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[Archive]World War Roll2Dodge

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Post  Bigkahuna Wed Mar 07, 2012 1:00 am

Roll #48

Bigkahuna: 5
Practice my Thompson and self-defense tactics.

You grab some magazine's and head down the the armoury. Your practice with your Thompson, and get a better feel for the weapon. You also start practising your self defence, one of the SAS guys gives you some lessons.

Skills: 3 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awarness, 2. 4 marksmanship using pistol, 3 using Thompson. Weapon proficiency, +2 when 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: 6
Practice my marksmanship skills with my BAR.

You nab some ammo, and start practising your marksmanship skills. You develop a couple of healthy habits, and manage to start doing some rather accurate single and fully automatic fire.

Skills: 3 strength, 4 stealth +1 stealth when using revolver. 5 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: 1
Practice marksmanship with my Colt Pistol.

You take out your pistol, aim, and pull the trigger. The gun misfires horribly, jarring your wrist and completely jamming the gun.

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, Jammed), 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.



Flamelasher: 1
Get better weapons from the armory.

You head of towards the armoury, but your stopped by an officer who tells you to go to the mess hall for debriefing.

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.



Foolishballoon: 1
Stealth training!

You go to practise some stealth, but you too are told to head over to be debriefed.

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)



Talkal: 5
Get ammo, and learn to use better MP40

You find a couple of MP40 clips in the captured weapons area, and have a little practise. It helps, but the problem is, you wont be able to get more ammunition until you assault the airfield tonight, because they dont have German weapons in the armoury.

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. Weapon proficiency +1 MP40.

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:
Captain stands in front of all the soldiers in the mess hall.
"Everyone here? Ok private, fire up that data projector." The lights are switched off and a map is projected onto the wall.
[Archive]World War Roll2Dodge - Page 3 Screenshot20110803at630
"The airfield. We've delayed assaulting this target, but we've had spies in there for weeks now, and its existence has taken its toll. We cant waste any more resources on this island, D-Day is looming and we need to wrap up this campaign.
"Our spies have managed to come up with this map. As you can see, the airfield is tucked in beside this cliff face, and the control centre is actually built into the cliff. On top of that, is a radar station. The sentry's there report in every hour. The response time of this airfield is faster than you can blink, so that radar station will have to be knocked out before we even contemplate sending in aircraft.
"Two hangars, and a fuel depot out the back. This can be dealt with using our explosives." his gaze moves to Flamelasher.
"The Germans seem to be running some kind of top secret operation in that secret hangar, only a small team of Germans ever go on there, and mysterious aircraft have been sighted leaving it. The description matches that of those aircraft we saw at the cave.
"We have a plan to get in there, and a list of objectives. I'm going to run through them now."

"Unit one will travel with a tank up on the other side of the mountain to the plateau. We have a spy in that radar tower, he will signal us when the officer has just reported in. When they see him walk out and light a cigarette, they will silently assault and capture the radar post.
"The rest of the force will then travel in by two gliders, which will land silently on the plateau. A spy will place a can of pop smoke. A single B-17 bomber will bomb the main hanger, before the main force parachutes over the cliff face, and begins the assault.
"Sergeant Reynolds will head down with one of you six, to the secret hanger to investigate the place. An explosives team will plant some times explosives at the fuel depot, try to get the underground magazine as well. From there on, we're making it up as you go along.
"All the anti aircraft guns are located on the plateau, so our bombers will be safe, and I think thats about it. Dismissed."

You all head down to the armoury. Now is the time to replenish supplies, and perhaps get some new or different weapons as well. I will be limiting the amount you can take. Also decide who is going to take care of which aspects of the plan, and any additional plans you want to make.

New weapons you might be interested in:
• Trench gun (basically a pump action shotgun)
• Satchel charge (not quit as powerful as normal explosives, but quicker to set up)

Objectives:
• Capture radar
• Investigate hangar
• Blow up fuel depot
• Isolate control centre
• General bullet blazing explosive action.
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Post  Bigkahuna Wed Mar 07, 2012 1:04 am

Roll #49

I'm going to split this turn, and roll twice given the nature of your actions. You will not be required to post another action after the first roll, I'll (try to) have the second one up the next day.

Bigkahuna: 6
Go to the armoury and re-stock on ammo and first aid supplies.

You head down to the armoury. There are officers there dealing out supplies. One of them recognises you as a fairly important person, and generously restocks your supplies.

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

Equipment: 1 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 25 clips (750 rounds) Colt Browning model 5 magazines (35 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 12 grenades. Torch.



Foolishballoon: 3
Go to the armoury and re-stock on ammo and first aid supplies.

At first the officers are a little disinclined to put to much ammo on you, but once they see the mammoth anti tank rifle on your back, they decide your important, and give you a good amount of gear.

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 (150 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)



Its_Crunchtime: 3
Go to the armoury and re-stock on ammo and first aid supplies. Also look for a new, snazzy revolver, and if possible, take a few satchel charges.

You don't manage to find a snazzier revolver.
"That thing fires a .455 round. What more do you need?"
They give you some more mags for your BAR though.

Skills: 3 strength, 4 stealth +1 stealth when using revolver. 5 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 25 clips (50 rounds) Webley WG army model revolver (50 rounds). 5 Grenades. 3 Knives. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (730 rounds).


Rulyon: 6
Equip myself and the squad with Trench guns. Equip the squad with Thompsons. Since there is presumably time between "being here" and "getting there", unjam my colt.

You grab a trench gun from the wall, and some ammo. You give your picked squad trench guns and Thompsons. You also successfully unjam your colt.

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. Trench gun 100 rounds. 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.



Talkal: 4
Go to the armoury, and take some ammo and charges.

You enter the armoury, and get some more medical supplies, and rifle ammo. Unfortunately, you the stack of medical supplies is looking rather dismal.
"They're being delivered to normandy for project overlord. Thats why our commanders are getting shifty and want this campaign over and done with."

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. Weapon proficiency +1 MP40.

Equipment: 3 Medical supplies. Food for three days. M1 Garand, 30 clips 12 Grenades. Knife. MP40 1 clips (30 rounds). Bandana. Torch.


Flamelasher: 4
Head to the armory and get some satchel charges and ammo for my guns.

You head down to the armoury. They take the panzershrek from you, and give you a bazooka with some rockets.

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) 19 charges, 10 grenades. Knife. Luger 1 magazine (8 rounds). Bazooka 5 rockets. Tokarev 7 rounds.
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Post  Bigkahuna Wed Mar 07, 2012 1:07 am

Roll #50

Events:
The next hour is spent waiting in a constant foreboding tension. One thing you notice among the officers is fatigue. Only two more objectives left, then the island will be taken, and you'l be shipped off to Normandy. The grim mood settling on them is obvious, they want to go home. They're through with the island, maybe even through with the war. The only one who doesn't is Captain Reynolds. He is firm faced and ready, though always seemingly troubled. He says nothing more about the Devil's Flintlock, the mystery seems to have some kind of hold on him, that wont let him have a peaceful thought.

Your hour is over, night falls. The tank rolls into the camp, it is refuelled, and your squad is assembled. Everyone else is piled into trucks and shipped off to the makeshift airfield where the glider will be launched.

The tank rolls though the forest at a steady pace for a good while, after what seems like ages, the tank stops. You all hop off. Bridge is leading you.
"Everyone set? Ok, lets go." You creep forwards, suddenly, the trees stop. You can see a flat plateau in front of you, and a jaw dropping cliff on your right. You didn't realise that you'd moved so high. The radar tower is frighteningly close. You wair for a few minutes. Finally, you see a German step out. He pulls out a cigarette, and lights it.


Bigkahuna: 5
Head with unit 1 to the rendesvous point, staying low behind the tank until the signal is given.

Bridge stands up, and beckoning you all on, walks crouched over to the wall of the radar tower. You all follow keeping low. The British spy tosses away the cigarette.
"Cant stand German fags. In more ways than one." Bridge hands him an M1A1 Carbine.
"Your in luck. Theres two of them in there. Hope your Germans not great, because of them is telling really bad jokes." Bridge nods.
"Everyone ready?" He stand in front of the door and flattens the door. You grab your knife by the blade, and throw it. Direct hit.
After the room is clear, you pull the pin off a smoke grenade, and toss it outside.

