Boat 1((Back))
Carefully push up toward the hill. Any way to remove barbed wire without any tools? Don't do silly things like yank on it with bare hands.
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)
1 Bangalore (Risk unknown, GM hasn't specified)
Remove from yourself or destroy? Because bangalores were designed for being jammed into it to destroy barbed wire and other obstacles. And by up towards the hill I'm gonna assume you mean to climb the cliff, since you're right by it. [4] You free yourself from the wire [3] and climb part way up the dirt cliff under bunker 2.
Gentlefish is afk
Midnight is sleeping
Boat 2KJ has called in sick
A 3 at +2 dex wasn't fast enough? Huh. Well, they probably think that worked, so sit back in the gore and snack on a ration to restore life. Hold the MG 15 ready, if anyone comes through the entrance to confirm the kill, jam the barrel into them and hold down the trigger--gonna use it as melee weapon.
...That Gewehr wouldn't happen to have a scope, and therefore count as a sniper rifle, would it?
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: -2
Mental: -2
Life: -2
Stats: Strength: +1
Dexterity:+2
Sense:+2
Skills: Heavy Rifle:+3
Melee:+2
Camouflage:+2
First Aid:+1
Traps:+1
Demolitions:+1
Inventory: - First Aid Pouch (Allows First Aid)
- Broken Entrenching Tool (A folding shovel without the head)
- 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)
- 1 springfield "magazine", one loose round
- Binoculars
- MG 15 [37/75]
- Gewehr 43 [10/10]
- 2 Gewehr Magazines
- Mauser C96 [10/10]
[luck roll:3] No, the Gewehr has no scope. But it looks like the scope from your springfield might fit it, roughly.
You sit in the corner and eat a ration. It restores 2 PHYSICAL, and NO LIFE. Just like it says on the tin. And luckily no one comes in to check on you or even shoots in. They seem pretty confident that they got you.
((Sorry about not posting, my computer broke and it's a special kind of hell to type this out on mobile.))
((And thanks Tiruin for playing for me. I own you one.))
Carry Jersey on my back and follow Joan up. Apply first aid to anyone in need.
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: -1
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)
- M1910 pistol (9 shot, risk 2)
- 2 pistol magazines
- 2 Frag Grenades
- Alan's Dog Tags
Joan, Darlington + Jersey Unconscious; Head over to Joe Nix.
Joan: Survey surroundings through scope (unless 'surroundings until nearest bunker = medium range, whereas 'use M1 Garand instead'), and fire upon any enemies.
Darlington: Use own/Joan's or Joe's/Jersey's first aid kits to first aid literally everyone who needs em.
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: -1
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)
- M1910 pistol (9 shot, risk 2)
- 2 pistol magazines
- 2 Frag Grenades
- Alan's Dog Tags
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 [0/5, 5/5]
Physical: -1
Mental: -
Life: - {+Helmet}
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
Entrenching Tool (A folding shovel)
M1 Garand (8 shot, Risk 3)
3 M1 round clips
Bayonet (risk 3)
Joan, Darlington and Jersey on Darlington's back all head over to Joe Nix, who is laying, barely alive, further up the beach. They've only got first aid equipment so they do their best to stablize Joe with what little they have. [5] Joe Gains +1 life and +2 Physical, returning to conciousness.
Boat 3"Damn it!" Since he wasn't really certain of his chances of disentangling himself from the wire, Bob brought his rifle to ear, and unloaded 12 rounds in a burst at pair of soldiers attacking him.
If Bob can see the people shooting at them, shoot them with a 12 round burst from the BAR. If he can't see them, he tries to disentangle himself from the wire and fall down the hill a few eet in order to have some cover.
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
Bringing your rifle up to your ear and then shooting? Thats a man who hates being able to hear things. 12 shots pushes the risk to 7, however you're shooting at two targets so we'll count it as 6 each, bringing the risk to 5 on either.
[6v3][6v1] Instead of 6, you put 10 rounds down on each man, literally spraying them both down with a stream of lead. They jutter and stagger back, bursting with tiny explosions of blood before falling back and out of sight into their trench.
Your machinegun is empty, but your enemies are dead.
Reload my Recoilless Rifle with a HE round then get into cover at the top of the cliff if I have time
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
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)
2 HEAT rounds
3 HE rounds
2 WP rounds
Satchel Charge (Risk 7)
You place an HE round into the recoilless rifle and then try and run for cover up the ramp. [5] You get over the barbed wire and run around into the same bunker that Zack is currently hanging out in, diving through the door and then pressing your back against the concrete wall next to the doorway.
Sorry for not posting, I was somewhat busy yesterday.
With the Nazis currently shooting at Bob and Barak, Zack saw it as an excellent opportunity to strike...
Dash into the trench in front of me, and then shoot off the Nazi's arm/hand off.
If he manages to not lose consciousness from the pain, slit his throat with a trench knife.
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)
EDIT: Added the sheet.
Hmm well the attackers of Barak are dead...but you seem a little crazy. Lets roll to see how crazy. [1] Apparently very.
You sprint straight out of the bunker and cross the grass and throw yourself down into the first trench. You leap over the freshly made corpses and head east, down the trench, towards the remaining Nazis. You turn a corner in the trench and come face to face with one of them, so close you can make out every detail of his stupid fucking face. [6v6][6,1] He snaps his rifle up at the same time you raise your shotgun. You both get a shot off; his grazes your cheek, yours blows his head clean in half. Now would of course be a good time to stop. [6] BUT YOU ARE FAST! You shoulder past the collapsing body and find two more nazis just ahead!
[5v5][2v5][4,4] They both shoot as you sprint down the trench towards them, bullets hissing passed you, inches away. You raise your shotgun and fire at one of them. The shot hits him square in the sternum and blows a grapefruit sized hole through his chest. Now would be a very good time to stop and retreat.... [5] NOOOOOO! MURDER FASTLY! [1v6] You scream something incomprehensible and fire a shot into the wall. [3] The nazi shoots you in the leg. [-1 life]
Squad 3
Psychically scream for help in other people's minds.
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: -6 ( exhaustion )
Mental: None yet
Life: -3
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)
Joan and Darlington's medical assistance manage to get you back on your feet and concious. (+1 life, +2 physical)
There are a lot of Nazi's left around Zack, but luckily the allies are moving towards him too. Its a crap shoot who the Nazi's will shoot at. The Nazi nearest Zack takes a pot shot at him but misses and Zack takes a shot back, injuring the nazi as he flees. Of course he doesn't get far, being cut down by allied fire a moment later. Nazi soldiers are pouring out of the lead trenches and retreating back towards the central trench and the command bunker. The Allied soldiers from the east are giving chase.
Signing up to join the next wave:
Name: Ramses Apophis, Memphis Set
Description: An acolyte of the American branch of the Golden Dawn cult. War stirred up something spiritual in him, and he signed up, hoping to become a living embodiment of the destroyer. He believes, and makes extensive pains to keep his body sculpted like a God. A paragon of beauty, strength, holiness and otherworldly power! The army recruiters just shipped him straight to the 888th Brigade to join the other loonies.
Physical: 0
Mental: 0
Life: +1
Stats:
Strength: +2
Will: +2
Speed: +1
Skills:
Flamethrower: 3
Shotgun: 2
Melee: 2
First Aid: 1
Interrogation: 1
Languages: 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)
Flamethrower (Risk 8, expands to fill rooms)
Flamethrower Tank (5 shots)
Keep this sheet handy. We'll be doing a recruitment drive after this mission.