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: +0
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
Does using the first aid kit once consume it, or can it be used repeatedly?
Provide overwatch, and be ready to react to any shooting.
Overwatching is hard with all this smoke. Especially when the target is so far away. But...well....you give it a shot. Not literally of course. Not yet.
Aim my pistol at one of the enemies, but don't fire unless hey spot us or some other idiot shoots.
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 carefully lean round the tree just enough to sight your pistol in on the nearest soldier. And then you wait, biding your time, as the soldier furrows his brow and looks around with a perplexed expression.
Try whistling discreetly, lure hopefully just one of the soldiers over to my position, then subdue him.
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)
Flamethrower (Risk 8, expands to fill rooms)
Flamethrower Tank (5 shots)
[6] You whistle at the three soldiers and certainly get their attention. All three spin round and level their rifles into a firing position. However, none of them fire; they just sort of sweep the muzzles back and forth across the darkness, almost as though they hope the gun will find the source of the whistling for them.
Memorize the positions and distances between buildings. Stay low and hidden. Await further developments.
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 memorize the buildings around you. To the north and east are AA and flack guns as well as search lights. There's some kind of supply depot to the north east, what look like munition buildings to the South east, Fuel supplies to the South west, and some other building just beyond the fuel supply. To the north west there are two buildings you can't quite make out all the way and cannot guess the nature of.
Gus wakes from his coma and begins to make his way to Charlie and the rest of the group.
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
As it turns out, your coma was more of a Fugue stage and you actually were walking to charlie this whole time! You reach him right now and its very convienent for everyone involved.
Leave them alone. There's little use in taking the motor pool right now, and we don't want to get in a fight with the garrison; head directly East, and try to make it to that oddly shaped building just after the motor pool. Same process; check for an entrance (including any first floor window) on the South side, then West, then East.
And drag Yarrick along if KHH doesn't post.
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]
GLORY: 20!
Both Simon and Yarrick head east over to the "Oddly shaped building". The building is a fuel depot of sorts, two huge tanks of fuel connected by a metal latice that contains and supports large pipes. These pipe extend from the tanks and eventually lead down to nozzles and hoses used to fill fuel trucks that then refill the planes. Its not the sort of thing you can get into; get onto maybe but not get into. However, an explosive here would probably be just wonderful in terms of property damage.
> Bob is providing overwatch fire in case anyone gets spotted or messes up
> Smith is doing the same, but with Joe Nix
> Joe NIX plans and is going to try to subdue and gain one person's attention by...whistling, out of the several soldiers nearby
> Joe Polnik//Joe, or Papaj, should seriously post his sheet spoiler when he posts too. He's now with my group (Joan) so I guess he spent his turn?
> Jack Worter and the rest are pretty much with me, the others it seems are providing overwatch or dealing with their own situations?
"Check the timing of others here. Killing anyone is the last priority. Quickly check the buildings, we're going to signal each other by gestures but anything concealing us like the airbase crew would help. We should stick together; gather up anyone else who got separated. Use handsignals and gestures, everyone. We lack any conical flashlights for signals, but the fire seems to be taking most of the heat off. It's going to illuminate the area though."
Go and check the building our group is adjacent to; time our approach so we won't be spotted.
"If in doubt, someone can scamper off and make some noise to distract. But let's search quickly and quietly, together. Keep your weapons in check. Resort to quiet methods in taking down anyone if need be.
"Also we should focus on a building at a time. Children won't be kept hidden away without obvious guard. I've seen a few from back there search for vehicles so we're okay with this. I just hope the others are, too. That being said, I'd like you all to listen to me. I'll be mentioning phrases you can mention, to the children if anyone finds them."
Also Language/Knowledge teaching rolls, for helping teaching people what to say in case we meet children who most likely can't speak English. Common phrases like "We're here to help" and "Please keep quiet" or "Talk to the lady [matching Joan's appearance]" among the many other concise ideas to help out.
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)
[Hidden] Joan provides several phrases for the soldiers with her to speak to native children, should they find any.
That done...
"I have a shotgun, so I shall be in the front of the group. It's preferable that we stay undetected, but everything could happen." Zack whispered to his teammates while preparing his trusty shotgun.
Stealthily move ahead, trying to find an entrance into the building. Also, prepare to shoot the enemy who detects me or anyone else in the group.
"Stay on your toes. I've got a feeling things are gonna go to hell real quick."
Equipping the M1 Garand. Wait for the actual frontliners (as in, those who are better at actual shooting with non-specialty weapons) to move up, give them support if they get seen and things go loud, otherwise follow after.
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
[/quote]
"Got it. Try to find a door." Bob whispered to the group, simultaneously making a gesture to show his intent to any who might not hear him.
Bob pulls out his pistol, and begins to skirt around the outside of the building, searching for an entrance, and trying to stay out of sight of anyone he spots.
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.
Hide behind Joan. Try to see if there's any way to sneak into the hanger without being seen.
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)
Uprooted Hedge
Joan's group moves quietly round the north side of the building. Just a bit further north of them they see several small buildings: recreation room, toilets and showers, and three long metal barracks. Luckily for them the barracks and area around them are almost completely deserted: Every solider is running elsewhere to fight fires and search for soliders. They get around to the corner of the storage building and look around. There's a pair of AA guns directly west of them, still swiveling and searching the skies. The men manning the guns don't seem to have noticed the group; they're too focused on their task. Directly south they can see another battery of AA guns and a single soldier who is groggily jogging south.
The supply building has a big double set of metal doors to let vehicles in and out, and a single normal door to let people in. The single door has a padlock on a latch keeping it shut, while the other doors do not look locked...at least not obviously. However, opening those giant doors even a little might draw attention.
The Soldiers near Joe Nix stop looking around and instead fan out and start advancing forward into the dark, searching.
To the north, the sirens can still be heard, though very distant. The fire is getting worse, its light becoming brighter and closer. The entire western hill is burning and the base is now lit with a constant rain of dull red embers blowing in from across the river. They come in like burning snow flakes and accumulate on the ground, staining everything sooty black.