Novalia Roll 2 Dodge
Would you like to react to this message? Create an account in a few clicks or log in to continue.

[Archive]World War Roll2Dodge

2 posters

Page 1 of 3 1, 2, 3  Next

Go down

[Archive]World War Roll2Dodge Empty [Archive]World War Roll2Dodge

Post  mnewton1 Wed Feb 23, 2011 11:13 pm

FRONT PAGE LAST UPDATED: 07 March, 2012
ROLLS LAST UPDATED: 07 March, 2012

Title: World War Roll2Dodge
Author: Frogger5


Players will play American allies, as they move to strike against a small island occupied by the Germans. Players will make up a unit of six, plus Sergeant Reynolds, an event player. Players will be given objectives, and must lead successful assaults, and use their wits to win back the island.

Anything not written in this post, you will most likely find out when the game begins.

Names of players will be their usernames.

Positions in unit available: (First in, first served.)
1 Medic You get to heal people.
2 Field Officer Your in charge of intel, and you have the radio, and the pop smoke.
3 Engineer You have practically memorised the technology section in the War Encyclopaedia.
4 Explosives You get to blow up stuff.
5 Infantry You get a snipers rifle.
6 Infantry You get a squad support rifle.


Note this game will probably be harder than others, and will require initiative, some careful planning, co-operation, and a bit of thinking outside the box. Each player is equipped with a World War Encyclopaedia, which will serve as a vital tool, as it contains all information needed, from speaking german, to learning how to repair Flak guns. Researching things in the Encyclopaedia will be counted as minor actin some turns, I will specify. More of the story will be explained when the game begins.

Rules:

Disclaimer: I am not an expert on history, but I think I know enough to run a game. Some elements will be fiction.

I understand, that the world war may be a touchy topic for some people. If anyone gets offended by the content of this thread, do not post a comment of complaint. Instead, please PM me in a civil and constructive manner. And of course, remember; this is fiction. Characters, and locations are intended to be fiction, and any relations to real life are completely coincidental. It is also important that players be aware, and not post any content that may be too racist.

So! Come aboard a Dreadnaught ship, and lets go win back an island! Very Happy


Last edited by mnewton1 on Mon Feb 28, 2011 1:13 pm; edited 5 times in total
mnewton1
mnewton1
Archivist
Archivist

Posts : 128
Join date : 2011-02-22
Location : Not on my pretty teal horsey.

http://forums.wesnoth.org/viewtopic.php?f=19&t=25274

Back to top Go down

[Archive]World War Roll2Dodge Empty Re: [Archive]World War Roll2Dodge

Post  mnewton1 Wed Feb 23, 2011 11:15 pm

Game Start

You all awake to find yourselves in a hospital bed. Your sight is rather fuzzy, and you have a slight dizziness, but you can detect a slight rocking motion, and remember that you are on a ship.

Your eyes focus and you see a woman in a white robe leave the room. She returns with a man in the uniform of the American army. His name is Sergeant Reynolds, but you can't remember how you know. He smiles seeing that you all awake and speaks.

'Glad to see you guys aren't dead, your awake just in time if you get ready, ill brief you on the way up.' No one moves, or is sure what to do. A look of concern passes onto Reynolds face, he turns to the nurse.
'Are they alright?'
'They might have some slight amnesia from the shock, you'd better try to jog their memories, Sergeant.' Reynolds nods and turns back.
'Your names are, Talkal, bigkahuna, Peterporty, Flamelasher, Foolishballoon, and its_crunchtime. Your a part of a paratrooping unit aboard an American dreadnaught ship, in an unnamed, German occupied island. While we were docking, out ship was struck by an enemy shell, you guys copped the worst of it.' As he talks, you memories begin to come flooding back. You hear a faint boom in the distance, enemy artillery.
'Get your clothes, on we can't stay here, the Germans artillery accuracy is increasing within every minute.'

You each get out of bed, and put on your uniforms. By looking at the different kinds, you can see that Talkal is the unit's medic, bigkahuna the field officer, Peter Porty the engineer, flameslasher being the pyromaniac he is, is explosives operator, and the tough hide foolish balloon and its_crunchtime are wearing, reveals that they are support infantry.

After changing, you leave the hospital and head don the corridors of the ship hearing distant booms all the way. Reynolds briefs you:
'Our primary objective is to reach the docks, on the opposite side of the island where a whole division of German shipping and armour is sitting waiting for our assault. The British tried just a few weeks ago. Unfortunately, none came back. Sitting right in front of the docks, is an airfield, a large battery, which supplies almost all enemy artillery. Anything closer to home, we don't know. Which is what our job is going to be. Originally, we were going to be dropped halfway down the island, for some recon. Unfortunately, our spies believe that the German air makes that too risky. We are going to me moving into the forest, and head for the centre of the island, take out any patrols, and report anything else.'

'Do we have any idea what we might find?' askes Peter Porty. Reynolds shakes his head. 'No ariel recon. we're going in blind.'

You come to a ladder which leads onto the deck, you can hear American speech, and orders, it's a bustle of activity above.

'Sarg, where are our weapons?'

'On the deck. Follow me.'

Players now have a turn that is ruled be events. As you walk up onto the deck, you can talk, study, or whatever.
In this turn War Encyclopaedia study will be a major action.
Talking will be minor.



Skills:

WES: War Encyclopaedia Study. This means that these skills can be studied and improved using the War Encyclopaedia.
mnewton1
mnewton1
Archivist
Archivist

Posts : 128
Join date : 2011-02-22
Location : Not on my pretty teal horsey.

http://forums.wesnoth.org/viewtopic.php?f=19&t=25274

Back to top Go down

[Archive]World War Roll2Dodge Empty Re: [Archive]World War Roll2Dodge

Post  mnewton1 Wed Feb 23, 2011 11:17 pm

Roll #1

You climb the ladder onto the ship's deck. You can see a bustle of activity everywhere. Stretching away from the ship is a temporary pier, already being taken down. The beach is mostly rocky, and fifty metres from the shore becomes forest. The briefing tent has already been taken down and is being packed onto a lorry, maps are being stuffed into pouches, and the few tanks are being gassed up and lubricated. You can see about ten mobile cannons, being you presume the only allied artillery on the island, save the ship. At the end of the pier, officers are standing by stacks of crates giving out weapons to the last units to leave the ship. Captain Rowlands is standing on the shore giving last minute instructions to units.

A shell lands just thirty metres away from the encampment, soldiers gulp, and hurry the pack up. You've only just stepped off the ship when a sailor casts off the line, and gives the order. The ship hastily leaves the dock, to head away from the island where it can't be hit by enemy artillery.

You walk along the pier, to receive your weapons.


Rolling:

Peter Porty: 5
Your reach the officer handing out weapons, and he hands you a a second hand M1 GARAND that seems to be in good nick with 15 clips (120 rounds), and a Colt Browning model 1950 .45 with 4 magazines (20 rounds). 'I like to use these in close encounters.' notes the officer.
He also gives you three hand grenades.
From reading in the WE, you manage to learn about enough German to convince the lower German office that you are a German soldier. Certainly enough to question a German. Sergeant Reynolds nods in approval. 'I'm glad you took the initiative. It will be rather useful.'

Skills: 2 Technology, 1 German Technology. 3 German language.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 15 clips (120 rounds) Colt Browning model, 4 magazines (20 rounds).
3 grenades. Engineering kit. Knife.


Talkal: 3
The officer hands you an old, but freshly repaired and lubricated M1 Garand with 7 clips (56 rounds). He also hands you 8 Grenades.
From reading the WE you learn the basic method of removing bullets, but are unsure if you have the skil, or stomach, to do it in real life.

Skills: 2 Medical. +1 for removing bullets.

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (56 rounds) 8 Grenades. Knife.


its_crunchtime: 2
The officer hands you a Browning Automatic Rifle, it looks familiar because you've used it in the past. It is reliable, but less accurate the most. The officer gives you 10 clips (200 rounds) and advises you to save your ammunition, and use your new Webley WG army model revolver, with 40 rounds, when you can. He also hands you a single grenade.
From reading in the WE you find several handy tips for moving unseen. The problem is, they just don't seem to suit your weapons at all.

Skills: 3 strength, +1 stealth when using revolver.

Equipment: 1 Emergency first aid kit. Food for three days. BAR 10 clips (200 rounds) Webley WG army model revolver (50 rounds). 1 Grenade. Knife.


FoolishBalloon: 6
The officer hands you a brand shiny, freshly lubricated, new Springfield sniper's rifle, with 100 rounds. He also hands you a new Colt Browning model, with 8 magazines of powerful .45 rounds (56 rounds) and 5 hand grenades.
From reading in the WE, you discover loads of quick reload and sniping methods that you've never heard of before. By digesting the text and studying your rifle, you manage to improve you reload time, reaction while firing time, and your aiming agility by a significant amount. No only that, but it also helps you to overcome the accuracy issues on your pistol.
Skills: 3 stealth. 4 Marksman.
Rolling in process, do not post

Equipment: 1 emergency first aid kit. Food for three days. Springfield (100 rounds). Colt Browning model 8 magazines (56 rounds) 5 hand grenades. Knife.


