Turn the corner, and continue West, on the outside of the buildings. Watch for any Germans. Keep working towards the airstrip and the hangars.
If When the gunfire starts, fire on any Germans I can clearly identify.
We're working in five-minute turns, so I'm going to go ahead and just assume that it's not going to take me five minutes to figure out why there's gunfire going off.
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
GLORY: 0
You run over to the corner of the barracks and look around. Directly in front of you is a messhall, to the north are 4 AA guns, and to the south looks to be the armory. Directly west of the armory is the fire control station, now deserted and empty, and north of it another AA gun. Up in the north corner are two buildings, a squat, wide, wooden building that appears to be the control center of the base and the air traffic control tower just north of it. There are men milling around both these buildings.
Head around the corner and into the building (the one I am right beside) where all that clattering came from.
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.
You, and Joe Nix because he said to follow, walk around the front of the building and slip through the door. You find Ed inside, freaking out slightly.
"Uh. Uh. B-bonjour?"
Pretend to be drunk and fren- wait. No, we're in Poland.
Act drunk and polish. Polish is like French, right? I hope that German doesn't know the language...
Display the shrub on my head and my looted magazine to act as evidence that I'm drunk. If he buys it, quickly stagger off in the direction of nothing important.
If all else fails, hand him the magazine, put my finger to my lips, and wink.
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: 20
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
Girly mag
[1]
You do your best attempt to speak polish. It...it doesn't go well. At this point, despite being a lady with a bush on her head, the soldier is sufficently spooked to get up from the AA gun's chair and draw his side arm. He points it at you and then shouts for the man on the AA gun next to him.
[1]
Seeing how badly things are going, you decide to play your trump card and produce the girly magazine. You produce it by whipping it out of your bag and jumping at him with a feral scream, brandishing it as though it were a knife. The AA gunner sees you coming at him and fires his pistol at you several times. You manage to side step and weave around enough to dodge through his attacks and proceed to start hitting him in the face with the rolled up magazine like he was an extremely bad dog.
Perfect. Grab ALL the keys to ALL the vehicles, then shove Yarrick into the passenger seat and drive out very slowly and carefully. Drive along the west side of the base, heading to the northwest corner, while staying away from anyone on foot. Edit: Actually, drive along the south side of the base, since my reasons for avoiding Smith & Joe are no longer important--they can stay hidden in the back, and can serve as wonderful meatshields emergency meatshields.
Hope that +2 dexterity is enough to keep me from killing myself in a crash. Edit: And maybe that +3 camo can somehow allow me to drive stealthily.
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!
Get in the truck pistol ready if anyone notices we arent German
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)
You grab all the keys and dump them into your bag. That done, you shove Yarrick into the passanger seat and drive the truck out and onto the tarmac. You keep the lights off and hope that the sound of the engine isn't enough to draw any attention. Now, are you skirting the south side of the base or going down outside the base further south?
The bomb that whats his face set on the fuel tanks outside. Speaking of which
Timer: 45
((Oh, so it's nothing we know IC. Good!
Also for any text below, things in 'Font type Georgia' are over the radio [the formal looking text], things in common lettering is spoken, and things in italics are using Language))
You get right behind an AA gun just in time for it to swing around and the barrels to clothesline you straight off your feet. You land flat on your back with a breathless expletive. AA gunner stands up off his chair and looks down at you with a face of shock, alarm and worry, clearly still not entirely sure who you are or what is happening.
Now I feel worse because he sympathized thinking we're one of the soldiers on base
It's pretty rare you play a base defense mission in games and you accidentally knock over an ENEMY
so...I like that I can feel this inference, and...feel horrible about it.
Hopefully you can knock him out Alice
Also PLEASE recall that you're in full black, while the base uniforms are...like, light grey or dark grey or something. So that'll be pretty difficult to even.
Joan announced her findings of the symbols, and notified everyone what she knew--and what she knew from the child.
Then, letting others handle the few seconds she spent in speaking to command, she spoke into her radio. [And adjusted any words that I have no idea is military-speak, into military-speak]
"We're dealing with a biological war crime in progress. Children are found, alive, in a storehouse. We're deep in the base, and there's a problem. The children are alive, in six foot high artillery shell containers. Those containers seem like biological holding cells for them, and they've got tubes right into their chest and strapped down like a traction bed-," she said, describing how the situation was in vivid detail, concisely, especially the symbols.
"We're finding a way to extract them. Any info on this, Command? Will use my medical training to extract as best as I can, but I don't think it'll be that easy wish such kinds of placements," she finished. "This" meant the situation she described, with the symbols and the configuration, and that she could note the difficulty of doing any kind of extraction from the connections she could see.
