“All right then,” The NCO says. You all file out of the small room and head on out onto the airway. You notice that as soon as you step out of the vanilla air base office he lights up a cig. The air is cool and the sun sets under the dark navy skies. There doesn’t seem to be a cloud about this winter tonight.
“Chaps-“ the NCO stutters a bit, before starting again in a more confident tone “I guess this the last of my officership over you lads. Nothing stupid, Ok? That means I expect Krilge to come back with a full pair of eyebrows!
-er, and do the King proud!” He ends his awkward goodbye with a salute.
After saying your goodbyes you shuffle out onto the runway towards the looming red wing lights of the awaiting C-47. A serviceman in the basic tan base uniform meets you.
“Suit up!” You barely make out over the terrible rumbling of the planes Twin Wasps’. The serviceman directs you to a sprawl of parachute gear. You stuff your green berets away and trade them for the tighter drab beanies and, after some anxious wrestling with the blasted parachutes you find yourself seated in the roomy belly of a C-47.
…
Pretty soon you’re flying over Low Gothia.
“All right!” Your jumpmaster yells. The cabin fills with red light signaling that it is time to get ready for the jump. You all stagger up and attach onto the central line that spans the cabin; it’s so you don’t fall over.
“Go! Go! Go!” The green light comes on and you all one by one dive into the night. Your landing target is an open snowy field kilometers off the supposed enemy intelligence processing office, it’ll be a few hours hike and then you’ll be there. Then in a few hours more, in the morning, the ERAF will launch its search and attack operations against enemy reserves.
You land in the snow and with some difficulty make it to your feet. It’s time to decide the details of your attack. What direction(s) are you going to come from?
I’ve made changes to your gear (and to one of Divide’s skills) for balancing purposes. Also the fire superiority bonus is being lowered to 1.5. I’ll be keeping track of things in terms of balance as gameplay unfolds. I like to hear your guy’s concerns but let’s not bury any turn posts and also keep in mind I’d also like to make changes after we get a reasonable feel for the gameplay.You can move about one range's worth (I won't be picky) of distance and shoot one weapon each turn. When you attack declare who you are shooting at (can be multiple people if they are reasonably close and hits exceeding the kill carry over to next target) and how many bullets you are firing. The first shot of your attack gets +1 to hit and cannot be blocked by cover.
Weapons that say 'blast' in their profile can hit multiple enemies up to the number specified. (ex: blast 3 can hit three enemies) Blast weapons roll their full dice against everything they hit, they don't benefit from the first 'shot' bonus (notice that HEAT Rockets aren't blast and do get the first dice bonus) and cover is calculated normally against them unless otherwise specified.
Cover blocks a set number of hits from every attack that hits you except for the first shot of an enemy attack.
After each turn both sides' number of shots fired and damage dealt are added up, the side with the higher value deals 1.5x damage next turn,
(this modifier is ignored when determining which side is awarded the 1.5x damage modifier.
Notes on the map: This is not a map based game. I'm not going to update the map with your or enemy locations. Instead, the map should just be a reference for the things I describe or for the very general locations of things like the staircase or entrances or windows. Also, you shouldn't talk about your movements in terms of specific tile spaces. For example, I might write in a post that 'three enemy riflemen appear at the second story right windows.' And you might respond 'Hans moves covers behind a tree within medium range of the front building windows and fires 10 shots at them with his Enfield.'
However, at times you may want to use the map to estimate distances for moving, range and explosive blasts but you shouldn’t need to often.-Blasts are about 3x3 tiles on this map or about ¼ the size of the house.
-You can move about ¼ the map’s height/width in one turn (and maybe if write that you ‘sprint’ and don’t do anything else I’ll let you go even farther). Don’t count the tiles, if it seems reasonable it is.
-Short range is about ¼ the house in length, Medium is a little more than twice that and Long is anything else. I’m not really going to be a stickler about range.
