Gonna stop organizing you guys by boat. You're so intermixed it doesn't matter anymore.
Squad 3:
Haul ass and head across the bridge next to Yarrick.
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: -4 ( exhaustion )
Mental: None yet
Life: -2
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)
[1]
You get up out of the bunker and start limping towards the bridge next to yarrick. You make it nowhere close and instead just end up standing in no-man's land.
Bob sprints forward and climbs into the now empty trench, and searches for stuff that might be useful: weapons, rations, tools.
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: -2
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)
3 BAR magazines
M1910 pistol (9 shot, risk 2)
2 pistol magazines
You sprint and hurl yourself into the trench, right next to a dead nazi. You crawl over to him and search is body. He's got an MP 34 and an unused 34 round box magazine, as well as a single ration.
"DAMN IT" Reload with a HEAT round
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)
Done.
Jack rolled his eyes. "Really, man?"
Reload! Let the others push first.
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)
You reload, allowing your commrades to charge the bunker without you. Its a calculated move; those germans can only have so many bullets.
((Zack can kill more Nazis now, I guess...))
Loot the nearest corpses for some grenades, then haul my ass for the next trench. If I fail to find any grenades, still run and jump into the next trench.
Throw a grenade into the bunker through the hole for the enemy machine gun. If I failed to found any grenades, lay low.
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: None.
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: Forgot my application. Again.
You find a single german grenade, though it looks like it might have been damaged by gunfire. You shrug and take it anyways.
[6][5]
You leap up, out of the trench, and sprint forward. You leap right over the next trench and instead sprint right up, almost directly next to the bunker, and then toss the grenade in. A few seconds later a muffled "BAUMPH" is accompanied by screaming and a burst of smoke and bits of blood and flesh pouring from the slits of the bunker.
Hyper crawl towards the bunker!
Name: Barak Johnston
Description: A somewhat tall man of Jewish descent. He keeps a well trimmed beard.
Physical: 2
Mental:(Just put any bonuses or negatives you have.)
Life: -2
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)
You make it to the nearest trench and flop in.
First aid on Jersey (and scavenge around me for a replacement or any medical items left in the bunker)
Then move up with my sniper rifle. Stick and move from cover to cover, now knowing where everything presumably is.
OR
If being IN the bunker is actually a lot better defensibly (and I can scope them out), go do so. Let anyone idling or otherwise act as my spotter (for bonus dice? :3)
((Currently having horribad internet, will post more tomorrow; only posting here at the moment because of a moment of forgetfulness [and me not noticing this in my newbox]))
Joan relayed the positions of basically everything she saw, as she saw them, and pinpointed the importance of a central bunker providing overwatch, and what seemed to be an allied push to their two o-clock position.
This was a perfect opportunity.
"Get your explosives ready; someone order their surrender. I don't see any radios or otherwise; expect mortar fire if you can.
"Can anyone provide covering fire or some smoke?"
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)
Story: Honestly, his crew didn't like him. He hunted animals, but never shot to kill. He'd sit there and watch them with his boniculars until his binoculars were taken away. Shipped into the 888th after artillery decimated his crew and he was found, unharmed and smiling. When asked why, he said "Because the screams put me at ease."
Physical: -
Mental: -
Life: -1; unconscious
Stats:
Strength: 1
Dexterity: 2
Senses: 2
Skills:
Melee: +3
Rifle: +3
First Aid: +2
Camouflage: +2
Inventory- First Aid Pouch (Allows First Aid)
- Entrenching Tool (A folding shovel)
- Ration (Restores up to -2 on physical dice)
- M1 Garand (8 shot, Risk 3)
- 3 M1 round clips
- Bayonet (risk 3)
- 2 Frag Grenades (Risk 7)
Jersey's life goes up by +2 and his physical gains +2 as well, returning him to conciousness. Moving up presents no real advantage to you, so you stay in the bunker and ask someone to be your spotter.
"By the way, I've got some spare grenades if anyone wants some. God knows I don't know how to use them without turning into a red mist."
Act as Joan's spotter and help her spot targets.
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
You act as Joan's spotter, pointing out for her several good targets in the bunker and helping her gauge the wind and distance.
Reload. Do I currently have bonus lethality from previous shooting, or does reloading break that? If I do, fire a single round (gotta be efficient and maximize the lethality boost). If I don't, duck back into the bunker and use my first aid kit to regen life.
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: -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)
- Scoped Springfield M1903 A4 [0/5] (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
You reload. Your lethality is reset because you're not in a continous fight with a specific target or group. They broke that by running and then dying. You regen 1 life.
Stay put. Because using my gun on a person is probably overkill.
Staying put.
Zack, despite being shot at a stupid number of times, manages to never get hit. Seriously. Shot at him 4 times and he out rolled every one. But he should probably get some cover, that won't likely happen a second tiime. Joe is lucky because everyone focused on Zack.