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Author Topic: Entrenched | 4/4ish | Sealed Orders  (Read 2710 times)

Draignean

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Entrenched | 4/4ish | Sealed Orders
« on: August 12, 2024, 03:57:39 pm »

E N T R E N C H E D

There was something to this war once, years ago. You remember the news and the rage; of an archduke murdered, of the provocative mobilizations of nations rattling sabers, of the final hiss and steeled gasp when those sabers were drawn and families and towns alike were plundered for patriotic blood with which to underwrite the contracts of empires.

Those memories seem impossible and unreliable. A time before eternally wet trenches and screaming artillery, before the endless Mesopotamian heat and the poor starving souls still alive on her sands, before you witnessed কিন্তু মই আপোনালোকক বুজাব লাগিব যে. There was something almost optimistic in that past, where young faced compatriots thought the war would be something that would be short, decisive, and would once and for all prove the righteousness of their ways over whichever of the central powers they were in a mind to dislike that day.

That was years ago. ‘Optimism’ seems a word so alien it might as well have been ripped from the ভুল ধাৰণা tongue used by the cursed কেনেকৈ জন্ম that have insinuated themselves so deeply into every house of power. If not for them, perhaps the failure of the Somme offensive would have been the signal that this war was not a contest of which nations were greatest, but whose great chain could weigh the most souls down into the depths below.

Instead the Somme ran red for nothing and no one. The war changed after that, with the terrible সত্যৰ that rose from নোৱাৰে, কাৰণ ই আনন্দ and filled the sky ভাল পায় , but worst was of all was that awful hole, that first কিন্তু যিজন মানুহৰ . From then on the war was different, you were different. There could be no truce, no armistice, not while that awful সেয়া বিষ, কিন্তু still breathed. Your life, your sanity, your very humanity, it didn’t matter anymore. If you could not complete your objective, there would be nothing left.

All that matters is আছে.
 

This a four (probably) person game that’s set in WW1 with nothing odd about it at all. It’s a squad based game that’s an attempt to mix an abbreviated version of the crunchy tactics of a tabletop squad game with a bit more of the Haspen style of choose your own adventure gameplay in between.

Why? I’ve been away for a bit and wanted to do something again to keep me writing. I’ll update it on a regular schedule of sometimes with inconsistent occasional completely periodic deterministic whatever.

 Feel free to ask questions and I’ll sometimes answer. Enjoy if you like, and if you don’t that’s ok too.


Getting Started


Spoiler: Class Options (click to show/hide)

Spoiler: Squad Selection (click to show/hide)

Rules in next post due to feud between me, simple machines tables, and the character limit
« Last Edit: August 14, 2024, 12:37:39 am by Draignean »
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Draignean

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Re: Entrenched | Starting Up, 0/4ish | Very Normal
« Reply #1 on: August 12, 2024, 03:58:11 pm »

Rules

Spoiler: Gameplay (click to show/hide)

Spoiler: Combat Mechanics (click to show/hide)

Spoiler: Weapon Tags (click to show/hide)
« Last Edit: August 19, 2024, 04:10:58 pm by Draignean »
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Draignean

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Re: Entrenched | Starting Up, 0/4ish | Very Normal
« Reply #2 on: August 12, 2024, 04:00:05 pm »

Reserved as well since I end up needing another reserved post more often than a reasonably sane person should
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FiveBalesOfHay

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Re: Entrenched | Starting Up, 0/4ish | Very Normal
« Reply #3 on: August 12, 2024, 07:10:36 pm »

Name: Arnaldo Kafka
Class: Doc

Combat Stats
MOV   TGH    SAV    HP   LDR   CON
[6]       [3]     [5+]   [3]   [6+]   [4]
                    RNG   ATK   ACC   STR   AP   DMG   SPC
Mare’s Leg    18      2       4+     3       0    1         [Rapid Fire 1][CloseQuarters]

General Stats
Leadership: 0
Savvy: 0
Guts: 1
Sciences: 2
Stop: 0
Intuition: 0

Backstory: Arnaldo's parents never knew what to do with him. He had a bright mind, sure, but he just couldn't behave. Once he was suspended from school for a month for climbing a tree and shooting kids with a BB gun as they walked past. He spent most of his free time reading books or disassembling household appliances. His parents sent him to military school the first chance they got, and the school sent him off to the war, and command sent him to the front lines. From there he gained a reputation for disregarding the safety of both his life and everyone else's and running headfirst into danger just to see what happens.