Flamelasher: 6
The officer hand you a fresh M1A1 Carbine with 30 clips (450 rounds) 10 charges and ten grenades.
From reading the WE you learn much about the weak spots in German technology.

Skills: 2 minds and body reactions. 4 Effectiveness against German armour and Aircraft.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 30 clips (450 rounds) 10 charges, 10 grenades. Knife.


Bigkahuna: 4
The officer hands you a Thompson SMG that seems in good enough nick, but lacks accuracy, with 20 clips (600 rounds) an old Cold Browning model with 3 magazines (21 rounds) and three cans of pop smoke.
From reading the WE you discover several difficult but achievable covert ops methods.

Skills: 2 self defense tactics, +1 covert operations when using Thompson.

Equipment: 1 emergency first aid kit. Food for three days. Thompson SMG 20 clips (600 rounds) Colt Browning model 3 mahazines (21 rounds) 3 cans of pop smoke. Knife. Radio.

As you walk over to the captain, you talk:

"Sargent, have you received any message from the British team? Is there a chance some of them are still alive in the island? Did they at least report what kind of equipment the German had on the zone?"

"The original british assault disappeared without a peep, but when the SAS went to investigate, they managed to get a message out before they too disappeared, but not without wiping out more than a third of the whole islands personnel. He said in the message that they'd been caught near the centre of the island where we're headed. The British told us that the radio used was not a model used by them, which means he either stole it from a German officer, or broke into a communications room at a permanent German facility. Probably the latter, seeing as their aircraft was shot down by flak in that area. He was about to get into more detail, before the radio was cut off.

"Sargent, do you know how big is the german army stationing on this island?"

"After the British assault, a lot smaller. The Germans arousing this island as a gas station you could say, supplies and men are running through the docks, and only 30% of the enemy personnel on the island are here permanently. Unfortunately, that hasn't stopped them from getting a healthy amount of aircraft, tanks, and artillery on the island. And while those aren't permanent, there is a persistent amount of them on the island."

"Sarg, once we land, how far is it to the docks?"

"This is a roughly rectangular shaped island about 12 miles long. We landed on the exact opposite end to the docks. German artillery and aircraft can reach us pretty much anywhere on the island, which is why we need to move. The last thing we want to be are sitting ducks."

"What about or provisions and supplies?"

"We have enough for three days, I doubt our mission will last any longer than that. You each have an emergency first aid kit for stopping blood and other small bits and bobs."

Bigkahuna begins to take not of supplies and reports it to intelligence in the radio. Your unit then approaches Captain Rowlands:
"Captain, we're ready to go now," says Sergeant Reynolds.
"OK guys, stick together, look after each other, and good luck."
"Alright, guys! Lets move!"

And with that, you head into the forest. The booming of enemy artillery disturbs the silence every few moments. Sergeant Reynolds calls everyone on semi alert.
"It's unlikely that we'l come apon a german patrol just yet, but be ready to run at a moments notice."
You head deeper into the forest, heading for the centre of the island.

You have been walking for about an hour when a shel strikes alarmingly close to your unit.Reynolds frowns.
"It seems that they are suspecting our advance stick together, and move quickly." The artillery continues to pound alarmingly close to your unit. Reynolds begins to sweat slightly.
"It's exactly how I thought it would be, first they'l try to flatten us with their artillery, then they'l stop that and send out their patrols to clean up. We need to be as close to the centre of the island as possible, save the centre itself, when that happens! MOVE!"

Turns are no longer ruled by events. Good luck. Very Happy
mnewton1
mnewton1
Archivist
Archivist

Posts : 128
Join date : 2011-02-22
Location : Not on my pretty teal horsey.

http://forums.wesnoth.org/viewtopic.php?f=19&t=25274

Back to top Go down

[Archive]World War Roll2Dodge Empty Re: [Archive]World War Roll2Dodge

Post  mnewton1 Wed Feb 23, 2011 11:19 pm

Roll #2

Bigkahuna: 4

You manage to gather some of your comerades together, but then Reynolds reminds you that, "All enemy artillery is coming from a battery miles from here!" yelling over the noise, "Once we scout the centre of the island, we will be able to assault the battery, but for now, just stick together, and don't die!"

Skills: 2 self defense tactics, +1 covert operations when using Thompson.

Equipment: 1 emergency first aid kit. Food for three days. Thompson SMG 20 clips (600 rounds) Colt Browning model 3 mahazines (21 rounds) 3 cans of pop smoke. Knife. Radio.



Foolishballoon: 3

You try to read while running, everything your looking for is written there on the page, but a shell strikes just a couple of metres from you throwing you to the ground. Sergeant Reynolds picks you up, and you both run to catch up with the unit.
Peter porty can barely hear you over the noise, but eventually you get the point across. He talks you he can't do it now, but will try later. (If Peter porty agrees to do the action).

Skills: 3 stealth. 4 Marksman.

Equipment: 1 emergency first aid kit. Food for three days. Springfield (100 rounds). Colt Browning model 8 magazines (56 rounds) 5 hand grenades. Knife



Talkal: 6

Your moving dangerously far away from the rest of your unit, but you find a series of Boulders which cover you for the duration of the artillery strike.
It seems you have a natural talent for reading while running. You find methods for healing broken bones that are detailed enough to be ready at pretty much every situation that demands it.

Skills: 2 Medical. +1 for removing bullets. +5 for healing broken bones.

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (56 rounds) 8 Grenades. Knife.



its_crunchtime: 6

Your follow Bigkahuna and flamelasher, lucky you did too. You prevent them from being pulverised by the artillery.
Your keep on the lookout for any hostiles, you must have done a good job, because none turn up during the strike. Sergeant Reynolds sees what your doing and sighs in relief.

Skills: 3 strength, +1 stealth when using revolver. Temporary skill: On the lookout, Awareness of enemy increased by 3 for the next turn.

Equipment: 1 Emergency first aid kit. Food for three days. BAR 10 clips (200 rounds) Webley WG army model revolver (50 rounds). 1 Grenade. Knife.



Peter porty: 4

You follow the other two blindly, and nearly suffer for it. Luckily, its_crunchtime was there on time to stop you from being killed.
All that you manage to decipher from the WE, are some tips on sneaking up on people, and killing without being seen. Putting them into practise will be even more difficult.

Skills: 2 Technology, 1 German Technology. 3 German language. 2 Ability to silent kill when using knife, or silenced Colt.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 15 clips (120 rounds) Colt Browning model, 4 magazines (20 rounds).
3 grenades. Engineering kit. Knife.



Flamelasher: 5

You run to the top of a hill, where you can see a series of smoke trails coming from a clearing miles away. Reynolds was right, the battery will have to wait. In anger you hurl a grenade as far as you can, luckily, you forgot to pull the pin out, so it doesnt blow. Reynolds shakes his head at your stupidity at wasting a grenade, and Bigkahuna arrives with Flamelasher and beckons you off the hill.

Skills: 2 minds and body reactions. 4 Effectiveness against German armour and Aircraft.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 30 clips (450 rounds) 10 charges, 9 grenades. Knife.



Events:
After what feels like hours of running, the artillery stops. Reynolds pulls you all to a stop and gathers you around.
"Field officer, we need to contact intel, and keep them updated on events, that way if we need their help, they can give it too us- hey, its_crunchtime, what are you-?" Its crunchtime is silently signaling to eveyone, and pointing. Sergeant Reynolds nods, and Readies his Thompson.
"It looks like the facility in the centre of the island has sent out some patrols, we got one coming this way. Stay low, and quiet, until they're in range."
mnewton1
mnewton1
Archivist
Archivist

Posts : 128
Join date : 2011-02-22
Location : Not on my pretty teal horsey.

http://forums.wesnoth.org/viewtopic.php?f=19&t=25274

Back to top Go down

[Archive]World War Roll2Dodge Empty Re: [Archive]World War Roll2Dodge

Post  mnewton1 Wed Feb 23, 2011 11:21 pm

Roll #3

its_crunchtime: 4 (ruled by events Twisted Evil (evil gammaster look)
You manage to find some poor cover, closest to the enemy, but it'll do for now. You quickly read up on marksmanship, and manage to find some tips. No sooner do you do that, when When eight Germans burst fourth and open fire with bolt action rifles, and MP40's. You fire your revolver at the German nearest to you with an MP40, he falls to the ground in pain, you reach for your BAR but then the German beside him notices you, and shoots you in the leg with his rifle. You fall to the ground and cry out in pain. Two Germans rush over, ducking under the crossfire, lift you under the armpits, and drag you away. To helpless in pain to stop them, they drag you until the gunfire sunds distant, and search you, taking all you equipment except your food. They look at your WE trying to figure out what it is. Then one of them laughs and shoves it into your hands, thinking its a bible. They both mutter some words a chuckle a little, then picking you up again, thay drag you away, heading for the centre of the island.