-The transparent bits represent the upper stories of the house. (sorry if that’s unclear)
-There are a couple of windows on each side of the building, I just couldn’t find a good way to represent them.
Enemy health total:
151, Enemy head count:
15 regular types,
4 special types,
3 officer types,
10 non-combatant types.
Individual enemies do have individual health, so you can target and kill specific enemies, most types of enemies route/surrender when the ‘Enemy health total’ reaches 0.Regular Enemy Ammo Count:
75 rounds 9mm,
240 rounds 7.92mm,
24 grenades
2 Panzerfausts.
Regular enemy ammo is not tracked individually and can be used by any regular enemy according to what weapon they have. Killing enemies/looting ammo from dead enemies will not lower enemy ammo count but you'll still usaully be able to get ammo this way.
Team health (
72)
Madeline Christie Atkinson (DivideByZero) (12 health)
Race: Human
Appearance: A thin, medium-height woman with high cheekbones and an eternally frustrated look on her face. She has milk-chocolate hair with two braided locks of hair running down either side to her shoulders.
Forbidden Knowledge -- Can make guesses as to how one would cast a certain spell, what a person could do with magic, whether magic was being used, etc. Magical knowledge that's just short of actual magic.
Camouflage – enemies shoot at -1 to hit when you are in cover outdoors.
Psychological Warfare -- Doubled first shot damage and first shot fire superiority effect with rifles.
Inventory(5/5 slots):
-Gewehr 01 (you see, 43 is a year number) (1 slot) (Short +4, Medium +3, Long +3) (fires 7.92mm) (10 round detachable box)
-70 rounds 7.92mm (1 damage)
-70 rounds 7.92mm
-3 No. 77 W.P. Grenade (3 per slot) (Short +4, Medium +5 Long X) (4 dice, 1 damage, blast) (hits every turn) (-1 to all shots through area) (ignores cover) (can use in addition to firing a weapon)
-70 rounds .303 (1 damage)
(-)Bayonet (Melee +3) (3 dice) (1 damage) (you can attack with this in addition to firing a rifle)
Jim Harrington (Questorhank) (12 Health)
Race: Human
Appearance: A tall, lean man. His brown hair is shoulder-length and almost always "up" in some way (usually a hastily-done ponytail). He keeps his beard and moustache short, . There's a faint scar under his left eye.
Speaks Low Gothic
Mechanic – knowledge check mechanics/vehicle weaknesses. +1 to repair actions.
Covered -- 1.25 increased protection from cover
Straight Faced -- +1 on lies/general deception.
Inventory(5/5 slots)
-Webley Revolver Mark II (1 slot) (Short +4, Medium +5, Long +6) (can always be fired in addition to any other turn actions)
-Basic Body Armor (1 slot) (grants -2 hits vs pistols, machine pistols, explosives)
-30 rounds .455 (1 damage) and 40 rounds .303 (1 damage)
-70 rounds .303
-70 rounds .303
(-)Bayonet (Melee +3) (3 dice) (1 damage) (you can attack with this in addition to firing a rifle)
Hans Koring Staffenberg (Sir Elventide)(12 health)(squad leader)
Race: Elf
Appearance: An average sized elf, Hans has a line of freckles across the bridge of his nose, straw-blonde neck length hair with a thin braid hanging over the right side and pale blue eyes.
Speaks Low Gothic
Silver-tongued – Intuition check: manipulation
Magosensory Perception – Sensory check: magic
Tactician – Intuition check: enemy tactics
Inventory(4/5 slots):
- Short Magazine Lee Enfield (1 slot) (Short +4, Medium +3, Long +3) (fires .303 English) (10 round mag)
-70 rounds .303 (1 damage)
-3 No. 5 Mark II Hand Grenade (3 per slot) (Short +4, Medium +5) (6 dice, 1 damage, blast 3) (ignores cover at short range) (can use in addition to firing a weapon)
-3 American TH Incendiary Grenade (3 per slot) (Melee +4, Short +5, Medium +6) (3 dice, 10 damage) (can use in addition to firing a weapon)
-empty
(-)Bayonet (Melee +3) (3 dice) (1 damage) (you can attack with this in addition to firing a rifle)
Zehn Graftkin(Doomblade187)(12 health)
Race: Orc
Appearance: A thick, solidly built orc, he has dark eyes and hair, and tries to keep his uniform neat at all times.