Squads
Spoiler: GREEN SQUADRON (click to show/hide)

Spoiler: BLUE SQUADRON (click to show/hide)
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Criptfeind

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Re: Entrenched | Starting Up, 0/4ish | Very Normal
« Reply #4 on: August 12, 2024, 08:44:27 pm »

Name: Andrew Gallagher
Class: War Dog
MOVTGHSAVHPLDRCON
[6][4][4+][3][6+][3]

RNGATKACCSTRAPDMGSPC
Double-Barrel Trench Shotgun121d2+14+502[CloseQuarters][Twin-Linked]
Trench AxeEngagement24+401
Abilities
(Intrinsic) Seeing Red: Whenever a unit in your embedded squad is downed in melee, you can immediately counter attack in melee.
(CP 1) C’mon, you apes!: Every unit in a commanded squad uses the character’s toughness score for the round (if higher), and the squad ignores the first wound it would take from ranged fire this round.
(CP 2) Berserk Charge: Every unit in embedded squad gains 2 tiles of engagement range, +1 attack, +1 strength, and +1 toughness in melee only for 1 round.

General Stats
Leadership: 0
Savvy: 0
Guts: 2
Sciences: 0
Stop: 1
Intuition: 0

Backstory:Andrew Gallagher's mostly got fragments of his life before the Somme, a bucolic countryside with rolling hills and a small family farm, a stout family and a pasture full of sheep. He still gets letters. He's stopped reading them. Nowadays these memories are unwanted, they contrast too sharply with the blood and mud that's otherwise rolling around his head. What he saw during the Somme broke something inside him and now he's a rolling ball of barely controlled (normally) anger. When not fighting he's gruff and and can be downright monosyllabic, but when the weapons come out he's pulled away by a rising tide of bloodlust, leading the charge at the head of any doomed fools broken enough to follow him and only when his precious axe is shining wet does something like happiness cross his face.

Squads
Spoiler: The bloody fools (click to show/hide)

Spoiler: The Firebugs (click to show/hide)



There we go, I think that sheets good. Maybe I should think about an appearance... Yeah, I'll work on that. But I had 2 some questions and a comment that came up as I was making this sorry if I missed answers to these already:
Question 1: What is "con"?
Question 2: What is "engagement range"
Comment: I notice that the melee focused class has a move of 6 whereas the melee focused squad has a move of 8, is it intentional that a War Dog will slow down his squad trying to get into melee? Fair enough if so, mov 8 is a pretty good class benefit so makes sense that it'd be restricted, but it was weird enough I felt like it might be worth noting/asking
Secret bonus question: Tables are harder to use then I thought they'd be, did you write this out in some other program that can translate to ancient forum or somehow do this all by hand?
Super non secret bonus question: Is a trench axe the same stats as a trench melee weapon? I assumed yes when writing it down but I don't think it's stats are stated anywhere.
« Last Edit: August 12, 2024, 09:39:27 pm by Criptfeind »
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Draignean

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Re: Entrenched | Starting Up, 0/4ish | Very Normal
« Reply #5 on: August 12, 2024, 09:32:58 pm »

Question 1: What is "con"?

Whoops. CON is Control. Certain combat objectives will requiring holding ground or having soldiers do something that isn't just making people dead - the some of allied control in a given area is contested against enemy control. Infantry is usually going to be better at it than most other units, and morale broken squads contribute nothing. I'll need to make a note of that for later.