Skills: 3 strength, +1 stealth when using revolver. 1 Marksmanship. Injured and captured: -3 for everything, -5 for walking.

Equipment: WE. Food for three days.



Flamelasher: 4
You quickly flip through the pages of the WE and find a few specifics on using your charges. You don't have time to read further, because eight Germans appear, and open fire. You hurl a grenade into their midst. It blows injuring one German, and killing another. You throw another, this time the target sees it, and throws it back. It blows in midair, a piece of shrapnel slashing the German's cheek open.
You return fire with your M1A1 Carbine, and eventually you and the rest of your unit take down the remaining Germans. It is not until then, that you realise its_crunchtime is missing.

Skills: 2 minds and body reactions. 4 Effectiveness against German armour and Aircraft. 2 explosive effectiveness.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 10 charges, 7 grenades. Knife.



Bigkahuna: 6
You research marksmanship to a great result. With these new tips, you can become very effective with your pistol, and even slightly better with your Thompson. You then army crawl to some nice thick bushes and a good high thick rock. The Germans arrive, and you immediatly stand up and let rip with your Thompson, forcing the Germans to cover allowing Sergeant Reynolds and Peter porty to take out one German each. You then see its_crunchtime get hit by s shot and get dragged away by two germans. You consider firing at them, but decide it's too dangerous. Luckily, Sergeant Reynolds also noticed. You manage to help the other take out the remaining Germans, but by the time you do, its_crunchtime is out of sight.

Skills: 2 self defense tactics, +1 covert operations when using Colt (I know I said Thompson before, but I meant to say Colt sorry).

Equipment: 1 emergency first aid kit. Food for three days. Thompson SMG 18 clips (540 rounds) Colt Browning model 3 mahazines (21 rounds) 3 cans of pop smoke. Knife. Radio.



Foolishballoon: 2
Your rifle is ready, but your too busy racing around looking for cover to fire it. Your still looking when the Germans arrive and open fire. You hit the dirt, still managing to survive, then you see a patch of long grass and lunge for it. Suddenly, a grenade is in the air in front of you and explodes. A German cop some of it, but a piece of shrapnel embeds itself in your shoulder preventing you from re emerging and firing. So, you lie in pain, and wait until the firing stops, then you go and search the dead bodies. You find: 2 MP 40s, 1 Luger pistol, 4 Karbiner bolt action rifles. None have very much ammunition at all. The uniforms are torn, but fixable, although a bit bloody. You also find identifications for six of the Germans, all but two are too bloodstained for use. Wait on, you realise, only six Germans? You were attacked by five! Then you realise its_crunchtime is missing.

Skills: 3 stealth. 4 Marksman. Shoulder injury, -1 for non preferred hand use.

Equipment: 1 emergency first aid kit. Food for three days. Springfield (100 rounds). Colt Browning model 8 magazines (56 rounds) 5 hand grenades. Knife



Peter porty: 6
You look up marksmanship in the WE and realise what you've been doing wrong all this time. Now your accuracy has improved a commendable amount on your Garand, and even a bit better on you Pistol. You find a perfect source of cover: a tall rock with a dent to insert your rifle, and log across the top protecting your head. You would fire straight off, but your distracted by the disappearance of its_crunchtime. The other do a good job on the Germans, and the remaining German is yours.

Skills: 2 Technology, 1 German Technology. 3 German language. 2 Ability to silent kill when using knife, or silenced Colt. Marksmanship 2 (When using M1 Garand.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 15 clips but (118 rounds) Colt Browning model, 4 magazines (20 rounds).
3 grenades. Engineering kit. Knife.



Talkal: 3
You manage to find the right section in the WE, but the noise is so loud, you cant digest it properly.
You then realise that your cover is adequate to protect you, but there is no safe place to fire from.
(I DID actually write up your roll, but for some reason, it didn't copy probably and so didn't show in the post.)


Skills: 2 Medical. +1 for removing bullets. +5 for healing broken bones.

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (56 rounds) 8 Grenades. Knife.



Events:
Reynolds voice rings out; "Everyone gather around!"
"Sarg!" says Peter porty, "they have its_crunchtime! They're taking him to the facility in the middle of the island!"
"I know, and I plan to go after him. Medic! Patch up Foolishballoon as we go! Field officer! This is why you need to report in to intel, that way they can keep track of us, and help up when needed, do it now!"
(When you report in, an intel alert skill appears, which is how effective intel can be at your current position. It is not done automatically, it has to be done in your action. Using minor or major actions for this will make it more effective respectively.)

"Now lets head off! We have a support gunner to rescue!"
mnewton1
mnewton1
Archivist
Archivist

Posts : 128
Join date : 2011-02-22
Location : Not on my pretty teal horsey.

http://forums.wesnoth.org/viewtopic.php?f=19&t=25274

Back to top Go down

[Archive]World War Roll2Dodge Empty Re: [Archive]World War Roll2Dodge

Post  mnewton1 Thu Feb 24, 2011 12:28 pm

Roll #4

Talkal: 4
Major - Heal FoolishBalloon
Minor - Follow others


As you follow the others, you manage to remove the piece of shrapnel from Foolishballoon's shoulder, and stop the flow of blood. But it still hurts a bit when he puts his arm under strain.

Skills: 2 Medical. +1 for removing bullets. +5 for healing broken bones.

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (56 rounds) 8 Grenades. Knife. MP40 2 clips (64 rounds).



Foolishballoon: 3
Major - use my undamaged hand to read in the WE to get one with my sniper. (Getting better)
Minor - Eat a small portion of my food (it's necessary for me too heal faster.) Dont use my damaged arm, and be still so It's easier to heal me. If I got their equipment, share it with my mates and take some Sniperbullets if there are.


Talkal does his stuff on your shoulder, and your are relived of much pain. If hurts a bit when you put it under strain, so you decide not to use it much. Unfortunately, the forest seems to be demanding it in return for a fast pursuit of your comrade. You eat enough food to keep you going, and that seems to help. You hand out the German weapons. There is almost no ammunition for them, but they should help if you need to disguise yourselves. Unfortunately, the Karbiner bullets don't work with your springfield, but you find a German scope that should come in handy should your's break. You begin reading in the WE, and manage to read up on a few more tips, before the pain gets too distracting.

Skills: 3 stealth. 5 Marksman (should you get 1 more, your sniping actions will be an automatic success). Shoulder injury, -1 for non preferred hand use.

Equipment: 1 emergency first aid kit. Food for three days. Springfield (100 rounds). Colt Browning model 8 magazines (56 rounds) 5 hand grenades. Knife. MP40 1 clip (32 rounds).



Flamelasher: 1
Minor: Follow others.
Major: Read about shrapnel.


You struggle to keep up with the other, much to Sergeant Reynolds annoyance, because you too busy trying to find information about shrapnel. After a while you give up, and race to catch up to the others. Unfortunately, you missed out on receiving a decent weapon form Foolishballoon, who gives you a luger with only 1 magazine.

Skills: 2 minds and body reactions. 4 Effectiveness against German armour and Aircraft. 2 explosive effectiveness.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 10 charges, 7 grenades. Knife. Luger 1 magazine (8 rounds).



Bigkahuna: 2
Major: Report to base/intel: "Fox Delta 9, we are at Code Orange. We've been attacked by an ambushing patrol and crunchtime has been taken. Heading out to the facility in the center of the island. Do we have any intel?"
Minor: Dodge and Weave with the rest of my group towards the center of the island, keeping out of sight and hopefully following crunchtime.


"Fox Delta 9, we are at Code Orange. We've been attacked by an ambushing patrol and crunchtime has been taken. Heading out to the facility in the center of the island. Do we have any intel? Over."
"Copy that Fox Delta 9. Be advised, a mass enemy gathering is stationed North of your position [The island runs East to West] do not head North, I repeat, do not head North. Proceed East the islands centre. Do you copy? over."

"We copy. Anything else? Over."
"We believe Charlie Company is East of your position, near the showground [Code word for the centre of the island] meet them there, and rescue your comerade. Over and out."

You follow the others, losing track of where your heading slightly, but you equipment is telling you that your on course. Foolishballoon walk over to you and hands you a Karbiner with 8 shorts.

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

Equipment: 1 emergency first aid kit. Food for three days. Thompson SMG 18 clips (540 rounds) Colt Browning model 3 mahazines (21 rounds) 3 cans of pop smoke. Knife. Radio.



Peter porty: 4
Minor: Take the clothes of one of the German soldiers and wear it.
Major: Loot all the bodies completely, taking weapons, ammo, tools, grenades; anything FB didn't take, and ask if he could give me one of the weapons; he doesn't really need 4 rifles plus several pistols. Also take one of the IDs.


