Follow Joe (unless I don't like where he decides to go, in which case I'll change this). Keep a sharp lookout, I don't want to be the one to go loud first.
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
20 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.
Try continuing to stealth way in, keep hands at the ready for unarmed combat. I do NOT want to use my flamethrower in these crowded conditions.
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)
You both advance up, right to the corner of the munitions building, very near Ed. You manage not to draw the attention of the two men standing by the fuel tanks. Luckily they seem to be busy fiddling with the valves of one of the tanks. From here you have a good view of all the AA guns and the men in them.
Simon crouches just behind the corner, rifle out and ready. He turns back to Yarrick and quietly whispers to him. "Okay, ready? We go any moment now, soon as it goes boom."
Simon then returns to watching the corner, unmoving. After a minute, he slowly turns back to Yarrick, a peeved look on his face. "...You set the fuse for far longer than a couple minutes, didn't you?" He sighs. "Well, unless you have some clever idea for how we can take out or avoid the guards without a distraction, I guess we're sitting here and waiting for one. Knowing the 888th, something's bound to explode, sooner rather than later."
Wait, and watch that corner. Anyone comes around it, they get a rifle stock to the head, and then get dragged behind the wall.
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!
Follow Simons lead with waiting at the corner ready to beat anyone who comes around it
" I for one want to get the children out before we recall all the Germans who went to fight the fires"
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)
The three men who had till now just been standing around outside move into the building and pile into one of the cars. One pulls a large radio transceiver from the back and sets it up in an empty seat. He's messing witht he dials as another starts the car. But he doesn't go anywhere yet; just sort of sits and waits on the guy with the radio.
Set one satchel charge for thirty seconds but do not activate it. When the screaming starts, wait for the guys in sight to go running by, count to ten and if no one else comes in sight, get down the ladder and into the munitions building.
If spotted, activate the charge, throw it as far across the munitions building as possible, preferably into a hard to reach location, and run south into the woods, fast as I can.
If not spotted, take stock of my situation. Are there enemies inside? Hide. No enemies? Close the door and lock it if I can.
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 set the fuse on your satchel charge but leave it untriggered. You then wait to see what will happen. There's no screaming...you decide to head down anyways. You descend the ladder and sprint over to the plane muitions building. You get in without drawing the attention of anyone outside only to run straight into an unarmed crewman who is looking through a shelf just inside the building. You both sort of stare at each other for a moment. Then he half whispers a word you don't understand and makes a break for the door.
Please don't set off explosives with a flamethrower.
Anything larger than a fragmentation grenade or German HE stick grenade (Steilhandgrenate or some such) is going to kill you at the ranges an infantry flamethrower can fire. Heck, the frag might STILL kill you at that range, if you're unlucky and catch fragmentation from it.
Anyway, this whole sniper-cover-fire thing is not working so well. Should've gone with a medic. Or a radio. Ah well.
Continue searching for a good position, go in a large circle and try to find a vantage point that allows me to see more Germans, with more clarity.
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
I can tell you that aside from the occasional lucky sighting because of lights or reflections, you're never gonna have a very good line of sight unless you're literally sitting on top of a building. Its too dark and smokey.
Considering that this guy will alert everyone,fuck it i either fail and get shot or i kill him, Joe runs at his with a knife and stabs him, trying to put his hand over his mouth so he wont scream his lungs out
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)
[6][4] Joe takes off, covering the distance between himself and the guard faster than the Nazi can raise his weapon. He tackles the man to the ground and stuffs his forearm against the man's face to muffle any screams. He lashes out twice with his knife, stabbing the man once in the ribs and again in the armpit. The man struggles for a few seconds before passing out.
The attack was successful, but tiring. [-1 physical]
Seeing the man who had noticed them, Bob was about to dart forward when someone in the dark dashed past him. Better, since Robert wasn't that great with hand to hand. Thus, he pulled back, trying to get out of the line of fire from the alert German, before aiming his BAR at the two men in the AA turret, ready to shoot if they seemed to notice the commotion.
Bob tries to get out of the submachingun's line of fire, and then aims at the guys in the AA turret. If they notice the commotion, he will open fire. 9 round spray preferably, but really whatever it takes.
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 move back behind the building and point your weapon at the AA guns, but no screaming or alert comes. So you just sort of sit there, waiting.
((Seems like there is time for a reactionary action--that person is reaching for his weapon; react! And then make a more full action after such.
Does Toaster's explosive charges act like those satchel ones? [Manually activated/also can be timed] Because it'd be really helpful to plant some here AFTER we're done))
Seeing Zack get through, and no corresponding gunfire, Joan signaled the Go order via gestures, and let {Jack Worter/Toaster} guard or aid anyone outside.
Get inside, search, scan (like, check for traps and disarm or avoid), and ensure the safety of the folks (First aid the kids if there are any/if I find them, or order others to do so to add to their actions). Talk to them using Language skills, calm them down and mention we're taking them to safety.
To the group I'm with, establish a perimeter to secure the area
> Also Toaster either aids Joe/Alice, or keeps overwatch and aims down at those AA guns (and fires if its the last resort)
...ALSO Auto Ramses retroactively acting for a few turns with these objectives:
- Run a ways down south (south east of minimap); cause fire in that area (and take note of anything important)
- Stay away from sight or vision of Nazis
- Return to our general group area
- Search Barracks
(If that's possible, that is. I don't like inactives .-. moreso on the 'inactive' rather than people are being inactive)
"If worst comes to worst, take down the two in those AA guns; use them to cover our position. While they are loud, they are familiar--gunfire would be fully different.
Form a perimeter!"
Joan said quietly.
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)
Gonna say no to remote controlling people halfway across the map. IN your group we could say that you're giving them orders, but at that distance you're basically just playing for him. However, I'm up for Spazyak taking control of him.
"Eep?"
Dive directly to the east into the dark building, and hide.
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
M1910 pistol (9 shot, risk 2)
2 pistol magazines
Jack, Robert M and Joe remain outside while Joan, Alice, Zack and Winston move inside the building. The inside of the building is completely dark except for the light from outside. And since apparently no one has a flashlight in this stupid corps, all the group can do is stand and wait for their eyes to adjust. After a few minutes they can see enough to start exploring. They walk, half blind, through fuzzy gray lines of shelves and boxes, crates piled high in neat stacks. They find their way mostly via sound, using their sight only to avoid obstacles. When they find the children it becomes obvious why the sound is muffled. The children aren't sitting in some crate or cage, or chained to a wall. They're entombed in what could be mistaken for some sort of huge artillery shell. The capsules are about three feet wide and 6 long, cylindrical on their top and sides but with the rounded conical bottom that mimiced the shape of a bullet or shell. There are heavy duty clasps set flush into the shell. There is a small rectangular window, several inches thick, that glows with pale blue light and allows a view inside. When the group looks down into the shell, eyes peer back up at them.
((So is there still room to join?))
((There's pretty much always room in PW games of this format. You may or may not get inserted into this mission, though. Make a char and you'll see.))
Well, you can join in the next mission OR you can take control of Ramses because he'd been inactive for weeks.