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

Equipment: 1 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 25 clips (750 rounds) Colt Browning model 5 magazines (35 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 12 grenades. Torch.



Foolisballoon: 6
Head with unit 1 to the rendesvous point, staying low behind the tank until the signal is given.

You keep low, following the others. The door is thrown off its hinges, and you shoot one of the Germans in the neck with your silenced springfield.

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 (149 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)



Its_Cunchtime: 1
Head with unit 1 to the rendesvous point, staying low behind the tank until the signal is given.

You almost fall off the cliff, as it is completely out of sight. Luckily, you manage to stop yourself. You creep over and are so shaken, you forget any ideas of helping the others take the radar tower.

Skills: 3 strength, 4 stealth +1 stealth when using revolver. 5 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 25 clips (50 rounds) Webley WG army model revolver (50 rounds). 5 Grenades. 3 Knives. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (730 rounds).



Events:
Bridge pulls the pin off a can of pop smoke, and tosses it outside, making sure its out of sight from the Germans at the base of the cliff.

The glider is packed and stuffy, its a windy night and your sick of having to apologise every time you slam into the person next to you.
"I see smoke! Prepare for landing!" This is it, you can all feel it. The B17 roars past, and the faint whine of bombs can be heard as well as several explosions. And before you know it, and glider lands on the plateau, and your being ushered out.


Rulyon: 5
Take a squad under my command. Upon arrival at the airfield my team and I will wait for the Radar to fall. Once it does and soldiers pour over the cliff, our objective is to take the Command Center, hitting hard and fast to take them by suprise and secure the building before they are able to put a call out letting the Germans know they are under assault.

You yell to your small squad, and as soon as your feet touch the ground, your all running for the hole which you know houses the entrance to the control centre. You reach the mouth of the steep staircase leading down, and you lift your feet from the ground, positioning them so that they point directly at the door below you. You fly over the stairs and your feet hit the door which snaps inwards like a twig. You slide along the ground on the shards of the door, and fire your shotgun at the stunned Germans, completely shocked at the sight of a crazy American blowing down their door like a missile with a shotgun, before they're lights are turned out for good.* Your other squad members follow you. Your in the top floor with a good view of the field. You can see weather gauges, but no radios or communications. They must be on another level.

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. Trench gun 95 rounds. 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.



Talkal: 6
Go with Reynolds to the Hangar.

You sit beside Reynolds in the glider. As soon as its door opens, you both hit the ground with Reynolds in the lead. You run for the cliff edge and throw yourselves off it. You open your parachute and hit the ground about ten metres away from the hangar entrance. The firefight begins. You take cover behind the main hangar. Reynolds calls to you, "We need to blow this door open! Where is Flamelasher when you need him?" You look around, you seem him parachuting down nearby.

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. Weapon proficiency +1 MP40.

Equipment: 3 Medical supplies. Food for three days. M1 Garand, 30 clips 12 Grenades. Knife. MP40 1 clips (30 rounds). Bandana. Torch



Flamelasher: 5
[...]
You parachute nearby the others, and shelter in a bomb crater, from the ensuing firefight.

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) 19 charges, 10 grenades. Knife. Luger 1 magazine (8 rounds). Bazooka 5 rockets. Tokarev 7 rounds.



Events:
So far so good, pretty much all of the men made it down the cliff without injury. Now for the hard part.

*Is that hard and fast enough for you? Razz

Again, sorry for the delay. Go for it guys!
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Post  Bigkahuna Wed Mar 07, 2012 1:16 am

Roll #51

Bigkahuna: 1
Take out the radar station by 'pulling the plug'; whether this means a literal plug or two shots to the control system, I leave that up to my commanding officer.

Run outside through the smoke with my Thompson to meet up with the others going to the control station. Radio in to say that we completed our mission (if this is true).


You scan the control panel for an off switch of some sort. You give up and look for the spy. He's not inside. You peek outside and see him lying on the ground with a bullet in his back. You curse.
"Our informants down!" Bridge swears.
"Should be blow it up, or just hold the perimeter?"

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

Equipment: 1 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 25 clips (750 rounds) Colt Browning model 5 magazines (35 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 12 grenades. Torch.



Rulyon: 4
Continue our assault on the Command Center, moving quickly through the rooms. Once a room is pacified and cleared, move on to the next. The objective is to clear the Command Center quickly. Two soldiers will follow at a slower pace, checking each room for the neccesary equipment before moving on to the next, with orders to inform other troops who may follow into the building where my team and I are.

"Everyone got their breath? Good, now lets do it all over again."
You slide down the handrail of the stairs, and let fly with your trench gun. The Germans are a little more prepared last time, but are terrified after hearing the racket above. You kill two Germans before the others drop to their knees and beg, their MP40's fall the the ground with a resounding clatter.
This room has a radio in it, but something strikes you as being a little odd. "There aren't any ariels." one man says, "in fact, its not even plugged in to anything."

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. Trench gun 92 rounds. 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.



Its_Crunchtime: 2
Sprint over to the command center, taking cover wherever I can.Once I get to my destination, assist Rulyon in clearing out the rooms of any hostiles. Search for any useful pieces of Intel as well.

You run across the cliff to the command centre entrance. Suddenly you hear a bang, as the spy drops to the ground. Immediately you flatten yourself against the dirt and hope against the odds the sniper wont see you. Then you get kicked in the face.

Skills: 3 strength, 4 stealth +1 stealth when using revolver. 5 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 25 clips (50 rounds) Webley WG army model revolver (50 rounds). 5 Grenades. 3 Knives. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (730 rounds).



Flamelasher: 6
Look for any hidden Germans or German vehicles and take them out. If there is none, help take the command center.

You have good enough cover, so you raise your bazooka as several trucks pile into the area, you blow two of them off the tarmac before the Germans have time to get off.

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) 19 charges, 10 grenades. Knife. Luger 1 magazine (8 rounds). Bazooka 5 rockets. Tokarev 7 rounds.



Talkal: 5
Cover FLAMELASHER, and if he don't come here, then try to open the doors to the hangar

You look around for Flamelasher through the smoke, he's nowhere to be seen. Wait, there he is blowing up trucks, too far away to help. Reynolds gets an idea, and heads off to an abandoned truck nearby. You take out your rifle, and plug a few rounds into the hinges, then step back. The truck flies down the ramp, and blows the door away as though it were paper. You both walk inside.

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. Weapon proficiency +1 MP40.

Equipment: 3 Medical supplies. Food for three days. M1 Garand, 30 clips 12 Grenades. Knife. MP40 1 clips (30 rounds). Bandana. Torch



Events:
Captain Rowlands, Sergeant Reynolds, and Talkal step inside the hangar. It is oddly silent inside, there are no Germans in sight. Several black aircraft sit silently on the floor, aircraft of which you've never seen the likes of before. Some have a mat black rugged sloping design with with heavily tinted windscreens, others have an odd triangular wing shape that you don't recognise, one large one seems to be loaded to the brim with heavy weaponry. You walk among them for a minute or so in wonder, you then see the back wall. Printed there, in red paint is the symbol you saw before, the circle with the two crossing lines, only blown up to a larger scale, and beneath it large red characters of the Russian alphabet. Rowlands translates.
"Devil's flintlock, hear our cry. Today we live, and today they die... What does that mean? Reynolds?" Reynolds is standing still, his face as pale as a ghost, staring at the letters in horror and disbelief. You hear a Russian accented voice behind you.
"Ah, so you've found our secret." The three of you wheel around. A Russian is standing there in full uniform, he holds a Tokorev pistol at his waist pointed at you. "Three American officers. Oh, and you must be Sergeant William Reynolds. A name you inherited from your father no doubt." Reynolds speaks up, his voice shaking with anger and fear.
"What the hell are you thinking writing those words up there?"
"Are you scared Reynolds? Your father embraced those words. Then again, he's much older than you."
"My father dies years ago! Along with that curse!" he yells pointing at the red writing behind him.
The Russians voice turns sour. "No. The curse only died a few days ago. You have your bloody comrades to thank for that."
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Post  Bigkahuna Wed Mar 07, 2012 1:19 am

Roll #52

Its_Crunchtime: 3
Eliminate the idiot who kicked my character with a stylish mix of martial arts and gunplay.