Question 2: What is "engagement range"

By default, 1 tile. This is the range at which the enemy is forced to use only sidearms and limber ranged weapons and/or engage in melee. Engagement ranges can be extended with abilities, but the default is 1 unless listed otherwise.

Comment: I notice that the melee focused class has a move of 6 whereas the melee focused squad has a move of 8, is it intentional that a War Dog will slow down his squad trying to get into melee? Fair enough if so, mov 8 is a pretty good class benefit so makes sense that it'd be restricted, but it was weird enough I felt like it might be worth noting/asking
Secret bonus question: Tables are harder to use then I thought they'd be, did you write this out in some other program that can translate to ancient forum or somehow do this all by hand?
Super non secret bonus question: Is a trench axe the same stats as a trench melee weapon? I assumed yes when writing it down but I don't think it's stats are stated anywhere.

Yes. The War Dog makes the trench fighters slightly slower in exchange for making them able to advance better under ranged fire and being able to retaliate when they go down in melee. Conversely while he might be less useful for melee, the ability to use his toughness instead is a bigger benefit to the standard infantry. Essentially he's meant to either make trench fighters exceptionally dangerous in melee, more survivable, and able to pin down more targets into melee with a burst of engagement range, but slightly slower on average, OR embed with the standard infantry to make them more resistant overall and provide a valuable defensive edge in emergency close range combat.

Secret bonus answer: I long learned the old magic of using tables on simple machines. I didn't make a program for it here, but I got so fed up with tables in moonlight ventures (and it took up so much of the character count) that I made a program not just to make the tables, but to make nice tables in a pdf and then export them as images because simple machines tables are so bad.

Super non-secret bonus answer, I fucked up and they were both meant to be called trench axe, and then I wanted to make it more generic so you could envision whatever hellish nightmare of metal you wanted, so I changed in one place but not the other. They are the same.



First two submissions look good (I think), and I'll put the edits in to clarify thing about Control and the trench axe/weapon/earspoon later.

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Criptfeind

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Re: Entrenched | Starting Up, 0/4ish | Very Normal
« Reply #6 on: August 12, 2024, 10:26:42 pm »

Some more questions. Some of these are mayyyybe a bit nitpicky and I could maybe just assume a reasonable answer (specially the second one) but I wanted to check to be clear. Specially because the actual nitty gritty is pretty important for how combat would actually work out in practice... Although actually after writing all these questions I've come back to the start to question, can we do fine control of our units in situations where it really matters (like the ones I'm talking about) I'm not sure if that level of nitty gritty square manipulation is encouraged?

If you had a unit with a larger engagement range then another unit standing in a situation where the larger engagement range was over the unit with the smaller engagement range could the unit with the larger ranger shoot at the unit with the shorter range with the unit with the shorter range being unable to shoot back? Since shooting seems to be specifically turned off by enemy engagement ranges. (this seems to be what the rules say, but I wanted to make sure, specially since that would seem to imply a war dog lead unit could shoot twice in a turn? Once during shooting phase and once during melee? Which seems weird maybe.)

And then that situation in the melee phase "First, any units within engagement range that have ranged weapons with the [CloseQuarters] tag fire on eachother, resolving using the sequence of rolls outlined above." is that any unit within a enemy engagement range shoots (only the unit with the shorter engagement range can shoot) or any unit with a enemy in engagement range shoots (only longer engagement range can shoot) or both meanings (both can shoot) (rules seem to say only the shorter engagement range can shoot, which seems weird but maybe offsets the weirdness of the previous question? I'm unsure though.)

Is there any limitation on movement during the pre and post melee and charge press/pile in? (assuming here that a press in and a pile in are the same, maybe?). It's not hard to imagine two lines of troops meeting each other with their "Thin" sides facing each other and the troops at the back having to move very far, maybe even further then their normal movement stat, to pile in.

