I AM NOT OUTSIDE with that asshole. Still being in the building, Smith grabs the charge, and heads outside with it. Headed in the same direction Ed went.
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.
...ok Rather than running out with him you instead stay inside. You, upon seeing him place the bomb, grab the bomb from where he placed it and sprint after Ed.
You end up in basically the same exact place you were before, except now you are carrying an active bomb. So, uh, good for you I guess. You do end up a little bit further back though, so thats something.
((Oh, you took my advice, and in the worst way possible. Kudos.
Funny how your action said "support my team mates however I can". "there is no way I'm going outside alone." too, but nah, retcons are cool.))
Well, those nazis are quite outside knifing range aren't they? Not that I have a knife. Quickly take a knee and start popping heads with the Springfield.
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 drop into a shooter stance, bracing your arm against your knee as you kneel down. [2] You allign the crosshairs of the scope on the back of one of the nazi's heads and squeeze off a shot. There's a fraction of a second where you can hear the round whistling out across the plains before it strikes home and the man goes limp. You recover from the recoil and take another shot. [4] You catch the second man in the shoulder and he staggers forward a pace before dropping to the ground.
10 GLORY!
Fuck it, just start burning any nearby Nazis.
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)
[2] You see one of the Nazi's go down in a puff of red and the sound of the rifle shot comes an instant later. "Fuck it," You growl, tired of all this slinking around. You click the pilot flame on and squeeze the trigger of the flamethrower as you sweep the barrel across the two remaining men. The flame comes out not with a roar or a bang, but a sizzle and woosh, strangely quiet as the yellow orange arc of flame engulfs both men. The blaze is blinding, and you squint and turn away, eyes stinging from both the heat and the sudden light. The men within the flame scream for several seconds before going quiet. They move for a bit more, staggering or crawling, before collaping and curing into a ball as the heat shrinks their tendons.
20 GLORY!
((Darnit, missed a turn. This is going to pieces. And fast. Don't worry, I'll be an officer or radioman next time, should this go horribly south.))
Bob moves south, away from the open ground and back towards what appears to be a hangar, searching for a back door.
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
Satchel Charges: 2
GLORY: 0
You head straight south and almost immediately stumble across a mass of your fellow soldiers all clustered around two AA guns. There are two german corpses near the guns and a trail of blood leading over to the Hanger. You nod to the group, who seems surprised to see you, and then walk over to the hanger. You try the door that the blood leads to but find it barred shut.
Argh. Chuck controller. Then pick it back up and head to the part where they presumably keep the planes.
Name: Alice Gwerhierhwaer
Description: Short blue dyed hair, shiny orange eyes. Tallish, and not thin. Hairy.
Physical: -2
Mental: -1
Life: -3
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
You stagger through the shelves and peek out into the larger, more open part of the hanger. There are about half a dozen small planes out there; JU 87s by the look of it. There's also a larger plane...it is painted solid black and has no insigna, as well as no weapons, a cargo plane. But the engines are the weirdest thing about it; there are no propellers on them and the actual engine pod...things are shaped like 8 sided dimonds with squished tops and elongated bottoms.
We've used three minutes? hoooo boy. Joe and Ed will get to the truck! fast!
If Smith doesn't get retconned to grabbing the satchel: Tell the others that we've bombed the munitions building.
"Shit's about to blow! Let's move move move!"
If Smith gets the satchel: a) stay far away from the explodey thing, and b) Joe will shoot Nazis, while Ed ducks for cover in the truck.
"To the east of the Hangar is a supply building. There was some noise over there, and then the shooting started up that way. Circle around, the others will probably be retreating eastward from there."
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
1 Satchel Charges (Risk 7) (other charge is either armed and planted, or if retcon happens, is carried by Smith - still armed)
Knife (Risk 2)
10 GLORY
Seeing Smith running towards you with the explosive you just planted, you swear and grab joe by the arm. You drag him away from the burning nazis and down south until you meet up with Simon, who is still crouched in a firing position. He jerks his thumb to the truck. "Got us a ride." says, while sweeping the rifle to the east. "Gonna need it soon, I reckon."
Hop on the guns if they're not otherwise manned. Otherwise, if there's any 30 second fortifications to be done here, do that. Failing that, overwatch. Stealth's clearly out the window.
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)
You think about fortifications and find that while you are more then equiped to remove them, you're not so much set to create them. So you shrug, press against the wall and ready yourself to open fire.
Bob keeps his turret level, listening for sounds of approaching enemies, and looking around for enemies.
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 level your gun at the approaching enemies and wait.
Get into overwatch and the first nazi that comes in my sight gets shot
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:40
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 level your shotgun at the corner of the building and twist your neck till it pops before placing your cheek on the rifle and aiming down the sights, waiting.
Take cover and overwatch with the M1 Garand
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
You drag a mostly unresponsive Zack around behind Joan's turret to give you some cover from the men coming from the south. You rest your rifle on a flat section of the turret and take aim round the corner.
Everyone clustered around the two commendeered AA guns can hear the german group advance. They hear, in the distance, somewhere to the south, the sound of two gun shots and then, moments later, hear screaming that fades out rather than ending abruptly. The German advance suddenly falters and seems to halt at the corner. Maybe they've been spooked by the noise behind them, maybe they're marshaling for a sudden charge. Hard to tell. Then a grenade, followed closely by two more, clink out across the concrete and land near the AA guns.