"Great. No sooner do we find someone else, but the shit hits the fan. If you two want to poke your heads out I'll cover you and make sure you get any medical care you need." Turns to Ed "Do you have any injuries? If so I'll patch you up now."
Be ready to support my team mates however I can, but there is no way I'm going outside alone.
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.
Joe! Smith! Oh thank God. What? No, I'm uninjured. I ..uh, I had a fight. I killed him. Made a hell of a noise and knocked over that shelf.
Ed gives a mad little giggle.
I guess I'm lucky I didn't set anything off. Hell, I got this
he holds up his satchel charge
Set with a rather short timer. I ... I don't think I would have gotten far enough away in time.
Ed looks toward the noise up north.
I guess the shit's hit the fan now. I was gonna rig up the fuel station to blow, but I think this place is much better. come on! I'm gonna set it for five ... no, ten minutes, then run south into the woods. ... I never did get any intel, though.
While talking with his teammates, Ed sets the timer on his first satchel charge to ten minutes, but again, does not arm it yet.
If his teammates agree to his plan, he'll arm it, drop it under the shelf, and haul ass - through the door, down the west side of the armory building, and straight into the woods. If he hits the river, he'll follow that south until the exploding happens, then he'll head east into the hills. If he sees the truck and recognizes his teammates, he'll flag them down and hitch a ride - otherwise ... bat outta hell, man. Bat outta hell.
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)
((Those smocked fellas are prime targets. grab one! or all of them.))
Ed arms his bomb and then tosses it under shelf before running over to the door and peeking outside. Luckily for him all attention seems to be directed towards the north and the noisy conflict going on over there. He signals all clear and sprints round the corner and heads south away from the base. They get maybe 50 feet from the building when they basically run straight into three soldiers who are talking quietly among themselves. Joe and Smith recognize these three as the ones they'd side stepped earlier, apparently returning to base after sweeping the area. They don't have their lights on and the two groups only notice each other when they're within 15 feet of each other.
In the distance, way out south, the group notices the brakelights of a truck flick on for a moment before vanishing.
((Three ones in a row. Three. My stats and skills don't even matter if I keep rolling automatic failures.))
"It occurs to me that I'm going about this wrong."
Stab the guy. With my knife. Then GTFO to the FUCKING HANGER DAMMIT.
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
((Blame the cruel machinations of fate. Or rather the law of averages. There were several other points where this could have gone tits up but didn't. And you can still stop this from going completely out of control if you act fast and decisive.))
[1] You draw your knife and try to stab the man in the face with it. You bring the blade down, icepick style, and the man jerks his head out of the way. Your blade hits the metal of his chair and your hand slips off the handle and slides down the length of the blade [-1 life]. The struggling german boots you off him [-1 physical] and then fires after you as you fall. He misses the shot as you roll to the ground and land on your back, but his last shot hits solid in the center of your chest. [-3 life][-1 physical][-1 mental]
You cough blood and, seeing how poorly things are going, scramble shakily to your feet and run as best you can to the side door of the hanger. You open it, move through into the darkened room beyond and close it. You look around. This part of the hanger seems to be filled with supplies; stacks of boxes and shelves with shells and plane parts. You grab a large wrench off a shelf right next to you and wedge it between the door handle and the wall, barring the door.
Simon perks up when he hears the distant sound of gunfire, barely audible over the engine. He taps his chin with one hand while scowling. "Well, sounds like our team finally figured out a distraction for themselves. Good cover for the two we saw on this side, long as they don't start popping too. Ah, who am I kidding, that's just a matter of time. Let's hurry."
Drive the long way. Once we're directly South of the building we saw Joe and Smith near earlier (the one they're in right now), park, dismount, and start sneaking North.
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!
You drive the truck a good way south and then a bit to the east so that you're directly in line with the building you saw Joe and Smith go into. You get out and start heading north. You don't get far when you notice what looks like 3 of your teammates run into 3 nazi soldiers up maybe 100 feet ahead of you.