You change into the best looking German uniform, though it stil has some suspicious looking holes in it, and pocket the least bloodstained ID. You get your hands on 2 more grenades, and you now have three more knives. Your disappointed to find that Foolishballon can only spare you a falling apart Karbiner with 6 rounds.

Skills: 2 Technology, 1 German Technology. 3 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 2 (When using M1 Garand. -1 when using karbiner.)

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 15 clips but (118 rounds) Colt Browning model, 4 magazines (20 rounds).
5 grenades. Engineering kit. 4 Knives. Karbiner (poor condition) 6 rounds)



Its_crunchtime: 2
Major: Read my WE (Because I can do that while being dragged!) about quickly and gruesomely killing people with my bare hands.
Minor: Chuckle to myself evilly while reading and put on some cool shades.


You leg is numb, and your really pissed off. So you read up on hand to hand combat methods to let of some steam. Unfortunately, you don't own any shades, but your reading glasses missing one lens will have to do (though you don't actually need them to read). One of the Germans gets nervous seeing you chuckling evilly and knocks off your glasses which fall onto the ground. You punch him in the face, the other German then kicks your leg screaming back to life, and binds you hands behind your back, forcing you to walk with an MP40 pressed to your back. But, it was not in vain, your reading glasses are labled with your fathers name (Until_crunchtime), And should you unit spot the glinting gold frame, they will be able to pick up the trail easier. This time, you decide not to start chuckling.

Skills: 3 strength, +1 stealth when using revolver. 1 Marksmanship. Injured and captured: -3 for everything, -5 for walking.

Equipment: WE. Food for three days.



Events:

You move swiftly and somewhat silently through the forest. Your all focused and aware, then Peter porty stops and signals everyone over. In his hand are a pair of reading glasses, with one lens missing. Written on the side is, Until_crunchtime. Peter porty smiles.
"Sarg! I think we're on the right track!" Reynolds nods.
"Looks like we may be catching up. Look out for Charlie company as you walk, and be careful of landmines, and patrols."
You walk on, feeling encouraged, then Reynolds stops and puts out his arm. You all crouch down to listen.
"Three Germans up ahead, heading to the facility. We can either follow them silently, which is what I'm inclined to do, or we can question them. But we wont have time for torture. Sorry Talkal. The reason I dont want to question them is, that I don't want to atract attention to us, and they may not know of its_crunchtime's capture."

Uncaptured players must now vote as well as post their action. If their action does not abide with the decision, then they must change their action, or I will do my best to change it fairly tomorrow. Consider Reynolds vote in as well.

Its_crunchtime. Your captors and you take a brief rest. Their packs lie on the ground, and in a flimsy strap on the back of one of them, are your supplies. One of them goes to take a leak, the other is busy smoking. You decide to risk it. You kick away the bundle as silently as you can until it is no longer in view. If you get rescued, its better use your own weapons than stolen German ones.
However you realise that you have hidden the bundle way out of view. It is not quite as likely that they will find your weapons as they perhaps would with your glasses. A German returns and sees you walking around looking suspicious. He claps you over the head and yells something, then you start moving again. Unfortunately, they are smarter than you thought. And soon find the bundle. Feeling smug, they march you on.
mnewton1
mnewton1
Archivist
Archivist

Posts : 128
Join date : 2011-02-22
Location : Not on my pretty teal horsey.

http://forums.wesnoth.org/viewtopic.php?f=19&t=25274

Back to top Go down

[Archive]World War Roll2Dodge Empty Re: [Archive]World War Roll2Dodge

Post  mnewton1 Fri Feb 25, 2011 3:03 am

Roll #5

Pre-events:

After a quick discussion, you decide to remove two of them, and interrogate the third.

Flamelasher: 1
Major: Research about how to do more damage with shrapnel.
Minor: Follow others.
Vote: Kill two, interrogate one


You try to do some research for the second time, only to be tappen on the shoulder by Sergeant Reynolds and pushed on. Angrily you follow the other and keep quiet.

Skills: 2 minds and body reactions. 4 Effectiveness against German armour and Aircraft. 2 explosive effectiveness.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 10 charges, 7 grenades. Knife. Luger 1 magazine (8 rounds).



Talkal: 1
Major - Learn how to use M1 Garand
Minor - Follow others and ready M1 Garand


You also try reading up on weapon advice, and also get told to shove on.
Grudgingly you move with the others, and begin fumbling around with your M1 Garand trying to get it ready. Reynolds gives up on you and gives the job to Foolishballoon.


Skills: 2 Medical. +1 for removing bullets. +5 for healing broken bones.

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (56 rounds) 8 Grenades. Knife. MP40 2 clips (64 rounds).



Bigkahuna: 2
Minor: Tell the group about the intel and head east while keeping sight of the trail.
Major: Read in the WE about... extraction operations...?


You briefly tell the others of the current situation, then your shushed by Reynolds. So, to pass the time your read up on extraction missions, some things could be helpful, but apart from that the rest is virtually unachievable in these circumstances.


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

Equipment: 1 emergency first aid kit. Food for three days. Thompson SMG 18 clips (540 rounds) Colt Browning model 3 mahazines (21 rounds) 3 cans of pop smoke. Knife. Radio.



Peter porty: 4
Major: Read the WE about psychology, if I have time, read further on interrogation and torture.
Minor: Take cover and always go by Reynold's side.
Vote: Kill them.


You begin reading about psychological weaknesses that may help with interrogation. You something moderately useful, and hope its enough to make this German talk. You stick with Reynolds as he heads around the clearing into the flanking position. He asks you for a piece of cloth, you give him one, getting an idea what what your unit is about to attempt.

Skills: 2 Technology, 1 German Technology. 3 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 2 (When using M1 Garand. -1 when using karbiner.) 1 war psychology.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 15 clips but (118 rounds) Colt Browning model, 4 magazines (20 rounds).
5 grenades. Engineering kit. 4 Knives. Karbiner (poor condition) 6 rounds)



Its_crunchtime: 3
Major: Attempt to loosen my bonds by twisting my arms, flexing my wrists, etc. And attempt to recall my knowledge of hand to hand combat that my father, Until_Crunchtime, taught me when I was 11.
Minor: Begin insulting the Germans in every language I know. I don't know German.


You twist and writhe, forgetting that one of the Germans is behind you pointing a MP40 at your back, luckily, he doesn't notice. Unfortuantly, your too late to escape. You finally arrive at the centre of the island and see the facility with your own eyes, you see a concrete gate, with barbed wire fences, looking at the sky, you can see nightfall approaching. You walk down the road leading to the gate. The guards at the gate approach you and your captors. By now your swearing at them in English, French, and Russian. All the allied languages that you spent weeks learning in case of a rendezvous with the allies. The Germans talk for a while, until they hear a work they recognise. Your busy calling them complete cr** head as**le bastards when one of them swings the but end of his rifle and knocks you unconscious.

Skills: 3 strength, +1 stealth when using revolver. 1 Marksmanship. Injured and captured: -1 for everything, -3 for walking.

Equipment: WE. Food for three days.


Foolishballoon: 4
Major - Read in the WE to get my Marksman skills better (Auto succes FTW )
Minor - Hide in the forest, but keep the enemis in sight

Shoot the left German in the head. If i bring him down at once, use my fast shooting and fast reload skills to pick the other(s) down. "Guys, take the other out. Do it fast, and aim for head or heart so they can't scream and alarm all Germans"


You finish the last page in the marksmanship chapter, and everything becomes clear. You slither forward in the grass, its seems loud, but the Germans don't seem to notice. You put the scope of your springfield to your eye. You have a clear shot at all of them. They are taking a short break in a clearing up ahead. As agreed, Sergeant Reynolds has singled out one of them and is waiting by the side of the clearing with a piece of cloth for gaging. You both nod to say your ready. You look back in the scope and wait for the right moment. Ally our comrades are completely silent, watching and waiting. Then everything happens at once. When the two expendable Germans are looking away from the target, Reynolds leaps out, and wraps the cloth around the targets mouth. An instant later you take a deep breath and shoot one in the head, in half a second you have already drawn the bolt, and shot the other German. No bullet holes or bloodstains on their uniforms this time. The others all hurry into the clearing and gather around the captive.

Skills: 3 stealth. 6 Marksman (should you get 1 more, your sniping actions will be an automatic success). Shoulder injury, -1 for non preferred hand use (ending next turn).

Equipment: 1 emergency first aid kit. Food for three days. Springfield (97 rounds). Colt Browning model 8 magazines (56 rounds) 5 hand grenades. Knife. MP40 1 clip (32 rounds).



