IF YOUR ACTION IS "GO WITH X" I'M JUST GONNA ASSUME YOU DO RATHER THAN SAYING "YOU GO WITH X".
Okie doke?
GLORY lets you do 4 things: Get Training, Get Promotions, Requisition items to your Kit
((HOLY CHEESE ITS A REQUISITION?! I DID NOT KNOW OR READ THIS, AND I WISH I HAD A TEENY BIT MORE GLORY TO MAKE THAT CARBINE-SNIPER RIFLE THING. GAH))
Also retroactively, get these things for mah kit:
> Universal Kit. Which I assume is free. I did not read.
> Silenced Pistol (awesomely 20 GLORY more than the standard pistol but has a +6 risk dice if unnoticed \o/)
> Helmet (Aww no fancy vest for flavor? :< "Helmet and flak vest (+1 life)")
> Medic Bag (Requisition; unsure on its Glory price) [And I want ONE more than this, so I can heal the everybody. Hmpf! :I]
Also try and find some insulated garments nearby or improvise them from what we've got around.
Glory: 130 [-50; -30, for Silenced Pistol and Helmet, unsure on Medic Bag but = 50 GLORY remaining]
Weapon: Scoped Springfield M1903 A4 [5/5]; [5/15 ammunition total]
Name: Tala Agata
Description: Tala was enlisted alongside her kin, for their renown in sharpshooting and rugged terrain survival. Being the one who had taught Joan how to shoot, she was only a year her senior before they had been separated in different brigades. She was recently transferred to the 888th after the Normandy landings.
Physical: -
Mental: -
Life: - {+Helmet}
Stats:
Speed: +1
Dexterity: +1
Will: +1
Knowledge: +1
Senses: +1
Skills:
+3 Sniper rifle
+2 First Aid
+2 Medical Training
+1 Camouflage
+1 Pistol
+1 Languages
Inventory:
Scoped Springfield M1903 A4 (5 shot, risk 5 at long range, risk 3 at medium, risk 2 at close)
2 springfield magazines
Binoculars
Silenced Pistol [8/8]
Helmet {+1 Life}
Probably a Medic Bag...
1 First Aid Pouch (Allows First Aid. Single use)
1 Entrenching Tool (A folding shovel)
1 Ration (Restores up to -2 on physical dice)
1 Clicker
1 L type Flashlight
1 Sewing kit
1 Mirror
1 razor set
1 Bar of soap
1 Toothpaste and toothbrush set
1 compressed TP roll
1 Pack of Chesterfield Cigarettes
1 Lighter
1 Mess kit
1 Knit cap
1 Notepad and Pen
1 Haversack
1 Gunbelt with Magazine pouches
1 Canteen and Cup
1 Compass
((So how much was that universal kit >_< That's the only thing I'm getting given that I lack info on 'better sniper rifles at mid range' or 'a reliable pistol I can use or slap a silencer on' Oh, and gimme some rubber gloves! I dislike the idea of electrical discharges everywhere.
Also I forget if this is the name of the aircraft carrier, but our priority is finding the BRIGADIER GENERAL, whose name is Bone.))
Hours pass until it is near midnight on the boat. Most have left the Mess hall, but our band of soldiers remain, gathered around talking, playing cards, poking at newly bandaged wounds and the like. The storm outside has gotten closer and rain pelts down with a constant ubiquitous ringing of drops striking metal somewhere on the decks above. Then the strikes becomes harder, tiny tinny bells ringing, Then thumps like a steel toed boot kicking an oil drum. You can hear shouting from above. Not fear, just outrage and pain. Then a heavy thud, one that rocks the whole boat back and forth, like ball of wet cloth the size of a man just struck the side of the ship.
And everything goes silent.
"I've been thinking about what you told me about Joan, and this reminds me of how many situations things go wrong out of the blue. Shall we check?" Tala said, minding the fact that "Storm" and "Tower" mean electrical discharges, and prepares her rubber gloves.
Get up and check carefully the surroundings, alongside the floor of the deck we're on. Inquire as to what'sup with any crew I meet, and ready my...err, not-pistol. Rifle. :v
Also check/ask around where the General is.
And get some insulated garments.
"We are in still close proximity to where you all left with that plane. Mayhaps we're in one of their 'testing sites', or this is just a prelude. We should find the General."
Glory: 130 [75+25+30]
Name: Tala Agata
Description: Tala was enlisted alongside her kin, for their renown in sharpshooting and rugged terrain survival. Being the one who had taught Joan how to shoot, she was only a year her senior before they had been separated in different brigades. She was recently transferred to the 888th after the Normandy landings.