Let out an eagle cry as I leap off the cliff, pulling the cord on my parachute at the appropriate time as I do so. The run to the hangar, and on seeing the drama inside, hide behind the russian, ready to blow a hole in the elbow of the hand holding the gun if I think he is about to shoot.


You roll over to dodge your attacker's next move, then you reach out and bash his legs out from underneath him. He topples over on top of you, and you hammer him in the back of the neck with your fist. You roll out from underneath him, and jump on your feet. You then stomp on his temple leaving him stone cold.*
You jump off the cliff, and open your parachute. Suddenly, the wind takes an unfortunate turn, and you end up beside the fuel depot.

*i was rather looking forward to this, unfortunately you got a bad roll, so it was a little more brutal and unstylish than I'd hoped. Razz
Skills: 3 strength, 4 stealth +1 stealth when using revolver. 5 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 25 clips (50 rounds) Webley WG army model revolver (50 rounds). 5 Grenades. 3 Knives. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (730 rounds).



Rulyon: 3
Interrogate the Germans before me. I need to find out what's going on, how to shut this place down, how to cut communications. If they resist my interrogation, pump the trenchgun and aim it at one of the soldiers, and use the words "I'm going to get the information one way or another. Only difference is, you may or may not be bleeding." If they further resist, adjust my aim down and shoot at their feet.

You pump your shotgun, and aim it squarely at the three Germans quivering on the floor. And ask for information in shutting the place down.
"I'm going to get the information one way or another. Only difference is, you may or may not be bleeding." The Germans look at each other, and one of them tells you that they cant.
"Sir, I don't know how to put this, but I don't think you can shut this place down. There is not sign of any wiring, or anything. None of these machines are plugged in."
"das Gerät ist fake!" (The equipment is fake!)

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. Trench gun 92 rounds. 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.



Flamelasher: 6
Shoot any Germans who are left, or if none are keep an eye out for more

You raise your carbine, and rain a couple of mags apon the enemy. They drop like stones.

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 25 clips (400 rounds) 19 charges, 10 grenades. Knife. Luger 1 magazine (8 rounds). Bazooka 5 rockets. Tokarev 7 rounds.



Bigkahuna: 4
Hold the perimeter. Blowing up the radar would alert the Germans and make our whole stealth mission defunct.

Hold the perimeter from the top of the radar tower with my Thompson, if everyone agrees to this plan. If not, leg it to the hangar to meet up with the others.


"Hold the perimeter! We're going to have to keep control of this place.!"
"Why not just blow it?"
"Lets not draw attention t ourselves. And this radar might come in handy."
"Or save out lives," says Bridge pointing at something on the screen.

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

Equipment: 1 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 25 clips (750 rounds) Colt Browning model 5 magazines (35 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 12 grenades. Torch.



Talkal: 5
"What is this curse you are talking about?"
If the russian try to shoot, throw a knife at him


"What is this curse your talking about?" The russian looks at you.
"I'm not going to tell you." You look to Reynolds, who looks sheepish.
"Its the cave. It once contained the power to wipe out thousands of people using an old curse-"
"Thats enough." says the Russian., obviously stalling for time.

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. Weapon proficiency +1 MP40.

Equipment: 3 Medical supplies. Food for three days. M1 Garand, 30 clips 12 Grenades. Knife. MP40 1 clips (30 rounds). Bandana. Torch



Events:
The Germans are organising themselves, and the firefight continues.
Three objectives remain, all the others are in process. Except capturing radar which is complete.
• Blow up fuel depot
• Isolate control centre
• General bullet blazing explosive action.
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Post  Bigkahuna Wed Mar 07, 2012 1:21 am

Roll #53

Bigkahuna: 4
Minor: Identify the blipping flashing thing on the radar.
Major: If it's a threat, immediately warn intel of the impending doom, sending a runner to the others to warn them as well.


You examine the radar screen.
"Seven of them, in a single file, spaced apart," you then realise something, "They're moving fast, astonishingly fast." You watch the screen as the seven flashing dots speed towards your location. You quickly get on your radio, but Bridge is intrigued.
"How do they move so fast? I don't think there is any attack aircraft that can move that fast."
"Command! We've secured the radar station, and we read seven incoming aircraft."
"Wait," says Bridge, "what if they're not aircraft, what if they're rockets?"
"That big?" Bridge shrugs,
"its possible." You get back on the radio.
"Whatever they are, they're bearing steady, they're going to hit."

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

Equipment: 1 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 25 clips (750 rounds) Colt Browning model 5 magazines (35 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 12 grenades. Torch.



Rulyon: 6
Tell my men to confiscate their weapons and take them into custody.

"If it's fake, then what were you doing here? What were y'all hoping to accomplish by filling an empty shell with troops? Is there anyone else in this building?"


"Alright, hands against the wall, all of you! Search them!" You men walk over to your captives and run their hands along the German's bodies, any guns and knives are removed and placed on a table.
"If it's fake, then what were you doing here? What were y'all hoping to accomplish by filling an empty shell with troops? Is there anyone else in this building?" The Germans just look at each other.
"Sir! I've seen these radios before, from my time in the CIA. They're used for smuggling. If you tune into a certain frequency, then they open up!"
"So this is a dummy room then, they're hiding something in here?"
"Could be."

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. Trench gun 92 rounds. 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.



Its_Crunchtime: 2
Mutter a curse about my parachute, slicing the cords and ropes off me with my knife. Then continue the rest of my action on my previous turn, avoiding or eliminating any Germans on the way, utilizing stealth as much as possible.

You pull out your knife, and slice off the parachute chords. You then dash around to the hangar, managing to avoid the firefight. You see the ramp going down to the hangar entrance, the mangled door is lying there. Your just about to sneak inside, when suddenly the opening closes in front of you, a heavy door moves into place and you don't manage to get inside. From a look at the door is can immediately see that it's an anti air assault door. Armoured for protection against air strikes. That cant be good.

Skills: 3 strength, 4 stealth +1 stealth when using revolver. 5 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 25 clips (50 rounds) Webley WG army model revolver (50 rounds). 5 Grenades. 3 Knives. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (730 rounds).



Talkal: 3
Throw a knife at the russian.

The russian jerks his head back as fresh doors seal the entrance. Its not much, but its enough. You raise a knife and throw it at him. Unfortunately, he sees it just in time, and it misses his heart, instead, catching him in the lower chest. His pistol clatters to the ground and he falls backwards. He reaches out to his dropped pistol, but Reynolds steps on his hand, his eyes alive with anger. The russian coughs.
"Your about to witness the power of this ancient curse."

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. Weapon proficiency +1 MP40.

Equipment: 3 Medical supplies. Food for three days. M1 Garand, 30 clips 12 Grenades. Knife. MP40 1 clips (30 rounds). Bandana. Torch



Shinobody: 3
Volunteer to warn the others, if flashing thing on radar is a threat,
If not (Yea, right...) just watch out for Jerries from top of the tower. Don't shoot yet, just report to BK.


"Should I warn the others?" you ask.
"No! Not enough time! Get up the tower and see if you can get a look at the things!" Theres a ladder nearby, you climb it as fast as your able. You emerge onto a balcony, the huge radar receiver rotating above you. You look to the sky, and see a flaming object, closing in fast. Something about its motion, the way it hurtles through the air doesn't remind you of a missile or a rocket though. And rockets aren't generally on fire. You slide back down the ladder to the slightly safer indoors.

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 (150 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:
When the projectiles hit, Talkal is in the hangar. All he feels are a series of massive impacts.
Rulyon is in the control centre he turns around to see huge explosions and flames outside.
Flamelasher is outside and all he sees are huge flaming projectiles before he ducks for cover.
Bigkahuna and Shinobody are in the radar tower, keeping their heads down.
Its_Crunchtime however, is standing outside on the ramp to the hangar. He looks up and sees not missles, not rockets, but rocks. Huge flaming rocks.
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Post  Bigkahuna Wed Mar 07, 2012 1:24 am

Roll #54

Rolling now: (at last)

Flamelasher:2
Check if it is clear, and if so, move into the hangar.