Since the charge pile in is (seemingly) a one sided pile in, if the charger has a larger engagement range, can they pile in only to the point where their engagement range is over the enemy but the enemy is outside of their range? And just generally pile in like an asshole so during next turns melee shooting phase mostly only they get to shoot even if they have the same engagement range?

Just to check, war dogs retaliation for downed units in melee refers to the melee part of the melee phase, right? Doesn't activate in the shooting part of the melee phase?
Also for the war dogs retaliation is the "counter attack" an entire attack sequence with the trench weapon (that is, two attacks) or a single attack?

Melee is not optional right? Like if you have a larger engagement range so the enemy doesn't cover you, could you choose not to start melee? The rules don't have any hint of being able to choose not to engage, but I wanted to check.
« Last Edit: August 12, 2024, 10:49:30 pm by Criptfeind »
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Draignean

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Re: Entrenched | Starting Up, 0/4ish | Very Normal
« Reply #7 on: August 12, 2024, 10:53:57 pm »

If you had a unit with a larger engagement range then another unit standing in a situation where the larger engagement range was over the unit with the smaller engagement range could the unit with the larger ranger shoot at the unit with the shorter range with the unit with the shorter range being unable to shoot back? Since shooting seems to be specifically turned off by enemy engagement ranges. (this seems to be what the rules say, but I wanted to make sure, specially since that would seem to imply a war dog lead unit could shoot twice in a turn? Once during shooting phase and once during melee? Which seems weird maybe.)

If you're in a situation where you have the enemy at your engagement distance, but you're not within their own - you can still fire during the shooting phase but they cannot. However, you can't fire a second time during the ranged part of melee. Still a net positive since this allows your units to reduce enemy strength before melee.

And then that situation in the melee phase "First, any units within engagement range that have ranged weapons with the [CloseQuarters] tag fire on eachother, resolving using the sequence of rolls outlined above." is that any unit within a enemy engagement range shoots (only the unit with the shorter engagement range can shoot) or any unit with a enemy in engagement range shoots (only longer engagement range can shoot) or both meanings (both can shoot) (rules seem to say only the shorter engagement range can shoot, which seems weird but maybe offsets the weirdness of the previous question? I'm unsure though.)

So, in the earlier example where you have a friendly with a longer engagement range than the enemy, so that the enemy is engaged but the friendly is not technically, there are two ways for it to play out. One, the engaging friendlies participate in the shooting phase, winnowing the enemy numbers prior to melee. Then, in the melee phase the surviving engaged enemy units (who could not fire during the shooting phase due to being engaged) can fire back with any [CloseQuarters] weapons they have so long as those weapons would have enough range to hit targets in the engaging squad (definitely yes) BUT the friendly squad units that already fired would not be able to fire a second time since they already fired during the shooting phase. IF the friendly squad elected not to participate in the shooting phase, then they could also engage in the shooting part of the melee phase. Does that make sense?

Is there any limitation on movement during the pre and post melee and charge press/pile in? (assuming here that a press in and a pile in are the same, maybe?). It's not hard to imagine two lines of troops meeting each other with their "Thin" sides facing each other and the troops at the back having to move very far, maybe even further then their normal movement stat, to pile in.

Since the charge pile in is (seemingly) a one sided pile in, if the charger has a larger engagement range, can they pile in only to the point where their engagement range is over the enemy but the enemy is outside of their range? And just generally pile in like an asshole so during next turns melee shooting phase mostly only they get to shoot?

No difference. When piling in units don't get super speed, and will still stay inside trenches/etc - so it is possible for considerable forces to meet along very narrow points of melee contact. In these cases many soldiers may simply be bunched up behind and firing with close-quarters weapons, but not participating in the front of the meatgrinder. There is no super movement that will enable them to make a perfect press.