Physical: -
Mental: -
Life: {+Helmet}
Stats:
Speed: +1
Dexterity: +1
Will: +1
Knowledge: +1
Senses: +1
Skills:
+3 Sniper rifle
+2 First Aid
+2 Medical Training
+1 Camouflage
+1 Pistol
+1 Languages
Inventory:
First Aid Pouch (Allows First Aid. Single use)
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
You're in the crew's mess hall; its split by a scullery that divides the mess into two distinct sections, one fore and the other aft. There are a few long metal tables here, with the rest of the team around them. You're on the second platform as they say; meaning there is one level of rooms above you and then the ship's deck. The crew mess is in the aft of the ship, pretty near the stern, with only the Officer's mess is further forward. Directly above this room and the officer's mess are the officer's quarters. If Bone is around, those two places are probably good places to start looking for him.
Insulated from what? Cold? Electricity? And from where?
"Yeah, and I ain't a barmaid.
Anything else obvious you ladies would like to say, or do you think we can get assembled and figure out what's going on now?"
Check the door for heat or a static charge. If it's clear and I don't get zapped to death, peek out and check the hallway (Or whatever else might be out there)
Name: Graham Garter
Description: Once a Lieutenant left in charge of a battered company in Africa, now shipped back to the 888th after offending his commanding officer in some way he doesn't discuss. Tall, heavily tanned from his time in the desert.
Physical: +0
Mental: +0
Life: +0
Stats:
Strength: 1
Dexterity: 1
Will: 1
Knowledge: 2
Skills:
First Aid: +3
Submachine Gun: +2
Exotic Melee: +2
Interrogation: +1
Language: +1
Operator: +1
Inventory:
Universal Equipment:
First Aid Pouch (Allows First Aid. Single use)
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
1 Clicker
1 L type Flashlight
1 sewing kit
1 Mirror
1 razor set
1 Bar of soap
1 Toothpaste and toothbrush set
1 compressed TP roll
1 Pack of Chesterfield Cigarettes
1 Lighter
1 Mess kit
1 Knit cap
1 Notepad and Pen
1 Haversack
1 Gunbelt with Magazine pouches
1 Canteen and Cup
1 Compass
Commander equipment
SCR-300 radio Transceiver and handset
Thompson SMG (25 shot, risk 2, +1 risk for every 5 shots fired in a burst)
2 Thompson magazines
Binoculars
5 signal flares (red, blue, green, yellow and black smoke) and flare gun
GLORY: 30
You walk to the door out of the Mess and touch it very gently with one finger. Its cold, as you would expect, but otherwise unremarkable. So you open it and look outside. Through the door is a small room with a steep metal staircase up to the next deck. Behind the staircase, really crunched in behind it, is a wooden desk and a single chair. On the desk is a notebook and a pencil. If you remember right its a logbook of some kind, nothing important.
"I've got a feeling this is going to get real interesting, real fast" Bob muttered, following along after Tala.
Bob McKinley will have his pistol out, finger on the safety, and follow Tala. He doesn't have his pistol up yet, but he'll keep watch towards the rear as they advance through the ship.
EDIT: Start searching through open channels on the radio to see if there's any info.
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: 0
Glory: 70
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:
First Aid Pouch (Allows First Aid)
Entrenching Tool (A folding shovel)
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 (Should I get rid of some of these? Because I had five from back when the BAR got five, and I was just assuming my character held onto them)
1 BAR mag with incendiary rounds.
M1910 pistol (9 shot, risk 2)
2 pistol magazines
1 first aid kit
1 trench knife
1 radio (Unbroken)
3 german medals
1 strange medallion.
1 Clicker
1 L type Flashlight
1 sewing kit
1 Mirror
1 razor set
1 Bar of soap
1 Toothpaste and toothbrush set
1 compressed TP roll
1 Pack of Chesterfield Cigarettes
1 Lighter
1 Mess kit
1 Knit cap
1 Notepad and Pen
1 Haversack
1 Gunbelt with Magazine pouches
1 Canteen and Cup
1 Compass
Survived Injuries:
Hit in the forehead with machinegun fire on D-Day, helmet broke his nose, but saved his life.
Clipped by machinegun fire from main bunker on D-Day.
Caught in part of the fuel explosion in Poland: Large burns on exposed skin, but survived.
"I've been thinking about what you told me about Joan, and this reminds me of how many situations things go wrong out of the blue. Shall we check?"
Alice makes a startled sort of choking sound.
"Uh. Y-yes, let's go. Tala."
Affix hat to stave off this feeling of dread. J- uh, Tala surely will be able to keep things under control. Just follow her.