"The situation doesn't look good, but we're all safe. Probably lost a couple or so from the plane.
. . . And I'm assuming that they're using the children as literal, biological ammunition."
"The rest of you, leave only at least two people in here. Signal the others, use those flashlights and cover the rim to make it as a cone. Stock up on the essentials from here. We've to find a way to get these children out safely.
"We will attempt to get you free. We will remove you from there. Will that help?"
Stock up on the essentials from this supply depot. Communicate with Command.
Also try to find out if I have tools that can extract the children with medical training, and talk with them--also checking the OTHER shells through the windows (If I know it'll be safe to open their shells, do that).
If I can infer from command's response, or otherwise find a good way to remove them safely, start out with the first child I met.
And mentally prepare self for what will possibly happen.
Toaster (Jack Worter)-- Keep overwatch, but also check on the others in his sight range.
Zack (Krokowicz)-- Distribute essentials to other soldiers nearby, and call for other soldiers to get in here while briefing them concisely.
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)
Bones pauses a moment after you tell him whats going on.
"I remind you, before we begin, that the children are technically seconardy goals in all this. Information is what we want, first and foremost. That said, recommendation is this: If you can, load them up complete with their shells and get them off the base. We know that they are at least stable in those shells; if you try to extract them, it may kill them. It might detonate a trap. It might kill you.
If you have no choice but to remove them, recommendations are to leave the cylinders connected and strap them to the children somehow. Removing them may cause massive hemmorage."
You gather some essentials while listening.
Oh God. Ohgodohgodohgodohgod.
Ed does a quick survey of the room, and grabs any obvious, portable loot: grenades, c4, more satchel charges, ammo for rifles, any handguns and ammo for them, a single rifle if he finds one. He will not spend much time on this - rather he will grab things as he does a survey of the room.
His primary action this round is to prepare the place for going boom - locating piles of big explosives (maybe AA ammo racks?) and finding the best spot to set the first of his satchel charges. Ed will constantly be on the alert for interruptions by the enemy. If he spots one coming in, he'll attempt to hide if possible, fight if necessary, and flee at the first chance, triggering his satchel charge in the last case if he can (and as usual, tossing it somewhere hard to reach).
Description: average height, average build, brown hair, brown eyes, plain face.
0 Physical (courtesy of a metal shelf) restored by ration.
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) eaten
Engineer’s Equipment
Mechanic’s tools
Trap making Kit
2 Satchel Charges (Risk 7)
Knife (Risk 2)
((thank's for pointing out my quote issue, Tiruin))
You look around. Everything in here is for planes. All of it. There are 100 lb bombs and machine guns designed to be mounted, belts of ammo, lots of spare parts and similar things, but nothing useful for you to carry, but a HELL of a lot to go boom. So much so that you need not even find a good spot. Literally anywhere in this room will be fine.
You're examining a prime place, under a shelf of bombs, when two of your teammates run in and close the door behind them.
Idiot.
Overwatch that enemy. Iff Alice is about to get deaded, dead the German first. I'm way too far to stab, right? Just shoot him if I have to.
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)
Alice, in her way, seems to have the man under control but his friend nearby is getting off the AA gun and moving to help. [2] You can't run there in time, so you decide to shoot him. [2] You fire a burst of 5 rounds but they all sail over the man's head. Despite not killing him, it does have the effect of making him dive for cover behind the AA gun.
Overwatch,if any nazi shoots or spots someone,shoot em nazi
Name: Joe Polnik
Description: A American-Polish man who is around 24,fair skin,brown eyes,short brown hair
Physical -1
Mental 0
Life 0
Stats:
Speed +3
Dexterity +2
Skills:
Shotgun +3
Melee +2
GLORY:20
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)
[3][5]
You burst from the supply depot and sprint forward, vaulting over the AA gun and tackling the second soldier to the ground. You punch him square in the forehead with your trenchknife and knock him cold in one blow.
The shouting and gunfire from up north has drawn the attention of many people in the south. Three men, two from the fuel depot and one who was hanging around the AA guns, are running in that direction. Meanwhile the other AA gunners seem to have turned their attention from the skies to watch the three men go, ready to follow them if need be.
Up north, Bob sees something troubling. A group of 5 men, all dressed in what look like officer's uniforms but with white smocks over the chest and legs, leave the command building and start walking south. Bob can hear the shooting and shouting from his location, but its not easy to say exactly where it came from. The group of smocked men seem to hear it too, but cock their heads in all directions, apparently unable to pin down the direction either.
TIMER: 40