 Charging will always take you as close as possible, and as noted above, unless you have an absurd engagement range there is no way to zone out an enemy with your engagement range. Even if your engagement range is 10 (somehow), the service revolver still has a range equal to that. You would essentially be able to force that target to not engage in the shooting phase and ONLY engage against you during the shooting phase of melee with close quarters weapons, but they could still return fire. Having a larger engagement range essentially cuts down what weapons the enemy can use, who they can use them on, and can make retreating incredibly painful, but it doesn't turn off their guns if you can goldilocks them with a slightly better engagement range.

Also for the war dogs retaliation is the "counter attack" an entire attack sequence with the trench weapon (that is, two attacks) or a single attack?

Melee is not optional right? Like if you have a larger engagement range so the enemy doesn't cover you, could you choose not to start melee? The rules don't have any hint of being able to choose not to engage, but I wanted to check.

Single attack, and melee is non-optional for the nonce. If it becomes an issue we can squint at it and see what sounds like fun.
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Criptfeind

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Re: Entrenched | Starting Up, 0/4ish | Very Normal
« Reply #8 on: August 12, 2024, 11:50:22 pm »

Does that make sense?
Yup, that mostly makes sense and seems like a sane way to handle it.

No difference. When piling in units don't get super speed, and will still stay inside trenches/etc - so it is possible for considerable forces to meet along very narrow points of melee contact. In these cases many soldiers may simply be bunched up behind and firing with close-quarters weapons, but not participating in the front of the meatgrinder. There is no super movement that will enable them to make a perfect press.

 Charging will always take you as close as possible, and as noted above, unless you have an absurd engagement range there is no way to zone out an enemy with your engagement range. Even if your engagement range is 10 (somehow), the service revolver still has a range equal to that. You would essentially be able to force that target to not engage in the shooting phase and ONLY engage against you during the shooting phase of melee with close quarters weapons, but they could still return fire. Having a larger engagement range essentially cuts down what weapons the enemy can use, who they can use them on, and can make retreating incredibly painful, but it doesn't turn off their guns if you can goldilocks them with a slightly better engagement range.

Ah. I think... I'm not sure how to make sense of your example of troops bunched up behind shooting close quarters weapons alongside the rule that the melee shooting phase is for units in engagement range, if they are bunched up behind the melee line, in most situations that would mean they are outside of engagement range right? And thus take the shooting into melee penalties?

I was imagining a situation somewhat like this (in retrospect, it only makes sense if you imagine the units to have a engagement range of 2 for some reason):

Spoiler: red charges yellow (click to show/hide)

In this situation, if both had a engagement range of 2, all red units are in engagement range, but only 4 yellows are. Can the other 6 yellows all shoot during the melee phase? Or must they either forgo shooting or risk hitting allies by shooting in the ranged phase?
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ZBridges

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Re: Entrenched | Starting Up, 0/4ish | Very Normal
« Reply #9 on: August 13, 2024, 01:11:19 am »

PTW
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Egan_BW

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Re: Entrenched | Starting Up, 0/4ish | Very Normal
« Reply #10 on: August 13, 2024, 06:44:32 am »

Name: Matilda Raven
Class: ...
Combat Stats
MOVTGHSAVHPLDRCON
[6][4][4+][3][8+][1]
RNGATKACCSTRAPDMGSPC
Bolt-Action Rifle2414+401
Melee ToolEng.15+401

Abilities
None

General Stats
Leadership: 0
Savvy: 0
Guts: 0
Sciences: 0
Stop: 2
Intuition: 1

Backstory: This is not normal. It wasn't supposed to happen like this. It's not right. This wasn't supposed to happen.

Squads
Spoiler: A Squad (click to show/hide)
Spoiler: Another Squad (click to show/hide)

Why, you ask, did I pick a woman's name for this WW1 soldier character? Because it would be a very normal thing to do, naturally.
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Draignean

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Re: Entrenched | Starting Up, 0/4ish | Very Normal
« Reply #11 on: August 13, 2024, 08:18:53 am »

Ah. I think... I'm not sure how to make sense of your example of troops bunched up behind shooting close quarters weapons alongside the rule that the melee shooting phase is for units in engagement range, if they are bunched up behind the melee line, in most situations that would mean they are outside of engagement range right? And thus take the shooting into melee penalties?