You can barely see in front of you, hot embers hover in the air in front of your face. One hit you and stings like hell. You brush it off, and run for the hangar, trying not to let all the noise, screaming, and general carnage get to you. You get to the hangar door, its heavily buckled from the blast, but not quite broken enough to get 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 25 clips (400 rounds) 19 charges, 10 grenades. Knife. Luger 1 magazine (8 rounds). Bazooka 5 rockets. Tokarev 7 rounds.



Bigkahuna: 3
Search for a trapdoor... a bunker, an alternate entrance out of the radar station, anything. If I find one within time of my frantic searching, get everyone down there. If not, duck under the best cover I can and pray that I escape the worst.

"Whatever these are, we need to get undercover. NOW!"
You dash around frantically looking for cover. The vibrations from the firestorm outside throw your men around like a tumbledryer, finally you can see a table made from iron bolted to the floor. Its not much, but it will have to do. The impact knocks several of your men senseless, but you manage to escape with only some bruises and a sore thumb.

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

Equipment: 1 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 25 clips (750 rounds) Colt Browning model 5 magazines (35 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 12 grenades. Torch.



Rulyon: 5
"Grab those radios! We need to get deeper! Let's go!" Usher the German captives ahead of us so they don't plan an escape attempt when we can't see them behind us

Once we've reached as secure a shelter as we can find, set to work figuring out which frequency to tune the radios to in order to get them to open..


"Grab those radios! We need to get deeper! Let's go!"
You snatch a radio in one hand, and the collar of a German in the other, and stumble through the vibrations for a door leading deeper into the cliff. The others follow suit. You open the door and pile through. The room you enter is dug out from the rock that makes up the cliff, held in place by steel beams. As the projectiles smash int the ground, pebbles and dust stream from the roof. You move about ten metres to the opposite side of the room where the vibrations aren't so bad, and set the radio down and the German against the wall.
"Scan the radios, lets get them open." You all sit down and start silently and nervously twiddling the tuning knobs on the radio. After a while they're still not open. You start feeling little frustrated, when one of them suddenly clicks open.

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. Trench gun 92 rounds. 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.



Talkal: 5
To Reynolds: "It's like an apocalyse out there!"
To russian jerk: "Tell us how we can stop this, or I will cut you finger by finger, limb by limb, and you will scream like a little sissy girl, and believe me, I know how to do it."


You look at reynolds, "It's like an apocalyse out there!"
You turn to the Russian, "Tell us how we can stop this, or I will cut you finger by finger, limb by limb, and you will scream like a little sissy girl, and believe me, I know how to do it." Your threatening tone makes him gulp.
"Theres not need, I only ordered one wave of projectiles."
"How do we stop it?"
"Why don't you ask him?" he says looking at Reynolds, "or if he's ask his father."
Reynolds speaks up.
"My father is dead. He died along with the curse."
"So then as his son, why didn't you? Why didn't you die when I saw one of my solders shoot you in the heart with my very eyes?"

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. Weapon proficiency +1 MP40.

Equipment: 3 Medical supplies. Food for three days. M1 Garand, 30 clips 12 Grenades. Knife. MP40 1 clips (30 rounds). Bandana. Torch



Its_Crunchtime: 3
Get inside and find safe cover... preferably lead-lined... who knows if those rocks are irradiated or not...

"The hell..."
You run for your life. Your ears are filled with the deafening noise of the impacts around you. You run around the main hanger, and duck down trying to shelter yourself from the blasts.

Skills: 3 strength, 4 stealth +1 stealth when using revolver. 5 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 25 clips (50 rounds) Webley WG army model revolver (50 rounds). 5 Grenades. 3 Knives. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (730 rounds).



Shinobody: 4
Find cover, lie flat on the floor. Pray.

"What the hell are those?! V-2s?!"
You jump down the hatch, and leap onto the support beams before the vibrations shake you off the ladder to your doom. The thin metal slabs hurt like hell, but its better than nothing. The praying helps too.

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 (150 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:
The impacts subside. All that is left are several huge craters. And in the middle of each one, a huge spherical boulder. Sections of it still on fire with embers streaming around everywhere. One things for sure, no plane are taking off or landing anytime soon.
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Post  Bigkahuna Wed Mar 07, 2012 1:26 am

Roll #55

Bigkahuna: 6
Get everyone on their feet, and get people to assist me with the injured and unconscious.
Head to the central hangar and see what's going down ASAP.


"Get up men! We have to get moving!"
You crawl out from under he table, lift an unconscious soldier onto your shoulders, and stagger out the door. The others follow.
"We need to get to that hangar," you say pointing to the large building below you.
"How?" You look around for options. There is a section of the cliff that is less steep, with some large rocks for footholds, but its a long climb and you have the unconscious. There's the control centre that you suspect leads to the ground, but you cant say for sure, and your reasonable sure that there are still hostiles in there. Your team's remaining equipment includes the few parachutes left that haven't been damaged, a couple of lengths of rope, some steel pegs, and a jemmy.

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

Equipment: 1 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 25 clips (750 rounds) Colt Browning model 5 magazines (35 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 12 grenades. Torch.



Flamelasher: 2
Blow the door open with a charge.

You grab a charge, and place it at the door. You duck for cover, and let it blow. The door flies of its hinges and topples over with a clang.

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 25 clips (400 rounds) 18 charges, 10 grenades. Knife. Luger 1 magazine (8 rounds). Bazooka 5 rockets. Tokarev 7 rounds.



Rulyon: 4
Continue investigating the contents of the radios. If I have the equipment to do so, alert the others to what we found. If not, send a runner to let them know.

You lift the lid of the radio, inside you find a few odd objects. You a find piece of flint the size of your fist, a steel blade shaped a little like a dough cutter with an old worn leather handle, you also find a small fat bottle with red and black powder inside. It sits in an old worn pouch with a word written on the front in a language that looks like spanish. Another radio clicks open. Inside is a long curved funnel, which you recognise as a powder horn for a musket, a thick wad of documents, and a thick, square shaped tablet of iron, coated in gold leaf.
It also has eight round holes about half a centimetre in diameter that run right through the length of the metal, four on one side, and another four on the other. Protruding through one of them is an iron rod, which feels loose, but seems to be locked into place.
Spoiler:

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. Trench gun 92 rounds. 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.



Its_Crunchtime: 4
Go find Flamelasher, and be ready to charge in once the door is blown.
Once it is, move in with my BAR and tell everyone to get on the ground. Then tell my companions to get up.


Flamelasher blows the door, and your run inside, BAR at the ready. You run inside, to your comrades.

Skills: 3 strength, 4 stealth +1 stealth when using revolver. 5 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 25 clips (50 rounds) Webley WG army model revolver (50 rounds). 5 Grenades. 3 Knives. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (730 rounds).



Shinobody: 4
Minor: Get back on my feet, run to the cliff (overlooking underground hangar) to see what's happening.
Major: Try to sneak a peek through the door after Flamelasher destroys them*. Snipe any hostile forces.


Your run to the edge of the cliff, and look down. You can see all the rocks below you sitting in the middle of healthy sized craters. The Germans are taking cover in them, and regrouping. You faintly see the door to the hanger get blasted open, and go prone and set up your rifle. Enough of this apparent ceasefire. You start shooting at the Germans, trying to prevent them from forming a decent fireteam. You look down at your scope to the hangar, and see one of your men run inside.

