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[Archive]World War Roll2Dodge

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Post  Bigkahuna Mon Apr 04, 2011 6:05 pm

Roll #23

Bigkahuna: 1

Major: Read in the WE about how to shoot a German tank MG.
Minor: Put my German tank MG skills (hopefully satisfactory) to good use if necessary
.

You start reading, but a tank mounted MG nest really isn't the best place to read. Suddenly, you hear shots. You look around, but see no one. A volley of shots hit the MG piercing the gas operation chamber. Damn it. With the gas operation disabled, the gun cant fire automatically. Another shot dents the barrel. You swear, and drop back into the tank in time to hear several more shots hitting the MG.

Skills: 2 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson.

Equipment: 1/2 emergency first aid kit. Food for three days. Thompson SMG 17 clips (500 rounds) Colt Browning model 3 magazines (28 rounds) 2 cans of pop smoke. Knife. Radio. Aviators.




Foolishballoon: 4

Major - Read in the WE about driving tanks.
Minor - Say "Hi" To all in the tank, and wipe away some of the dead Germans blood from the inside to get it feel like home


'Hi!' You rip of some clean german clothing and start wiping away some blood.
'Thats much better.'
You start reading and manage to find some information that should come to good use. Satisfied, you put away the book.

Skills: 3 stealth +1 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield. 1 herb knowledge. 2 for driving tanks.

Equipment: 1 emergency first aid kit. Food for three days. Springfield silenced (47 rounds). Colt Browning model (silenced) 7 magazines (49 rounds) 5 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment




Its_crunchtime: 4

Major:Hop onto the back of the tank and read about shooting guns
Minor:Fire at any hostiles.


You jump up onto the tank, and start reading. Good thing too, because you begin hearing a series of shots. You take cover behind the turret, and try to pinpoint the sniper's location. You see a flash from a church tower. It's difficult to aim on a moving tank, but after a series of shots from your BAR, you manage to scare or kill the sniper.

Skills: 3 strength, 3 stealth +1 stealth when using revolver. 1 Marksmanship. 3 martial arts. +2 sight in bright conditions. 1 Marksman. 2 firearms use.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 9 clips (162 rounds) Webley WG army model revolver (50 rounds). 1 Grenade. Knife. Luger 1 magazine (8 rounds). Shades. Sturmgewehr 20 magazines (599 rounds).




Flamelasher: 2

Sit on tank and read about explosives.

You hop on the tank and move to get your WE, hear a shot, and hop straight back off again. You quickly dash for cover. You hear Its_crunchtime's BAR and the shots cease. By that time, the tank is gone.

Skills: 2 minds and body reactions. 5 Effectiveness against German armour and Aircraft. 3 explosive effectiveness.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 9 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzerschrek 0 rockets.




Talkal: 4

If there is a free place in the tank, take it and read about what should I do in that place.
If there is no place left, then look for weapons and files


You hear Germans arguing from a nearby house. Your curiosity gets the better of you, and so you approach the building. The front door slams open and several Germans storm out. You duck down, and they pass without noticing you. You quietly enter the house, and find it empty. You walk down the hall, and on the table are some docs. You snatch them up making a mental note to ask Rulyon to translate them. There are a few grenades, so you grab them as well. You hear footsteps.

Skills: 2 Medical. +3 for removing bullets. +5 for healing broken bones. +1 for herb usage 4 stealth. +1 when using M1 Garand. Silent kill 4 with knife. Bonked nose -1 for facial movement. 3 Grenades. Enemy docs.

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (52 rounds) 7 Grenades. Knife. MP40 2 clips (64 rounds). Bandana




Rulyon: 2 (roll is largely influenced by skills.)

Major Action: Man the Main Cannon, ready to blow away any target given to me.

Minor Action: As everyone gets settled into position, ask the commander "Fire at will or wait for your signal, sir?"


You man the main canon making sure it's ready.
"Fire at will or wait for your signal, sir?"
'Wait for my signal.' You nod. Your almost at the hill, and so far things seem pretty clear. You can see a house blocking you way to the hill, but Bridge drives the tank around it to get to the crest of the hill.
'Lets save ammo if we can.'

Skills: 5 Technology, 6 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 4 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 15 clips but (118 rounds) Colt Browning model (silenced), 4 magazines (12 rounds). Bundle of German Equipment.




Events:
After much driving, the tank finally arrives at the hill.
'Get ready to fire. Aim the guns.' The Brits outside are busy setting up a defensive perimeter around the tank. Reynolds, and five of White's men arrive and help.
'We got enemies running in. We'll hold them off, while you guys do your job.'
The Americans are 300 meters away from the square.
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Post  Bigkahuna Mon Apr 11, 2011 9:12 pm

Roll #24

Foolishballoon: 2

Major - If the tank is in position, get out and hide behind it. Snipe enemies. If not: Drive the tank over to the position.
Minor - Make sure that I won't get these regret-attacks i'v gotten earlier.


You open the hatch and poke you head out. Suddenly a torrent of enemy bullets fly at you and you fall back into the tank to avoid them, knocking your elbow and bending your wrist back much further than it's supposed to.
You sit down swearing, and the idea of doing anything requiring too much hand use fades from your mind.

Skills: 3 stealth +1 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield. 1 herb knowledge. 2 for driving tanks. Bonked elbow and wrist -2 for hand use.

Equipment: 1 emergency first aid kit. Food for three days. Springfield silenced (47 rounds). Colt Browning model (silenced) 7 magazines (49 rounds) 5 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment




Talkal: 6

Hide behind the doors, when germans get inside kill them with knife.

You stand beside the doorway, it opens and hits you. The German peeks around to see what is blocking it, and you stab him. Another German peeks around to see what happened to the first German, only to suffer the same fate.

Skills: 2 Medical. +3 for removing bullets. +5 for healing broken bones. +1 for herb usage 4 stealth. +1 when using M1 Garand. Silent kill 4 with knife. Bonked nose -1 for facial movement. 3 Grenades. Enemy docs.

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (52 rounds) 7 Grenades. Knife. MP40 2 clips (64 rounds). Bandana




Flamelasher: 3

Run after the tank.

You start running the the direction of the tank. For a while, you seem to be making progress, until you dash around a corner and run straight into a German. At fist you do nothing out of shock, then you bolt off. You hear Germans shouting, and a motorcycle being started up.

Skills: 2 mind and body reactions. 5 Effectiveness against German armour and Aircraft. 3 explosive effectiveness.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 9 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzerschrek 0 rockets.




Bigkahuna: 5

Minor: Ask Rulyon to fix the tank MG.
Major: Sporadically pop out of the tank hatch and shoot at the Germans.


'Uh, Rulyon? Can you please fix this?'
'I'll be there is a sec!'
In the meantime, you walk past Foolishballon who seems to be injured, and poke out of the hatch. You breech your Thompson and open fire. You manage to take out several Germans, but you have to step back inside because some German riflemen seem to be noticing you.

Skills: 2 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson.

Equipment: 1/2 emergency first aid kit. Food for three days. Thompson SMG 16 clips (470 rounds) Colt Browning model 3 magazines (28 rounds) 2 cans of pop smoke. Knife. Radio. Aviators.




Its_crunchtime: 6

Help the British with the perimeter, and shoot any Germans I see.

With the help of some Brits, you manage to find a coil of barbed wire, and roll it out around the tank. You then start piling up sand bag,s crates, barrels, anything you can find. One of those British must have been a prankster at school. He sets up several trip wire grenades. By the time your all done, your scared to walk three feet away from the tank. You take out your BAR and mount it onto a stack of crates and sandbags. The Germans attack, and you all open fire.

Skills: 3 strength, 3 stealth +1 stealth when using revolver. 1 Marksmanship. 3 martial arts. +2 sight in bright conditions. 1 Marksman. 2 firearms use.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 7 clips (140 rounds) Webley WG army model revolver (50 rounds). 1 Grenade. Knife. Luger 1 magazine (8 rounds). Shades. Sturmgewehr 20 magazines (599 rounds).




Rulyon: 3

Major Action: Repair the Tank MG with any tools or equipment onboard the tank or (if applicable) in my [Bundle of German Equipment]. Keep my M1 Garand close at hand; if I must interrupt my repair to defend myself, use that, but otherwise rely on the others for long range cover.

Minor: Alert the soldiers around the tank that I'm exposed and repairing the MG; be alert for enemies I need to take care of myself.


You tell the other what your about to do, and poke your head out of the hatch. Well, your defenders seem to be doing a great job. You grab your bundle of German stuff, and get to work. After several moments, the MG seems to be in good shape. Suddenly, bullets start ringing around you some hits some of your equipment, and pummels it with astonishing efficiency. You climb back into the tank. Well, and least you fixed the gun.

Skills: 5 Technology, 6 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 4 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 15 clips but (118 rounds) Colt Browning model (silenced), 4 magazines (12 rounds). Bundle of German Equipment (damaged).



Events:
'Everyone set? Ok, open fire!' The tank fires letting of several shells into the distance.
'We got 'em!'
The defensive perimeter around the tank seems to be working well, but the Germans seem to be breeding. You hope that the Americans hurry up and relieve you.
The Americans have now reached the square (thanks to your artillery and tank support.)
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Post  Bigkahuna Mon Apr 11, 2011 9:14 pm

Roll #25

Flamelasher: 2

Fight the germans!

You take out your M1A1 Carbine, and step to the side of the street to ambush them. You suddenly feel hands around your throat, and you almost drop your carbine. Barely two moments pass, when your already seeing blue dots, and are about to pass out.

Skills: 2 mind and body reactions. 5 Effectiveness against German armour and Aircraft. 3 explosive effectiveness.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 9 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzerschrek 0 rockets.




Its_crunchtime: 5 (partially ruled by events)

Open Fire!

Your BAR roars into action, and along with the others, you push back the Germans. Those that get far enough, are booby trapped by the trip wired grenades. The fighting continues on for several minutes, but Germans keep coming, until the last grenade is gone. Not only that, but the Germans are slowly but surely gaining the upper hand. Suddenly, a bullet thwacks straight into the head of the brit sitting next to you.
'Man down!' Ten Reynolds runs into the clearing, yelling franticly, as though he's trying to warn you about something. You signal for him to get down, but a bullet rips though his shoulder, then his hip, and his leg. He falls to the ground, and you pray he is only unconscious.
'We got another man down here!'

Skills: 3 strength, 3 stealth +1 stealth when using revolver. 1 Marksmanship. 3 martial arts. +2 sight in bright conditions. 1 Marksman. 2 firearms use.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 5 clips (100 rounds) Webley WG army model revolver (50 rounds). 1 Grenade. Knife. Luger 1 magazine (8 rounds). Shades. Sturmgewehr 20 magazines (599 rounds).




Talkal: 3

Loot their bodies, and stealthily go were the others are.

Your about to loot the bodies, when suddenly, a shel comes out of nowhere are blasts the building to smithereens. Luckily, you managed to get out of the way, but you get hit by the shock and fall to the ground. You hear rushing feet, and prepare for the worst, but then you hear a voice.
'You all right comrade? You'd better get up.' A hand grabs you and pulls you to your feet. You look up, and see the face of Captain Rowlands.
'It's damn good to hear from you sir!' you say.
'The shell support has stopped, can you show us to your comrades.' You grin.
'Yes, this way sir!'
'Alright men, follow that Private! Lets go, lets go!'

Skills: 2 Medical. +3 for removing bullets. +5 for healing broken bones. +1 for herb usage 4 stealth. +1 when using M1 Garand. Silent kill 4 with knife. Bonked nose -1 for facial movement. 3 Grenades. Enemy docs.

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (52 rounds) 7 Grenades. Knife. MP40 2 clips (64 rounds). Bandana




Bigkahuna: 2

Major: Read in the WE about firing a tank MG.
Minor: Shoot the enemy with the tank MG.


You flip franticly through the WE, but cant find the section your looking for. You hear yelling from outside the tank;
'Hurry up in there! We need machine-gun support!' You grunt in frustration and keep looking.

Skills: 2 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson.

Equipment: 1/2 emergency first aid kit. Food for three days. Thompson SMG 16 clips (470 rounds) Colt Browning model 3 magazines (28 rounds) 2 cans of pop smoke. Knife. Radio. Aviators.




Foolishballoon: 5 (minor action impossible)

Major - Read in the WE about German language
Minor - Ask Talkal to fix my hands.


You start reading. It's rather time consuming, but with the help of Bridge, you manage to get somewhere. After a while your wrist begins to ache.
'Hey Talkal! Hang on, where is Talkal?'

Skills: 3 stealth +1 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield. 1 herb knowledge. 2 for driving tanks. Bonked elbow and wrist -2 for hand use. 2 German language.

Equipment: 1 emergency first aid kit. Food for three days. Springfield silenced (47 rounds). Colt Browning model (silenced) 7 magazines (49 rounds) 5 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment




Rulyon: 4

Major Action: Climb halfway out if the tank so only my waist and above is exposed, then spew lead into the advancing Germans with my M1 Garand.

Minor Action: That's it guys! We can take 'em! Keep firin'!"


The tank is acting like a furnace, and you sweating like a pig. Not just from the heat either, despite your best efforts, the Germans are gaining momentum. Suddenly, the tank MG runs dry as a desert. You swear, kick open the hatch (which is rather hard to do in limited space) and rain hell on the enemy with your Garand. There's just one problem. It's semi-automatic.

Skills: 5 Technology, 6 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 4 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 14 clips but (100 rounds) Colt Browning model (silenced), 4 magazines (12 rounds). Bundle of German Equipment (damaged).




Events:
You've lost one British, and one of Whites men gets hit by a hand grenade. With two men dead, and one unconscious, you all do you best to keep the Germans at bay. The though of surrender is just about to enter Bridge's mind, when suddenly, the hill is swarmed by American soldiers. They rush in, clean and efficiently, and the battle takes a dramatic turn. Finally you have the chance to see the sight of your foes running like hell, and the place is clean of Germans. Rowlands is shouting.
'Sergeant! Sergeant Reynolds! Speak to me! He's awake all right!' Indeed he is, but he doesn't look good. He's panting like a dog, and his skin is flooded with sweat.
'Hold on! Medic! Over here now!' Bridge jumps from the tank and runs over.
'Talkal? Talkal! Get over here now!' White goes and speaks to Rowlands.
'We have two men dead. One of them was one of the British we rescued from the camp.' Rowlands nods.
'You guys have done an excellent job. That shell support worked a dream. We don't have much more of this village to take, and after that, we're off to the airfield and battery, and finally, those damned docks.'
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Post  Bigkahuna Mon Apr 11, 2011 9:16 pm

Roll #26

Its_crunchtime: 4

Loot the fallen.