Events:
You gather around the gagged, bonded, and blinded German in the clearing, while Peter porty demans information and threatens him with his Colt. After a few minutes the German gives in and tell you where to head, and how to get there. You are all so excited, that you forget to ask him what the facility actually is. You leave him there, tied to a tree, and head off. Reynolds looks up.
"Nightfall. Good thing we're nearly there."
"Good indeed comerade." An American Sergeant appears out of a nearby bush holding his Thompson aloft, as a sight of peace.
"You must be Sergeant Reynolds, I'm Sergeant White. these are Privets, Johnson, Ripley, Adams, Scott, and Roberts." Reynolds introduces you all.
"Is this the centre of the island?"
"Yes. The facility is in a clearing just 300 feet away."
"What is it?"
"POW camp." You all look at each other in surprise.
"Not just a POW camp though, it also supplies troops, medical supplies, weapons, fuel, all that stuff. But it's main use now is for imprisoning POWs. We saw your guy come through here just a few minutes ago. They knocked him out, and took him away. I suppose you'l be wanting to break him out."
"We have received command from intel to do so. We were also told that you would be here," says Bigkahuna.
"Good, because we lost our radio." No point in beating around the bush, lets get around to debriefing, we could even rescue your man tonight."
You all nod, and follow Sergeant white.

Debriefing. IMPORTANT:

Its_crunchtime events:
The first thing you see when you awake, are the tell-tale bars, and concrete walls and ceiling. A man is sitting on your bed, examining you. You hear his English accented voice whisper excitedly:
"Hes awake! The yank is awake!" Your eyes come into focus. He is a tall black hared man wearing an SAS uniform.
"Alright there mate?" He offers a water bottle, which you gratefully accept and drink heavily. You look out the frond of your cell, and are surprised to see all the other cells containing at least one brit, all looking at you curiously.
"Speak to me mate, whats your name?"
"I'm its_crunchtime, I'm from a paratrooper unit somewhere around this area, I was captured by a patrol." You try to stand up, but your neck protests otherwise.
"I'm Bridge, Major Bridge. Your at the centre of the island, and your going to be alright. These fellas in the other cells are British army, and SAS guys." You sit up ignoring your neck, and then stand. The cell is tiny, and there is only one bed. You can see one German guard, and hear another sleeping on the job out of sight. The other looks too bored to care about the talking. You decide to risk it.
"My unit will be following me, they'l make an attempt to get us out of here." The prisoners look up hopefully. All of them are still wearing their uniforms, a few have some bandages on arms and legs or wherever.
"Thats great news, we're all sick of being here, I'd love to show those Germans, even if we have to use their own weapons, or no weapons at all." The others nod in agreement, you smile.
"By the way, we saved you some food. It's not much, but an escape attempt takes energy." You shovel down the vegetables and soup suddenly ravenous, then you begin to feel sleepy and start developing a headache. White insists that you have the bed and use all the covers, and promises to wake you at any sign of fellow Americans. Feeling grateful to see some friendlies, and slightly humoured by their British humour, you fall asleep.
After a few hours you awake.
Now post actions as usual.
mnewton1
mnewton1
Archivist
Archivist

Posts : 128
Join date : 2011-02-22
Location : Not on my pretty teal horsey.

http://forums.wesnoth.org/viewtopic.php?f=19&t=25274

Back to top Go down

[Archive]World War Roll2Dodge Empty Re: [Archive]World War Roll2Dodge

Post  mnewton1 Sun Feb 27, 2011 11:48 am

Roll #6

Pre events:
You all huddle around the map, planning, deciding, until you have a simple and workable plan. The wait for darkness is a nervous one. Despite everything, your still unsure what you'l be doing and how the whole things going to turn out. Reynolds is on the radio to Captain Rowlands, and is pacing around.


Its_crunchtime: 5
Major: Read up on martial arts in my WE.
Minor: Talk to my new, British friends!


You talk to your new British friends as much as you can and learn a lot. Then you get bored, and start trying to pick the lock. At first you don't try, but then you give it your best until you hear the click of freedom. You alert the others quietly, your filled with excitement as you slowing and quietly inch the barred door open. Now lets just hope your martial arts skills don't fail you.

Skills: 3 strength, +1 stealth when using revolver. 1 Marksmanship. Injured and captured: -1 for everything, -3 for walking. 3 martial arts.

Equipment: WE. Food for three days.



Peter porty: 6
Major: Read further about psychology and interrogation.
Minor: Ask to the other team if the found extra weapons, ammo or anything useful.


You read further about psychology, and find some very useful facts and tips, you now can see how German solders think, and what goes through their minds in the war. You ask the other unit about extra weapons and such. You can see that they only have their own weapons, but they also have some cleaner uniforms and IDs which could come in useful.

Skills: 2 Technology, 1 German Technology. 3 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 2 (When using M1 Garand. -1 when using karbiner.) 5 war psychology.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 15 clips but (118 rounds) Colt Browning model, 4 magazines (20 rounds).
5 grenades. Engineering kit. 4 Knives. Karbiner (poor condition) 6 rounds)



Talkal:5
Major - Read about M1 Garand in WE
Minor - Eat a bisquit while following others.


You read up about moving more stealthy in the WE and find some very useful information. With a silenced pistol, you could be very effective.
You go back to the tree where your captive is tied. Or should I say, was tied. You swear and run back to the others. You have to warn them and start the assault on the facility, before your cover is blown.


Skills: 2 Medical. +1 for removing bullets. +5 for healing broken bones. 4 stealth.

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (56 rounds) 8 Grenades. Knife. MP40 2 clips (64 rounds).



Flamelasher: 3
Minor: Follow others.
Major: Research how to do more explosive damage.


You stick with the others and help them observe and plan the assault.
You research about explosive damage, but don't find anything particularly ground breaking. (hehe I just made a joke.)

Skills: 2 minds and body reactions. 4 Effectiveness against German armour and Aircraft. 3 explosive effectiveness.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 10 charges, 7 grenades. Knife. Luger 1 magazine (8 rounds).



Foolishballoon: 3
Major - Research stealth. Mostly in trees.
Minor - Put my sniper bullets somewhere on me so i can grab them even faster for even faster shooting, and look after a good tree at the North side af the base so I have good overview=Better sniping


You research stealth, only to find that it mostly counts on using a silenced pistol and knives.
You look for some better places to keep your bullets, but you don't have time to get used to them, so you stick with your old ones.

Skills: 3 stealth +1 when using silenced pistol or knife. 6 Marksman (should you get 1 more, your sniping actions will be an automatic success). Shoulder injury, -1 for non preferred hand use (ending next turn).


Equipment: 1 emergency first aid kit. Food for three days. Springfield (97 rounds). Colt Browning model 8 magazines (56 rounds) 5 hand grenades. Knife. MP40 1 clip (32 rounds).


Bigkahuna: 1
Major: NOW read in the WE about extraction operations.
Minor: Get undercover.


You try reading about Extraction operations again, but your constantly distracted by Reynolds mutterings, and you still can't find it in the WE.
You try to find some cover to lookout, and accidentally kick a stick onto a landmine which blows in your face giving you a mild but painful burn. You hear Germans shouting and alarms going off. Reynolds rushes up to you with the others.
"Well, we might as well get into action now. Grab your things, Its_crunchtime is waiting."

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

Equipment: 1 emergency first aid kit. Food for three days. Thompson SMG 18 clips (540 rounds) Colt Browning model 3 mahazines (21 rounds) 3 cans of pop smoke. Knife. Radio.



Events:
You rush back to your clearing, and grab your weapons loading and locking on the way. Talkal bursts in.
"Our captive has escaped!" Reynolds nods.
"Lets move. This opportunity is to good to miss, we're going ahead, and rescuing our buddies. Lets get in there, and move!" This is it. With your hearts racing, you move through the trees and approach the facility.

You guys are on your own now. Good luck.
mnewton1
mnewton1
Archivist
Archivist

Posts : 128
Join date : 2011-02-22
Location : Not on my pretty teal horsey.

http://forums.wesnoth.org/viewtopic.php?f=19&t=25274

Back to top Go down

[Archive]World War Roll2Dodge Empty Re: [Archive]World War Roll2Dodge

Post  mnewton1 Mon Feb 28, 2011 1:12 pm

Roll #7

Its_crunchtime: 6
Major: Sneak up on one of the guards, making sure that I won't be spotted by anyone, and incapacitate or kill the german with my martial arts skills.
Major: Whisper to my British freinds to have one cover me, while the rest take up positions by the door.

You open the door, and sneak quietly to the guard in the corner, who is asleep. Quick as a flash, you bash him on the back f the next, and on the temples, making him stone dead. Bridge gives you the thumbs up and silently strangles the guard at the gate of the prison area. He then nabs the keys and releases the others. You whisper for them to cover you as you head for the gate out of the prison area. Bridge follows and you devise a signal for the others to follow. Luckily, your leg seems to be holding out well.

Skills: 3 strength, +1 stealth when using revolver. 1 Marksmanship. Injured and captured: -1 for walking. 3 martial arts.

Equipment: WE. Food for three days.



Peter porty: 6
Major: Do.... Whatever the hell Foolish wants me to do... That palisade thing.
Minor: Scratch my head; "Why the hell am I doing this again?".