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 (150 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)



Talkal: 6
...
"What is he talking about?! Tell us the truth about this whole island and about this curse." Reynolds sighs.
"You remember the cave we took shelter in? Have you wondered why its perfectly round, and indestructable? It houses a weapon, or is a weapon even. Centuries ago it was used to kill thousands of people for it, only it was much more powerful back then. Whoever set it of was punished with eternal life."
"And that person was your father?"
"My farther was cursed, and when I was born, so was I. That day in the village, when we were separated, I was shot. I should have died, but I didn't. It means that whoever these punks are, they've found a way to bring the curse back. And until it's stopped, no one on this island is safe."
"It has already been stopped," says the Russian.
"What do you mean?"
"It turned against us. My men that were working at cave were killed."
"So its out of control then," Reynolds turns to you, "we must be careful. The weapon will side with whoever suffers the most. Weather its us or the Germans, remains to be seen. But I'm not particularly enthusiastic about losing this war." Rowlands speaks up.
"Reynolds, you are to continue explaining this later, right now there are still Germans out there. Lets move out, regroup in the main hangar when we're done," he says, pointing up to indicate the hanger on the surface."

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. Weapon proficiency +1 MP40.

Equipment: 3 Medical supplies. Food for three days. M1 Garand, 30 clips 12 Grenades. Knife. MP40 1 clips (30 rounds). Bandana. Torch



Events:
The Germans are dazed, confused, but recovering. They're hiding at the bottom of the control centre and reorganising themselves. Then something completely unexpected happens. A large section of the cliff face, literally folds out on hydraulics. Several black aircraft you've never seen before take off.
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Post  Bigkahuna Wed Mar 07, 2012 1:29 am

Roll #56

I have a good amount of time to use my desktop computer, so here goes:
(Sorry this roll is a little boring.)


Bigkahuna: 2
Those aircraft could mean our deaths... but it's also an alternate route.

Strap a few of my best men (hopefully trained in parachute use...) to our remaining parachutes, including myself. Have everyone who is unconscious strapped to the paratroopers.

Fall (gently...?) to the secret hangar and scope out the situation.


"My God... what did I get myself into?"
You quickly rig up the remaining parachutes, and get everyone strapped in as well as possible. Annoyingly, the unconscious men are still out of it, so it's quite awkward, but once your ready, off the cliff your go, fingers crossed. You hit the ground with a huge jolt that instantly rolls your ankle. You quicky drag yourself, your unconscious burden, and your parachute inside the secret hangar. You see some remaining black aircraft. Four small fast looking ones, and three bigger ones. You cant be certain of their functions.

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

Equipment: 1 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 25 clips (750 rounds) Colt Browning model 5 magazines (35 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 12 grenades. Torch.



Its_Crunchtime: 6
Move back out of the building, flanking the Germans that shinobody is shooting at. Once I find good cover, open fire on them.

You run back outside. The Germans are sheltering behind pieces of debris, and attempting to return fire, but lack the volume of fire to suppress shinobody. Good. You take a calculated risk and dash through the smoke, theres a crashed plane there, perfect. You hop up onto the wing, deploy the bipod on your BAR, and the powerful, accurate, support weapon steps into its stride. You open fire causing serious damage to the German's situation.

Skills: 3 strength, 4 stealth +1 stealth when using revolver. 5 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 22 clips, Webley WG army model revolver (50 rounds). 5 Grenades. 3 Knives. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (730 rounds).



Shinobody: 4
Keep on sniping!
EDIT: Actually, try to hit the ones that try to shoot at BK and his team.


You look across the plateau, and see the absurd strategy your comrades have come up with. Your so shocked by their apparent madness, that you almost forget to cover them. Putting your eye back to the scope, you look for pale faces amongst the fields of helmets below. You pull off five kills before they land and take cover in the hangar.

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 (145 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
Regroup with the rest of the team, taking special care to not jostle the jar of powder or odd box around too much doing so.

You gingerly pick up the assortment of objects, being careful not to disturb them, and think about getting back to the others. Everyone else, it seems, is in the hangar, besides Shinobody. You head down a corridor a little, and come to a staircase. You climb it, and find yourself in the secret hangar, facing bigkahuna and his men.

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. Trench gun 92 rounds. 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.



Talkal: 4
Find a rope, and tie up that guy.

You look around for some rope, you find some hanging on a wall, and tie up the complaining Russian head to toe.
"Okay, let's move out we have no time to waste!"

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. Weapon proficiency +1 MP40.

Equipment: 3 Medical supplies. Food for three days. M1 Garand, 30 clips 12 Grenades. Knife. MP40 1 clips (30 rounds). Bandana. Torch



Events:
The Germans are on the brink of giving up. Your fly boys have the airspace surrounded, and it doesn't appear that reinforcements are on the way. However, you are the only ones that are aware of the extreme danger that the cave presents.
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Post  Bigkahuna Wed Mar 07, 2012 1:31 am

Roll #57

Bigkahuna: 6
"Rulyon! How goes the mission? And what do you have there?"
Inspect Rulyon's items... do I recognize any of them or have a different perspective? Appoint a few of my men to guard over the unconscious soldiers until we can get someone who has medical expertise. Appoint men to guard all of the entrances and exits. Inspect the black aircraft. What are they and what do they do? Do they have bombs within them? Radio in my discoveries.


You appoint two men to watch over the unconscious and take a look at Rulyon's items. You first look at the power horn, and notice something. The muzzle, from which the power pours into the chamber of a musket rifle is a good inch too wide to fit. You look at the spanish word on the pouch containing the bottle. Explosivo.... explosive? You then look at the odd metal object with the holes in it. You peer through the holes and examine it closely.
"I guess more rods fit through the holes, seven more to be exact. But not just any rods, they have to be properly, cut, like a key." You shake it, and hear tiny metallic rattling. "No doubt about it, theres some kind of mechanism thats in there, and ill bet its activated by the remaining rods."
You take a look at a large aircraft. You note bomb bay doors, two seater cockpit with no visible device to open it, and odd unintuitive controls. Nevertheless, you flick on your radio and inform intel.

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

Equipment: 1 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 25 clips (750 rounds) Colt Browning model 5 magazines (35 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 12 grenades. Torch.



Rulyon: 4
Give a full report of all that transpired with my group to bigkahuna. Use my engineer's eye to inspect the aircraft alongside bigkahuna. After that, try to figure out what this equipment does.

You inform Bigkahuna of your exciting past, however long its been, you've forgotten, and head over to one of the smaller ships. The first thing you notice is an extremely odd triangular wing design. You also see two fixed guns with a calibre so large they look like they would flip the aircraft on its back. But thats not the biggest thing. No propellor, at all. Behind the cockpit however, you can see an odd roughly cylindrical shaped machine, completely streamlined and with a rudder behind it. The aircraft itself is about six metres long, maybe less, with a singly seater cockpit.
Image coming soon.

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. Trench gun 92 rounds. 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.



Its_Crunchtime: 2
Continue firing on Jerry. Once I feel like they are fully suppressed, sprint towards their position, leap over their cover, and pop off a few, demanding the rest to surrender.

Your about to continue firing when you feel something pressed to your back, and a Russian voice.
"I don't think I need to explain what the device pointing at your back is. Release your grip on that weapon."
You close your eyes and heave a sigh. So close. You release your grip. "Not again," you mumble.
"Stand, hands up...now turn. One hundred and eighty degrees, thats right." You turn slowly and see something you completely weren't expecting.
Six men, clad completely in black, on with its face mask and cyclops goggles (or goggle?) removed showing of his neat beard. He is holding a pistol you don't recognise. The other men are holding odd looking guns with fat magazines. You can see the wide ejection port on one of them and conclude that the weapons are some sort of magazine fed shotgun.
"I'd love you kill you where you stand." he pauses, "but I'm afraid me, and about two hundred men identical to these ones have a previous organised engagement-"
"Get on with it," you spit. The Russian tilts his head slightly.
"No doubt you'll head back to your camp, or your dreadnaught ship off the coast, but you'll be too late. Turn around." You do so.
You stand there for almost a minute, nothing happens. You look back, and the men are nowhere to be seen. A chill runs down your spine and nearly makes you keel over.

Skills: 3 strength, 4 stealth +1 stealth when using revolver. 5 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 22 clips, Webley WG army model revolver (50 rounds). 5 Grenades. 3 Knives. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (730 rounds).



Talkal: 2
Go to the meeting point, watching out for any danger.
If I get there tell the grooup about what is happening.


