Keep aiming at the soldiers. Don't fire unless I have to or things get loud anyway.
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 keep your gun trained on them; specifically on the one to the left. Mentally, you prepare yourself, going through the situations that could happen in your head. You hope you don't have to shoot...three soldiers isn't bad but there are a lot more in there. You see Joe start to back up in step with the soldiers. Considering that not following his lead would result in you being found, you too start backing up. Camo [4]
Back away from the searching soldiers at the same pace they're going, then once they're far enough away from the base, circle around them and sneak inside.
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)
[Camo: 5]
Both you and Smith slowly back up, darting back out of range of the searching flashlights whenever there's a moment of darkness to do so. You carefully pull back and circle around to the west, escaping your persuers and moving back towards the base.
+10 GLORY to both Smith and Joe Nix for remaining undetected.
Can i see the doors to the munitions buildings? Either look unlocked/open? I expect not, since, you know, ... munitions.
is the ladder to the hangar roof on the east side of the SE corner, or on the south side?
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)
To the north and east (of the hangar) 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 (I was already told it was probably the motor pool) 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.
You can see the doors, they're actually facing you directly, and they are open, just a bit. It looks like, judging by the abandoned loading cart next to the doors, that they were loading muitions onto a plane when the bombing run started and just ran off to attend to more important matters.
The ladder down is on the south side.
You wait and stay low, watching the AA guns to your left spin and search the sky.
As milo said---we don't have remote-detonation devices. We need to coordinate before we blow things up.
I didn't realize that watching these people would be this hard....
If I can identify enemies from this distance, then stay put. If not, move up to where I can. Quiet-like.
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
You move down the hill and take up position in a tree nearer to the base. From here you can, just barely, see targets so long as they have their flashlights on. You can make out three of them to the south of the base right now.
Climb the tanks and plant an satchel charge on top where no one will see it. Then follow Simon.
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)
With the satchel charge set the longest timer I can
(max of three hours)
((Coordinating before we blow the bomb is highly impractical, considering how horribly disorganized we are. Blowing it up now will act as a nice signal that everyone's sure to see, not to mention be a great distraction. Waiting only risks spoiling the effect, especially if we wait for everyone to get together.))
"Good thinking, Yarrick. I suggest using about two minutes of fuse, gives us just enough time to get away. We'll steal a car after, move across the base, opposite of where they think the attack's coming from."
Cover Yarrick while he places the satchel charge, shooting anyone who spots him or fires at him. Once he's down, lead him back to the southwest corner of the motor pool--we'll wait for the boom, then steal a vehicle.
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!
Yarrick, for whatever reason, decides that he needs to climb the fuel tank in order to plant a bomb on it. However, he quickly realizes the bombs are not sticky or anything, they're just high explosive in a sack with a timed fuse. So instead of climbing, he simply sets the fuse for the longest time possible, 1 hour, and then wedges it under the tank in a position that is both hard to see and hard to get to.
That done, they both move back to the edge of the motor pool. There are several men standing around outside it now.
Go Southwest into the hangar, after making sure the soldier to the south isn't looking my way. Get Joan to tell me the frequency for her radio, so I can call it once I hijack a plane.
Use tools to break the lock on the door. Don't follow everyone else in; I'm headed to the hanger. And get Joan's radio frequency.
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
[6]
Alice walks around to the front of the building and over to the small door. She digs through her tools until she finds a pipe cutter. Its not really made for this sort of thing but its worth a shot. She sets about running the cutting wheel over the bolt over and over again, scoring the metal. After a few minutes of this, she manages to cut a deep enough grove that, with a good hard pull, she's able to yank the lock right off. Doing so, however, makes a loud clanging noise as the door slams against the door frame and the cut piece of lock bounces away across the concrete.
"We need someone to watch the doors. Also those AA guns, those could work as gun emplacements."
> Joe Polnik [Papaj] (Shotgun)
> Winston Atzili [Twinwolf] (Anti-armor Rifle/M1 Garan)
> Me (Sniper Rifle)
> Robert McKinley/"Bob" [Strider03] (BAR/MachineGun and Pistol // MP 34, German SMG) [He is Robert M on the map. Bob is someone else, providing overwatch]
==+==
People not yet posted:
> Toaster [Jack Worter; Thompson SMG]
> CrocandBearLover (Zack Krokowicz; Shotgun)
"If this is taking too long, use your pistol on the lock, Bob."
Knowledge roll; lockpick that padlock. Then we're searching in that store house. (Fluff stuff, like my hairpins, or finding a hammer, or otherwise that helps open that lock safely)
If the folks who haven't posted yet, haven't posted. take these fellows with me:
> Twinwolf, Papaj, Strider03, CrocandBearLover.
> Toaster, keeps watch.
> BEFORE ALICE GOES TO THE HANGAR, give her a weapon (like, ask Strider03/Robert M to give her a weapon, preferably the Pistol)
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)
The lock is open, but that noise has attracted the attention of the single man who was walking away from the building. The two men in the AA guns seem distracted still; no one but that one single soldier there seems to have noticed the noise. He's turning around, squinting into the hazy dark. Your uniforms are black, hard to see, but he'll notice Alice against the metal wall.
"Not going to be taking one of the guns? I guess for now cover's important. I agree, let's try to break into the barracks for uniforms. Base seems to be in chaos right now, so we might not need to act like these guys as much. Only problem is if one of our friends shoots us. Bob assumed a thoughtful position. "We could probably take the barracks anyway, take out anyone inside if there is anyone, even if we don't disguise ourselves?"
Bob simply follows Joan's lead for now, keeping as sharp an eye out as possible in the smoke.
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.
Also following Joan.
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
Bob will hand over his pistol and ammo to Alice for the time being.
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.
(you successfully handed the pistol off before this all happened)
When the padlock is lockpicked successfully, enter the store house and cover the door.
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
GLORY: 0
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)
Most everyone in Joan's group just hangs back with her, but Zack shoves his way forward and shoulders past Alice and into the supply building. Its pitch black inside, no light getting in except the exceptionally weak light from outside. All he can see is the dim shapes of a line of shelves against the left wall. But he can hear something. Quiet, muffled, stifled noises. The noises of children with gags in their mouths. And its coming from somewhere in here.
The Soldier near the supply building suddenly recognizes what he's looking at. His eyes go wide in the dark and he reaches for the submachine gun hanging from a strap on his shoulder.
FUSE: 0:57