You don't get far before you find a perfect line of rocks far away enough from your clearing. And the Germans don't seem to be finding you. "Why the hell am I doing this again?" Reynolds just laughs.

Skills: 2 Technology, 1 German Technology. 3 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 2 (When using M1 Garand. -1 when using karbiner.) 5 war psychology.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 15 clips but (118 rounds) Colt Browning model, 4 magazines (20 rounds).
5 grenades. Engineering kit. 4 Knives. Karbiner (poor condition) 6 rounds)



Bigkahuna: 1
Minor: If PeterPorty is successful making the pallisade and the Germans aren't rushing us: Hide behind the pallisade and aim my Thompson at the Germans. If PeterPorty is NOT successful in making the pallisade or the Germans are rushing us: get behind some good cover and aim my Thompson at the Germans.

Major: Let fly with my Thompson once they get into range (AND PAY ATTENTION).

You decide to follow Peter porty, but have lost him. And you have no palisade to hind behind at all, unless trees count as a palisade. You gulp, and run like hell, the wrong way. The Germans spot you, and open fire. The problem is, you cant find good enough cover to return fire. You've lost your unit, and the Germans are closing in. A shot rips through your earlobe, you cry out in pain giving yet another clue to your whereabouts.

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

Equipment: 1 emergency first aid kit. Food for three days. Thompson SMG 18 clips (540 rounds) Colt Browning model 3 mahazines (21 rounds) 3 cans of pop smoke. Knife. Radio.



Talkal: 4
Minor - Get cover (again)
Major - Learn how to shot accurate with M1 Garand

You run for cover, ducking behind the wall of rocks that Peter found. You quickly read up on M1 Garand accuracy, and find some things that are moderately useful.

Skills: 2 Medical. +1 for removing bullets. +5 for healing broken bones. 4 stealth. 2 marksman ship with Garand.

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (56 rounds) 8 Grenades. Knife. MP40 2 clips (64 rounds).



Flamelasher: 3
Major: If they rush us, blow 'em up.

You would love to plant some bombs somewhere, but can't find a good spot. So instead, you follow the others to the rocks.

Skills: 2 minds and body reactions. 4 Effectiveness against German armour and Aircraft. 3 explosive effectiveness.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 10 charges, 7 grenades. Knife. Luger 1 magazine (8 rounds).



Foolishballoon: 6
Major - If they come rushing to us, then find a epic tree and snipe them one after another. If they don't, find an epic tree and take out the watchtowers and the guards. Then shoot the explosives from flame or the surviving enemies i can see.
Minor - Shoot a landmine far away so it distracts them

The Germans have no idea where you are, so you find a nice tall tree, and begin your work. Two bangs dictates the two unfortunate German's deaths that you can see. You fire at a landmine which blows, and the three guards at the gate go to investigate. Bang, click, bang, click, bang click. The gate is now free, its now or never, and the facility is losing alertness by the second. The alarms stop, and no solders come running from the barracks or mess hall.

Skills: 3 stealth +1 when using silenced pistol or knife. 6 Marksman (should you get 1 more, your sniping actions will be an automatic success). Shoulder injury, -1 for non preferred hand use (ending next turn).

Equipment: 1 emergency first aid kit. Food for three days. Springfield (92 rounds). Colt Browning model 8 magazines (56 rounds) 5 hand grenades. Knife. MP40 1 clip (32 rounds).



Events:
"The gates are free! It's now or never!" says Sergeant Reynolds. All the men are gathered at the rocks except Bigkahuna, and Foolishballon is close by in e tree where he can provide full sniper support. You hear the boom of a flak gun.
"Looks like those two flaks are being aroused. Lets move quietly, and kill the bloody faciliy, while we can! Move!"
You all head of the facility quietly and speedily, and Germans have no idea where you are.
"What about Bigkahuna?"
"You can go back for him if you like, or you can let the tough guy fend for himself. But I will not let this assault get delayed any further! We're taking this goddamned place out right now!"
mnewton1
mnewton1
Archivist
Archivist

Posts : 128
Join date : 2011-02-22
Location : Not on my pretty teal horsey.

http://forums.wesnoth.org/viewtopic.php?f=19&t=25274

Back to top Go down

[Archive]World War Roll2Dodge Empty Re: [Archive]World War Roll2Dodge

Post  mnewton1 Tue Mar 01, 2011 2:04 pm

Roll #8

Talkal: 4
Major - Get cover and learn how to treat gunshots.
Minor - Eat a biscuit.

You follow the others to cover and read up in the WE for for info on removing bullets. You manage to find some more tips, and then eat a scrumptious ginger nut.

Skills: 2 Medical. +3 for removing bullets. +5 for healing broken bones. 4 stealth.

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (56 rounds) 8 Grenades. Knife. MP40 2 clips (64 rounds).



Peter porty: 1
Run killing any German I encounter, directing to the prison.

You follow the others struggling to get lost, and nearly tread on a landmine. Eventually you lose sight of your unit. You srug your Garand into your arms, and head forward following your unit in the hope that your not completely lost.

Skills: 2 Technology, 1 German Technology. 3 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 2 (When using M1 Garand. -1 when using karbiner.) 5 war psychology.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 15 clips but (118 rounds) Colt Browning model, 4 magazines (20 rounds).
5 grenades. Engineering kit. 4 Knives. Karbiner (poor condition) 6 rounds)



Foolishballoon: 6
Major - shoot some more Germans, esecially the ones using the artillery. Then keep firing at all Germans that are easy targets (Alone, longest back in a unit or anyone else with almost noone noticing.) Make sure Talkal heals all wounded units and Peter and FLAME take the guars positions and tells some officer that te watchtowers are dead, and that one of the guards got killed (Bigkahuna can't take his position, and Talkal is needing to heal any damaged British guy that escaped.) Make sure that Peter and CO plants some explosives and rusches the armory and grabs some better weapons. (They need better weapons, just tell the officers that you are out of ammo after firing on that sniper). Then help all escapees to retreat to Talkal, while i support them.
Minor - Give my grenades to Flame and scout find where the artillery are. Tell White that use his men to support our guys when they retreat.

You give your remaining grenades to Flamelasher, and give the instructions to white.
You have the perfect vantage point, and soon the watchtowers are empty save the corpses. You them take a deep breath, and take out the six before any of them have the time to scream. No one notices, because your shots are covered by the sound of the germans fire further away. You hope Bigkahuna is alright.

Skills: 3 stealth +1 when using silenced pistol or knife. 6 Marksman (should you get 1 more, your sniping actions will be an automatic success).

Equipment: 1 emergency first aid kit. Food for three days. Springfield (88 rounds). Colt Browning model 8 magazines (56 rounds) 5 hand grenades. Knife. MP40 1 clip (32 rounds).



Bigkahuna: 5 (yay)
Minor: Hide behind the best cover I can.
Major: Throw some pop smoke at the soldiers following me, and then let fly with my Thompson.

You dive for cover behind a tree, and let off a can of (pop) smoke. (Ok that joke wasn't funny.) The Germans start almost comically bumping into each other and walking around confused and coughing. Once the smoke clears enough for you to see, you let rip taking out several Germans. The rest run away. You nearly faint from relief. You reload, and head for the prison where your unit left off.

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

Equipment: 1 emergency first aid kit. Food for three days. Thompson SMG 17 clips (510 rounds) Colt Browning model 3 mahazines (21 rounds) 3 cans of pop smoke. Knife. Radio.



Flamelasher: 4
Blow the shit attacking PeterPorty up while following him.

You follow the others and plant a charge on the fence. It blows, at the North East corner. You all sneak through except three of White's men, and take cover behind the watchtower. You can hear the nearest guard approaching.

Skills: 2 minds and body reactions. 4 Effectiveness against German armour and Aircraft. 3 explosive effectiveness.

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


Its_crunchtime: 3
Major: Loot the two dead Germans, putting on one of their uniforms, and giving the other's to Bridge, along with the other german's weapons.
Minor: Search the room for anything that could be useful

You manage to dress you and Bridges, but they have nothing but Luger pistols. You hope to find your good old Browning and pistol in the armoury. You certainly miss its extreme power.

Skills: 3 strength, +1 stealth when using revolver. 1 Marksmanship. Injured and captured: -1 for everything, -3 for walking. 3 martial arts. Luger 2 magazines (16 rounds).

Equipment: WE. Food for three days.



Events:
The Germans still don't seem alert at all. The German fir stops after a flurry of submachine gun fire, which you all hope is a sign of Bigkahuna's victory. The Germans have assumed that the investigation has finished, and are going back to sleep (so to speak).

Map update: Red=dispatched.
Map:
mnewton1
mnewton1
Archivist
Archivist

Posts : 128
Join date : 2011-02-22
Location : Not on my pretty teal horsey.

http://forums.wesnoth.org/viewtopic.php?f=19&t=25274

Back to top Go down

[Archive]World War Roll2Dodge Empty Re: [Archive]World War Roll2Dodge

Post  mnewton1 Thu Mar 03, 2011 1:15 am

Roll #9

Bigkahuna: 5
Minor: Take over the MG 42 Nest.
Major: Wait til everyone/almost everyone gets inside and then start picking off Germans with my new MG 42!