You go through all the enemy corpses (Rowlands forbids you to touch the allied ones) and manage to find more ammunition for your German weapons. As well as a couple of grenades.

Skills: 3 strength, 3 stealth +1 stealth when using revolver. 1 Marksmanship. 3 martial arts. +2 sight in bright conditions. 1 Marksman. 2 firearms use.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 5 clips (100 rounds) Webley WG army model revolver (50 rounds). 2 Grenades. Knife. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (750 rounds).




Talkal: 3

Examine Reynolds and heal him, also look on Foolish's arms.
Give Rulyon the documents.


You go to Reynolds and start examining him. You give instructions to the medics, and move of to Foolishballoon. You bandage it, and help the medics with the other casualties. You then remember your documents, you give them to Rulyon.

Skills: 2 Medical. +3 for removing bullets. +5 for healing broken bones. +1 for herb usage 4 stealth. +1 when using M1 Garand. Silent kill 4 with knife. Bonked nose -1 for facial movement. 3 Grenades.

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (52 rounds) 7 Grenades. Knife. MP40 2 clips (64 rounds). Bandana




Rulyon: 5

Major Action: Translate the documents given to me by Talkal.

Minor Action: Tell the others what the document says as I'm translating it.


Talkal gives you the documents, and you call Rowlands, Bridge, White, and Rodney over. You translate them.
'Hmmm, theres a map of the tunnel network, along with several planned ambush places which tells me that they're expecting an attack against the battery and airfield. Enemy alertness, high, well thats a great help. Umm... "Operation Scavenger". That sound interesting, but it doesn't actually explain what it is, however the legend on the map is showing us several locations where its supposed to happen.'
'Sound important, we should look into it.'
'Might be a good idea, yes. You'd better tell our comrades to ask any German folk about it. Ummm... this looks like a SITREP on airfield activity, but its out of date.'
'Good job private.'

Skills: 5 Technology, 6 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 4 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 14 clips but (100 rounds) Colt Browning model (silenced), 4 magazines (12 rounds). Bundle of German Equipment (damaged). enemy docs.




Bigkahuna: 6

Minor: Get out of the tank and loot the bodies.
Major: Report to Intel (while asking for info) and check on Reynolds.


You jump out of the tank, stretch, and start going through bodies. You find a Gewehr 43 with a scope attatchment, with a good amount of ammunition, and several more grenades. You walk over to Reynolds, who is being treated, but seems in no state to talk.

Skills: 2 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson.

Equipment: 1/2 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 16 clips (470 rounds) Colt Browning model 3 magazines (28 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 10 grenades.




Foolishballoon: 4

Major - after Talkal healed me, read about stealth.
Minor - Get out of the furnace and follow the others.


Talkal patches up your arm, and helps you out of the tank. You take out your WE and read. You manage to find some useful information. Satisfied, you put the book away.

Skills: 3 stealth +3 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield. 1 herb knowledge. 2 for driving tanks. Bonked elbow and wrist -1 for hand use. 2 German language.

Equipment: 1 emergency first aid kit. Food for three days. Springfield silenced (47 rounds). Colt Browning model (silenced) 7 magazines (49 rounds) 5 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment




Events:
'You guys have been working bloody hard, I can tell. We were nearly blasted to kingdom come there, but thanks to you, we weren't. You can all consider yourselves one medal richer.'
Just then, Flamelasher bursts into the clearing out of breath/
'My god...sorry... I'm here!...What did i miss?'
'As I was saying, Reynolds is injured, and it is unlikely that he will be back n the field anytime soon. You guys seem to have the best picture of what's happening on this island, so for now, I'm putting you all in command. The village is nearly taken, It's up to you guys to decide what action to take next, the airfield, or the battery? I hereby promote you all as platoon leaders, to be in effect immediately.'

Note:
Now that your effectively in command, it up to you to make decisions on major troop movements, and platoon movements during assaults.
Three targets remain, the airfield, the battery, and the docks. You can not reach the docks until both the airfield and battery have been taken.
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Post  Bigkahuna Wed Apr 20, 2011 11:36 am

Roll #27

Pre turn events:
'Grab all the men you can, we'll take the tunnels to the battery now.'
'Now?'
'Yes. Its the perfect opportunity. We need to move before they realise that we are aware of the tunnels, its the last thing they'l expect.'
'Right you are. When do we leave?'
'In half an hour.'
'Very good sir. Everyone on me!'


Foolishballoon: 5
You search the bodies,and manage to find an emergency first aid kit, and a few more grenades. You then prepare to leave with the others.

Skills: 3 stealth +3 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield. 1 herb knowledge. 2 for driving tanks. Bonked elbow and wrist -1 for hand use. 2 German language.

Equipment: 2 emergency first aid kits. Food for three days. Springfield silenced (47 rounds). Colt Browning model (silenced) 7 magazines (49 rounds) 8 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment



Bigkahuna: 6

Minor: Collect the soldiers including our group and make sure Reynolds has medical attention for the trip.
Major: Order all the soldiers to accompany us to the battery. Go through the tunnels to reach this goal. Split small groups off of this to deal with the ambush sites, and let our group continue with the main one.


You manage to gather a large amount of soldiers.
'How many?'
'We have a battalion of 1,200 troops sir.'
'Good job captain. Ok we need ten squads to go to the suspected ambush points on the map. Captain, you can organise that. We also need Reynolds under constant medical attention. Sergeant White, go and sort that out. Everyone else will be moving through the tunnel to assault the battery. Oh, and Rowlands! After your squads have finished, order them to go to the battery to reinforce us. That gives us a total of 1,100 troops to assault the battery. That's 7 companies, 28 platoons, and 84 squads. We should outnumber them 10-1. Got that?'
'Yes sir!'

Skills: 2 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson.

Equipment: 1/2 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 16 clips (470 rounds) Colt Browning model 3 magazines (28 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 10 grenades.




Talkal: 4

Kill the remaining germans, take their ammo, and follow others to the battery.

You find no other Germans, but plenty of grenades. You cant find any other ammunition.

Skills: 2 Medical. +3 for removing bullets. +5 for healing broken bones. +1 for herb usage 4 stealth. +1 when using M1 Garand. Silent kill 4 with knife. Bonked nose -1 for facial movement. 10 Grenades.

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (52 rounds) 7 Grenades. Knife. MP40 2 clips (64 rounds). Bandana




Rulyon: 4

Major Action: Accompany the others through the tunnel identifying the contents of my [Bundle of German Equipment] as we go.

Minor Action: Whistle Dixie while I work.


You help Bigkahuna organise the men, then start looking through the German equipment as you get to to move. Inside, you find two damaged lugers, with two magazines, a spanner, a lubricating cloth and bottle of oil. And a bottle of french champaign. You grin.
Southern men the thunders mutter!
Northern flags in South winds flutter!
To arms! To arms! To arms, in Dixie!
Send them back your fierce defiance!


Skills: 5 Technology, 6 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 4 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 14 clips but (100 rounds) Colt Browning model (silenced), 4 magazines (12 rounds). Bundle of German Equipment (two damaged lugers, with two magazines, a spanner, a lubricating cloth and bottle of oil. And a bottle of french champaign.) (damaged). enemy docs.




Its_Crunchtime: 4

Follow the group and shoot any germans I spot.

You follow the others with you BAR at the ready, but the place seems free of germans.
Advance the flag of Dixie!
Hurrah! Hurrah!
For Dixie's land we take our stand,
And live or die for Dixie!
To arms! To arms!
And conquer peace for Dixie!
To arms! To arms!
And conquer peace for Dixie!


Skills: 3 strength, 3 stealth +1 stealth when using revolver. 1 Marksmanship. 3 martial arts. +2 sight in bright conditions. 1 Marksman. 2 firearms use.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 5 clips (100 rounds) Webley WG army model revolver (50 rounds). 2 Grenades. Knife. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (750 rounds).




Flamelasher: 4 (these nice long actions of yours are great by the way)

Follow the other members of the squad with which I deployed and have fought alongside since, using my highly powerful high explosives such as rockets and grenades to take out any enemy armored vehicles of closley-packed soldiers working for the opposition forces.

You keep your grenades and explosives at the ready, but the area seems to be clean
Fear no danger! Shun no labor!
Lift up rifle, pike, and sabre!
To arms! To arms! To arms, in Dixie!
Shoulder pressing close to shoulder,
Let the odds make each heart bolder!
To arms! To arms! To arms, in Dixie!


Skills: 2 mind and body reactions. 5 Effectiveness against German armour and Aircraft. 3 explosive effectiveness.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 9 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzerschrek 0 rockets.



Events:
You all march off through the tunnel. Theres a bit of tricky negotiating past the damaged tanks, but all in all things go well. The place is silent, and empty. You check the map. Your nearly halfway there.
Swear upon your country's altar
Never to submit or falter
To arms! To arms! To arms, in Dixie!
Till the spoilers are defeated,
Till the Lord's work is completed!
To arms! To arms! To arms, in Dixie!
Bigkahuna
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Post  Bigkahuna Wed Apr 20, 2011 11:39 am

Roll #28

Rulyon: 4

Minor: Smile as some of the other soldiers are apparently proud Southerners as well and took up singing the lyrics I whistled.

Major: Repair the Lugers as we complete our march.


You grin, and then turn your attention to the two lugers. One of them has a dented magazine slot, which you repair by removing the grips, then banging it against a rock for a little. The magazine now fits, but the grips wont go back on. You shrug. The second one looks like it hasn't been lubricated for years. You take out your kit, pull it apart, clean it and oil it. Good as new.

Skills: 5 Technology, 6 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 4 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 14 clips but (100 rounds) Colt Browning model (silenced), 4 magazines (12 rounds). Bundle of German Equipment (two lugers (one skeleton gripped), with two magazines, a spanner, a lubricating cloth and bottle of oil. And a bottle of french champaign.) (damaged). enemy docs.




Foolishballoon: 4

Look at maps or anything and try to find a good sniping spot with good sight on the battery

You have a look at the crude map, and ask about the surrounding area.
'The left is flanked by trees. Nice and thick, too. If only we had a ghillie suit. I'd like you to meet Harris, Lawrence and Edward. They're our sniper team that has been watching this area. If the battery is crowded, then we'll need as much support as we can get.

Skills: 3 stealth +3 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield. 1 herb knowledge. 2 for driving tanks. 2 German language.

Equipment: 2 emergency first aid kits. Food for three days. Springfield silenced (47 rounds). Colt Browning model (silenced) 7 magazines (49 rounds) 8 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment




Bigkahuna: 1

Major: Report to Intel and ask for info on the battery.
Minor: Proceed to the battery, holstering my Thompson in preparation.


You walk beside Rowlands and talk.
'What have you got captain?'
'A map. Crude, but good enough.'
'Numbers?'
'No idea.'
'Just as well we have a full battalion then,' you breech your Thompson and keep it at the ready, 'oh, and intel is keeping track of us. We may need air support.'

Skills: 2 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson.

Equipment: 1/2 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 16 clips (470 rounds) Colt Browning model 3 magazines (28 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 10 grenades.




Talkal: 5

Learn how to treat all sort of cuts.

You start reading the WE, taking a lamp off the wall for light. And manage to find lots of useful information about healing cuts. You put it away, being careful to not give yourself a paper cut.

Skills: 2 Medical. +3 for removing bullets. +2 for healing cuts. +5 for healing broken bones. +1 for herb usage 4 stealth. +1 when using M1 Garand. Silent kill 4 with knife.

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (52 rounds) 10 Grenades. Knife. MP40 2 clips (64 rounds). Bandana




Its_Crunchtime: 1

Read how to be a better marksman. And keep on following to the battery.

You take out the WE and start reading. Unfortunately, you where never all that good at reading in the dark and walking at the same time, and after bumping into several soldiers and giving yourself a headache and sore eyes, you give up.

Skills: 3 strength, 3 stealth +1 stealth when using revolver. 1 Marksmanship. 3 martial arts. +2 sight in bright conditions. 1 Marksman. 2 firearms use. Headache and sore eyes -1 for head use.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 5 clips (100 rounds) Webley WG army model revolver (50 rounds). 2 Grenades. Knife. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (750 rounds).




Flamelasher: 6

Follow the other american soldiers that I deployed onto this Axis-held island with, and while doing so check for any blockages in my firearm (a carbine, I believe) and my high explosive launcher of German design and make, and also check for any damaged pins on my M2 Fragmentation Grenades that could make them unusable, as in a combat situation, that could result in a most early and untimely death that would not only upset my dear wife back home, but also remove the company's anti-armor capabilities.

You keep Rulyon in your sights, and do a weapons check. everything seems in good enough nick. Then all the men in the tunnel and your wife at home all sigh with relief.

Skills: 2 mind and body reactions. 5 Effectiveness against German armour and Aircraft. 3 explosive effectiveness. Weapons are in good condition. +3 for weapon use.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 9 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzerschrek 0 rockets.




Events:
'Don't worry everyone, there's light at the end of the tunnel.'
'That one was worse than the one about the chicken.'
You all hit the dirt and find a small hill where you can see the battery from a few hundred metres away. Wow. Thats a lot of Germans.
'Holy smoke. The place is crawlin'.'
'Good thing we have a lot of guys. I think we just outnumber them.'



Crude map: Enemy personel not marked.
Spoiler:
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Post  Bigkahuna Wed Apr 20, 2011 11:42 am

Roll #29

Foolishballoon: 3

Major - Get to the sniper place and ready my sniper.
Minor - "Hey, you other snipers, I am almost out of ammo, could you lend me some? Also, if you have a spare rifle better then my Springfield or a better scope than mine, could I have it?"


"Hey, you other snipers, I am almost out of ammo, could you lend me some? Also, if you have a spare rifle better then my Springfield or a better scope than mine, could I have it?"
'No sorry.'
You shrug, and then the four of you head over to the trees, keeping low. You spot some good ones, and climb up to the top. A good enough view. You just hope your concealed enough.

Skills: 3 stealth +3 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield. 1 herb knowledge. 2 for driving tanks. 2 German language.

Equipment: 2 emergency first aid kits. Food for three days. Springfield silenced (47 rounds). Colt Browning model (silenced) 7 magazines (49 rounds) 8 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment




Talkal: 4

Look for some herbs, trying not to get sighted by germans.

You take a moment to go and grab some useful herbs. You manage to find a small bunch.

Skills: 2 Medical. +3 for removing bullets. +2 for healing cuts. +5 for healing broken bones. +1 for herb usage 4 stealth. +1 when using M1 Garand. Silent kill 4 with knife.

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (52 rounds) 10 Grenades. Knife. MP40 2 clips (64 rounds). Bandana. Bunch of herbs.




