"I'd prefer getting out of here by plane... I hope there's one here that can carry everyone. Joan, you have binoculars, right?"
Borrow Joan's binoculars and look down at the base. Can I see the planes from here? Are there any large enough to extract the whole team?
Name: Alice Gwerhierhwaer
Description: Short blue dyed hair, shiny orange eyes. Tallish, and not thin. Hairy.
Physical: 0
Mental: 0
Life: +1
Stats:
Dexterity 2
Will 1
Knowledge 1
Senses 1
Skills:
Plane 3
Operator 2
Mechanic 2
Melee 1
Pistol 1
First Aid 1
GLORY: 5
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)
Mechanic’s tools
Flare Gun (For signalling planes for rescue. 1 shot, risk 2)
Knife (Risk 2)
Alice looks out at the base through the binos, scanning what she can see of the place. There are more lights starting to come on now, search lights and ground lights, and she can see the large numbers of soldiers scurrying out towards the fires in the west. She can also see two important things: First she can see what she's pretty sure is the Airstrip's hanger, off to the south side of the base. And second, atop that hanger, she can see one of her teammates. She can't tell who it is, because of the way they are laying and the great distance between them, but that black uniform is unmistakable. She judges that, by the size of the hanger, there might be a plane in there that can handle everyone...or at least most of the team. They might need to break into two groups. Assuming, of course, there is a plane of the right size in there; a big hanger need not mean big planes inside it.
"I'd prefer getting out of here by plane... I hope there's one here that can carry everyone. Joan, you have binoculars, right?"
"I've got them and more; check the surroundings, I'd like to ensure that we're not the only ones whose jump has gone awry. Hopefully the others jumped from the plane...and not landed somewhere worse. I'll try giving them a signal through the glare of my scope--the light is near perfect from this angle up hill.
"If we can't do anything from here, we have to move up."
"{TEAM} Anyone who can hear me, proceed with the operation. Get to the perimeter. I believe we can mask any sound from our weapons with what's going on near the base."
Check in or near the base area through the scope of my sniper rifle; quick sweep, don't want anyone seeing any glint from my scope even for a small time.
Wish I got a handlight, or at least a focused/signal flashlight, instead of buying a radio, exactly for these Morse-ish matters.
Otherwise, move me and Alice forward, to the best location we can ascertain for any exits or vehicles, ready to provide support fire.
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 the Philippines, with her homeland experiences characterized by a contrast of dense jungles, sweltering heat, and high altitude training.
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: -
Mental: -
Life: +1 {+Helmet}
Stats:
GLORY: -
Knowledge +3
Will +1
Senses +1
Skills:
+3 Medical Training
+2 First Aid
+2 Camouflage
+2 Language
+1 Heavy Rifle
+1 Traps
Inventory:
A well-cleaned SCR-300 Radio [Requisitioned]
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)
Joan sweeps the area around the base with her rifle scope, as quick and as careful as she can. She sights Joe and Charlie, and Ed, as well as gets a good lay of the land. The area around the base lacks the same heavy forest as the hills, instead it has a sparse number of tall pines. However, the soldiers down there seem pretty distracted at the moment so a quick, silent advance might prove viable for getting into the base undetected.
Joan and Alice advance quickly making their way down to the edge of the heavily forested area and stopping there for the moment. They can't see any planes from here, but they can see several vehicles, mostly 4 seat jeep like vehicles, sitting around in the base and a rough dirt road leading south out of the base.
Creep towards the base, keep hands free for hand to hand combat.
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: None
Mental: None
Life:
Stats: Strength +2, Will +2, Knowledge +1
Skills:
- Flamethrower +3
- Hand to hand +3
- First Aid +2
- Interrogation +1
- Melee +1
- Traps +1
Inventory:
Helmet (+1 Life bonus, Single Use)
Entrenching Tool (A folding shovel)
Flamethrower (Risk 8, expands to fill rooms)
Flamethrower Tank (5 shots)
Joe Nix takes advantage of the moment and creeps into the base, mostly jogging there in a crouched, half run, half hands and feet skuttle. He makes it straight up to the south edge of the base and huddles down behind a tree. He can see, via careful peeking, the huge numbers of soldiers on the base. Many of them are headed in his direction, though not toward him specifically. They still seem unaware of his existance.
Looking around for convenient bushes and similar bits of cover, Bob manufactures himself a short-term hide, good for concealing him from in-depth scrutiny from the base, even after the sun comes up.
Name: Robert Davidson ("Bob")
Description: Small and wiry, bald-headed, with a few scars, including some fresh wounds, visible across his body. He's a coldhearted man without concern for his enemies, who regularly trains his marksmanship with anything that shoots one bullet at a time. He was transferred to the 888th after a suspected incident in which he may have abandoned his squad in order to complete the objective. However, nobody was willing to court-martial him while he was within reach of a firearm, so they transferred him.
