"Oh, what's this?"
Break the hell into that black plane's cockpit ASAP! If I have get access to secret experimental nazi technology today, maybe that'll make up for being shot.
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
"Filthy Lucre!" You sneak carefully across the empty space over to the airplane and look for a way in. You find the entrance hatch in the middle of the fuselage and give it a test pull. It opens and swings down with a hydraulic hiss. You camber up and pull the hatch closed behind you. The inside of the plane is quite dark and empty; its basically just a hollow tube about 10 feet wide with a bunch of embedded rings to allow cargo to be strapped in place. You walk up to the cockpit and look around. It looks mostly normal, much like cockpits you've seen before but with a few alterations. The pilot chairs are larger though and seemingly designed to wrap halfway around their occupant. The controls have also been brought in closer and wrap around the pilot in a semi-circle so that he can only enter or exit by rotating the chair. The control looked the same to you as most other planes, lots of dials and switches and buttons, but the control stick was missing. In its place was a handgrip suspended in a double gimbal.
((No map? Also, no timer ticks?))
Well, it was kinda fun to let Ed see the bomb, but it is a bomb so I really should get rid of it, sooner the better. Run west, parallel to the base as far as I can without being spotted or letting the fuse get too short, then throw this thing back into the base. I do not want it to land too close to anything explosive, a distraction, not a mortal threat to the team.
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 run over and throw the explosive straight into the motor pool.
Search for more nazis to burn.
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 (4 shots)
You look around you...Hmmm. No nazi's here. But then again you're off away from the base with Ed and Simon. If you wanna burn more nazis, the base is where to go for that.
"Sounds like a plan.
Ride the truck with Simon Smith. look around in the truck for useful items, like a radio or tools or something.
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
The truck is empty, sadly.
Simon startles when Ed starts talking to him, having been absently staring back at the Nazis he shot. "Huh? Oh, oh, Ed! Hah, I figured you were definitely dead, after throwing you out of the plane! Impressive, gotta say! Oh, what was I planning? I was gonna drive around the East side, see if we couldn't rendezvous with the main force. Maybe flank, failing that. Ah, you can fiddle with the truck's radio if you want, I decided it'd be best not to touch it. Me and tech don't have the best relationship, y'know?"
Get back to the truck with Ed, Joe, and Yarrick, then start driving East. After we're past the Southeast corner, start driving North until it sounds like we're East of the gunfight.
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 [3/5] (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: 30!
You circle round to the east side of the base, right at the edge of the forested area.
Ah hell.
Take cover from grenadation!
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 run over behind Joan's gun and dive behind it, hands over your head.
Get down behind the secound turret to avoid shrapnal
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 make like Jack and dive behind the AA gun.
"Shit!" Bob leapt out of the aircraft turret, laying down prone behind one of them. He also attempted to pull out his BAR, to ready to fire around the turret in the direction of the assailants.
Bob tries to lie prone behind the AA turret to survive the grenades, but attempts to position himself so that he can also fire around the side at the assailants if possible.((OOC: I'm making the assumption that the grenades landed square in front of the AA guns, allowing Bob to peek out to fire if he needs to, but, can we get a map, with grenade positions?))
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.
Bob joins the "Behind the AA gun Club".
((Gee, I hope those frags don't incapacitate our ONLY RADIO WOMAN.))
((When I'm away for ONE day [or more] because of rain and other reasons, turns happen x.x))
"This is why I wish we had utilitarian equipment offered. Like grenades." Joan said as she sensed the Nazi grenades fall.
((Really wishing I had GLORY but then I noticed I was being silly and self-focused ))
Knowledge roll probably: If I know that those grenades won't go off in the next few seconds, chuck em away or further from us.
Otherwise, if I'm not affected, and me shooting this gun isn't hitting any friendlies, fire that AA gun in the Nazi direction! Hello ricochet shrapnel off (maybe-concrete)!
Otherwise-wise, if I can't do any of the above, set myself up on overwatch for the first instance of Nazi movement [like calling out to anyone to drop down as I fire]
"Begin moving out people! They're going to attack."
> Zack (Krokowicz) -- take cover and fire shotgun towards general Nazi location.
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
Edit: Wait I got PPE'd by piecewise's map update :V
[1]
Joan considers leaping off her gun and throwing the grenades back. She considers this carefully, slowly, and unfortunately considers it right up to the point where the nades go off.
GET DOWN!
Run due west, away from the guns, grenades, and enemies, and the drop prone and aim at the corner the grenades came from.
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
Rather than duck behind the nearest AA gun like everyone else, you run to the west, down the alley between the hanger and the other buildings until, through the dark and the smoke, you make out five men in front of you. The five white smocked men from before. They raise their awkward looking geometric rifles without a word.
"Ah." You say, stunned. [2] Too stunned to dodge behind a building.
The grenades go off a moment later. Joan is really the only one in range and not in cover. [1] Her helmet saves her life, but only just. The blast hits her like a full body shotgun spray, shredding her flesh and leaving her broken and bleeding in the AA Gun's chair. [-6 life (puts you at -5 life because of the helmet), -2 physical, -2 mind]. [6-2] By some miracle she manages to remain concious and turns the AA gun towards the area the Nazi's where the nazi's are hiding. There's a hanger between her and them but its made of thin metal and she's a bit too angry to let it hold her back. [6-2] She places the crosshair at about where she thinks their group should end, and holds the trigger as she sweeps the gun slowly across the hanger wall. The Flakvierling 38's four barrels roar and rounds the size of a man's forearm tear through the sheet metal wall of the hanger. The rounds were flak rounds, designed to burst after traveling a certain period of time, and had no time to blow before hitting the soldiers on the other side. It was overkill, none the less. The Hanger, the men behind it, the supply depot, the AA guns, even the munitions buildings way down south, are filled fill of fist sized holes and torn to part. Parts of buildings sag or partially collapse, men are reduced to red meaty chunks and the AA guns smolder with fresh holes.
Meanwhile, the 5 men Bob just ran into take their shots at him. Their rifles don't act like normal rifles; inside their barrels he can see flashes of bluewhite light, almost like electricity. [1] The round comes out subsonic, almost like an arrow, so slow that you can actually see it for a fraction of a second before it hits you. It strikes you right in the chest and you look down to see a strange, barbed black flechette sticking out of your chest about an inch, just a little bit of metal pointing out. It doesn't hurt, strangely. From the barrel of the gun that shot you an singular arc of electrical discharge bursts forth and catches you right in the Flachette. [3-2] Your vision swims and you pass out.
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