Do the radio things with my radio and call someone? OH FUCK IT'S GONNA BE CREEPY WHISPERS OR SOME SHIT, ISN'T IT.
Name: Alice Gwerhierhwaer
Description: Short blue dyed hair, shiny orange eyes. Tallish, and not thin. Hairy.
Physical: +0
Mental: +0
Life: +0
Stats:
Speed 1
Dexterity 2
Will 1
Knowledge 1
Senses 1
Skills:
Plane 3
Operator 2
Mechanic 2
Melee 1
Pistol 1
First Aid 1
GLORY: 35
Inventory:
Fancy Hat
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)
M1910 pistol (9 shot, risk 2)
2 pistol magazines
Joan's Radio
Some bullshit pamphlet thing
You run through all the channels on the radio, including the official 888th channel and its various backups and double backups in case of emergency. You can't get any sort of coherent signal from anything, though there is background interference on every channel. It sounds like a loud crackling-popping noise and isn't constant. It comes in sharp bursts every few seconds. You recognize it: Lightning creates that kind of interference. [hidden]
There's something weird about the interference. Its too regular. Normal lightning interference should be totally random in distribution and duration. This reminds you of Morse code, though its not.
Having a basic knowledge of mechanics, Charlie knew that touching the ship couldn't possibly be dangerous, considering it was grounded by the mass of ocean around it. However, having this bit of knowledge about the way the world should work didn't alleviate Charlie's unease at the lack of noise. Something was amiss, and there was no ready explanation.
As the team begins to wander in two different directions, Charlie chooses to join Graham, for Graham seems to have a clear sense of direction, and is taking point. While waiting for Graham to clear the door, Charlie listens for any sound that might give a clue as to what is happening upstairs.
Name: Charlie
Description: Wears a bowler hat; has a moustache embarassingly similar to Adolf's. Apart from these unique features, he's unrecognizable.
Backstory: Draftee; hasn't said anything since he arrived. his files have some info; nobody ever looks. His reasons for being in this mess are personal.
Attrs: GLORY: +0 | Physical: +0 | Mental: +1 | Life: +0
Charlie is less vulnerable to verbal abuse and manipulation the less he speaks.
Stats: Str: -1 | Speed: +1 | Dex: +1 | Will: +2 | Knowledge: +0 | Senses: +2
Charlie tires easily: lowered strength.
Skills: +3 Camouflage | +2 Mechanics | +2 Melee | +1 Interrogation | +1 First Aid | +1 Pistol
Charlie is always the bad cop while interrogating. His very silence is unnerving.
Inventory: [Chaplin Equipment] [Universal Equipment]
Clothing: Knit cap, Gun belt /w Mag pouches, Holy Symbol (+1 Mental)
Weapons | Ammo: M1910 pistol (9 shot, risk 2), Knife (2 risk), 2 pistol magazines, Entrenching Tool (A folding shovel)
Toiletries: Mirror, Razor Set, Bar of soap, Toothbrush and tootpaste, Compressed TP, Mess kit, Canteen & Cup
Food & Drink: Ration (Restores up to -2 on physical dice)
Healing Tools: Holy book (Used to restore 0 to 3 mental damage. Every 0 roll deals 1 mental damage to user), First Aid Pouch (Allows First Aid. Single use)
Tools: L type Flashlight, Sewing kit, Notepad & pen, Haversack, Compass, Clicker
You listen carefully. The sound of the storm hasn't vanished so much as it seems to have just grown distant. As though the thunder and rain were happening miles away, barely audible. You can hear the sound of boots on metal above and some quiet speaking. You can't understand it but the cadence is familiar; English and male. The swearing and shouting over the loud thunks from before has stopped, replaced by whispers.
"God loves me! You, my friend, are evidence enough of that! Hmm. But I can't quite fit you into my rucksack ... Well, friend, I hope you come prepared to defend yourself against buildings, and other explosions!"
"Born ready Sir! Tell me who needs to know what and I'll make sure the message gets there come hell or high water."
"Hey, Radiohead, you play music through that thing? Dunno why, but I get the feeling that you've a good set of pipes!"
"Sure!"
Start playing an appropriately spooky tune.
Start playing an appropriately spooky tune.
Kick the radioman in the shin.
"Fuck! No, stop that! No spooks!"
Also If I'm assaulted (for no good reason D: ) start blaring obnoxious anachronistic noise at him to defend myself.
Name: Radioman
Description: A radioman.