Physical: +0
Mental: +0
Life: -1
Stats:
Senses +2
Will +2
Dexterity +1
Skills:
Heavy Rifle +3
Rifle +2
Camouflage +2
Pistol +1
Language +1 (German, mostly. He learned as part of a basic course on taking prisoners.)
Interrogation +1 (Same as above)
Inventory:
Universal Equipment:
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
[4] You, using mostly sticks and branches, weave together an effective blind. Its only really effective from the front but that should be enough for now. You set it up and get behind it.
Edward looks around the hangar roof for any hatches or windows or ladders. If he finds none (and he expects to find none) he will attempt to move slowly toward the east end of the hangar, using the smoke and noise as cover for his actions. He'll also attempt to look toward the south end of the complex if he's close enough to the crest of the hangar roof for that. If he does find some built in means of getting off the roof, he'll head that way instead. Carefully!
Description: average height, average build, brown hair, brown eyes, plain face.
0 Physical
0 Mental
+1 Life (helmet)
Stats:
2 Dexterity
2 Will
1 Senses
Skills:
3 mechanic
2 tank
2 trap
1 camouflage
1 operator
1 demolitions
Inventory:
Universal Equipment:
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)
Engineer’s Equipment
Mechanic’s tools
Trap making Kit
2 Satchel Charges (Risk 7)
Knife (Risk 2)
You bring your head up just enough to look around, scanning this side of the roof for a good hatch or something similiar. The closest thing you can see is a vent maybe 20 or 30 feet away. But it looks secured in place and more than likely would just be a straight drop into the hanger. So you instead you carefully turn yourself around and crawl south east till you crest the top of the hanger and get a view out to the south. To the south you can see two large buildings which, judging from their sturdy concrete construction, are munitions buildings. A bit more to the south west are two other buildings: one is a fuel station with two huge metal tanks of fuel connected by a central pump station. The other is what you assume is the motor pool. From your position here you can see that there is a single ladder off the roof, right at the southeast corner of the building.
Head twords the base as quietly as possible, try not to get too close or ahead of the others.
Name:
Description:
Physical: 0
Mental: 0
Life: +1
Stats: Speed(3), Will(1), Dexterity(1)
Skills: Medical Training(3), First Aid(2), Submachine Gun(2), Pistol(1), Mechanic(1), Car(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)
Medic’s Bag (restores up to -3 on life dice)
M1911 pistol (9 shot, risk 2)
2 pistol magazines
10 GLORY
Smith came to the 888th because he wanted more carnage to fix. Normal units are simply too boring. Smith won't tell anyone if "Smith" is his first or last name, and his officers don't care enough to look it up in his records. As far as appearance goes Smith is remarkably ordinary. So ordinary that in any group he practically disappears.
You move in and end up next to Joe nix, hiding behind a tree near his.
"What can you see?"
Keep moving slowly forward. Drag people here with me, and collect people as I go.
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)
2 Frag Grenades (Risk 7)
1 Bangalore (Risk unknown, GM hasn't specified)
4 Satchel Charges (Risk 7)
"Good to have some more folks around."
Bob follows with Joan, Alice, and Jack, keeping an eye out behind them and on the flanks to catch any enemies or allies who mya come from those directions.
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:
Hand to Hand: +1
Exotic Melee: +1
Machinegun +3
Pistol: +1
Car: +2
Camouflage:+1
Language: +2 (Fluent in french, small amount of Italian)
Inventory:
Helmet
First Aid Pouch (Allows First Aid)
Entrenching Tool (A folding shovel)
2 Rations (Restores up to -2 on physical dice)
MP-34
1x 34 round ammo box
Browning Auto Rifle (20 shot, risk 3, +1 risk for every 3 shots fired in a burst)
5 BAR magazines
M1910 pistol (9 shot, risk 2)
2 pistol magazines
1 first aid kit
1 trench knife
1 radio (Broken)
3 german medals
1 strange medallion.
Carefully sneak towards the base and prepare my shotgun if someone spots me.
When I near the base's perimeter, lay down and stay hidden in the grass.
Name: Zack Krokowicz
Current Weapon: Winchester Model 12 Shotgun
Magazine: 6 out of 6
Skill with the current weapon held: +3
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: +1.
Stats:
+3 Strength
+1 Speed
+1 Dexterity
Skills:
+3 Shotgun
+2 Hand-to-Hand
+2 Melee,
+2 Camouflage
+1 Explosives
+1 Flamethrowers
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)
Approach the base, slowly and cautiously. Stick with Zack I guess?
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: +1 (helmet)
Stats:
Strength: +1
Will: +1
Knowledge: +1
Senses: +2
Skills:
Explosives: +3
Camouflage: +2
Demolitions: +2
Planes:+1
Traps: +1
Exotic Melee: +1
Rifles: +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)
M18 Recoilless Rifle (Risk 6, single shot, slow reload)
3 HEAT rounds
3 HE rounds
3 WP rounds
Satchel Charge (Risk 7)
M1 Garand (non-requisitioned, non-starting gear)
3 M1 round clips
Both Jack and Robert follow Joan and Alice. On the way they try to grab Bob but he resists their efforts and continues to hide. Zack and Winston, making their own way toward the base, end up finding Joan's group by total accident but follow it in since they're on the same route.