Rulyon: 3

Minor Action: Recommend we wait to make any direct assault until Foolish and his snipers take care if the machine gun nests.

Major Action: WES: Research mid-range pistol marksmanship.


'Ok, lets wait for the sniper team to take out the MG42s.' Meanwhile, you take and the WE and start to read, when suddenly, a drop of water lands on the pages. You look up to see some very unfriendly looking clouds. You sigh as rain begins to fall from the sky.

Skills: 5 Technology, 6 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 4 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 14 clips but (100 rounds) Colt Browning model (silenced), 4 magazines (12 rounds). Bundle of German Equipment (two lugers (one skeleton gripped), with two magazines, a spanner, a lubricating cloth and bottle of oil. And a bottle of french champaign.) (damaged). enemy docs.




Its_Crunchtime: 3

Minor: Agree with Rulyon

Major: Research how to be more stealthy.


'Yes, I agree. Lets wait a bit.' Seeing Rulyon take out his WE, you decide to do the same. You have barely opened the book, when it starts to rain.

Skills: 3 strength, 3 stealth +1 stealth when using revolver. 1 Marksmanship. 3 martial arts. +2 sight in bright conditions. 1 Marksman. 2 firearms use. Headache and sore eyes -1 for head use.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 5 clips (100 rounds) Webley WG army model revolver (50 rounds). 2 Grenades. Knife. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (750 rounds).




Bigkahuna: 6

Major: Read in the WE about being stealthy.
Minor: @Guy-in-Charge: "Don't attack yet - I'm going to scout out the area." Scout out the enemy encampments with whoever will go with me, trying to see how many Germans are in any given area, and return back to our troops' locations.


Unlike the others, you close enough to the tunnel to get inside for a quick read. You manage to find a very good amount of information.
'I'm going for a quick scout. Any stealthies wanna come with me?' Three more men volunteer. You quickly head through the trees, and manage to do a quick scout from one side to the next.
'Fairly crowded, but nothing we cant deal with. Those casemates look dangerous and tough, but theres a lot of Germans in there. Three guns seem to be out of order, which is good.'

Skills: 2 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson. 3 stealth.

Equipment: 1/2 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 16 clips (470 rounds) Colt Browning model 3 magazines (28 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 10 grenades.




Flamelasher: 6

Nobly putting my life in danger, take position away from my comrade and the other snipers and fire at the german encampment, hoping to distract more than do any damage, so that the snipers can deal with the enemy safely. Make sure to be standing up and roaring insults at hitler's men whil doing so to make sure they turn theri firearms on me, then crouch down behind a rokc, tree or some other solid material capable of withstanding .9mm rounds fro a minute at the very least.

'I dont like our sniper's chances. They're not hidden enough. I'll provide a diversion.'
'Ok. Everyone else, get ready.'
You dash around to a bunch of rocks, then stand up in full view.
'Hitler's mum was a cannibal!' Several Germans turn around to face you, then open fire.
'Even a chicken has better aim than you ladies!' The Germans cry out in rage and keep opening fire.'
Rowlands laughs. 'Lets go!'

Skills: 2 mind and body reactions. 5 Effectiveness against German armour and Aircraft. 3 explosive effectiveness. Weapons are in good condition. +3 for weapon use.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 9 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzerschrek 0 rockets.




Events:
Flamelasher's diversion seems o be working well. The rain is annoying though.
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Post  Bigkahuna Thu May 19, 2011 4:44 pm

Roll #30

Rolling now.

Talkal: 6

Stealthily go to the command, open doors, say: "Looks like you were very naughty this year, Santa is going to punish you" throw there a grenade, and run away (stealthily ).

You quickly run around the battery, and creep around the magazine. All the Germans seem occupied, and don't notice you. You come to the door at the command where you can hear yelling Germans. You turn the door handle. "Looks like you were very naughty this year, Santa is going to punish you." You throw a grenade inside. You hear yells of shock, and a satisfying bang.

Skills: 2 Medical. +3 for removing bullets. +2 for healing cuts. +5 for healing broken bones. +1 for herb usage 4 stealth. +1 when using M1 Garand. Silent kill 4 with knife.

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (52 rounds) 9 Grenades. Knife. MP40 2 clips (64 rounds). Bandana. Bunch of herbs.




Flamelasher: 5

Shout 'Your grandma raped an ape, that explains your looks!" while doing the chicken dance on the rocks.

'Your grandma raped an ape, that explains your looks!' You start doing the the chicken dance. 'And a little bit of this, and a little bit of that, and a wiggle your tail!' Dang, those Germans are coming for you. You'd better get out of there.

Skills: 2 mind and body reactions. 5 Effectiveness against German armour and Aircraft. 3 explosive effectiveness. Weapons are in good condition. +3 for weapon use.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 9 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzerschrek 0 rockets.




Bigkahuna: 3

Minor: Lead the troops to where the three guns are taken out, order the tanks to smash through the barbed wire there, and lead the troops through the fence.

Major: Shoot the Germans near the three guns with my Thompson for some support.


'We should call for our armour to move through the barbed wire fence near those three dud guns!' you yell over the sounds of the battle and the rain.
'Sir! The tanks have been delayed! They've been bogged down somewhere!' You swear, and return fire with your Thompson.
'ETA?'
'About seven minutes sir!'

Skills: 2 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson.

Equipment: 1/2 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 15 clips (440 rounds) Colt Browning model 3 magazines (28 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 10 grenades.




Foolishballoon: 6

Major - Tell the other snipers to eleminate some enemies around FLAMELASHER, and myself picks out the nests or whatever bigkahuna/rulyon wanted to.
Minor - Remember to use my level 6 Sniper Skills


'Everyone else, support Flamelasher. I'll take care of those machine gunners.' You focus, and then quickly take down the the machine guns. You look back in time to see support gunners go and take their place.

Skills: 3 stealth +3 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield. 1 herb knowledge. 2 for driving tanks. 2 German language.

Equipment: 2 emergency first aid kits. Food for three days. Springfield silenced (40 rounds). Colt Browning model (silenced) 7 magazines (49 rounds) 8 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment




Its_Crunchtime: 4

Open fire on any German I see from a good spot of cover, while shouting:
"Sie bist eine schlampe!Küss mein arsch, sie hurensohn!".


"Sie bist eine schlampe!Küss mein arsch, sie hurensohn!" You open fire. The problem is, a lot of the Germans have taken cover in the trenches and behind small hills and mounds.

Skills: 3 strength, 3 stealth +1 stealth when using revolver. 1 Marksmanship. 3 martial arts. +2 sight in bright conditions. 1 Marksman. 2 firearms use. Headache and sore eyes -1 for head use.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 4 clips (80 rounds) Webley WG army model revolver (50 rounds). 2 Grenades. Knife. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (750 rounds).




Rulyon: 2

Major Action: Open fire on the Germans, Targeting the ones nearest FLAMELASHER, (and thus more likely to successfully shoot him).

Minor: Shout at the enemy as I attack. "Ihre Mutter geht hurend in der stadt!"


"Ihre Mutter geht hurend in der stadt!" You also try to fire, but the Germans simply have too much cover.

Skills: 5 Technology, 6 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 4 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 14 clips but (100 rounds) Colt Browning model (silenced), 4 magazines (12 rounds). Bundle of German Equipment (two lugers (one skeleton gripped), with two magazines, a spanner, a lubricating cloth and bottle of oil. And a bottle of french champaign.) (damaged). enemy docs.




Events:
The tides are beginning to turn, you have a number of casualties already, and the Germans are unreachable. Your increasingly realising that you may need to charge, or call in air support. Theres no telling when German reinforcements will arrive.
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Post  Bigkahuna Thu May 19, 2011 4:46 pm

Roll #31

Flamelasher: 3

RUN!

You gulp, and then run like hell. A German is not far behind holding a pistol. You whirl around and punch him in the face before he can fire. Then your arms are suddenly twisted behind your back, and your thrown to the ground, quite immobile. You feel the barrel of a gun pressed to your head.

Skills: 2 mind and body reactions. 5 Effectiveness against German armour and Aircraft. 3 explosive effectiveness. Weapons are in good condition. +3 for weapon use.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 9 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzerschrek 0 rockets.




Talkal: 3

Go to the tunnel entrance and shout: "Give here the wounded!", start to heal them.

You dash back to the tunnel entrance, but two of your medics are shot during their attempts to drag the wounded to safety.

Skills: 2 Medical. +3 for removing bullets. +2 for healing cuts. +5 for healing broken bones. +1 for herb usage 4 stealth. +1 when using M1 Garand. Silent kill 4 with knife.

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (52 rounds) 9 Grenades. Knife. MP40 2 clips (64 rounds). Bandana. Bunch of herbs.




Foolishballoon: 6

Fastly bring down the machiene gunners once again, then aim for heads or other body parts sticking out from the trenches. If notching sticks out, then fire at their weapons, armours and explosives oping to disable it. Tell all other snipers to keep all German support weapons down.

You open fire on the machine-gunners to a great result. Managing to damage the weapons themselves. You also take out the few germans you can see in the trenches. You look to the central trench, and something catches your eye. You can just see a scoped anti material rifle of some sort lying by a German corpse.

Skills: 3 stealth +3 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield. 1 herb knowledge. 2 for driving tanks. 2 German language.

Equipment: 2 emergency first aid kits. Food for three days. Springfield silenced (30 rounds). Colt Browning model (silenced) 7 magazines (49 rounds) 8 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment




Bigkahuna: 4

Minor: Get Undercover.
Major: Call in air support to flush the Germans out; when they start running mow them down with my Thompson.


You dash for cover in the tunnel entrance, and get out your radio.
'We need close range air support! Now!'
'We got you, hang in there. ETA one minute.'
'Copy that!'

Skills: 2 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson.

Equipment: 1/2 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 16 clips (470 rounds) Colt Browning model 3 magazines (28 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 10 grenades.




Its_Crunchtime: 4

Go and support Foolish, shooting any Germans that might see him and the other snipers.

You see some Germans getting worryingly close to your sniper team. So, you fire up your BAR, and manage to take out three of them.

Skills: 3 strength, 3 stealth +1 stealth when using revolver. 1 Marksmanship. 3 martial arts. +2 sight in bright conditions. 1 Marksman. 2 firearms use. Headache and sore eyes -1 for head use.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 5 clips (92 rounds) Webley WG army model revolver (50 rounds). 2 Grenades. Knife. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (750 rounds).




Rulyon: 4

Split my squad in two. Order one team to circle around to the SIDE of the German line attacking Flamelasher and wait for my signal to attack. The other team, lead by me personally, circles around behind the german line. Once we're in position I signal my squad and we flank the Germans from the side and rear..

'First squad, with me on the rear! Second squad, flank them!' You split up, and head to your positions. After what seems ages, your in position. The Germans see what your doing, and move to counter attack. You give the signal. You move in, guns blazing. It seems to be helping, but air support is not far away, and you want to be clear of the battery when it arrives (next turn).

Skills: 5 Technology, 6 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 4 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 14 clips but (95 rounds) Colt Browning model (silenced), 4 magazines (12 rounds). Bundle of German Equipment (two lugers (one skeleton gripped), with two magazines, a spanner, a lubricating cloth and bottle of oil. And a bottle of french champaign.) (damaged). enemy docs.




Events:
Germans surrounded, air support arriving next turn.
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Post  Bigkahuna Thu May 19, 2011 4:49 pm

Roll #32

Rulyon: 2

Minor Action: Signal my troops to fall back out of the danger zone. We all know what "Air Support" does to troops on the ground.

Major Action: Fall back as well, firing at the Germans to cover our retreat.


"OK everyone, get back! Retreat!' You and some of your squad run back to the trees, but some of your other men are having trouble, locked in fights or to injured to walk. You can hear the drone of the planes approaching. You hope the pilots notice...

Skills: 5 Technology, 6 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 4 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 14 clips but (95 rounds) Colt Browning model (silenced), 4 magazines (12 rounds). Bundle of German Equipment (two lugers (one skeleton gripped), with two magazines, a spanner, a lubricating cloth and bottle of oil. And a bottle of french champaign.) (damaged). enemy docs.




Bigkahuna: 4

Minor: Tell everyone to fall back.
Major: Shoot any Germans that run out from my cover, especially when air support comes.


You give the signal for everyone to fall back, and everyone runs back away from the battery dragging wounded.

Skills: 2 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson.

Equipment: 1/2 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 16 clips (470 rounds) Colt Browning model 3 magazines (28 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 10 grenades.




Foolishballoon: 5

Major - Tell some americans (Or whoever it was on our side) to back me up, and tell the other snipers to both back me up and clear the battery while I am running to fetch the rifle, then I get back and enters the tunnel or anywhere safe from the air support.
Minor - Examine the rifle, learn to master it.


Everyone else is falling back, but you cant take your eyes off that rifle.
'Wait,' the snipers stop, 'see that rifle there? Good. Now cover me.' And without another word you jump from the tree and hit the ground running. All the while you are conscious of the drone of the aircrafts getting louder. So far no Germans have got you, so you sniper team is doing a good job, but you realise that soon they will fall back with the others. You bolt through the trench, and finally reach the rifle. You snatch it up realising that its heavier than you thought, then run full pelt You get to the tunnel just as you see the noses of the planes over the trees. Your team is waiting at the tunnel. You examine the rifle. It is a Russian PTRD .55 single-shot anti tank rifle with an effective range of 3,000 metres. Given the fact that the PTRD is actually not very effective against tanks at all, this rifle has been customised with a scope to make it a very effective sniper rifle (though it still is effective against lesser armoured targets such as trucks, or half tracks.)

Skills: 3 stealth +3 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield. 1 herb knowledge. 2 for driving tanks. 2 German language.

Equipment: 2 emergency first aid kits. Food for three days. Springfield silenced (30 rounds). Colt Browning model (silenced) 7 magazines (49 rounds) 8 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment. PTRD customised for sniping (500 rounds)




Flamelasher: 2

Swing my feet to knock the barrel from my head, then grab it and use it to throw the German to the floor while drawing his sidearm from his pocket.

You hear the drone of plane engines. Luckily, the Germans hear it to, and you use the distraction to yank the barrel of the gun. The Germans drops the rifle, but the shoulder strap catches his neck and he falls to the ground. You grab his pistol, but oddly enough find yourself holding a Russian Tokarev pistol instead of a Luger. You shoot a German in the hip, and run like hell, but only get ten metres before a bullet slams into your lower leg. You limp for the tunnel, then hear a series of shrill whistles. The force of the following explosions sends you flying, and you end up in the tunnel anyway.