You head down the road straight to the front gate of the facility. There are guards about, so you do it as sneaky as possible. You finally make it to the MG nest. You lock and load, then open fire in an ear splitting roar. You shred the poor guard to peices, and start ripping through the walls of the barracks. You manage to take out the six closest to you in the barracks, but all the others are ducking for cover and returning fire with rifles. You manage to take out nine Germans in total, the others are returning fire.

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

Equipment: 1 emergency first aid kit. Food for three days. Thompson SMG 17 clips (510 rounds) Colt Browning model 3 mahazines (21 rounds) 3 cans of pop smoke. Knife. Radio.



Peter porty: 3
Minor: Walk towards my my unit, wherever that is... Follow my instincts if I don't know.
Major: Read about weaponry, and how to make or fix weapons with little resources, and even how to improve them.

You look through the trees just in time to see Bigkahuna hijack the MG42 and start pummelling the facility. However you can see that many of the Germans are returning fire, and so you quickly head for your unit so that you can move to a flanking position and help out Bigkahuna.
As you run, you read in the WE, and find some notable paragraphs.

Skills: 2 Technology, 1 German Technology. 3 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 2 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 15 clips but (118 rounds) Colt Browning model, 4 magazines (20 rounds).
5 grenades. Engineering kit. 4 Knives. Karbiner (poor condition) 6 rounds)



Talkal: 1
Major - Sneak into hospital and 'borrow' some supplies.
Minor - If I see Its_crunchtime say hello, and give him a grenade.

You creep into the hospital, going unnoticed by the nurses or patients. Your problem arises when you cant find any equipment free enough for you to steal. And your beginning to feel sick from the gruesome sights of the patients. Man those British must have been angry. You sneak out again empty handed. Maybe next time.

Skills: 2 Medical. +3 for removing bullets. +5 for healing broken bones. 4 stealth.

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (56 rounds) 8 Grenades. Knife. MP40 2 clips (64 rounds).



Foolishballoon: 3
Major - Shoot all Germans I can see. Do it fast and nice and make headshots. Try to not be too loud. Cover all guys and focus on the guards coming too the broken walls.
Minor - try to spot any weak spots in the baracks that i can fire through to kill some later.

There you are, peering down your sight when suddenly the MG42 roars into life. You look down and see Bigkahuna handling the thing. But you can see he is in more danger, lots of Germans are returning fire. You help him out taking out four Germans in view.

Skills: 3 stealth +1 when using silenced pistol or knife. 6 Marksman.

Equipment: 1 emergency first aid kit. Food for three days. Springfield (84 rounds). Colt Browning model 8 magazines (56 rounds) 5 hand grenades. Knife. MP40 1 clip (32 rounds).



Flamelasher: 1
Blow the guard up. Loot his grenades.

You place a grenade at the Germans feet and he goes down, but now the enemy seems to be more alert on your location. And the German hasn't a single Grenade on him.

Skills: 2 minds and body reactions. 4 Effectiveness against German armour and Aircraft. 3 explosive effectiveness.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 9 charges,11 grenades. Knife. Luger 1 magazine (8 rounds).



Its_crunchtime: 4
Major: Move towards the lorry parking, and shoot the guard when i'm close enough to accurately take him down.
Minor: "Follow me, my British friends! We'll be home for tea by lunchtime!"


Two shots, and the Germans down. You would like to head for the armory, but then a full barrage of MG fire starts up preventing you from making the trip. "Follow me, my British friends! We'll be home for tea by lunchtime!" Bridges rolls his eyes.

Skills: 3 strength, +1 stealth when using revolver. 1 Marksmanship. Injured and captured: -1 for everything, -3 for walking. 3 martial arts. Luger 2 magazines (14 rounds).

Equipment: WE. Food for three days.



Great scott! No events! Map update.
Map:
mnewton1
mnewton1
Archivist
Archivist

Posts : 128
Join date : 2011-02-22
Location : Not on my pretty teal horsey.

http://forums.wesnoth.org/viewtopic.php?f=19&t=25274

Back to top Go down

[Archive]World War Roll2Dodge Empty Re: [Archive]World War Roll2Dodge

Post  mnewton1 Wed Mar 09, 2011 2:44 am

Roll #10

Its_crunchtime: 5
Major:Kick down the door to the Communications offices and take cover behind the nearest object. Open fire on the germans inside.
Minor: "Cover me!"(To Brits)

Being the only armed personnel around on your side, you and Bridge stand either side of the door to the communications room. "Cover me!"
You ram the door, and the hinges snap making the door fall down and crush a poor German on the other side. The other near the door takes a shot to the head from Bridge's luger. You can see cabinets and files lining the walls, and an open door where you can hear urgent German voices. An an arm holding an MP40 peeks around the frame and lets of some rounds forcing your heads down. You and Bridge edge along the wall avoiding the German cover fire, until the German firing makes his last mistake. He reloads his Weapon and you and Bridge seize the opportunity by the throat, lunging in and letting off the remainder of your magazine clearing the room from Germans.

Skills: 3 strength, +1 stealth when using revolver. 1 Marksmanship. Injured and captured: -1 for everything, -3 for walking. 3 martial arts. Luger 1 magazine (8 rounds).

Equipment: WE. Food for three days.



Talkal: 5
Major - Throw a grenade into the second barack.
Minor - Sing a lullaby.

You all head west across the wall of the mess hall, and support bigkahuna both White's and Reynolds men taking the lead and giving all their worth with their rifles and SMGs. You lob a grenade into the second barrack which blows killing most of the Germans inside. The rest are taken care of by White's men. You see one of WHites men go down with a bullet in his back. He doesn't seem to be dead. Yet. You sing a familiar lullaby and the wounded soldier laughs. Hows that for a heart throbbing war moment?

Skills: 2 Medical. +3 for removing bullets. +5 for healing broken bones. 4 stealth.

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (56 rounds) 7 Grenades. Knife. MP40 2 clips (64 rounds).



Peter porty: 1
Hide wherever I can and try to improve my weapons' fire rate, shooting if any German shows up.
Pray.

You get a great idea, and decide to take cover behind a fallen barack. But you misjudge the density of the splinters and and up with automatic fire in your thigh, about 3 rounds. You go prone grunting in pain, as bullets zoom over your head. Your leg is throbbing so bad, you cant aim your rifle properly. So you take out your sidearm, in case Jerry decides to take a look. You pray that he doesn't.

Skills: 2 Technology, 1 German Technology. 3 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 2 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons. Injured (will get worse until cured) -4 for leg use, -3 for gun use.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 15 clips but (118 rounds) Colt Browning model, 4 magazines (20 rounds).
5 grenades. Engineering kit. 4 Knives. Karbiner (poor condition) 6 rounds)



Foolishballoon: 4
Major - Hope that someone blows up a barack, and shoot at the guys in it. If noone blew it up, kill all visible Germans, trying to save my ammo. Try to eleminate he ones at the armory mostly.
Minor - Just open some random page in the WEand read it if i get time to.

Your sweating under the sheer stress. The Germans seem to be breeding in the mess hall, and more an more just keep coming. Your frustration mounts when you see an Ally go down, at least Talkal seems to be tending to him. More firing. Then you see something and nearly piss your pants. Peter porty is moving to take cover behind a splintered barrack and hasn't noticed the German with the MP40 behind him. You take him out, too late. You continue firing when your suddenly yanked from your scope, and your rifle falls to the ground. A German is behind you, yanking at your neck with a piece of rope. You elbow the poor chap in the face, and he fall from the tree. But you can see several other approaching. You open your WE to a random page before you engage the Germans, it gives you instructions for rifle silencing methods without using silencers. You roll your eyes and try again. Ah, just what you needed. Authors note. You shut the book.

Skills: 3 stealth +1 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield.

Equipment: 1 emergency first aid kit. Food for three days. (Currently out of reach) Springfield (73 rounds). Colt Browning model 8 magazines (56 rounds) 5 hand grenades. Knife. MP40 1 clip (32 rounds). Spare german scope (woops, forgot to mention that for about 5 turns)



Bigkahuna: 2
Minor - Get out of there and hide with the others.
Major - Shoot at any Germans that come near with my Thompson again.

After nearly being scalped by a bullet, you abandon your MG42 with hasty thanks and open fire with your Thompson to cover your escape. But, a grenade blows right near you throwing you right into the minfield. None of them blow, but there must be about six surrounding you. And you also a sitting duck for grenades and German snipers.

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

Equipment: 1 emergency first aid kit. Food for three days. Thompson SMG 17 clips (500 rounds) Colt Browning model 3 mahazines (21 rounds) 2 cans of pop smoke. Knife. Radio.