Necromancy—roll to commune with the dead! Bonus if offering is made.
Man of Many Words -- Understands many colonial and Euro-Roman languages.
Machinegunner – the first enemy shot at with more than 10 bullets deals -2d6 less damage that turn.
Inventory(5/5 slots):
- Vickers Orc Adaptation (3 slots, 2 slots for orcs) (Short +4, Medium +4, Long +5) (fires .303) (100 rounds drum)
-X
-70 rounds .303 (1 damage)
-70 rounds .303
-70 rounds .303
(-)Bayonet (Melee +3) (3 dice) (1 damage) (you can attack with this in addition to firing a rifle)
Krilge Schmidt(Pancaek)(12 health)
Race: Orc
Appearance: Krilge is big and muscular, like most orcs of his kind. He also has a bit of belly and a permanent soft expression on his face. He has many small scars scattered over his body, results of dabbling with explosive substances. He keeps his hair short on purpose, and his eyebrows are often rather sparse by accident.
Demolition orc-- 1.33x dice to any explosive you use including ordnance type.
Shrapnel avoider—additional -2 hit cover when you are shot at while contextually moving
Family orc -- +1 to positive speech, -1 to negative speech, +2 to talking to children
Inventory(5/5 slots):
- American M1A1 60mm Rocket Launcher (1 slot) (Short +4, Medium +4, Long +5) (60mm rocket)
- 2 X1 60mm HE Rocket (2 rounds per slot) (10 dice, 1 damage, blast 4)
- 2 X1 60mm HE Rocket
-1 X1 60mm HE Rocket and 1 M6A2 60mm HEAT Rocket (2 rounds per slot) (3 dice, 15 damage)
-1 Light Demolition Charge (1 slot) (Short +4, Medium X, Long X) (6 dice, 3 damage, blast 5) (ignores cover at short range)
(-)Bayonet (Short +3) (3 dice) (1 damage) (you can attack with this in addition to firing a rifle)
Phillip Ottersen(Slick)(12 health)
Race: Human
Appearance: At 6'4'' the Filipino-English mix is rather tall for a human especially given his heritage, with black crew cut an a trimmed mustache and beard. Tends to have a happy-go-lucky expression always looking at the bright side no matter the situation. Is laden with the equipment of a Grenadier.
Grenadier's Arm-- All thrown explosives inherit a (short +4, medium +4, long X) profile in place of their regular one, always ignore enemy cover.
I Will Be Your Shield!!!-- Can share shield cover with a nearby ally. Additionally, shields do not take a slot.
Hey now, What about that stiff upper lip?-- +1 to comforting actions/speech.
Inventory(5/5 slots):
(-)(1 slot) (-6 hits vs weapons with lower than 3 damage) (cannot fire guns other than pistols, throwing/melee are OK)
-Basic Body Armor (1 slot) (grants -2 hits vs pistols, machine pistols, explosives)
-Flanged Mace (1 slot) (Melee +3) (1 damage) (5 dice)
-3 No. 5 Mark II Hand Grenade (3 per slot) (Short +4, Medium +5 Long X) (6 dice, 1 damage, blast 3) (ignores cover at short range) (can use in addition to firing a weapon)
-3 No. 5 Mark II Hand Grenade
-3 M18 Smoke Grenade (3 per slot) (Short to medium range) (-1 to all shots through smoke)
(-)Bayonet (Melee +3) (3 dice) (1 damage) (you can attack with this in addition to firing a rifle)