Physical: 0
Mental: 0
Life: 0
Stats:
Strength: 0
Speed: 2
Dexterity: 2
Will: 0
Knowledge: 0
Senses: 1
Skills:
Operator: +3
Rifle: +2
Camouflage: +2
Mechanic: +1
Melee: +1
Language: +1
Inventory:
1 First Aid Pouch (Allows First Aid. Single use)
1 Entrenching Tool (A folding shovel)
1 Ration (Restores up to -2 on physical dice)
1 Clicker
1 L type Flashlight
1 Sewing kit
1 Mirror
1 razor set
1 Bar of soap
1 Toothpaste and toothbrush set
1 compressed TP roll
1 Pack of Chesterfield Cigarettes
1 Lighter
1 Mess kit
1 Knit cap
1 Notepad and Pen
1 Haversack
1 Gunbelt with Magazine pouches
1 Canteen and Cup
1 Compass
You begin playing some musicHell or high water? well, we just came through the first, and we're literally floating on the second, so good work, good work. Just wait here with me, Radio. Let the others do the scouting, and keep your ... err , receptors open for their call, eh? Me an' you, we don't exactl;y have much in the way of offensive weaponry. Least, not the kind that can help, on our own ship. Already had three buildings try to kill me. Not about to set off an explosion on our own ship.
Damn, now I'm mad that we didn't take that Kraut's fancy chair! The hell was I thinking? looked comfortable, too.
Say, Radio, you look about the same size as that Nazi officer we offed ..."
Ed remains at the table, leaning casually, and testing the functions of the Radio. The rated PG and rated E functions, you cad.
Someone call me over the Radio! Say, Radio, where's your speaker? Which part to I shout into?
Description: average height, average build, brown hair, brown eyes, plain face.
0 Physical
0 Mental
0 Life
Stats:
2 Dexterity
2 Will
1 Senses
Skills:
3 mechanic
2 tank
2 trap
1 camouflage
1 operator
1 demolitions
Inventory:
Universal Equipment: First Aid Pouch (Allows First Aid)
Entrenching Tool (A folding shovel)
Ration
Engineer’s EquipmentMechanic’s tools
Trap making Kit
2 Satchel Charges (Risk 7)
Knife (Risk 2)traded to Simon Smith
Knife (Risk 2) (looted from dead teammate.)
Nazi Commander Luger 7/8 ammo (Risk 2)
One of the Nazi angular guns that Simon looted
Nazi Officer's Uniform, gently used
195 GLORY
One fully autonomous Radio:
Pretty sure I gave it to Oz since he was the first to answer. Not that he can't be used by multiple people.
He appears to function like a man wearing a radio on his head. Except for his microphone fist but he might be pulling your leg about that.
((Knew it was a good idea to loot that corpse.))
Jack rubbed his face, his fingers tracing some of his new scars. They weren't nearly as symmetrical now, but boy were there a lot of them now. He'd really grown fond of them.
"Think we pissed the bastards off by stealing their plane?"
Ready the SMG and start moving out slowly. Follow the smaller group so as to balance numbers.
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: 0
Stats:
Speed +1
Dexterity +1
Knowledge +2
Senses +1
Skills:
Demolitions +3
Explosives +2
Traps +2
Tank +1
Operator +1
Mechanic +1
Inventory:
First Aid Pouch (Allows First Aid)
Ration (Restores up to -2 on physical dice)
Entrenching Tool
Universal Kit (Contains above items)
Thompson SMG (25 shot, risk 2, +1 risk for every 5 shots fired in a burst) [25 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)
GLORY: 140
Medals:
You're with Graham then.
((OOC: I completely and utterly forgot about this yesterday. Is the mission still looking for people though?))
Try to obtain two pistol clips with 10 Glory
Try to sneakily follow after the smallest group with his Welrod in hand
Name: Private Balders Dash
Description: A grotty little British man who can often be found wearing a pair of round lensed eye glasses to make his beady little eyes look perfectly normal. He has an almost inappropriate obsession with sneaking up behind people.
Physical:(Just put any bonuses or negatives you have.)
Mental:(Just put any bonuses or negatives you have.)
Life: (Just put any bonuses or negatives you have.)
Stats: Speed (+1), Dexterity (+2), Senses (+1), Will (+1)
Skills:
Camouflage (+3)
Pistol (+2)
Traps (+2)
Car (+1)
Melee (+1)
Explosive (+1)
Inventory:
Universal Equipment:
First Aid Pouch (Allows First Aid. Single use)
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
Spy Equipment:
Disguise kit
Stiletto (2 risk normally, but 6 risk if the target doesn't recognize you as a threat when you attack)
Silenced pistol (2 risk normally, but 8 if unnoticed. Does not draw attention by sound. 8 shots)
Also with Graham.