I was imagining a situation somewhat like this (in retrospect, it only makes sense if you imagine the units to have a engagement range of 2 for some reason):

Spoiler: red charges yellow (click to show/hide)

In this situation, if both had a engagement range of 2, all red units are in engagement range, but only 4 yellows are. Can the other 6 yellows all shoot during the melee phase? Or must they either forgo shooting or risk hitting allies by shooting in the ranged phase?

OK, I think I see the confusion, and I'll try and clear it up here and with some re-wording of the main of a clarification elsewhere. This is a case of me writing unit when I should have written squad. The following is currently,
Quote
After the shooting phase is resolved, melee begins. First, any units within engagement range that have ranged weapons with the [CloseQuarters] tag fire on eachother, resolving using the sequence of rolls outlined above.
and should be
Quote
After the shooting phase is resolved, melee begins. First, any squads within engagement range that have ranged weapons with the [CloseQuarters] tag fire on eachother, resolving using the sequence of rolls outlined above.
I'll also add some clarification about how you can't shoot twice, beyond the one ambiguous line about using more than one weapon.

First, but least important, charging is part of movement and thus happens last. Piling in as part of the charge doesn't trigger attacking, though it will force melee to occur on the next turn - which will then have it's own pile/press in before actually getting into true melee. This is definitely different from tabletop where charging gives you the initiative in melee, but here it's altered for forum games so that movement is always last and the board state is WYSIWYG when you're planning actions and attacks.

So the big part of this is that the firing into melee rule is only for the shooting phase-  not the ranged part of melee (confusing, I realize). In your image, if both sides have an engagement range of 2 (or 1 with the first diagonal allowed), then both red and yellow are engaged at the squad level. Four units from yellow are engaged, and all units from red are engaged. This means that during the shooting phase, there are 6 units from yellow that can shoot. They can shoot at red squad to deplete their numbers early, but risk hitting the four of their own units that are engaged, they can shoot an imaginary taupe squad that's off screen without endangering their allies, or they could wait and participate in the ranged part of melee. No red unit can use the shooting phase since every unit in the squad is engaged.

Moving to the melee phase, IF yellow chose to shoot into red or at the taupe squad with their six not engaged units,  then they have 4 units that are eligible to make ranged attacks and red has 10. Both these attacks are made simultaneously - and the casualties within yellow can be inflicted anywhere within their engaged squad, not merely the four that are in engagement range. If red got supremely lucky, was not diminished by fire during the shooting phase, and every one of their ten shots generated a wound, they could destroy all of yellow squad with ranged fire before getting to true melee. More likely there are just a few holes in both lines.  After the ranged part the remaining units press in as best able. If a unit is engaged by the enemy or has an enemy in their engagement range, then that unit can contribute to the melee, so if the image given is of the final state right before melee, then 4 units from yellow and 10 units from red will roll and resolve melee attacks, and at most yellow can lose those four units.


Also, what your image makes me realize is that I should probably let engagement allow the first diagonal in order to be less... strange at times.

Why, you ask, did I pick a woman's name for this WW1 soldier character? Because it would be a very normal thing to do, naturally.

This is perfectly fine and extremely normal.
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BlackPaladin99

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Re: Entrenched | Starting Up, 3/4ish | Very Normal
« Reply #12 on: August 13, 2024, 11:35:53 am »

Name: Garrick Storme
Class: War Dog
Combat Stats

MOV   TGH   SAV   HP   LDR   CON
[6]   [4]   [4+]   [3]   [6+]   [3]

                                                RNG   ATK          ACC   STR   AP   DMG   SPC
Double-Barrel Trench Shotgun   12   1d2+1   4+   5   0   2   [CloseQuarters][Twin-Linked]

Trench Axe                Engagement   2           4+   4   0   1   

Abilities
(Intrinsic) Seeing Red: Whenever a unit in your embedded squad is downed in melee, you can immediately counter attack in melee.
(CP 1) C’mon, you apes!: Every unit in a commanded squad uses the character’s toughness score for the round (if higher), and the squad ignores the first wound it would take from ranged fire this round.
(CP 2) Berserk Charge: Every unit in embedded squad gains 2 tiles of engagement range, +1 attack, +1 strength, and +1 toughness in melee only for 1 round.