Skills: 2 mind and body reactions. 5 Effectiveness against German armour and Aircraft. 3 explosive effectiveness. Weapons are in good condition. +3 for weapon use. Shot leg -3 for walking.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 9 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzerschrek 0 rockets. Tokarev 7 rounds.




Its_Crunchtime: 6

Get away from the danger zone, running from cover to cover while shooting any Germans that may be following or see me.

You seem to have quite a stroke of luck. Not only do you have plenty f tinme to make it back to the tunnels, there are no Germans getting in your way.

Skills: 3 strength, 3 stealth +1 stealth when using revolver. 1 Marksmanship. 3 martial arts. +2 sight in bright conditions. 1 Marksman. 2 firearms use.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 5 clips (92 rounds) Webley WG army model revolver (50 rounds). 2 Grenades. Knife. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (750 rounds).




Talkal: 4

Heal everyone that needs it. Except Germans.

You get straight to work laying out your medical kit, and giving instructions. The feats that some of your men have made, are astounding as you watch men covered in their comrades blood drag or carry their mates to safety ignoring their own bullet holes and injuries. The people that come back seem to be in a bloody mess, but you do everything you can, help out Flamelasher, and wait for the bombing to subside.

Skills: 2 Medical. +3 for removing bullets. +2 for healing cuts. +5 for healing broken bones. +1 for herb usage 4 stealth. +1 when using M1 Garand. Silent kill 4 with knife.

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (52 rounds) 9 Grenades. Knife. MP40 2 clips (64 rounds). Bandana. Bunch of herbs.




Events:
Complete silence follows. Then, you hear American voices crying out for help. Looks like your bombers may have injured some of your own men, well at least their not dead. You've lost a quarter of your original force not including the wounded, and Rowlands is looking at a pile of Russian rifles and submachine-guns and frowning.
'It doesn't make sense, why would there be Russian weapons here? There broke the pact with the Germans just a few days ago, which means that they're on our side, and they haven't assaulted this island.'
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Post  Bigkahuna Thu May 19, 2011 4:52 pm

Roll #33

Flamelasher: 3

"Need a medic here!"
Put away the pistol.


You call for a medic, but they say that your in a stable condition, and that there is nothing more they can do for you. I guess you now just need to wait for it to heal. You pocket the pistol.

Skills: 2 mind and body reactions. 5 Effectiveness against German armour and Aircraft. 3 explosive effectiveness. Weapons are in good condition. +3 for weapon use. Shot leg -3 for walking (healing).

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 9 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzerschrek 0 rockets. Tokarev 7 rounds.




Foolishballoon: 5

Read in the WE how to matser my new sniper.

You open up the WE and start reading. You find some rather useful info on using your new rifle, satisfied, you put away the book.

Skills: 3 stealth +3 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield. 1 herb knowledge. 2 for driving tanks. 2 German language.

Equipment: 2 emergency first aid kits. Food for three days. Springfield silenced (30 rounds). Colt Browning model (silenced) 7 magazines (49 rounds) 8 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment. PTRD customised for sniping (same usability as springfield) (500 rounds)




Talkal: 2

Continue with healing.

You work your bum off getting your soldiers back on their feet, and it's working. The only problem is, your running out of medical supplies, and use up your herbs in the process.

Skills: 2 Medical. +3 for removing bullets. +2 for healing cuts. +5 for healing broken bones. +1 for herb usage 4 stealth. +1 when using M1 Garand. Silent kill 4 with knife.

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (52 rounds) 9 Grenades. Knife. MP40 2 clips (64 rounds). Bandana.




Rulyon: 6

Minor Action: Order the able-bodied men under my command to recover wounded.

Major Action: Comandeer a machine gun, point it at the buildings, and provide cover for them as they search.


You order men out and move to the closest machinegun nest keeping it at the ready. Luckily, no Germans appear, and you manage to recover all the wounded.

Skills: 5 Technology, 6 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 4 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 14 clips but (95 rounds) Colt Browning model (silenced), 4 magazines (12 rounds). Bundle of German Equipment (two lugers (one skeleton gripped), with two magazines, a spanner, a lubricating cloth and bottle of oil. And a bottle of french champaign.) (damaged). enemy docs.




Its_Crunchtime: 1

Sneakily search the nearest building, eliminating all who cross my path brutally and quietly.

You cross the battery, and enter the nearest building. You close the door, and raise your Webley. You take a step forward, and trip on something. Suddenly the room is alive with the sounds of cartridges falling onto concrete floor. You get up, straighten your nose, then realise it's bleeding. Your so distracted, that you don't notice a figure stir behind you. Suddenly you hear whispering in German. You whirl around and see a German talking into the radio, clearly on his last legs. He sees you watching him and you can see fear in his eyes before you knock him stone dead. You briefly wonder what the German was saying.

Skills: 3 strength, 3 stealth +1 stealth when using revolver. 1 Marksmanship. 3 martial arts. +2 sight in bright conditions. 1 Marksman. 2 firearms use.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 5 clips (92 rounds) Webley WG army model revolver (50 rounds). 2 Grenades. Knife. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (750 rounds).




Bigkahuna: 5

Minor: Gather a collection of troops who are able and ready, enough to lead an attack force but few enough so that there are still enough left to guard and collect the wounded.

Major: Holstering my Thompson, lead a covert expedition skirting the battery, taking Russian weapons, prisoners, and shooting any opposition that come out of their holes.


You get a number off men up, and start searching the area. What you find puzzles you even more. More Russian weapons, Mossin Nagants, PPSH's, the lot. Odder still, the battery is completely clear of German wounded. Dead Germans sure, but no wounded.

Skills: 2 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson.

Equipment: 1/2 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 16 clips (470 rounds) Colt Browning model 3 magazines (28 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 10 grenades.




Events:
Your all rather puzzled and confused. Rowlands is pacing around frustrated.
'They had better not have betrayed us.' he says.
'Do you hear that?' You all fall silent. Its faint at first, but it becomes louder and louder. The sound of engines. Approaching the opposite end of the battery.
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Post  Bigkahuna Thu May 19, 2011 4:54 pm

Roll #34

Bigkahuna: 3

Minor: Investigate the engines. If they are ours, rejoice. If not, call in air support on the area.

Major: If the mysterious machinery is still running AND is the enemy, use the battery to destroy them. If not, destroy the battery with any means possible - grenades, fuel tanks, or even the battery guns themselves.


You walk to the far side of the battery, but your path is blocked by the barbed wire fence. You walk back to the other side to see if you can go around, getting increasingly nervous the the sound of the engines.

Skills: 2 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson.

Equipment: 1/2 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 16 clips (470 rounds) Colt Browning model 3 magazines (28 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 10 grenades.




Its_Crunchtime: 4

Grab the Germans radio and get da hell outta that building!(Run back towards main group).

You snatch up the German radio, and listen. You hear nothing but the rumbling of engines. After a few seconds, you realise that it is coming from outside, not the radio. You run out of the building, when suddenly the entire thing explodes throwing you off your feet. That was close. You can see your soldiers looking tense and alert at the sounds of the approaching engines.

Skills: 3 strength, 3 stealth +1 stealth when using revolver. 1 Marksmanship. 3 martial arts. +2 sight in bright conditions. 1 Marksman. 2 firearms use.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 5 clips (92 rounds) Webley WG army model revolver (50 rounds). 2 Grenades. Knife. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (750 rounds).




Flamelasher: 5.

Clean my Tokarev and check it's condition is good.

You clean your Tokarev, checking the slide, hammer, and barrel for any problems. It actually looks like rather nice weapon. If only you had more ammo for it.

Skills: 2 mind and body reactions. 5 Effectiveness against German armour and Aircraft. 3 explosive effectiveness. Weapons are in good condition. +3 for weapon use. Shot leg -2 for walking (healing). +1 for using Tokarev.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 9 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzerschrek 0 rockets. Tokarev 7 rounds.




Rulyon: 2

Major: Loot the battlefield, keeping an eye out for clues pertaining the Russian gear along the way.
Minor: Order a 4-man team to investigate the engine sounds and report their findings.


You want to go out and loot some stuff, but the sounds of the engines are really starting to worry you. You decide it's best to stay with the others, and the thought of sending people to investigate soon disappears.

Skills: 5 Technology, 6 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 4 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 14 clips but (95 rounds) Colt Browning model (silenced), 4 magazines (12 rounds). Bundle of German Equipment (two lugers (one skeleton gripped), with two magazines, a spanner, a lubricating cloth and bottle of oil. And a bottle of french champaign.) (damaged). enemy docs.




Talkal: 6

Look for medical supplies, and continue with healing.

You quickly search the area, and start looking in some bunkers. Suddenly, you come upon a stack of medical supplies. You closely inspect them, and then raise your eyebrows. The writing on the boxes is in Russian. You shake your head in bewilderment. Finding Russian weapons is one thing, but finding a neatly stacked pile of Russian medial equipment is quite another. You look around the battery and see sever neatly piled boxes of German and Russian equipment, as well as a rack holding several Russian mossin nagant rifles and ppsh submachine-guns. You grab some of the medical supplies.

Skills: 2 Medical. +3 for removing bullets. +2 for healing cuts. +5 for healing broken bones. +1 for herb usage 4 stealth. +1 when using M1 Garand. Silent kill 4 with knife.

Equipment: 2 Medical supplies. Food for three days. M1 Garand, 7 clips (52 rounds) 9 Grenades. Knife. MP40 2 clips (64 rounds). Bandana.




Events:
Rowlands shakes his head. 'I hate to say it, but it looks like some Russians have defected. Either that, or a supply train has been apprehended and the supplies taken here. And what on Earth are those engines?'
Everyone stares at the edge of the battery as the trees begin to rustle, then suddenly six panzer tanks burst into the clearing, flatten the barbed wire, followed by another six, and another. The tanks open fire.
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Post  Bigkahuna Thu May 19, 2011 4:57 pm

Roll #35

Foolishballoon: 1

Major - Read in my WE about getting better using my Anti-Materiel Sniper rifle.
Minor - Read more.


You try to read the WE, but the roar of the tank machine-guns making short work of your soldiers, denies you any concentration. Suddenly, a tank shell blows your cover to smithereens throwing you forward and printing several burns on your back.

Skills: 3 stealth +3 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield. 1 herb knowledge. 2 for driving tanks. 2 German language. Burns, -2 for everything.

Equipment: 2 emergency first aid kits. Food for three days. Springfield silenced (30 rounds). Colt Browning model (silenced) 7 magazines (49 rounds) 8 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment. PTRD customised for sniping (same usability as springfield) (500 rounds)




Bigkahuna: 6

Major: Get into the battery (through the hole in the barbed wire if I have to) and man the artillery, using it to shoot at the tanks.
Minor: If that fails or the tanks are still alive, call in air support.


You run like hell, ducking into shell holes, while the ground is alive with bullets around you, throwing dirt and grass everywhere. You see an automatic anti aircraft gun, and dash for it sitting yourself on one of the seats. It roars into action, blasting several trees before you steer it down to aim at the tanks. It feels like trying to stay mounted on a raging bull, but you manage to keep the gun under control and take out three tanks.
You get out your radio.
'Sir! We've been attacked by an armoured unit! We need anti tank air support!'
'We got you, ETA five minutes.'

Skills: 2 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson.

Equipment: 1/2 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 16 clips (470 rounds) Colt Browning model 3 magazines (28 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 10 grenades.




Flamelasher: 4

Wait for my leg to heal.

Despite the action, you simply sit down and wait for your leg to heal.

Skills: 2 mind and body reactions. 5 Effectiveness against German armour and Aircraft. 3 explosive effectiveness. Weapons are in good condition. +3 for weapon use. Shot leg -2 for walking (healing). +1 for using Tokarev.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 9 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzerschrek 0 rockets. Tokarev 7 rounds.




Talkal: 6

Get the weapons and ammo, and give them to everyone that need it. Continue with healing.

You order for the weapons to be distributed among the soldiers, and then get to healing. Your heart sinks. The tunnel entrance in already loaded with casualties subject to the almighty power of the tanks. You get to work healing as fast as you can, many are crying and yelling in pain, as you hastily work to preserve the lives of the many soldiers. You manage to do a great deal of work, and have very few deaths.

You see Rodney walk in with a wounded man over his shoulders, he doesn't notice you. He lays the man on the ground, and pockets his gold watch. You move to intercept him, but another soldier beats you to it.
'Hey! You leave that where it was! Hey are you listening to me?' suddenly the man is cut short by a knife to the stomach. You want to go and stop Rodney, but before you can move, he dashes from the tunnel holding a ppsh. No one else appears to have noticed. You run to the tunnel entrance, and see him run through a gap in the fence, and disappear into the forest.

Skills: 2 Medical. +3 for removing bullets. +2 for healing cuts. +5 for healing broken bones. +1 for herb usage 4 stealth. +1 when using M1 Garand. Silent kill 4 with knife.

Equipment: 2 Medical supplies. Food for three days. M1 Garand, 7 clips (52 rounds) 9 Grenades. Knife. MP40 2 clips (64 rounds). Bandana.




Rulyon: 5

Lead a compliment of men into a building in search of some Anti-Tank weaponry.

You grab a group of men, and run for the nearest armoury. Bursting inside, you frantically search for anti tank weaponry. You find a few boxes of panzerfausts, and some satchel charges.

Skills: 5 Technology, 6 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 4 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 14 clips but (95 rounds) Colt Browning model (silenced), 4 magazines (12 rounds). Bundle of German Equipment (two lugers (one skeleton gripped), with two magazines, a spanner, a lubricating cloth and bottle of oil. And a bottle of french champaign.) (damaged). enemy docs.




Its_Crunchtime: 4

Follow Rulyon and search for myself as well.

You search a different part of the armoury, and find a panzershreck with three rockets. You shake your head as you notice that the writing on some of the shells are written in Russian.

Skills: 3 strength, 3 stealth +1 stealth when using revolver. 1 Marksmanship. 3 martial arts. +2 sight in bright conditions. 1 Marksman. 2 firearms use.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 5 clips (92 rounds) Webley WG army model revolver (50 rounds). 2 Grenades. Knife. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (750 rounds).




Events:
The tanks start moving into the battery, gradually retaking the soil you just fought to take. Rowlands has an injured shoulder.
'We should retreat! But where?' Suddenly Talkal tenses. Reynolds stirs. Bridge and the other Brits walk in. Bridge looks livid.
'Rodney is gone.' Talkal nods.
'He killed a soldier, and took off.' Bridge swears.
'Permission to take my team and hunt him down sir?'
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Post  Bigkahuna Thu May 19, 2011 5:01 pm

Roll #36

Foolishballoon: 3

Take cover in a shellhole and fire at the tanks fuelstanks with my Ant Tank sniper.

