
Inventory:
First Aid Pouch (Allows First Aid)
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
Browning Auto Rifle (20 shot, risk 3, +1 risk for every 3 shots fired in a burst)
4 BAR magazines
M1910 pistol (9 shot, risk 2)
2 pistol magazines
Bob reloads his rifle and [5] sprints up to the next hedgehog.
Fire the heat rocket at the bunker on the left aim for the open slit
If I hit
The bunkers are down CHARGE!!
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: -2
Stats:[/b][/size]
Speed: +2
Dexterity: +2
Senses: +1
Skills:
Melee: +1
Pistol: +1
Explosive: +3
Demolitions: +2
Mechanic: +1
Camouflage: +2
Inventory: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)
[4]
You shoulder the recoilless rifle and line up the shot on the first bunker. You place the crosshairs on the opening slit and fire. The round screams in right through the slit and detonates somewhere inside. The sound is strangely muffled and distorted but the bunker's open face leaks smoke and fire. There's a damn good chance that either everyone in there is dead, or very near to it.
CHAAAAAAAARRRRGGGGEEEE into that hole that the mortar created in the barbed wire and blow up the other piece of barbed wire that's blocking the passage with an impact grenade.
Name: Crazy Ivan, Explosive Assassin
Description: A dude in ninja garb with tons of explosives on his person. Yes, he looks as ridiculous as that sounds.
Physical: -1
Mental:(Just put any bonuses or negatives you have.)
Life: (Just put any bonuses or negatives you have.)
Stats:
STR: +1
SPD: +1
DEX: +3
Skills:
Camouflage: +3
Explosive: +2
Demolitions: +2
Submachine Gun: +1
Traps: +1
Language: +1
Inventory:
Thompson SMG (25 shot, risk 2, +1 risk for every 5 shots fired in a burst) ABANDONED SOMEWHERE NEAR SQUAD 3'S BOAT
3 Thompson magazines
2 Land mines strapped to explosive charges, to be used as improvised impact grenades (Risk 7 (mine) + Risk 10 (explosive charge))
[1-1] You pull out an impact grenade as you call them and sprint out of behind the hedgehog. You make it about 10 feet before you trip. [1-1!] You face plant, landing directly on top of your own grenade. [6][1] The mine, because of the way it is angled, pointed down at the ground, hurts you only slightly as it detonates. The satchel charge however, deals a straight -9 life to you and activates the other impact grenade you're carrying. After that you and your gear are reduced to a fine red and gray mist.
(Squad 3)
"I FEEL ALIVE!" Said Zack to Joe after he healed his ankle. "NOW IT'S TIME TO KILL THOSE BASTARDS! HAHAHAHA!" Screamed and laughed Zack before he ran to the hedgehog in the front of him.
RUN TO THE FARTHEST HEDGEHOD!
IF I SEE SOME NAZI SCUM, FIRE AT WILL!
Name: Zack Krokowicz
Description: An American-Polish man in his mid 20s. Pale skin, brown eyes, black hair, muscular body and tall. Willingly accepted his draft to U.S military due to his burning desire to kill other people, and you need no excuses on the battlefield to kill people. Zack has been eventually sent to 888th Brigade after an incident where he killed captured German officer without any reason.
Physical: None yet.
Mental: None yet.
Life: Life +1
Stats:
+3 Strength
+1 Speed
+1 Dexterity
Skills:
+3 Shotgun
+2 Hand-to-Hand
+2 Melee,
+1 Explosives
+1 Flamethrowers
+1 Camouflage
Inventory:
Helmet (+1 Life bonus)
First Aid Pouch (Allows First Aid)
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
Winchester model 12 Shotgun (6 shot, 6 risk at close range, 2 at longer range)
18 shotgun shells
Trench Knife (risk 3)
Zack runs up and stops next to the hedgehog near Barak.
((I remove my first aid kit from inventory since I used it up, right?))
Squad 3
Stay where I am, low and in cover, try and recuperate.
Name: Joe Nix
Description: A tall, almost ape-like man with a completely shaved head, Nix has always been something of an oddball. Always cheerful when with company he finds pleasant, when its time to get serious, it's as if a monster enters his visage, and he develops a rather disturbing tunnel vision when it comes to finishing the mission.
Physical: -3 ( exhaustion )
Mental: None yet
Life: None yet
Stats: Strength +2, Will +2, Knowledge +1
Skills:
- Flamethrower +3
- Hand to hand +2
- First Aid +2
- Interrogation +1
- Melee +1
- Traps +1
Inventory:
Helmet (+1 Life bonus, Single Use)
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
Flamethrower (Risk 8, expands to fill rooms)
Flamethrower Tank (5 shots)
You sit with your back against the hedgehog and try to catch your breath. You think if you have maybe just a few more minutes here, you might be able to recover a bit.
There's no machinegun fire this turn, though two bunkers still remain technically active. Up on the ridge, past the bunkers and over where the trenches are, on the right side, everyone can hear gunfire. Faith's radio announces that the commander has a message.
Two mortar rounds come in. One misses everyone entirely, the other lands dead on Joe Nix and Faith. Faith is sprayed down with shrapnel and slumps over dead, while Joe is thrown clear over the hedgehog and knocked unconcious. [-3 life, -6 physical]