You, Rowlands, Reynolds, and Flamelasher (anyone heard from him lately?) emerge from the hangar. Just as you leave, you see a group of jet black men disappear to nowhere. You don't know what it is, but something about them freaks the absolute crap out of you. You stand there momentrily.
"Talkal? if you don't mind, we'd look to keep moving!"
"Who were those men wearing black?"
"Didn't see any."
"They were over there you point in the direction which is oddly difficult to remember."
"Lets leave it for now, and get going."

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. Weapon proficiency +1 MP40.

Equipment: 3 Medical supplies. Food for three days. M1 Garand, 30 clips 12 Grenades. Knife. MP40 1 clips (30 rounds). Bandana. Torch



Shinobody: 1
Since its_crunchtime was kind of to help me, help him too (cover him).
In the meantime, look for some less crazy way to get to the ground.


You peer down your scope at Its_Crunchtime. You see a blur of black, when suddenly a boot comes out of nowhere and sends you rolling. You jump to your feet, shake your head, and attempt to block the onslaught of blows from your opponent. He grabs you on the neck, and throws you off the cliff. But, you just manage to loop a finger around his goggles, and he tumbles off with you.
This should be fun. You note a large pack on his back. May you be blessed with the good fortune that it happens to be a parachute.

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 (145 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: Nothing to report sirs.
(Except that the Germans have fled while you weren't watching. How inconvenient. Thanks for pointing that out Its_Crunchtime.)
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Post  Bigkahuna Wed Mar 07, 2012 1:33 am

Roll #58

Rolling now:

Shinobody: 3
You grip the cord, and tug it. It's a parachute all right, but it's a one man parachute intended for quick silent dropping. You both desperately grapple for control of it, but it's a tough fight, and your opponent is simple not letting go. You look underneath you, and see the platform of the hangar almost directly below you. You decide it's your best bet and let go of the man. You hit the platform had, but the parachute slowed you down enough. Your completely winded for nearly thirty seconds, but apart from a pain in your chest which you suspect is a broken rib, your fine.

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. Possible broken rib.

Equipment: 2 emergency first aid kits. Food for three days. Springfield silenced (145 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)



Bigkahuna: 3
Command is being strangely non-responsive... I have a bad feeling about this...

Major: Radio intel again and ask for their status. Strange aircraft and troops around... Germans appear to have left the area, moving to secure compound, what is our directive? Yadda yadda.

Minor: Keep an eye out for any more strange mechanisms... rods for the devices and such. Keep my men under medical attention.


You radio commands again, and immediately receive a stress signal.
"We have multiple unidentified aircraft closing in on us, and a whole division of unidentified hostiles moving in. Contact the POW camp immediately to await orders-" you hear several gunshots, and a cry in pain. After a few moments of fire, you hear a heavy panting, someone has picked up the radio and is running with it. "Do not report to base, I repeat, DO NOT report to base! We are heavily outnumbered and are moving to retreat. These guys are not screwing around!" You look at Sergeant Reynolds who bites his lip.
"Ask for orders."
"Do you have any orders for us?"
"Get any men you can, and get the hell off this island!" The radio goes static. Reynolds is talking to Rowlands, they seem to come to a decision.
"See if you can get these aircraft working."
In the meantime, you take a look around the hangar. You find aircraft documents, fuel, and .50 belt ammunition. Then a map catches your eye. It's a map, a map with the heading A1 комплексе (подземном). You show the map to Reynolds, who thinks it might be worth checking out.

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

Equipment: 1 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 25 clips (750 rounds) Colt Browning model 5 magazines (35 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 12 grenades. Torch.



Its_Crunchtime: 2
Go find Bigkahuna.

"I'll feel safer with a radio!"


You run to the hangar as fast as your legs will take you, anything to get out of the wide open, and away from the freaks wearing black suits and cyclops goggles with their weird weapons and ghost like manner. Well, you get all the way back to the hangar, before realising you've left your BAR behind. But you begin to realise that may not be a problem after all...

Skills: 3 strength, 4 stealth +1 stealth when using revolver. 5 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 22 clips, Webley WG army model revolver (50 rounds). 5 Grenades. 3 Knives. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (730 rounds).



Rulyon: 6
Attempt to familiarize myself with the controls in the futuristic plane, keeping a particular eye towards controls that have no readily apparent purpose or that seem to be connected to special weapons or capabilities of the aircraft.

You open the small aircraft, and look at the controls. You are pleasantly surprised to see that they are similar. Just one problem, you never learnt to fly small aircraft. And certainly not ones with a great big... thing... on the back. You look at the larger one. This is more like it. You could carry all you men in it, and it even has machine guns for defence. Like everything else these guys seem to own, the machine guns are a kind which you've never seen before. But they have a trigger, and they have sights, and thats good enough to you. The aircraft also has a bomb bay, and a cargo hold, complete with parachutes.
But thats not all, a cupboard catches your eye. You open it, and see weapons. You can see some automatic rifles, much like a Sturmgewer 44, only more lightweight and with better ergonomics. You also see some of those semi auto shotguns, and some semi automatic pistols with an outstanding fifteen round capacity. It looks a little like a tokarev, only a little fatter and with wooden grips.

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. Trench gun 92 rounds. 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.



Talkal: 4
Continue our way to the destination, when we meet meet with everyone, tell them about everything that was happening (including the mysterious people)
Learn about grenades


You quickly make your way to the hangar. Finally, your all back together. You tell everyone about the strange happenings, and it doesn't take a genius to figure out who's attacking your comrades back at base.
You also take the chance to do some reading. You pick up several useful tips for being effective with grenades.

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. Weapon proficiency +1 MP40. +2 with grenades.

Equipment: 3 Medical supplies. Food for three days. M1 Garand, 30 clips 12 Grenades. Knife. MP40 1 clips (30 rounds). Bandana. Torch



Events: You're all in the hangar, and along with the British you total as twenty two men. You don't have enough ammunition to launch an attack on the docks, but the map of the complex you found is close to your current location. Reynolds suggests that checking it out and equipping the enemies weapons would be the best plan. Others suggest staying in the forest for a while until things calm down, and the people who simply want to follow intel's advice and leave the island are to quiet to say anything.
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Post  Bigkahuna Wed Mar 07, 2012 1:36 am

Roll #59

Shinobody: 6
Draw my Colt, and head to the hangar.
When in, ask for medical help, and possibly some explanation what the hell is going on in here.

After being given one, go where to rest goes (to nearby complex, possibly?)


You flick open your holster, and draw your Colt, feeling its comforting weight in your hand. You limp inside the hangar, and see that it is relatively safe. You call for medical attention, and Talkal walks over. You lie down, and he examines you. It turns out that you have just a minor fracture in a lower rib, which he bandages and advises you how to keep it from hurting.
"Now that that's done, can someone please tell me what the hell is going on here?" Reynolds looks at you, then as though remembering who you are, he explains about the men wearing black, the odd aircraft and weapons, and shows you the map of the complex. Feeling enlightened, you follow 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. 2 German language. Possible broken rib.

Equipment: 2 emergency first aid kits. Food for three days. Springfield silenced (145 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)



Bigkahuna: 5
Minor: Leave our most technical minded men in the aircraft hangar and tell them to see if they can discover any way to operate them. Give them the aircraft documents to do so and orders to contact me if they find anything.

Major: Head to the complex nearby, keeping an eye out for hostiles.


You gather your men, and single out three of the most technical minded, and give them orders to remain in the hangar and see if they can get the aircraft going. Reynolds chimes in:
"We may find ourselves running from the complex requiring immediate exfiltration."
"We'll have a plane ready for you then, only one of us has piloting experience however, so we'll have to take a big one."
"Make sure they're fuelled up and ready then," you say, "and keep in touch, the complex is only a kilometre away."
After you're finished, they get to work immediately. You head off with the others.

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

Equipment: 1 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 25 clips (750 rounds) Colt Browning model 5 magazines (35 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 12 grenades. Torch.



Rulyon: 6
I vote to go for the nearby complex.