You jump into the nearest shellhole, and lift your rifle, scanning the tanks for anything that resembles a fuel pipe. You find nothing. Perhaps on the other side?

Skills: 3 stealth +3 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield. 1 herb knowledge. 2 for driving tanks. 2 German language. Burns, -2 for everything.

Equipment: 2 emergency first aid kits. Food for three days. Springfield silenced (30 rounds). Colt Browning model (silenced) 7 magazines (49 rounds) 8 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment. PTRD customised for sniping (same usability as springfield) (500 rounds)




Bigkahuna: 4

Major: Continue my firing spree.
Minor: If a tank shell gets too close to my position, dive into a shell hole. Once the shell explodes (presumable safely) get back into my position and repeat.


You wipe your brow, and fire up the gun again managing to take out another tank. You see one of the tanks guns aim dangerously close, and jump into a nearby shellhole, and dodge the blast. You jump back onto the gun.

Skills: 2 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson.

Equipment: 1/2 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 16 clips (470 rounds) Colt Browning model 3 magazines (28 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 10 grenades.




Rulyon: 1

Distribute the Panzerfausts amongst my men, keep one for myself. Move away from the armory into the trenches where we're better protected from the tank shells and begin assault on the tanks. Reserve the satchel charges. If a tank rolls close enough to us and is focused on someone else, I will run out with a charge and attempt to disable it. Once disabled, we will kill the crew (if they emerge) with our small arms.

A shell crashes into the ground nearby. Three men are in contact with the wall when the happens, and are knocked senseless. Then another shell hits nearby throwing equipment to the floor. You see explosives rolling dangerously around the room.

Skills: 5 Technology, 6 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 4 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 14 clips but (95 rounds) Colt Browning model (silenced), 4 magazines (12 rounds). Bundle of German Equipment (two lugers (one skeleton gripped), with two magazines, a spanner, a lubricating cloth and bottle of oil. And a bottle of french champaign.) (damaged). enemy docs.




Talkal: 5

"Sir, I want to go after Rodney, he must pay for what he did."
If I get the permission then look for three people good in stealth, to go with me, and read how to find trails.
If I don't get the permission, then go silently to continue healing.


'You have my permission.' You quickly find two of the sneakiest men you can see, Robinson and Willy. You quickly start reading and manage to find a good amount of information.
'Good luck boys.' You all leave the tunnel entrance, and enter the forest where you saw Rodney enter.

Skills: 2 Medical. +3 for removing bullets. +2 for healing cuts. +5 for healing broken bones. +1 for herb usage 4 stealth. +1 when using M1 Garand. Silent kill 4 with knife. 2 tracking.

Equipment: 2 Medical supplies. Food for three days. M1 Garand, 7 clips (52 rounds) 9 Grenades. Knife. MP40 2 clips (64 rounds). Bandana.




Flamelasher: 4

Wait for my leg to heal.

Once again, you sit down and wait. Now stop it with these unhelpful actions. Waiting will not make your leg heal faster.

Skills: 2 mind and body reactions. 5 Effectiveness against German armour and Aircraft. 3 explosive effectiveness. Weapons are in good condition. +3 for weapon use. Shot leg -1 for walking (healing). +1 for using Tokarev.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 9 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzerschrek 0 rockets. Tokarev 7 rounds.




Its_Crunchtime: 4

Take the panzerfaust and rocks, climb onto the roof of the armory with my inherent ninja skills, and fire on the tank closest to me, attempting to blow up the barrel of the tank's gun.

You manage to survive the blasts, and grab the nearest panzerfaust. You run outside, and climb onto the roof. You take aim, and fire. The rocket flies through the area, and pummels the tank to pieces.

Skills: 3 strength, 3 stealth +1 stealth when using revolver. 1 Marksmanship. 3 martial arts. +2 sight in bright conditions. 1 Marksman. 2 firearms use.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 5 clips (92 rounds) Webley WG army model revolver (50 rounds). 2 Grenades. Knife. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (750 rounds).
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Post  Bigkahuna Thu May 19, 2011 5:03 pm

Roll #37

Bigkahuna: 1

Major: Continue my firing spree.
Minor: If a tank shell gets too close to my position, dive into a shell hole. Once the shell explodes (presumable safely) get back into my position and repeat.


You bring the gun back to life, and start pummelling the tanks once again. Over the sound of the gun you do not hear the approaching plane. You stop firing for a second and hear the unmistakable whistle. You dive for cover just as the bomb hits throwing the gun everywhere, one of the guns barrels collides with the back of your head and knocks you clean out.
Go to events.

Skills: 2 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson.

Equipment: 1/2 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 16 clips (470 rounds) Colt Browning model 3 magazines (28 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 10 grenades.




Foolishballoon: 5

Shoot the pipes or whatever it is called (Barrels?) that fire from tanks so they won't be able to fire shells any more.

You set up your PTRD and attempt to fire a round into a tanks barrel without dislocating your shoulder for the awesome power of the rifle. Finally you line up a perfect shot and the bullet runs down the barrel and into the chamber where it hits the shell and explodes. A long spout of smoke and fire bursts from the barrel, and the tank rocks from side to side, then lays there silently smoking. A German bomber flies overhead and drops a series of bombs. You run like hell and manage to escape the blasts.

Skills: 3 stealth +3 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield. 1 herb knowledge. 2 for driving tanks. 2 German language. Burns, -2 for everything.

Equipment: 2 emergency first aid kits. Food for three days. Springfield silenced (30 rounds). Colt Browning model (silenced) 7 magazines (49 rounds) 8 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment. PTRD customised for sniping (same usability as springfield) (500 rounds)




Its_Crunchtime: 2

Keep on a firin'!

You run inside, grab another panzerfaust, and climb back onto the roof. You are just about to fire, when a bomb throws you from the roof. You land on the ground, and fracture one two of your fingers.

Skills: 3 strength, 3 stealth +1 stealth when using revolver. 1 Marksmanship. 3 martial arts. +2 sight in bright conditions. 1 Marksman. 2 firearms use. Fractured two fingers on the same hand -1 for hand use.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 5 clips (92 rounds) Webley WG army model revolver (50 rounds). 2 Grenades. Knife. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (750 rounds).




Rulyon: 6

Major Action: Quickly evac our stunned men with those still conscoius and escape the building just in case the explosives detonate. If time remains in my action this turn, shoot the tanks with our Panzerfausts.

You shout orders, and grab the stunned men. Suddenly you feel a tremor above your head. 'Bombers, lets go!' You hurry out the door carrying an unconscious man, and run to the edge of the battery. The magazine goes sky high, throwing two unfortunate men to their deaths.
Rowlands runs over. 'We need to get out our men of here, theres a cave somewhere around he where we can get shelter! If we stay any longer, there will be none of us left!' As you process the information, you lift the panzerfaust and take out another tank. You frown. You can see six more tanks roll into the battery.
'At least they're all panzer tanks, and not T-34s' (T-34 is a russian tank.)

Skills: 5 Technology, 6 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 4 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 14 clips but (95 rounds) Colt Browning model (silenced), 4 magazines (12 rounds). Bundle of German Equipment (two lugers (one skeleton gripped), with two magazines, a spanner, a lubricating cloth and bottle of oil. And a bottle of french champaign.) (damaged). enemy docs
.



Talkal: 5

To the other british guys that were with me: "Go back, fight and heal, better not disappoint me."

"Okay, listen up, we must catch him fast, so we split up, Robinson you go left, Willy, you go right, I'll go front. Good luck."
Silently walk, looking for traces.


"Go back, fight and heal, better not disappoint me." They look at each other and then nod. You hear a series of explosions. You hear a rustle. You turn and raise you weapons, but Rowlands emerges.
'We're being bombed! We need to retreat.' Bridge nods.
'We know a cave around here somewhere. Unreachable by tanks, and fully defendable. Come on men. Good luck you three.' You nod.
"Okay, listen up, we must catch him fast, so we split up, Robinson you go left, Willy, you go right, I'll go front. Good luck."
You all split up and move off. You barely go ten metres when Robinson yells out. 'Trail over here sir!' You run over and meet him. Sure enough you can see human tracks heading for a hill ahead of you.

Skills: 2 Medical. +3 for removing bullets. +2 for healing cuts. +5 for healing broken bones. +1 for herb usage 4 stealth. +1 when using M1 Garand. Silent kill 4 with knife. 2 tracking.

Equipment: 2 Medical supplies. Food for three days. M1 Garand, 7 clips (52 rounds) 9 Grenades. Knife. MP40 2 clips (64 rounds). Bandana.




Flamelasher: 4

Hop to the others.

You stumble across the battery heading for Rulyon. and nearly get hit by a bomb. You give up, and run to the edge of the battery.

Skills: 2 mind and body reactions. 5 Effectiveness against German armour and Aircraft. 3 explosive effectiveness. Weapons are in good condition. +3 for weapon use. Shot leg -1 for walking (healing). +1 for using Tokarev.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 9 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzerschrek 0 rockets. Tokarev 7 rounds.




Events:
Rowlands acts. 'Retreat! Fall back! Hurry!'
In an instant the field is clear of Americans, who all run into the forest, also picking up the wounded in the tunnel.



Bigkahuna:
You awake, but don't open your eyes. You are sitting upright, and can hear voices speaking in, Russian. You open your eyes, and find yourself sitting in the abandoned tunnel entrance. you see a Russian talking to a German officer, but not dressed in the red amy uniform. He notices your awake. 'Our prisoner here is awake.'
'So whats going on then? Why have my men found Russian weapons here?' The Russian walks over pompously.
'Looks like it worked comrade, they have no idea what is going on. But where is our English informant?' The German spoke.
'Wir denken, er hat hier, wahrscheinlich auf der Suche nach einer deutschen Patrouille.' The Russian nods, then suddenly his head is punctured by a bullet. The German jumps with fright, then gets shot himself. You fell hands working at your bonds, and a familiar voice.
'Good to see your alright.'
'Sergeant! Where have you been?'
'Sorry to leave you, I have questions that need answering. Get up, lets get out of here. Your men are headed for a cave on a hill nearby.'
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Post  Bigkahuna Thu May 19, 2011 5:06 pm

Roll #38

Bigkahuna: 4

Minor: Follow the Seargant to our temporary base.
Major: Pick off any following enemies with my Thompson.


You ready your Thompson and follow Reynolds, and manage to sneak out of the battery. You both run through the forest. Two Germans come out of nowhere. You gun them down and move on.
(You will arrive next turn)

Skills: 2 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson.

Equipment: 1/2 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 16 clips (465 rounds) Colt Browning model 3 magazines (28 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 10 grenades.




Flamelasher: 4

Try to throw grenades into the tank barrels.

You run around the battery, dodging around Germans and reach the tanks. You sneak around, ready a grenade, and shove it in the barrel and run away. A moment passes, then the tank goes sky high. German officers yell out, and several Germans rush around looking for you.

Skills: 2 mind and body reactions. 5 Effectiveness against German armour and Aircraft. 3 explosive effectiveness. Weapons are in good condition. +3 for weapon use. +1 for using Tokarev.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 9 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzerschrek 0 rockets. Tokarev 7 rounds.




Talkal: 1

"Okay, we must be silent now"
Silently approach the hill.


"Okay, we must be silent now." You quietly approach the hill. You can see its in the open, with a steep grassy slope heading up to a rocky outcrop at the top. You can make out a perfectly round cave entrance. 'He must be in there.' You climb the hill, then suddenly somehting whizzes past your ear, then you hear a far off bang. One Willy falls over and cries out in pain. 'Sniper!'

Skills: 2 Medical. +3 for removing bullets. +2 for healing cuts. +5 for healing broken bones. +1 for herb usage 4 stealth. +1 when using M1 Garand. Silent kill 4 with knife. 2 tracking.

Equipment: 2 Medical supplies. Food for three days. M1 Garand, 7 clips (52 rounds) 9 Grenades. Knife. MP40 2 clips (64 rounds). Bandana.




Rulyon: 3

Lead the men with me on the retreat with the rest of the American/British force. Engage any enemy troops that attempt to block our "Strategic Rear Advance" with my M1 Garand while my men use whatever small-arms weaponry is available to them.

You quickly retreat, moving through the forest as fast as you can. You realise that the Germans are sending out patrols, but your moving rather slowly due to your injured men.

Skills: 5 Technology, 6 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 4 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 14 clips but (95 rounds) Colt Browning model (silenced), 4 magazines (12 rounds). Bundle of German Equipment (two lugers (one skeleton gripped), with two magazines, a spanner, a lubricating cloth and bottle of oil. And a bottle of french champaign.) (damaged). enemy docs.




Foolishballoon: 2

Shoot the tanks.

No matter where you look, you simply cant find a good spot, not only that, but your men are in a hurry and are jostling you along.

Skills: 3 stealth +3 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield. 1 herb knowledge. 2 for driving tanks. 2 German language. Burns, -2 for everything.

Equipment: 2 emergency first aid kits. Food for three days. Springfield silenced (30 rounds). Colt Browning model (silenced) 7 magazines (49 rounds) 8 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment. PTRD customised for sniping (same usability as springfield) (500 rounds)




Its_Crunchtime: 6

Run away from the tanks and regroup with the rest of the force.

You run like hell out of the battery, and manage to catch up with your comrades. You catch your breath, and move on.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 5 clips (92 rounds) Webley WG army model revolver (50 rounds). 2 Grenades. Knife. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (750 rounds).
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Post  Bigkahuna Mon Feb 27, 2012 11:49 pm

Roll #39

Flamelasher: 4
"COVER ME!" while running.

You yell, 'cover me!' and run like hell straight for the trees. The Germans open fire, but they are too slow and you manage to get to cover. You sigh with relief.

Skills: 2 mind and body reactions. 5 Effectiveness against German armour and Aircraft. 3 explosive effectiveness. Weapons are in good condition. +3 for weapon use. +1 for using Tokarev.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 9 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzerschrek 0 rockets. Tokarev 7 rounds.



Rulyon: 4
Continue the retreat, keeping my silenced pistol handy in case my men and I stumble on an enemy soldier.

You move through the forest as fast as you can, keeping your pistol constantly at the ready. Your still moving frustratingly slowly, but the Germans don't seem to be looking near your location. Suddenly two Germans appear, you pick them off with your pistol before they notice you.

Skills: 5 Technology, 6 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 4 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 14 clips but (95 rounds) Colt Browning model (silenced), 4 magazines (10 rounds). Bundle of German Equipment (two lugers (one skeleton gripped), with two magazines, a spanner, a lubricating cloth and bottle of oil. And a bottle of french champaign.) (damaged). enemy docs.