General Stats
Leadership: 0
Savvy: 0
Guts: +2
Sciences: +1
Stop: 0
Intuition: 0

Backstory: TBD

Squads
— Squad 1: "Fire Breathing Rubber Duckies"
Trench Squad
Composition: 10x Trench Fighters
MOV   TGH   SAV   HP   LDR   CON
[8]   [4]   [5+]   [1]   [7+]   [2]
                        RNG                   ATK           ACC   STR   AP   DMG   SPC
Trench Rifle   16                   1           4+   3   0   1   [Rapid Fire 1][CloseQuarters]
Trench Melee   Engagement   2           4+   4   0   1
Trench Shotgun   12                   1d2+1   4+   5   0   2   [CloseQuarters]

1 soldier has a Trench Shotgun

— Squad 2: "The Mighty Morphin' Flower Arrangers"
Trench Squad
Composition: 10x Trench Fighters
MOV   TGH   SAV   HP   LDR   CON
[8]   [4]   [5+]   [1]   [7+]   [2]
                        RNG                   ATK   ACC   STR   AP   DMG   SPC
Trench Rifle   16                   1   4+   3   0   1   [Rapid Fire 1][CloseQuarters]
Trench Melee   Engagement   2   4+   4   0   1
Trench Shotgun   12                   1d2+1   4+   5   0   2   [CloseQuarters]

1 soldier has a Trench Shotgun
« Last Edit: August 13, 2024, 11:46:31 am by BlackPaladin99 »
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IronyOwl

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Re: Entrenched | Starting Up, 3/4ish | Very Normal
« Reply #13 on: August 13, 2024, 06:05:06 pm »

Watching with interest.
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The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Draignean

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Re: Entrenched | Starting Up, 3/4ish | Very Normal
« Reply #14 on: August 14, 2024, 12:36:55 am »

Part I: Sealed Orders
Non-Combat Segment


All

There’s an odd peacefulness to the long march northward, across territories once hotly contested in the early days of the war - now left abandoned by both sides as the lines and ways of battle have shifted. It’s not the peacefulness of true slumber, nor the peace felt in communion and prayer with higher power, not even the blessed, damnable, velvet ephemeral peace of opium or the bottle. No, this is the peace felt by falling stars and lit fuses, of momentum cast forwards with nothing left to do but await the impact.

There’s a scant hundred of you left since this journey began, and no resupply coming for your battered company. No communication to any home beyond what letters were left with the quartermaster prior to your company embarking on this journey. The men march in near silence, breaking it more by the squelch of footfalls and the muttered curse of misplaced steps than by any true conversation. Silence is key when traveling. The warmist that flutters around you, peeking into pockets and freshly emptied footprints with tendrils like thieving fingers, is temperamental in this place. Its impenetrable banks and sudden eddies have a tendency to give way to clear skies during the day, as though the sun finally mustered the power to cleave it through and give some witness to the wilting plants and the strange creeping off-yellow flowering moss that covers the ground in place of grass.