Bob (Robert M.), after looking around his current location for anyone who might spot him, rushes over to the AA turrets to help take down the two gunners. Pick whichever one seems to need more work, and join Joe or Alice in taking that one down. If both have been taken out, get into the AA battery, and try to figure out how it works, and whether it can be aimed at low angles (to maybe shoot things on the ground.)
((I'm not sure which Bob was the one who saw the five officer's come out, but I'm guessing it was the other one, just based on their position? In fact, I don't think there was anything at all this turn for my Bob. . .))
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.
[5] You run over to the two AA guns and get behind the man who just shot Alice. You put him in a choke hold and drag him from the gun. You hold him just long enough to knock him out before leaping up into the AA gun. [4] You're not entirely sure how to use this thing but after a few seconds you manage to figure out how to rotate the barrel down to the point where it was at a flat angle, sweeping the ground. You rotate it round to face the corner of the building, anticipating enemies rounding it any moment.
((Guys ._. Why. The fuel explosion would've been the cover breaker but now the problem is to GUARD THE EXITS from stuff. I mean that may be a good thing because we should take officers for interrogation but...))
"Conundrum then, thanks Command.
"New orders everyone. We've to find the local officers posts and grab them alongside. When we get a vehicle, then we can load these shells in them. Move out! Weapons free!
"We will be back for you all." Joan said, putting back the shell cap and ensuring the shells were more secure for retrieval later on.
The sound of gunfire blew everything down, especially at night where everyone around could hear it coming. She could only wish any AntiAircraft fire would help.
Set orders to quietly down the nearest gunners/AA crew; personally go and use those guns against any approaching Nazis.
> Joan would try to secure one of the AA guns and defend the southern passage (If I can't use those AA guns for whatever reason, do provide covering fire instead.)
> Zack (Krokowicz) -- provide fire support, and get ordered to move with the rest of the people along the northern route.
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)
Flashlights
Chains, rope, small knives, and other things found in the current mission's supply depot
Robert tells you how to work the gun as you run up to the vacant AA gun next to his. You rotate it to face northwest while Robert covers the south east. You have the distinct feeling that this is gonna get loud and violent very fast.
Zack and Winston follow you and take cover behind your gun, waiting for the fighting to start. They don't really want to go too far north when your shooting might hit them.
Stab the unconcious nazi to death and get my shotgun ready for whats comming
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)
You stab the unconcious man in the throat before walking over to the man Robert just dragged from the AA gun and finish him off as well. That done, you pull out your shotgun and take cover next to Robert's AA gun, ready to fight.
((TOASTER Missed seeing you around there \o/ Yes you're too far away to stab, but you've been set up very well to have explicit aim at the two AA-single crewmen. Meaning both AA crewmen Hopefully did your character good here.))
((o7
I blame Alice for everything that went south here. Or PW's cursed monkeyfingerbonedice.))
If Alice doesn't clearly have the situation in hand, shoot again. Try not to miss.
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)
Gonna assume you head out over to the AA guns with the others since you probably realize how poorly things are going and how it is a good idea to be next to the big guns rather than in their line of fire.
The men moving up from the south see several people run from the supply depot across and out of sight behind the hanger. They start to slow down, pressing against the hanger and motioning for others to join them. Several men abandon their own AA guns and one, the furthest south, runs not towards the team but away, towards something in the west.
Meanwhile, the smocked men hear the shots the AA gunner fired at Alice and produce, seemingly out of nowhere, solid black rifles. They're not like anything that Bob has seen before, they're angular where as most rifles are fairly rounded, with a long rectangular barrel and some sort of angled handguard and trigger very near the end. They don't look particularly comfortable to hold or use. The Smocked men stay together but move southwest, trying to circle in towards the sounds in an indirect path. He loses sight of them in the smoke.
Timer: 37
Timer: 7HONOR: 20 Joe, 10 to Robert M