Foolishballoon: 2
Follow and cover the others

You follow the others, but without warning a loose rock slides under your foot and you slip. You slide down the hill for a bit and then hit a tree.

Skills: 3 stealth +3 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield. 1 herb knowledge. 2 for driving tanks. 2 German language. Burns, -2 for everything.

Equipment: 2 emergency first aid kits. Food for three days. Springfield silenced (30 rounds). Colt Browning model (silenced) 7 magazines (49 rounds) 8 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment. PTRD customised for sniping (same usability as springfield) (500 rounds)



Bigkahuna: 6
Minor: Follow the Seargant to our temporary base.
Major: Pick off any following enemies with my Thompson.


You both run as fast as you can up the hill aiming for the cave. Finally, you reach the rocky outcrop at the top, but before you can move to the cave you feel a cold muzzle press against your temple.
'You move, you die.' You turn slowly with your hands raised and see Rodney standing in front of you. Revolver pointed at Reynolds, Luger pointed at you.
'Traitor.' you mutter.
'Yes, I suppose I am. But I'm afraid I can't let you enter that cave.' You hear two metallic clicks. Rodney looks at his pistols in bewilderment. Reynolds points his colt in Rodney's face.
'I suspected you from the beginning, and removed the firing pin from your guns. I don't know what these Russians are doing here, but they are not of the Red army despite their uniforms. Perhaps you'd like to tell us something?' Rodney begins to perspire.
'You can go to hell.' Reynolds pulls the trigger and Rodney's remains fall to the ground. You turn and see the rest of your men arrive.

Skills: 2 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson.

Equipment: 1/2 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 16 clips (465 rounds) Colt Browning model 3 magazines (28 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 10 grenades.



Talkal: 5
Treat Willys wound, and silently go around the hill to find the snipers location.

The wound isn't bad, the bullet went straight through him and didn't harm his organs. You stem the bleeding, and then realise that the sniping has stopped. Reynolds runs down the hill to meet you.
'That sniper was Rodney, the traitor. We took care of him. Now lets get to this cave. Everyone else is already there.'
'Rulyon and Flamelasher are down there.'
'He's a tough guy, he'l be right. Besides, I think the Germans are falling back.'

Skills: 2 Medical. +3 for removing bullets. +2 for healing cuts. +5 for healing broken bones. +1 for herb usage 4 stealth. +1 when using M1 Garand. Silent kill 4 with knife. 2 tracking.

Equipment: 2 Medical supplies. Food for three days. M1 Garand, 7 clips (52 rounds) 9 Grenades. Knife. MP40 2 clips (64 rounds). Bandana.



Its_Crunchtime: 6
Continue on and search for places of interest.

Finally, you arrive at the cave in one piece. Areas of interest? It looks like you just found one as you look at the cave and frown.

Skills: 3 strength, 3 stealth +1 stealth when using revolver. 1 Marksmanship. 3 martial arts. +2 sight in bright conditions. 1 Marksman. 2 firearms use. Fractured two fingers on the same hand -1 for hand use.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 5 clips (92 rounds) Webley WG army model revolver (50 rounds). 2 Grenades. Knife. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (750 rounds).



Events:
The Cave sits at the top of the hill on a rocky outcrop. The strange thing is, it is completely perfectly round and even pipe shaped. As you walk into the darkness you can see that it continues on for a good sixty or so meters. Reynolds and Rowlands walk to the very end, and find a hole in the floor. As though the 'pipe' has a bend in it. Reynolds drops a rock down. They hear nothing.
'This is a very old cave. I've heard stories about it. A fleet once took refuge here about a century ago.' Rowlands frowns.
'This island sure is a mystery.'
'The islands name is Scyperthia. An old and strange name. And I think this hill also has a special name. Rodney said he cant let us enter. I think they may be keeping something in here.' Rowlands shook his head.
'We have neither the men or the equipment. We shelter here, wait for relief, and take back that battery.'
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Post  Bigkahuna Mon Feb 27, 2012 11:51 pm

Roll #40

Foolishballoon: 6
Major - Get up to that cave.
Minor - "Talkal, could you heal my burns, please? I believe that they are hurting so I can't get better."


You quickly get to the cave, and find Talkal.
"Talkal, could you heal my burns, please?" He patches you up, and the pain stops.

Skills: 3 stealth +3 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield. 1 herb knowledge. 2 for driving tanks. 2 German language. Burns, -1 for everything.

Equipment: 2 emergency first aid kits. Food for three days. Springfield silenced (30 rounds). Colt Browning model (silenced) 7 magazines (49 rounds) 8 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment. PTRD customised for sniping (same usability as springfield) (500 rounds)



Bigkahuna: 6
Search Rodney for information, taking a large piece of cloth from his shirt. Enter the cave, emptying out some of the gunpowder from my bullet. Borrow a flint, a match, or some firemaking source to light the gunpowder on the piece of Rodney's shirt after tying the piece of shirt to a rock. Throw the flaming bundle down the hole, counting to see how deep it goes and looking at the bottom to see if the flames reveal anything.

You go through Rodney's pockets, finding his basic equipment, identification, everything legitimate. Doubtlessly supplied by the British army. Rowlands is interested.
'He's covered everything, the trail is as smooth as a baby's bum. He's been a spy from the beginning, he enrolled as a spy, trained as a spy, and fought as a spy. Whoever these Russians or Germans are that have put him in here, they're good. My guess is that there could be more of them. In our unit, in any unit.' Rowlands nods thoughtfully.
'So where do you think they would plant them? And why would they want a spy coming along with the SAS? Any why would he reveal the tunnels? How come he had no problem with killing those Germans back at the village, or the first Germans at the battery, but not the German reinforcements? And why doesn't he want us in this cave?'
'Lets find out.' You tear a piece of cloth, pull apart a cartridge and dust the cloth in gunpowder. You put back the cartridge and borrow a match from Rowlands. You walk over to the hole, light the cloth, and drop it in. You both raise your eyebrows. The cloth falls a little way illuminating black walls, then it stops. It has landed on something. A piece of cloth, stretched out to catch anything that falls, but loose enough to stop something from making a sound when they fall hit it.
'Screw them. They thought of everything.'

Skills: 2 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson.

Equipment: 1/2 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 16 clips (465 rounds) Colt Browning model 3 magazines (28 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 10 grenades.



Its_Crunchtime: 3
Guard the mouth of the cave.

You go the the mouth of the cave. Suddenly you hear the sharp whine of artillery. You run like hell thinking that all the men in the cave are done for, but then the most curious thing happens. The shell hits alright, but the cave doesn't even crack. You raise your eyebrows. Another shell hits. You duck away from the shock wave and block your ears, but when you look back, the cave is still perfectly intact. Damn. The shock is making your fingers hurt.

Skills: 3 strength, 3 stealth +1 stealth when using revolver. 1 Marksmanship. 3 martial arts. +2 sight in bright conditions. 1 Marksman. 2 firearms use. Fractured two fingers on the same hand -1 for hand use.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 5 clips (92 rounds) Webley WG army model revolver (50 rounds). 2 Grenades. Knife. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (750 rounds).



Flamelasher:5
Go to the cave

You head for the cave. You gulp at the sight of the artillery, but head on anyway. When you arrive, your gobsmacked to find the cave still standing. With a lot of confused Americans inside.

Skills: 2 mind and body reactions. 5 Effectiveness against German armour and Aircraft. 3 explosive effectiveness. Weapons are in good condition. +2 for weapon use. +1 for using Tokarev.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 9 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzerschrek 0 rockets. Tokarev 7 rounds.



Rulyon: 5
Minor: Rendezvous with the others in the cave and report to the commander.
Major: Research marksmanship in my War Encyclopedia.


You enter the cave, and finally sit your wounded down. You report to Rowlands, who accepts the report. You get out the WE, and begin to read. You find lots of good information.

Skills: 5 Technology, 6 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 5 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 14 clips but (95 rounds) Colt Browning model (silenced), 4 magazines (10 rounds). Bundle of German Equipment (two lugers (one skeleton gripped), with two magazines, a spanner, a lubricating cloth and bottle of oil. And a bottle of french champaign.) (damaged). enemy docs.



Talkal: 6
Heal the burn of Foolish

You attend to Follishballoon, and successfully stop the pain and patch him up. Give it a little while, and he'l be right.

Skills: 2 Medical. +3 for removing bullets. +2 for healing cuts. +5 for healing broken bones. +1 for herb usage 4 stealth. +1 when using M1 Garand. Silent kill 4 with knife. 2 tracking.

Equipment: 2 Medical supplies. Food for three days. M1 Garand, 7 clips (52 rounds) 9 Grenades. Knife. MP40 2 clips (64 rounds). Bandana.



Events:
The Germans, clearly frustrated with their vain effort to demolish your cover, send out the bombers. They roar over the hill and drop bomb after bomb. But the cave holds to everyone's amazement. It's dark, so you can't see very well, but you can see another group of planes approaching. You prepare yourselves for the shock, but then realise that the planes are a different kind. Suddenly, they open fire on the German bombers in an unmerciful roar, sending them to the ground.
'Its ours! Relief is near!' Reynolds shakes his head.
'They don't look like allied aircraft. Captain. Rodney was killing Germans before, so clearly the people behind this are superior in some way, and wont care about killing Germans. Whats to say they aren't doing that now?'

Relief is arriving in four turns.

Points of interest.

• The mystery planes are stopping the bombing.
• The cave is indestructible.
• "They" didn't want you to see that there was a chamber under the cave.
• Rodney didn't want you to enter the cave.
• Rodney is fine with killing some Germans, but not others.
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Post  Bigkahuna Mon Feb 27, 2012 11:55 pm

Roll #41

Bigkahuna: 3
Find a rope. Surely we have a rope in our equipment. If I find one, tie one to a rock in the cave or have Reynolds carry it. Lower myself down into the cave, cutting out the spreading sheet of cloth when I come into it. Take a look around. If it's safe, call everyone else in.

You get your hands on a nice long piece of rope. You place one end in the hands of a strong looking private, and tie the other end around your waist. You carefully begin to lower yourself down the hole. You can see that the hole is tunnel shaped for a couple of meters, and then suddenly opens up to a large dark room. Suddenly, a shell hits the cave. The whole place vibrates like hell, and suddenly the rope has slipped, and you fall the rest of the way to the bottom. Luckily, you don't fall far, so your pretty much fine. You stand up, "I'm fine!" and take a look around. You don't get far with all the blue dost flashing in front of your eyes.

Skills: 2 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson.

Equipment: 1/2 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 16 clips (465 rounds) Colt Browning model 3 magazines (28 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 10 grenades.



Talkal: 6
Learn russian, and search for some light (torches, flashlights)

You open the WE and and look for the Russian language section. You find it and manage to get through the basics. You then start looking for sources of light. Your men have set up a temporary camp, so you look through the equipment and find a powerful torch.

Skills: 2 Medical. +3 for removing bullets. +2 for healing cuts. +5 for healing broken bones. +1 for herb usage 4 stealth. +1 when using M1 Garand. Silent kill 4 with knife. 2 tracking. 3 Russian language.

Equipment: 2 Medical supplies. Food for three days. M1 Garand, 7 clips (52 rounds) 9 Grenades. Knife. MP40 2 clips (64 rounds). Bandana. Torch.



Its_Crunchtime: 5
Look up Marksmanship in my WES

You open the WE and continue reading. You find lots of useful tips, which you can apply next time the situation requires it.

Skills: 3 strength, 3 stealth +1 stealth when using revolver. 3 Marksmanship. 3 martial arts. +2 sight in bright conditions. 1 Marksman. 2 firearms use. Fractured two fingers on the same hand -1 for hand use.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 5 clips (92 rounds) Webley WG army model revolver (50 rounds). 2 Grenades. Knife. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (750 rounds).



Foolishballoon: 4
Guard the cave and shoot anyone suspicious who approaches

You stand at the mouth of the cave and hold your carbine at the ready. A couple more shells hit, but to no avail.

Skills: 2 mind and body reactions. 5 Effectiveness against German armour and Aircraft. 3 explosive effectiveness. Weapons are in good condition. +2 for weapon use. +1 for using Tokarev.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 9 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzerschrek 0 rockets. Tokarev 7 rounds.



Flamelasher: 6
Keep lookout.

You keep a lookout at the mouth of the cave, but the enemy seems to be avoiding the area. "I think they've retreated back to the battery," says Rowlands, "They'l probably be back with tanks though. Hopefully relief will come soon.

Skills: 3 stealth +3 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield. 1 herb knowledge. 2 for driving tanks. 2 German language. Burns, -1 for everything.

Equipment: 2 emergency first aid kits. Food for three days. Springfield silenced (30 rounds). Colt Browning model (silenced) 7 magazines (49 rounds) 8 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment. PTRD customised for sniping (same usability as springfield) (500 rounds)



Rulyon: 4
Follow bigkahuna down the pit.

If that is impossible:

WES: [Demolitions]

You decide to go down and help Bigkahuna. You get down, without a drama, but the room is dark so you can't see much. "Hey, we could use a torch down here!"

Skills: 5 Technology, 6 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 5 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 14 clips but (95 rounds) Colt Browning model (silenced), 4 magazines (10 rounds). Bundle of German Equipment (two lugers (one skeleton gripped), with two magazines, a spanner, a lubricating cloth and bottle of oil. And a bottle of french champaign.) (damaged). enemy docs.



Events:
You hear a faint rumbling. The unmistakeable sound of tanks. Looks like the Germans are coming for you.
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Post  Bigkahuna Mon Feb 27, 2012 11:57 pm

Roll #42

Bigkahuna: 4
Minor: Request (and presumably receive) a torch from Talkal *hint* *hint* and turn it on.
Major: Look around the tunnel.


"Torch please?" A torch is tossed down, and you catch it, flicking it on. You find yourself in a room shaped like a bubble, with a diameter of about ten meters. You also notice that the walls are completely seamless, not a crack in sight. Except for a small hole you can see in the side, about 15 cm wide.

Skills: 2 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson.

Equipment: 1/2 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 16 clips (465 rounds) Colt Browning model 3 magazines (28 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 10 grenades. Torch.



Its_Crunchtime: 3
Grab a torch and safely rappel down the hole, Then follow Bigkahuna!

You grab the rope and climb down. Suddenly, you hear a cry, and two enemy soldiers are at you with knives. Rulyon fires him M1 Garand, and one of them falls to the ground. You grab the other one's wrist with one hand, grab his elbow with the other, and twist your torso. The unfortunate German cries out in pain, and does a full somersault before landing on his back on the ground with a healthy crack.
(Couldn't resist, I saw a video the other day of Steven Seagal doing a demonstration. Inspirational lol.)