Those moments of light should be a reprieve. A reminder there is still a sun, a reminder that green things could still be when the warmist no longer curls and holds her sway. Repeated encounters with those brief moments of light, however, have always ended in blood, screams, and the smell of gunpowder and rent bowel. The warmist may play tricks on the eyes and choke the land, but she does conceal, and for now that’s the best defense you have against the…

The thought slips away with a twinge of pain. Even the faces of those killed on the journey seem blurred like a bad photograph. It isn’t talked about. The forgetting. You see it in the other’s faces when camp is broken and what little conversation there is to be had stops and starts in broken currents, interrupted constantly as it touches on things none you can remember. Can’t remember - not that you don’t remember. You have a terrible feeling that you do remember exactly what’s looking for your company in the warmist, you simply cannot bring yourself to recall it to mind.
You banish the thought for the moment and put one foot in front of the other once more. Regardless of things you can’t remember, the company avoids traveling during the day now, no matter how thick the mists seem, and instead makes distance during twilight of dawn and dusk and by warmist diffused moonlight moonlight. There have been fewer casualties this way, and in the face of your utter isolation from the bulk of the army the nightsounds hold little horror.

As for the reason behind that isolation… that you do not know. This is not some trick of the mind, merely a compartmentalization of command. You know that the captain has sealed orders, and you know that the actions of your company here are meant to cause havoc in an unexpected and thought-worthless location. You know that… they… did… something to you. Both the ‘they’ and the ‘something’ are thoughts that your mind skitters away from like water on a hot griddle.

The column of soldiers comes to a halt, well before the mist brightens enough to signal an end to the march, and you squint towards the figure of the captain at the head of the company. He was older than most when he joined up and these years of war have done much to age him further. He appears to be consulting a folded map, though what landmarks he can reckon by in this pockmarked land of warmist, slime, and ruins are beyond you. After a few more long moments of silence he calls you and the other three officers that have come to command the bulk of the surviving members of his command.

“We’re here.” He gestures forward, and the warmist swirls as if on cue to reveal faint outlines in the rolling hills suggested in the impenetrable grey of the ambiguous horizon.

“Trenchline from the beginning of the war,” he explains, and you absently note he’s beginning to lose his accent. He hasn’t spoken much beyond direct orders since a stray… bullet clipped his left hand three fingers short. “Fortify what can be repaired and controlled here, wall off what you can’t control, and salvage anything we can use. Get the men settled in and find a place fit to bunk up.”

He doesn’t elaborate on how long he expects you to keep this place, a decaying trenchline dug and abandoned years prior, fit for defense and marginal habitation. He does, however, absently brush his damaged hand across the wax-sealed canister on his hip, the one you know contains the still sealed orders from high command.

 The captain then points towards a dark mound just visible in the haze, with a bent flagpole standing like a crooked finger to the sky. “That is the old command post, and my new headquarters while we remain. Center your efforts around there. You know the lengths that… they,” he grits his teeth, steel eyes flashing with a momentary anger you understand too well. “That they have gone through to keep our incursion secret. Interrupt me only at need. I trust your judgment and discretion.”

Or, in other words, ‘take care of everything’. Move in what little supplies you have, find places to stay for a hundred infantry, explore a disused trench and find or make a defensible position inside it, avoid whatever booby-traps were left by the defenders when they abandoned this place, and attempt to salvage anything useful they left behind. On top of that, your own people have been run ragged with long marches without decent shelter during this incursion, your equipment has been stressed and needs a full check before you’d want to defend against anything significant, you know damn well that there’s soldiers who are trying to pretend they’re not walking wounded, and there’s probably less than a handful of soldiers whose morale could be considered anything better than ‘grim’.

All that, and you’re running out of dawn hours before the mists become chaotic and risk exposing you to..

Exposing you to…

You shake your head. They risk exposing you if they vanish. You don’t need to think about whatever you could be exposed to.

Don’t think about it.



((For starting personal actions, remember, freeform is fine. Opportunity and global actions will come later as revealed by your prodding. Also, while you can send your squads to ‘do things’, you get only one specific actual action per round, so doing something with your main character can generate an effect, but using your squads for things is more looking for opportunity/global actions than generating any real effect. They’re side characters for this, not the main show.))



Spoiler: Camp Status (click to show/hide)
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