"It's just some idiot sailor who crushed his foot again, ya jumpy pansies. Stop getting so worked up over nothing."
Simon continues playing cards. If everyone who was playing with him has left, he's gonna assume they all folded and that he gets their bets. And then he'll play solitaire, I guess. With Yarrick. Either Poker or Rummy, if Yarrick's a pansy. Winner gets the loser's cigarette pack.
Also, hey, answer these!
Oooh. Are explosive rounds in 888th so powerful that the AoE could kill multiple people? It wouldn't exactly be realistic, but I'd totally buy a clip of exp rounds for the Springfield if they're that strong...
If I bought a 5-round clip of 30-06 for my Springfield, would it be cheaper than the 20-round BAR mag? If not, could I buy the BAR mag and just unload the bullets, for the same effect? Sorry...
Edit: If I attached a scope to an MG and fired it semi-automatically, would that roll on scoped rifle rather than machinegun, like with the Gewehr?
I definitely want to buy an incendiary mag, regardless of the price, and maybe an explosive mag if it's cheap and effective enough.
...Also, do we get those fancy lightning guns back before the start of the mission?
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: - First Aid Pouch (Allows First Aid)
- Entrenching Tool (A folding shovel)
- Ration (Restores up to -2 on physical dice)
- A bunch of useful bits and bobs
- Scoped Springfield M1903 A4 [5/5] (5 shot, risk 5 at long range, risk 3 at medium, risk 2 at close)
- 2/2 Springfield "magazines"
- Binoculars
- Spare Scope (Mounted on Gewehr)
- 2/2 Smoke grenades
Looted Inventory:- Helmet (+1 Life bonus, Single Use)
- MG 15 [37/75] (Given to Doc Daneeka)
- Scoped Gewehr 43 [10/10] (Risk 3)
- Two Gewehr Magazines
- Mauser C96 [10/10]
- Two mysterious angular Nazi rifles (One given to Ed) (both confiscated by the brass)
- A spare Springfield M1903 A4 [5/5]
- Two spare Springfield "magazines"
- Knife (risk 2)
- A collection of "Chains, rope, small knives, and other things" looted from a Nazi supply depot.
GLORY: 155!
Keep playing cards with Simons
"Got any games for two people I think we are the only two people not freaking out. Don't get washed over board guys I don't want to have to drag you out."
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:
Helmet (+1 life)
Pistol M1918 (Risk 2) (ammo 7/7)
Knife (Risk 2)
First Aid Pouch (Allows First Aid) + Spare
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
M18 Recoilless Rifle (Risk 6, single shot, slow reload) (Loaded with HE rounds)
3 HEAT rounds
3 HE rounds
3 WP rounds
2xSatchel Charge (Risk 7)
Glory 110 -50 First aid- 30 Helmet = 30
You both continue to play cards and ignore the hub-bub going on outside.
Answers for sy
1.Maybe if they were really closely clustered, but more than likely not. At best you'd probably kill one and hurt another. Human body is pretty good at soaking up shrapnel.
2.
https://www.youtube.com/watch?v=DdCI15QojoA3. If you fired it as a sniper rifle then MAYBE but I don't like it.
15 glory for incendiary. Explosive is 40.
Not for this, but next official mission, yes.
Say, is my application ok?
Sure. Show up as you like, everyone is still in the mess hall right now.
The doctor gulps nervouslly and grabs his machine gun and medical pack before going with whiver group is lacking a medic.
Ah Jesus, and now the deafness comes into, lousy distillers.
Name: Dr. Daneek
Description: A very thin and nervous man, beginning to go bald, a former Air force doctor he took this job after he was pronounced dead due to a buracratic mishap. Due to being pronounced dead because of a plane he was supposed to be on crashing he has a great fear of flying.
Physical: 0
Mental: 0
Life: 0
Stats:Speed +3
Dex +2
Skills: Medical Training +3
Machine gun +2
Operator +2
Flamethrower +1
Exotic melee +1
Camouflage +1
Inventory:Universal Equipment:First Aid Pouch (Allows First Aid. Single use)
Entrenching Tool (A folding shovel)
Ration (Restores up to -2 on physical dice)
Miscellaneous.
Medic EquipmentMedic’s Bag (restores up to -3 on life dice. Usable repeatedly till failure)
M1911 pistol (9 shot, risk 2)
2 pistol magazines
Other equipmentMG 15 [37/75] (On loan from Simon Smith)
Well, Tala (Tala? Is Tiruin from the Philippines?) has medical training so I guess Graham it is!