Skills: 3 strength, 3 stealth +1 stealth when using revolver. 3 Marksmanship. 3 martial arts. +2 sight in bright conditions. 1 Marksman. 2 firearms use. Fractured two fingers on the same hand -1 for hand use.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 5 clips (92 rounds) Webley WG army model revolver (50 rounds). 2 Grenades. Knife. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (750 rounds).



Rulyon: 6
Explore the cave with the others, keeping my M1 Garand at the ready. If we encounter a solitary enemy I will opt to use my silenced pistol instead.

Your about to follow Its_Crunchtime, when two enemies come out of nowhere. You shoot one of them in the gut, Its_Crunchtime handles the other one. You climb down, flick on your torch, and then examine the floor.
'It's so hard, and yet seamless. like half metal, half rock.'

Skills: 5 Technology, 6 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 5 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 14 clips but (95 rounds) Colt Browning model (silenced), 4 magazines (10 rounds). Bundle of German Equipment (two lugers (one skeleton gripped), with two magazines, a spanner, a lubricating cloth and bottle of oil. And a bottle of french champaign.) (damaged). enemy docs.



Talkal: 6
Go down, give bigkahuna torch, and look around.

You toss down the torch, then go down yourself. You go and inspect the little hole. You look through it.
'It seems to go up, can't tell how long it is though.'

Skills: 2 Medical. +3 for removing bullets. +2 for healing cuts. +5 for healing broken bones. +1 for herb usage 4 stealth. +1 when using M1 Garand. Silent kill 4 with knife. 2 tracking. 3 Russian language.

Equipment: 2 Medical supplies. Food for three days. M1 Garand, 7 clips (52 rounds) 9 Grenades. Knife. MP40 2 clips (64 rounds). Bandana. Torch.



Flamelasher: 2
Go down and cover the others.

You follow the others into the hole. Unfortunately, you land a bit badly, and hit your crotch on the side of the "pipe". A wave of nausea hits you and you groan in pain.

Skills: 2 mind and body reactions. 5 Effectiveness against German armour and Aircraft. 3 explosive effectiveness. Weapons are in good condition. +2 for weapon use. +1 for using Tokarev. Slight nausea and pain, no effects (I'm feeling nice).

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 9 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzerschrek 0 rockets. Tokarev 7 rounds.



Foolishballoon: 3
You can't see the tanks well enough yet to aim. They're having to pick a way through the forest and are having some trouble.

Skills: 3 stealth +3 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield. 1 herb knowledge. 2 for driving tanks. 2 German language. Burns, -1 for everything.

Equipment: 2 emergency first aid kits. Food for three days. Springfield silenced (30 rounds). Colt Browning model (silenced) 7 magazines (49 rounds) 8 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment. PTRD customised for sniping (same usability as springfield) (500 rounds)



Events:
Two turns till relief arrives. Suddenly, the tanks break free, and start firing. Your sheltered in the cave, but there are a lot of tanks.
"We'll be trapped up here until relieved." says Rowlands.
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Post  Bigkahuna Mon Feb 27, 2012 11:59 pm

Roll #43

Bigkahuna: 6
Minor: Shine the flashlight up the hole and look inside.
Major: From my surroundings and whatever is in the hole, make a logical deduction on what it may be (do a smarts check or a sight check maybe?)


You shine your torch up the hole.
"Its on a 45 degree angle. I think it leads outside. Probably been drilled out."
"German artillery couldn't get through, how could a drill?"
"I guess it couldn't. Whatever it is, I think its some kind of passage from outside, to in here."

Skills: 2 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson.

Equipment: 1/2 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 16 clips (465 rounds) Colt Browning model 3 magazines (28 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 10 grenades. Torch.



Its_Crunchtime: 5
Loot the fallen soldiers and finish them off if they are still alive.

You finish off the German with a Roger Moore style punch to the face, and nick his knife. You find his I.D papers, and find a .5 cm thick. You inspect the knife, and find a small symbol inscribed on the crossguard. Upon inspecting the other knife, you find th same symbol in the same place. "Look! An emblem of some sort."
[Archive]World War Roll2Dodge - Page 2 Screen11

Skills: 3 strength, 3 stealth +1 stealth when using revolver. 3 Marksmanship. 3 martial arts. +2 sight in bright conditions. 1 Marksman. 2 firearms use. Fractured two fingers on the same hand -1 for hand use.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 5 clips (92 rounds) Webley WG army model revolver (50 rounds). 2 Grenades. 3 Knives. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (750 rounds).



Foolishballoon: 5
Follow the other and back them up with my Springfield

You head down into the chamber following the others. Many of your other soldiers are also coming down to shelter and wait for relief.

Skills: 3 stealth +3 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield. 1 herb knowledge. 2 for driving tanks. 2 German language. Burns, -1 for everything.

Equipment: 2 emergency first aid kits. Food for three days. Springfield silenced (30 rounds). Colt Browning model (silenced) 7 magazines (49 rounds) 8 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment. PTRD customised for sniping (same usability as springfield) (500 rounds)



Rulyon: 2
WES: [Pistol Profenciency]

Rowlands enters the chamber.
"They're charging the cave! There are too many of them to hold back, get ready for some close quarters combat!" You look inside the WE for pistol proficiency, but the cave is doing an excellent job of echoing the shouts and bangs all over the place, and you can barely concentrate.

Skills: 5 Technology, 6 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 5 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 14 clips but (95 rounds) Colt Browning model (silenced), 4 magazines (10 rounds). Bundle of German Equipment (two lugers (one skeleton gripped), with two magazines, a spanner, a lubricating cloth and bottle of oil. And a bottle of french champaign.) (damaged). enemy docs.



Talkal: 4
Go through the hole I found.

You consider going through the hole, but it looks to thin your you. Instead you poke your arm through. You manage to reach out to the other side, and grab something. You realise that its a German leg, and you give a great tug, face planting the unfortunate German on the other side.

Skills: 2 Medical. +3 for removing bullets. +2 for healing cuts. +5 for healing broken bones. +1 for herb usage 4 stealth. +1 when using M1 Garand. Silent kill 4 with knife. 2 tracking. 3 Russian language.

Equipment: 2 Medical supplies. Food for three days. M1 Garand, 7 clips (52 rounds) 9 Grenades. Knife. MP40 2 clips (64 rounds). Bandana. Torch.



Events:
Soldiers are pulling out their pistols, and knives, and praying.
"We need to se up some kind of defence, or were done for. Any ideas?"
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Post  Bigkahuna Tue Feb 28, 2012 12:01 am

Roll #44

Foolishballoon: 5
Minor - 'Picking 20 soldiers' "If we have barbed wire, use it in strategically places and if we have a lot, cut the spickes from it away and trow them at the floor, making the enemies feet hurt like h*ll"
Major - Find a good sniper location in our base, so I can shoot at them from long range, but when they get close I only need to duck down and get over to the base


"If we have barbed wire, use it in strategically places and if we have a lot, cut the spickes from it away and trow them at the floor, making the enemies feet hurt like h*ll"
"Yes sir!" They get to work immediately, some of the younger ones look fearful, they reach for their pistol holsters at every moment their hands are free. You hope like hell that they're in good condition and wont jam at the time they're needed most. You with them luck, and then attempt to climb back up the hole. You dash outside, and climb up on top of the cave. Below you can see flashlights and headlights (yeah, it is actually still night time in case anyone forgot.) swarming up the hill towards the cave. You see heavy laden trucks approaching. A sudden and terrible thought hits you. What if they intend to set charges inside the cave?

Skills: 3 stealth +3 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield. 1 herb knowledge. 2 for driving tanks. 2 German language.

Equipment: 2 emergency first aid kits. Food for three days. Springfield silenced (30 rounds). Colt Browning model (silenced) 7 magazines (49 rounds) 8 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment. PTRD customised for sniping (same usability as springfield) (500 rounds)



Bigkahuna: 4
Minor: Send down into my little bubble as many men (mostly our own party and the officers) I can reasonably fit in a 10-meter space while still being able to shoot, and order one of them to shoot out the 15 cm 'murder hole' we have in the back. Tell everyone to stay at the very back of the wall and remain quiet.

Major: After everyone is down, try to patch up the cloth in the vertical shaft with my bandages from my first aid kit as best I can. Presumably, there is a needle and thread/gauze for stitching.


You get as many people as possible into the cave. You ask where the others are.
"This is all of us. This is all we have left." you blink.
"Oh."
You quickly restore the cloth until it is at its former state, and ready yourselves and the others, making sure everyone is quiet. Then, you get some guys working at the murder hole. It works for a little while, but then you stop, being aware of the fact that a German might drop a grenade down.

Skills: 2 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson.

Equipment: 1/2 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 16 clips (465 rounds) Colt Browning model 3 magazines (28 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 10 grenades. Torch.



Its_Crunchtime: 3
Follow Bigkahuna's instructions, helping sort out the troops and generally be useful.Also prepare for enemy contact.

You look around you. You can see the younger soldiers looking frightened, and attempting to put on a brave face. The British commandos however, who all managed to survive look at them with pity.
"Screw this," mutters one of them, and he stands at the front of the bunch, sten at the ready, the others follow. You pull out your revolver. You dimly wonder how long six shots are going to postpone your demise. You shake your head. Your biggest mistake would be to have no hope.

Skills: 3 strength, 3 stealth +1 stealth when using revolver. 3 Marksmanship. 3 martial arts. +2 sight in bright conditions. 1 Marksman. 2 firearms use. Fractured two fingers on the same hand -1 for hand use.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 5 clips (92 rounds) Webley WG army model revolver (50 rounds). 2 Grenades. 3 Knives. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (750 rounds).



Rulyon: 4
Major Action: Take Bigkahuna's radio and report our situation.
Minor Action: Equip my pistol in my right hand, knife in my left, and be ready to make some enemy soldiers bleed.


You take bigkahuna's radio, and call in. You tell them about your hopeless situation. Command simply tells you to hang in there.
"A few minutes, thats all we need. Just hang in there for a few godamn minutes."
You take out your pistol, and your knife. Your pistol is lubricated, and your knife is clean.

Skills: 5 Technology, 6 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 5 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 14 clips but (95 rounds) Colt Browning model (silenced), 4 magazines (10 rounds). Bundle of German Equipment (two lugers (one skeleton gripped), with two magazines, a spanner, a lubricating cloth and bottle of oil. And a bottle of french champaign.) (damaged). enemy docs.



Flamelasher: 4
Catch up with the others.

You ready yourself against the back wall. You look at your grenades. Well, if you die, at least you'l be able to take a couple of Germans with you.

Skills: 2 mind and body reactions. 5 Effectiveness against German armour and Aircraft. 3 explosive effectiveness. Weapons are in good condition. +2 for weapon use. +1 for using Tokarev. Slight nausea and pain, no effects (I'm feeling nice).

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 9 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzerschrek 0 rockets. Tokarev 7 rounds.



Talkal: 4
Get ready for the action

You ready your MP40, making sure it is in fit condition. Well, here goes.

Skills: 2 Medical. +3 for removing bullets. +2 for healing cuts. +5 for healing broken bones. +1 for herb usage 4 stealth. +1 when using M1 Garand. Silent kill 4 with knife. 2 tracking. 3 Russian language.

Equipment: 2 Medical supplies. Food for three days. M1 Garand, 7 clips (52 rounds) 9 Grenades. Knife. MP40 2 clips (64 rounds). Bandana. Torch.



Events:
"Forget death. Forget your families. Forget grief." You hear footsteps above you.
"This isn't our life, this is just one moment. Lets live with this moment men." you hear German yells.
"We forget our lives and everything we might leave behind, because it doesn't matter now." you can hear German equipment being deployed.
"All that matters now, is that we kill as many of these slimy buggers as we can. Keep your fingers on those triggers boys, because the more of these mothers' we kill, the bigger our chance of staying alive."
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Post  Bigkahuna Tue Feb 28, 2012 12:04 am

Roll #45

Bigkahuna: 4
Minor: Station some men at the murder hole and tell them to fire like crazy.
Major: Shoot any German that I see, staying at the back of the metallic 'bubble'.


You assign to men to get to work at the murder hole. They start giving it their best. You turn, and see a bunch of Germans jump down into the cave. Your truck with the cloth worked, they all get caught giving you plenty of time to cut them down.

Skills: 2 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson.

Equipment: 1/2 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 16 clips (450 rounds) Colt Browning model 3 magazines (28 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 10 grenades. Torch.



Its_Crunchtime: 4
Holster my revolver and pull out my sturmweger(sp?), and open fire on any Germans I see coming down the hole. Drop down to the floor if I need to reload so I'm not restricting anyone's view.

You holster your revolver, and ready your Sturmgewer (on a side note, Sturmgewer means 'Assault rifle' in German). The others seem to do a good job at the first wave of Germans, but then another comes. A first German drops down. The cloth snaps, and he drops like a stone. You finish him off, and the other three that come down afterwards.

Skills: 3 strength, 3 stealth +1 stealth when using revolver. 3 Marksmanship. 3 martial arts. +2 sight in bright conditions. 1 Marksman. 2 firearms use. Fractured two fingers on the same hand -1 for hand use.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 5 clips (92 rounds) Webley WG army model revolver (50 rounds). 2 Grenades. 3 Knives. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (730 rounds).



Rulyon: 6
Rethinking my weapon choice and the circumstances, I instead put away my pistol and knife and ready my M1 Garand. I draw it up to sight down the gun and aim towards the ledge from which any grenades may fall. Should any get past the cloth barrier, I will shoot it, hopefully nuetralizing the threat. Any Germans that attempt to climb down will be shot.

You decide to use the M1 Garand instead, and aim up near the ledge. After the first few Germans are cut down, they take a different strategy. A grenade clatters along the ledge, about to fall down, you quickly shoot it. The .30 shot shatters the shell, and the grenade explodes. You feel the heat, but luckily, its too far away to burn you. Another grenade, you shoot it again. The Germans don't feel confident enough to throw from a closer distance, so for someone with your skill, they're easy enough to stop.

Skills: 5 Technology, 6 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 5 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 14 clips but (95 rounds) Colt Browning model (silenced), 4 magazines (10 rounds). Bundle of German Equipment (two lugers (one skeleton gripped), with two magazines, a spanner, a lubricating cloth and bottle of oil. And a bottle of french champaign.) (damaged). enemy docs.



Foolishballoon: 2
Major - Try to locate higher ups (Better weapons, better clothes, shouting orders and all more that higher ups have/do/use) and shoot them (German of course!) hopefully decreasing their morale. Shoot all other too! (Using my Super Sniper, shots might pass through multiple enemies if it can penetrate tanks, huh?(6 Marksman, 3 Stealth should help me a lot!!! (Don't forget that I am superfast at reloading too!)))