Move to a building that looks important pistol and knife ready. Stay slow and hidden.
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: +3
Senses: +1
Skills:
Melee: +1
Pistol: +1
Explosive: +3
Demolitions: +2
Mechanic: +1
Camouflage: +2
Inventory:Pistol M1918 (Risk 2) (ammo 7/7)
Knife (Risk 2)
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
2xSatchel Charge (Risk 7)
Simon turns to Yarrick, speaking very slowly and quietly. "We're going to that Southeastern building. There aren't many Nazis around there, and we have the best chance of linking back up with the team from there. Crawl a distance behind me, very slowly and quietly. If I get seen, freeze, they probably won't get you too. Whatever you do, don't fire that pistol unless you need to to save your life. And keep a smoke loaded in your overcompensator there, if we both get found, we'll need the cover."
Start crawling towards the base, slow and careful. Head towards the Southeasternmost building,
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: Sniper Rifle:+3
Camouflage:+3
Melee:+2
First Aid:+1
Traps:+1
Demolitions:+1
Class 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
- Spare Scope (Mounted on Gewehr)
Looted Inventory:- MG 15 [37/75]
- Scoped Gewehr 43 [10/10] (Risk 3)
- Two Gewehr Magazines
- Mauser C96 [10/10] (Not held; given to Yarrick)
GLORY: 20!
Simon and Yarrick move in together, crawling slowly and silently across the grass, their bodies nothing more than a patch of dirt in the grass. They make it up to the edge of the base; they see both Joe and Smith, but make no effort to get their attention.
Run up the forest to the higher hill and try to not get shot meanwhile
Name: Joe Polnik
Description: A American-Polish man who is around 24,fair skin,brown eyes,short brown hair
Physical 0
Mental 0
Life 0
Stats:
Speed +3
Dexterity +2
Skills:
Shotgun +3
Melee +2
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)
Winchester model 12 Shotgun (6 shot, 6 risk at close range, 2 at longer range)
18 shotgun shells
Trench Knife (risk 3)
You get quite far up the hill and disappear into the trees.
Name: Charlie
Description: Wears a bowler hat; has a moustache embarassingly similar to Adolf's. Apart from these unique features, he's unrecognizable.
Backstory: Draftee; hasn't said anything since he arrived. his files have some info; nobody ever looks. His reasons for being in this mess are personal.
Attrs: GLORY: +0 | Physical: +0 | Mental: +1 | Life: +0
Charlie is less vulnerable to verbal abuse and manipulationthe less he speaks.
Stats: Str: -1 | Speed: +1 | Dex: +1 | Will: +2 | Knowledge: +0 | Senses: +2
Charlie tires easily: lowered strength.
Skills: +3 Camouflage | +2 Mechanics | +2 Melee | +1 Interrogation | +1 First Aid | +1 Pistol
Charlie is always the bad cop while interrogating. His very silence is unnerving.
Inventory: [Chaplin Equipment] [Universal Equipment]
Holy book (Used to restore 0 to 3 mental damage. Every 0 roll deals 1 mental damage to user)
Holy Symbol (+1 Mental)
M1910 pistol (9 shot, risk 2)
2 pistol magazines
Knife (2 risk)
First Aid Pouch (Allows First Aid. Single use)
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
Taking a moment to plan, Charlie takes out his cross and prays silently. Wearing the cross and bracing himself for the coming effort, Charlie carefully makes his way some distance upstream and silently slips into the river, angling his route in such a way that the sweep and speed of the current in the bend will leave him near the opposite shore.
If Charlie's pack and holy book aren't both at least partly water resistant, he leaves the book on a rock above the water line.
The pack is water resistantant and the book is, quite thoughtfully, printed on thin plastic pages that are both quite resistant to damage and tearing as well as water and even flame to a degree. So, you make your way upstream a bit and then, after some time psyching yourself up, dive in. You swim as best you can but [1] the river's current is strong and you aren't. You find yourself struggling just to stay above the water, let alone make it to the other side. The force of the current seems to be pulling your legs out from under you, making keeping your head up or swimming forward extremely difficult.
The fire is spreading rapidly. It has already engulfed almost the entire western hill, and transformed the horizon into a vision of hell. The trees, striped already of their leaves, are multitudinous black pillars lost in a violent sea of flame. But that hill is safely behind the river; it is the flames to the north which are the true problem. The fire there is smaller but nothing is preventing it from spreading down straight into the base and consuming everything. Smoke from both fires has filled the sky and finally rendered on distance viewing impossible; all that can be seen in that pea soup haze is the bright distant masses of fire and the fingers of searchlights, along with dozens of other bright sparks and lights down in the base. Everyone can hear, however, the sound of a fire siren moving from somewhere in the base out towards the north.