While you're all assembled in the hangar, you discuss your next move.
"I think we should head for this complex. It may give us a better idea of who these punks are. And if they're as dangerous as intel says, then we'll want to find out what they're doing." Rowlands seems convinced, Reynolds is all for it, but some of your men look a little apprehensive.
"Look, I know this whole thing is unexpected, It's like living in a bad dream, but we're all completely naive when it comes to these guys, we need to take some risks. And besides, have you seen their weapons?" You manage to force some spirit into your soldiers, and make a mental note to make sure that none of them die on this venture. You hope it's not as much of a stretch as it sounds...

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. Trench gun 92 rounds. 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.



Jamas: 2 (Best first roll ever.)
Minor: Talk to the others of the possibility of being able to research the unknown aircrafts and use it to our advantage.
Major: Head to the nearby complex with others willing to come.


You talk to Reynolds about the possibility of researching the aircraft.
"Sounds like a plan, if you can read Russian. We'll do what we can, but there's no telling what's going to happen. You coming to the complex as well?"
You nod, and follow the others.

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 25 clips (400 rounds) 19 charges, 10 grenades. Knife. Luger 1 magazine (8 rounds). Bazooka 5 rockets. Tokarev 7 rounds.



Its_Crunchtime: 3 (Your action made me lol)
Go with the others to the hangar. Laugh to myself at the thought of losing my BAR, as who needs one when you have a webley?
Keep said webley out and ready, and pop a cap in anyone wearing a uniform like those who had accosted me previously.


You shrug your shoulders, and move on from your BAR, opting for your Webley instead. Making your way into the hangar, you see that everyone is about to leave for some complex thingo.

Skills: 3 strength, 4 stealth +1 stealth when using revolver. 5 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. Webley WG army model revolver (50 rounds). 5 Grenades. 3 Knives. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (730 rounds)



Talkal: 6
Before we go to the complex, try to heal few people.

It seems everyone is preparing for yet another adventure. You get your tools, and start working on anyone who needs working on. From removing bullets, to removing wisdom teeth, you make sure everyone is as fit as possible for the trials ahead.
In fact, I think that deserves a +2 bonus for your NPC comrade buddies.

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. Weapon proficiency +1 MP40. +2 with grenades.

Equipment: 3 Medical supplies. Food for three days. M1 Garand, 30 clips 12 Grenades. Knife. MP40 1 clips (30 rounds). Bandana. Torch



Events: The complex is one kilometre away in a southerly direction. It means crossing the darned airfield, but it seems deserted, and the black Cyclops men are no where to be seen. Map of complex coming soon! But not tonight, because I'm tired.

Map of Complex:
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Post  Bigkahuna Wed Mar 07, 2012 1:39 am

Roll #60

Bigahuna: 1
Minor: Briefly call intel, just to see if their situation is under control.
Major: Head out to the complex, weaving in and out of the craters of the airfield to remain within cover.


You get out your radio and call intel.
"Come in? Command, come in please!" Your words are met with nothing but static. You keep trying all the way to the complex, neglecting to keep a lookout. Finally you hear something. A man's voice, on his last legs by the sounds of things.
"They came and stormed the place. Hundreds of them. They killed everyone, and I'm not far behind. You guys are all we have left."
"Where are you? Over."
"I'm at the camp, hiding under the offices, underneath the ariel."
"How much longer will you be with us?" The voice on the other end laughs and coughs. Reynolds listens with a sombre expression on his face.
"I don't know, but I'll die much quicker if these bastards catch me. Over."
"Just hang in there. We might be able to save you, but we have an enemy base to capture first." This Bridge gets an idea.
"If he has a chance, he should try to contact London, or the SOE."
Rowlands suddenly shoots out an arm and stops you.
"Pay attention! The complex is right in front of you!"

Skills: 3 self defense tactics, +1 covert operations when using Colt. Karbiner 8 shots. Intel awareness, N/A. 4 marksmanship using pistol, 3 using Thompson. Weapon proficiency, +2 when using Thompson. Rolled ankle -1 walking

Equipment: 1 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 25 clips (750 rounds) Colt Browning model 5 magazines (35 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 12 grenades. Torch.



Rulyon: 5
Follow my commanding officer with the Trench Gun at the ready.

You draw your trench gun, and keep it at the ready. One thing about spending so much time on a forested island, is that it's a terrain you're quite used to. You come up upon a black cyclops taking a leak against a tree. You pound a shell into his back, and eject the spent cartridge.
"Beg your pardon, forgot to knock." you mutter.
If anyone gets the refrence, then I will decorate you with awesomeness.

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. Trench gun 92 rounds. 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.



Its_Cruncthime: 1
Flank my allies stealthily, on the look out for anyone looking to ruin my day. If I see any, ruin their day.

You keep to the flank, holding your revolver at the ready. You move through the bush as silently as possible. You hear a twig snap, and whirl around, walking backwards trying to see if anyone's there. You turn back and walk face first into a black cyclops twice your size. You fall back onto the ground, and clap your hand to your mouth. It is then that you realise the enemy is not twice your size, but hanging from a tree, suspended from a black parachute. He's also dead.

Skills: 3 strength, 4 stealth +1 stealth when using revolver. 5 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. Webley WG army model revolver (50 rounds). 5 Grenades. 3 Knives. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (730 rounds)



Shinobody: 6
Follow squad. Be especially on lookout for enemy snipers.

You keep on the lookout for snipers, following the rest of your men. Peering through your scope you see a group of the black cyclops men. Sentries, you figure. It appears, you've found the complex. You alert the others, and the group becomes much quieter, significantly reducing your chances of being seen. You can also confirm that the area is not being watched by snipers.

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. Possible broken rib.

Equipment: 2 emergency first aid kits. Food for three days. Springfield silenced (145 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)



Jamas: 6
Follow the others. Have my M1A1 ready for anyone looking for trouble.

You raise your M1A1 and keep your eye at the sights. Should any enemy find themselves at the tip of your front sight post, they're history.
You take note of the enemy corpses. Both the fresh one with an empty bladder, and the strangled one with an equally empty bladder. You find it strange that these men who are seemingly professionals at their job, are failing so easily.
"Does anyone else think this has been too easy?"

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 25 clips (400 rounds) 19 charges, 10 grenades. Knife. Luger 1 magazine (8 rounds). Bazooka 5 rockets. Tokarev 7 rounds.



Talkal: 6
Go behind the team, getting ready to shoot at enemies.

You too, are unnerved by the ease at which you're moving through the forest. But you are a trained medic, and the bodies appear to be quite dead. You steady your rifle and follow the others. A black figure appears in front of your sights, and you shoot it instinctively. The man drops like a brick, without a single cry.

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. Weapon proficiency +1 MP40. +2 with grenades.

Equipment: 3 Medical supplies. Food for three days. M1 Garand, 30 clips 12 Grenades. Knife. MP40 1 clips (30 rounds). Bandana. Torch



Events:
After your nice short walk, you come upon, well, a hole in the ground, with a hatch and lined with concrete, and guarded by two black cyclops who don't seem to be aware of your presence.
"Not much of a complex, really is it?" mutters Bridge.
"I don't care how big it is. There's an armoury in there with powerful weapons, and offices with valuable information." replies Rowlands.
"Don't get too happy," grumbles Reynolds, "there are probably more of these jerks in there as well." He looks back at you all.
"Ok men, what's the go?"

Map of Complex:
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Post  Bigkahuna Wed Mar 07, 2012 1:41 am

Roll #61

Rulyon: 6
Coordinate with Shinobody and arrange the signal to shoot. Sneak within range with my Colt, and shoot my assigned guard.

If I become aware of my presence being known before I'm within range, change course and lead the sentries away from the team.

Immediately after I shoot, regardless of the success of our plan, freeze and watch for any signs of our presence being compromised.


You decide to use a simple cover, the sound of a snapping twig, as you won't be able to see your men well enough for a visual signal.
You find a well covered spot under a bush, and go prone, holding your pistol. You carefully line up your sights, and place them on the head of the sentry on the right. Out of the corner of your eye, you see Shinobody take the left flank. A few seconds passes. You breathe in, and slowly breathe out again. You hear the signal. You squeeze the trigger of your Colt. The .45 round snaps of and claims the sentry on the right. You see the other one drop in unison.