Minor - Hide, shoot at long range with my snipers, medium and close range with my handguns and stab, cut, slice (Especially throats) with my knife/knives.


You look down on the busy mass of Germans below you. You can stay hidden well enough, but the place is simply too busy to find any equipment. So, You go prone in some shrubs, hoping that the bushes will cover the mussel flash enough to not give away you position. It works, sort of. You manage to unleash three rounds before two grenades are hurled in your general direction.

Skills: 3 stealth +3 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield. 1 herb knowledge. 2 for driving tanks. 2 German language.

Equipment: 2 emergency first aid kits. Food for three days. Springfield silenced (30 rounds). Colt Browning model (silenced) 7 magazines (49 rounds) 8 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment. PTRD customised for sniping (same usability as springfield) (497 rounds)



Flamelasher: 5
Wait until I can hear the footsteps really loud and throw mt grenades towards them, hoping to god I don't miss.

You wait as long s you can bear, then you toss two grenades up the hole. You hear the two blasts, and several German cries. You trow another, same result. You have managed to buy yourselves a few moments.


Skills: 2 mind and body reactions. 5 Effectiveness against German armour and Aircraft. 3 explosive effectiveness. Weapons are in good condition. +2 for weapon use. +1 for using Tokarev. Slight nausea and pain, no effects (I'm feeling nice).

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 9 charges, 6 grenades. Knife. Luger 1 magazine (8 rounds). Panzerschrek 0 rockets. Tokarev 7 rounds.



Talkal: 6
Kill anyone my comrades missed

You get firing as the Germans pour in. Using your bullets effectively, you manage to do sufficient harm while only using one magazine. Keeping a sharp eye, you make sure that no Germans escape from the lethal barrage.

Skills: 2 Medical. +3 for removing bullets. +2 for healing cuts. +5 for healing broken bones. +1 for herb usage 4 stealth. +1 when using M1 Garand. Silent kill 4 with knife. 2 tracking. 3 Russian language.

Equipment: 2 Medical supplies. Food for three days. M1 Garand, 7 clips (52 rounds) 9 Grenades. Knife. MP40 1 clips (30 rounds). Bandana. Torch.



Events:
You all look around at each other. Your all still in one piece, a few wounds here and there, but still, its not over yet. You ready yourselves for the next wave. Then, the unexpected happens. Woodchips pour down into the hole making a large pile. Then fuel. Your heart sinks like a stone. You want to move, but your too late. A burning match drops, and it lights up instantly. Then with a loud clunk, a thick heavy metal cover is placed over the hole.
"They're sealing us in!"
Smoke builds up in seconds. You start coughing and wheezing, and the heat bathes you in sweat.
"Foolishballoon! Where are you?!"
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Post  Bigkahuna Tue Feb 28, 2012 12:25 am

Roll #46

Its_Crunchtime: 3
"Fuuuuuuuuuuuuuuuuuuuuuuuuuu-" You grab a dead German, and try to pull of his shirt, but in the panic you in, you utterly fail. Instead, you pull of his pants. You start beating at the flames, but your lungs start hurting like hell because your puffing too much.

Skills: 3 strength, 3 stealth +1 stealth when using revolver. 3 Marksmanship. 3 martial arts. +2 sight in bright conditions. 1 Marksman. 2 firearms use. Fractured two fingers on the same hand -1 for hand use.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 5 clips (92 rounds) Webley WG army model revolver (50 rounds). 2 Grenades. 3 Knives. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (730 rounds).



Flamelasher: 3
You pull out your Carbine, and begin pegging shots into the metal plate. You dent it, than make a small hole. Fat load of good that will be.

Skills: 2 mind and body reactions. 5 Effectiveness against German armour and Aircraft. 3 explosive effectiveness. Weapons are in good condition. +2 for weapon use. +1 for using Tokarev. Slight nausea and pain, no effects (I'm feeling nice).

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 9 charges, 6 grenades. Knife. Luger 1 magazine (8 rounds). Panzerschrek 0 rockets. Tokarev 7 rounds.



Bigkahuna: 1
Minor: Set some people to work on expanding the murder hole so we don't get smothered to death.
Major: Place bodies and clothing and such on the fire to put it out.


"The murder hole!," the terrified soldiers look confused, "expand it! Come on!" Even as you say it, you know it's useless. The two soldiers start working a pumping action at the hole. You grab some bodies, and start piling them on the pile, it barely works. You groan, and then start coughing violently.

Skills: 2 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson.

Equipment: 1/2 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 16 clips (450 rounds) Colt Browning model 3 magazines (28 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 10 grenades. Torch.



Rulyon: 4
Join the effort combat the flames.

You try everything, piling clothes, bodies, everything onto the fire. Eventually, the smoke stops getting thicker. You look at the two soldiers working at the murder hole.
"Come on guys! Keep going!" One of them is breathing too deeply, and is going to fain any second. You grab the bundle of cloth he is using, and pat him on the back. Then you start shoving the cloth up the hole, before drawing it back in quickly, pulling fresh air into the chamber. The hint of cool night air overtakes you, and you start working harder.

Skills: 5 Technology, 6 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 5 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 14 clips but (95 rounds) Colt Browning model (silenced), 4 magazines (10 rounds). Bundle of German Equipment (two lugers (one skeleton gripped), with two magazines, a spanner, a lubricating cloth and bottle of oil. And a bottle of french champaign.) (damaged). enemy docs.



Talkal: 5
Make masks from the clothes of dead german, and give them to others, and help them put out the fire.

You get a brainwave. You tear pieces off a dead Germans uniform. You take our your drink bottle, and give some relief to your parched throat. Then you soak all the strips, and give everyone a piece each to breath through.

Skills: 2 Medical. +3 for removing bullets. +2 for healing cuts. +5 for healing broken bones. +1 for herb usage 4 stealth. +1 when using M1 Garand. Silent kill 4 with knife. 2 tracking. 3 Russian language.

Equipment: 2 Medical supplies. Food for three days. M1 Garand, 7 clips (52 rounds) 9 Grenades. Knife. MP40 1 clips (30 rounds). Bandana. Torch.



Foolishballoon: 6
Minor - Make sure my silencer works good on my Springfield, and then stealthily sneak into the cave. Hide behind a rock or something so the tanks and soldiers outside can't see nor hear me.

Major - Shoot everyone inside the cave with my Silenced Springfield (+I have many skills helping this, as Stealth, Marksman and some skill that adept with my Springfield). When they are dead, or if they give up, kill the ones alive with my Knife. Lift away the metal plug and if possible, pour down water on the fire. Otherwise, make a ladder of the enemies weapons and get it into the hole and tell everyone to RUN through the fire and fast climb up the ladder. 5 at a time, so they don't fall into the fire.


You dodge the grenades, and fix your silencer to your springfield. You take a couple of deep breathes, mutter a brief prayer, then leap down into the hole. The Germans all have their backs to you, and seem excited and nervous about something. You see a large meal plate covering the hole, you can see a bullet hole in the plate, and issuing from the hole, is a thin column of black smoke. You stomach drops a mile. Adrenaline and anger surge through your veins, as you stand up, and fire your springfield, one shot after the other, one Germans after the other. They all topple, and your over by the plate before the last one has even fallen over. You can hear them, they're alive. You grab the edges of the plate, but it's too heavy, you cant move it. You cry out in desperation. Suddenly, and extra pair of hands is at the plate, together, you and the person lift the plate off the hole. Smoke fills the cave in an instant. And you start coughing. You turn to the man, yours see the star spangled banner, reinforcements at last.
"I'm a pathfinder," he says, "I've got rope." You feed the rope through the hole, on the other side, it is fixed to the inside so that is runs along the roof of the chamber, so they can climb out away from the fire.
"Get out of there now!" they do so in an instant, and before you know it, your all outside in the cave.

Skills: 3 stealth +3 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield. 1 herb knowledge. 2 for driving tanks. 2 German language.

Equipment: 2 emergency first aid kits. Food for three days. Springfield silenced (30 rounds). Colt Browning model (silenced) 7 magazines (49 rounds) 8 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment. PTRD customised for sniping (same usability as springfield) (497 rounds)



Events:
Reynolds speaks;
"They will have seen the smoke coming from the cave."
"I dont think you need to worry about that." says the pathfinder. You walk to the mouth of the tunnel, and see a beautiful sight. Planes flight above, not German, not Russian, but American planes. Dozens and dozens of white circles appear in the night sky. Paratroopers. They drop to the ground, holding M1A1 Carbines, Browning Automatic Rifles, and Thompson SMGs. In a matter of seconds they establish a perimeter around the mouth of the cave, as half a dozen Sherman tanks pile into the clearing. An officer approaches you.
"You guys made it! Thank God! I'm Captain Johnson, and you must be Captain Rowlands and Sergeant Reynolds." Rowlands nods.
"Whats the skinny Captain?"
"We're here to take the battery, and to get you guys outta here," he signals to three men, who run over. "These guys are escorting you back to the camp. Your tanks await."
You all pile onto two tanks, that then start moving. Gradually, the sounds of the battle are replaced by the rumble of the tanks. You arrive at the POW camp, and are immediately escorted to a tent. You've barely touched your beds before your sound asleep.

The camp is much different now, you an see that it has become an American base of operations. The car park is filled with jeeps, a training area has been set up with fresh recruits doing marches and obstacle courses. They've added on several of extra barracks, and have put down a wide dirt road that you assume leads to the docks where you first landed. Your wounds are treated, and your given a full days rest. Your sitting around in the mess hall chatting, and joking, when Rowlands walks in.
"There's someone that wants to see you." You all leave the room, and head outside. Standing there, is a British officer.
"The men that rescued my commandoes, I can't thank you enough." You talk with him a while, and he promises you all a medal, before leaving for Normandy.

You now have one free turn.
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Post  Bigkahuna Tue Feb 28, 2012 12:27 am

Roll #47

Foolishballoon: 4
Major - Go to the training Range and practice stealth and marksmanship with my Anti Materiel Sniper.

You head down the the firing range and practice some marksmanship with your rifle, keeping your skills at their peak. Stealth, is slightly more difficult as an anti material rifle really isn't the best weapon for stealth at all. Still, you manage to up your skills a little.

Skills: 3 stealth +3 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield. 1 herb knowledge. 2 for driving tanks. 2 German language.

Equipment: 2 emergency first aid kits. Food for three days. Springfield silenced (30 rounds). Colt Browning model (silenced) 7 magazines (49 rounds) 8 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment. PTRD customised for sniping (same usability as springfield) (497 rounds)



Rulyon: 5
WES: Study silent neutralization techniques.
Find a tool kit with which to make use of my skills with technology.


You spend a good half an our reading, and manage to find lots of good info. You start practising walking unnoticed. You manage to remain hidden, and find yourself in a few situations which would be perfect for silent killing. You grin to yourself, and munch on a biscuit you stole from the kitchens. You walk to the armoury, and find a toolkit with a good supply and variety of tools.

Skills: 1 stealth, 5 Technology, 6 German Technology +1 for repairing weapons. 5 German language. 4 Ability to silent kill when using knives, or silenced Colt. Marksmanship 5 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 14 clips but (95 rounds) Colt Browning model (silenced), 4 magazines (10 rounds). Bundle of German Equipment (two lugers (one skeleton gripped), with two magazines, a spanner, a lubricating cloth and bottle of oil. And a bottle of french champaign.) (damaged). enemy docs. Toolkit.



Bigkahuna: 6
Upgrade my Thompson use and self defense skills.
Ask about our next mission and any discoveries made about the cave.


You head the the armoury, and see some Thompsons lined up along the wall. You frown. Then realise that these Thompsons are much newer than your current one, which looks like it could use a lot of love. You shrug. And take a newer model Thompson off the wall. Later you approach Rowlands and ask him about the cave.
"You should probably talk to Sergeant Reynolds about that. He seems to know more about it than anyone else." You find Reynolds in the barracks writing a letter home.
"Sir, I was wondering about that cave." he looks up.
"What about it?"
"Captain Rowlands says you know about it. I was wondering if you could tell me about it." Reynolds pauses and looks down at his half written letter.
"I hate to dig up graves," he mutters to himself, "Theres and old myth surrounding that cave. It is said that someone once killed thousands of people using its secret. The story took place hundreds of years ago. Curses, magic, and eternal life fits in somehow."
"Those walls were impossible to break. No stone is that strong." Reynolds looks at you with an odd expression on his face.
"Ever heard the term, "Devil's flintlock?" You shake your head. "Good. Because if you did, we'd probably all be in great danger." he signs off the letter, and leaves.

Skills: 2 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson.

Equipment: 1/2 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 16 clips (450 rounds) Colt Browning model 3 magazines (28 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 10 grenades. Torch.



Talkal: 5
Help with healing our soldiers, and search for some useful herbs

You head off to the hospital and relieve the tired looking doctors and nurses. You work in a good prioritised system, stopping the bleeding, then numbing the pain, then the operations. After a few hours work, you manage to give a whopping thirty soldiers the all clear. You also pick some herbs lying around the place outside, some that you've never evens seen before. One of them proves to be a very efficient laughing stimulant. Which is good, be because some people just don't get your humour.

Skills: 2 Medical. +3 for removing bullets. +2 for healing cuts. +5 for healing broken bones. +1 for herb usage 4 stealth. +1 when using M1 Garand. Silent kill 4 with knife. 2 tracking. 3 Russian language.

Equipment: 2 Medical supplies. Food for three days. M1 Garand, 7 clips (52 rounds) 9 Grenades. Knife. MP40 1 clips (30 rounds). Bandana. Torch.



Its_Crunchtime: 4
Train my stealth skills by sneaking around the soldiers. If they notice me, disappear behind the nearest obstruction.

You practice a little stealth work on your fellow comrades. You get caught a few times which leads to some awkward conversations. Such as Foolishballoon frantically thinking of a reason why he would be a eating a biscuit.

Skills: 3 strength, 4 stealth +1 stealth when using revolver. 3 Marksmanship. 3 martial arts. +2 sight in bright conditions. 1 Marksman. 2 firearms use. Fractured two fingers on the same hand -1 for hand use.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 5 clips (92 rounds) Webley WG army model revolver (50 rounds). 2 Grenades. 3 Knives. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (730 rounds).



Events:

The days go by nice and slowly, but you can feel the tension rising among your comrades. You start feeling older every day as the fresh reinforcements arrive. You wake up tomorrow, and Rowlands makes an announcement.
"Use this last day as best as you can. Tomorrow, we take the airfield."
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

Posts : 1166
Join date : 2011-02-16
Location : United States

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