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. Trench gun 92 rounds. Food for three days. M1 Garand, 14 clips but (95 rounds) Colt Browning model (silenced), 4 magazines (9 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.



Shinobody: 1
To improve bigkahuna's chances of stealth backup, give him my silenced Colt Browning.
Then, synchronised with Rulyon, aim at guard on the left with my Springfield.
At set signal, shoot.


You give Bigkahuna your trusted Colt 1911, then move into the agreed position. Going prone, you place the but of your rifle at your shoulder, and raise the scope to your eye. The image is completely distorted, and you can't make out the reticle at all. You take your eye away, and examine the scope. You look at the front lens and see a big, fat, ugly, crack. You groan, then hear the worst sound in the world. The dull crack of a stick snapping. Rulyon fires off his round beautifully, the remaining sentry barely has time to react before Bigkahuna's reactions kick in. Feeling extremely embarrassed, you get up. Well, at least you have a spare scope.

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. Possible broken rib.

Equipment: 2 emergency first aid kits. Food for three days. Springfield silenced (145 rounds, broken). 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)



Bigkahuna: 4
Minor: Keep quiet to evade detection.
Major: If the sentries are killed, enter the complex, using extreme caution. If not, covertly use my Colt to finish off the sentries (last ditch effort, don't forget my covert ops bonus).


You accept Shinobody's pistol, and ready it. Standing back in the bushes, you wait silently for the others to do their work. You hear the signal.
You hear one shot... bugger. You silently jump from cover, snap off a round into the neck of the remaining sentry.

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

Equipment: 1 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 25 clips (750 rounds) Colt Browning model 5 magazines (35 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 12 grenades. Torch.



Jamas: 4
Follow Bigkahuna closely watching for any sign of movement.

You wait silently in cover with the others. You hear two rounds fired, and move in with Bigkahuna, scoping the area.
"Clear!" you say.

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 25 clips (400 rounds) 19 charges, 10 grenades. Knife. Luger 1 magazine (8 rounds). Bazooka 5 rockets. Tokarev 7 rounds.



Its_Crunchtime: 3
Regroup with the gang, get informed of the plan, and watch the surrounding area so we won't get ambushed.
Adjust my shades.


You gather with the others at a safe distance, and listen to the plan. Bridge selects a stick from the ground and hands it to you. If it wasn't such a tense environment, you'd feel somewhat stupid, but you take the stick and wait for the other two to get into position. You can see Rulyon hiding under a bush, but Shinobody is more obscured. You can see a little movement, and you worry that the sentries might be alerted. Hell with it, you snap the twig. Feeling pleased with yourself, you smile at Bridge, raise your revolver to your shoulder, and adjust your shades.

Skills: 3 strength, 4 stealth +1 stealth when using revolver. 5 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. Webley WG army model revolver (50 rounds). 5 Grenades. 3 Knives. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (730 rounds)



Talkal: 3
Sneak into the complex with the office as a place to get, if I find enemy soldiers, kill them with knife, hide the body, and loot their ammo.

You're assigned with the task of entering the complex after the sentries are dealt with. You whip out your knife, and ready yourself. There seems to be a little confusion over the killing of the sentries, but you don't let that bother you. Rushing to the entrance, you grip the ladder and attempt to slide down, gripping the sides. It sort of works, but you misjudge the height of the ladder, and it turns out to be a good couple of feet shorter than you expect. You buckle your ankle and fall over. You recover yourself, and keep your knife at the ready. You can hear some voices and footsteps.

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. Weapon proficiency +1 MP40. +2 with grenades.

Equipment: 3 Medical supplies. Food for three days. M1 Garand, 30 clips 12 Grenades. Knife. MP40 1 clips (30 rounds). Bandana. Torch



Events:
It looks like the cyclops men don't know you're there. There seem to be a few inside the complex.
"Stay on your toes, we're not done yet," Reynolds reminds you.

Map of Complex:
Bigkahuna
Bigkahuna
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Posts : 1166
Join date : 2011-02-16
Location : United States

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[Archive]World War Roll2Dodge - Page 3 Empty Re: [Archive]World War Roll2Dodge

Post  Bigkahuna Wed Mar 07, 2012 1:44 am

Roll #62

Talkal: 2
Hide in a dark place, if an enemy comes near, and I'm sure that I kill him fast, do it, and hide the body.

You sit back, and hide in the corner of the shaft. Unfortunately, there's not much room to hide. The guards down the corridor seem to have caught a glimpse of you. You hear the footsteps stop, then start again, much faster. You're caught completely off guard, when suddenly a head pokes around into your hiding place. You slam your fist into it with all your might. Apparently it was enough, because the man drops like a stone. You hear another guard calling out, clearly intending to ask the man you've just incapacitated, what is going on.

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. Weapon proficiency +1 MP40. +2 with grenades.

Equipment: 3 Medical supplies. Food for three days. M1 Garand, 30 clips 12 Grenades. Knife. MP40 1 clips (30 rounds). Bandana. Torch



Rulyon: 1
Join Talkal in the facility, keeping my silenced Colt ready for any enemies that show up.

You peer down the shaft at Talkal, who seems to be hiding from someone. Then, you see him punch someone or something out of your view. Satisfied he has the situation under control, you don't hear the urgent speaking inside, and climb down the ladder in full view of another guard, who whips out a pistol, and starts taking pot shots at you.

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. Trench gun 92 rounds. Food for three days. M1 Garand, 14 clips but (95 rounds) Colt Browning model (silenced), 4 magazines (9 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.



Its_Crunchtime: 5
Pick up the two ends of the stick and pocket them. "Hell if I know why I'm doing this." I mutter to myself.

Then wait at the top of the hatch. If I hear anything that sounds like Talkal has been spotted, leap down the hatch, revolver a-blazing.


"Hell if I know why I'm doing this." You pocket the snapped stick, and head to the hatch. You intend to see what Talkal is doing, but Rulyon is in the way. You hear the unmistakable sound of someone having their consciousness forcibly knocked out of them, and then Rulyon goes ahead and climbs right in, unarmed. You stop yourself you yelling out and telling him to stop, then hear the sounds of gunfire. You leap right over the ladder, and Rulyon, and touchdown inside. You bring your revolver up, and acquire your target in a heartbeat, then let rip four rounds, leaving a very ugly scene.

Skills: 3 strength, 4 stealth +1 stealth when using revolver. 5 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. Webley WG army model revolver (46 rounds). 5 Grenades. 3 Knives. Luger 2 magazine (16 rounds). Shades. Sturmgewehr 25 magazines (730 rounds)



Jamas: 3
Stay by Crunchtimes side and when the need arises follow him down the hatch.

You stand beside Its_Crunchtime, and watch the drama unfold. Feeling somewhat like a sheep, you follow him down the hatch.

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 25 clips (400 rounds) 19 charges, 10 grenades. Knife. Luger 1 magazine (8 rounds). Bazooka 5 rockets. Tokarev 7 rounds.



Shinobody: 6
Wield a knife and sneak inside.
Unmount (? Unscrew or whatever would be the word...) broken scope to get silenced rifle. Then, sneak inside.


You unscrew your scope from its mount using your fingernails. The iron sights are still there, and appear to be in a good enough condition. You then head down the hatch with the others. The corridor is clear.

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. Possible broken rib.

Equipment: 2 emergency first aid kits. Food for three days. Springfield silenced (145 rounds, broken). 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)



Bigkahuna: 5
Follow everyone down the hatch, covering them with my Colt if the need arises.

You keep your Colt at the ready, and standby. One by one you start heading down inside. Keeping your eyes to the sights, you scope the corridor. Clear.

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

Equipment: 1 emergency first aid kit. Food for three days. Gewehr 43 (scoped) 25 magzines (250 rounds). Thompson SMG 25 clips (750 rounds) Colt Browning model 5 magazines (35 rounds) 2 cans of pop smoke. Knife. Radio. Aviators. 12 grenades. Torch.



Events:
The six of you are inside, the others outside. Things could have gone worse, but you know you only have moments before people start getting curious.

Map of Complex:
Bigkahuna
Bigkahuna
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Posts : 1166
Join date : 2011-02-16
Location : United States

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