Flamelasher: 5
Blow 'em up!

Boy are you pissed off after seeing two casualties. You hurl one grenade in the mess hall, and one down the other end. You are pleasantly surprised when German fire ceases after the two explosions. Reynolds slumps and sighs with relief.

Skills: 2 minds and body reactions. 4 Effectiveness against German armour and Aircraft. 3 explosive effectiveness.

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



Events:
There is much laughter and patting of backs. Whites men hold up the hospital, which is good seeing as you have two casualties, and a possible third. Sergeant Reynolds saves Peter porty the strain of reporting and does it himself (bonus intel awareness)
"We did it! The facility is down! I repeat, the facility is DOWN! We have two serious casualties, and our sniper seems to have got apprehended. We plan to heal, loot, and leave this place for you guys. over."
"Thats great news! Good job all of you! We're real proud! Go ahead with your plan, then we need reinforcements in our assault against a village to your West. Over and out."
You hear a familiar voice calling from the minefield.
"I would appreciate it if you guys would stop rejoicing for one moment, and help me out of here?!"
mnewton1
mnewton1
Archivist
Archivist

Posts : 128
Join date : 2011-02-22
Location : Not on my pretty teal horsey.

http://forums.wesnoth.org/viewtopic.php?f=19&t=25274

Back to top Go down

[Archive]World War Roll2Dodge Empty Re: [Archive]World War Roll2Dodge

Post  mnewton1 Wed Mar 09, 2011 2:50 am

Roll #11

Peter porty/Rulyon: 4
head to the hospital.
Read about fixing stuff (weapons).

A couple of whites men with the help of some nurses lift you off to hospital, where the nurses and Talkal remove the bullets and give you some painkillers. The wound should heal given time, meanwhile, your given a pair of crutches. While you lie in bed, you decide to have a good read. The newspapers are in German, so you settle with the WE, and find some helpful text.

Skills: 3 Technology, 2 German Technology +1 for repairing weapons. 3 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 2 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons. Injured (cured) -3 for leg use, -3 for gun use.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 15 clips but (118 rounds) Colt Browning model, 4 magazines (20 rounds).
5 grenades. Engineering kit. 4 Knives. Karbiner (poor condition) 6 rounds) Crutches.



Foolishballoon: 4
Major - Eleminate the ones approaching me, tring to pick out multiple with one shot (Shooting throught heads) to save ammo. If they are far away or dead: Loot all Germans and bring their weapons, equipment and all other usefull stuff to the base and also kill any one injured (German!!!). Search in the armory for ammo and snipers or good long range guns.
Minor - Try to help any injured guy on our side by helping him to Talkal. Get down from my tree and into the base.

You whip out your Colt, and shoot a German in the head, then another twice. One of them reaches you before you can shoot him, and you bash him on the temple with the but of your gun, you then fling him from the tree. The remaining German gulps, then runs like hell. Reynolds rushes to the tree. Seeing that you are ok, you both loot the two Germans and bring all the equipment back to the camp. As soon as you arrive back at the camp, you assist whites men in carrying casualties inside the hospital.

Skills: 3 stealth +1 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield.

Equipment: 1 emergency first aid kit. Food for three days. Springfield (73 rounds). Colt Browning model 8 magazines (53 rounds) 5 hand grenades. Knife. MP40 1 clip (32 rounds). Spare german scope. Pack of German equipment.



Its_crunchtime: 5
Major: Search the offices for useful intel on Jerry's operations on the island
Minor: Send the Brits out to greet the others, and ask one to grab me some weapons from the armory.

You undress the room in search of intel, and find plenty. Sergeant Reynolds tells you to leave it for the reinforcements that will be arriving to keep the camp. Finally, your put in hospital and treated. After an hour or so, your fine. Finally, Bridge return from the armory with all your weapons and equipment. You thank him. Your finally complete again.

Skills: 3 strength, +1 stealth when using revolver. 1 Marksmanship. 3 martial arts.

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 10 clips (200 rounds) Webley WG army model revolver (50 rounds). 1 Grenade. Knife. Luger 1 magazine (8 rounds).



Flamelasher: 4
Search for explosives and bazookas.

You have a look in the armoury, and claim a panzershrek with 5 rockets. You also find an extra charge.

Skills: 2 minds and body reactions. 4 Effectiveness against German armour and Aircraft. 3 explosive effectiveness.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 10 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzershrek 5 rockets.



Bigkahuna: 6
Minor: "GET ME OUT OF HERE!" If no-one comes to get me, dive out of the minefield the same way that I fell in.
Major: Ask for intel on the island center and our mission.

"Get me out of here!" Luckily, one of the british is trained in diffusing landmines, and helps you out. You literally faint from relief. After you wake up, you ask Reynolds about whats happening next.
"An armoured unit will be coming to take charge of the camp. We have been ordered next, to go West to reinforce an assault against a village."

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

Equipment: 1 emergency first aid kit. Food for three days. Thompson SMG 17 clips (500 rounds) Colt Browning model 3 mahazines (21 rounds) 2 cans of pop smoke. Knife. Radio.



Talkal: 3
Minor - ''Take them to the hospital!''
Major - When going to the hospital, read about something useful to cure their injuries.

You work furiously in the hospital, helping British and American soldiers. You look in the WE for help, but find nothing useful at the moment. But it doesn't matter, the nurses will help you out as long as that Thompson is trained on their backs.

Skills: 2 Medical. +3 for removing bullets. +5 for healing broken bones. 4 stealth.

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (56 rounds) 7 Grenades. Knife. MP40 2 clips (64 rounds).



Events:
The British recover remarkably. And after looting the armoury, they are each equipped with a Gewehr rifles, MP40s, and Sturmgewehr-44 assault rifles.
After a few hours, you hear a faint rumbling in the distance. Then a sherman tank slowly comes into view with about 50 solders around it. Captain Rowlands jumps off the tank, and goes to talk with Reynolds, White, and Bridge. Then he congratulates you all, and tell you where the village is.
"Things are pretty hot up there, so if you could leave ASAP, then that would be great. As for the British, their help would be appreciated. However, I am not in command. What say you Major?" Bridge smiles.
"We all owe you one. Where coming with Reynolds' unit."
mnewton1
mnewton1
Archivist
Archivist

Posts : 128
Join date : 2011-02-22
Location : Not on my pretty teal horsey.

http://forums.wesnoth.org/viewtopic.php?f=19&t=25274

Back to top Go down

[Archive]World War Roll2Dodge Empty Re: [Archive]World War Roll2Dodge

Post  mnewton1 Wed Mar 09, 2011 2:53 am

Roll #12

Foolishballoon: 3
Major - Get to the armory and look for a sniper rifle, sniper silencer and sniper ammo. "Hey, Brittish guys, help me gather all dead Germans weapons, ammo and all other usefull stuff and pile it here" (Points at the floor)
Minor - Apply one of our two silencers on my handgun.

You have a look in the armoury, and find another spare scope in better condition. You also find a silencer that fits on your Springfield. You take one of the silencers, and screw it onto your Colt. You then organise a loot party with the British and soon end up with a small pile of guns, panzerfausts, and other bits and bobs. Captain Rowlands tell you to leave most of it there, saying tthat it will be useful for defending against a German attack.

Skills: 3 stealth +1 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield.

Equipment: 1 emergency first aid kit. Food for three days. Springfield (73 rounds). Colt Browning model 8 magazines (53 rounds) 5 hand grenades. Knife. MP40 1 clip (32 rounds). Spare german scope. Pack of German equipment.



Rulyon: 2
Major: WES, German Language. (Might come in handy with interrogation or if I find some German technology manuals. (: )
Minor: Thank Talkal for saving my sorry ass.

You start reading in the WE for the German language, but Talkal decides to take that moment to start messing with your leg. You sigh and give up. You then thank Talkal.

Skills: 3 Technology, 2 German Technology +1 for repairing weapons. 3 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 2 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons. Injured (cured) -2 for leg use, -3 for gun use.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 15 clips but (118 rounds) Colt Browning model, 4 magazines (20 rounds).
5 grenades. Engineering kit. 4 Knives. Karbiner (poor condition) 6 rounds) Crutches.



Bigkahuna: 1
Major: Ask for intel on hotspots, possible snipers, and safe zones around the village.
Minor: Grab useful items: medical supplies, bullets, weapons, etc. EDIT: And some cool Agent Smith/Neo Anderson style shades (see The Matrix)

You talk to command on the radio, but turn up a blank. They have no ariel recon at all. You look around for items and a pair of shades, no luck. But you do manage to find a pair of airforce style aviators.

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

Equipment: 1 emergency first aid kit. Food for three days. Thompson SMG 17 clips (500 rounds) Colt Browning model 3 mahazines (21 rounds) 2 cans of pop smoke. Knife. Radio. Aviators.



Its_crunchtime: 5
Major: Go to armory and load up on cool armaments.
Minor: Find some shades.

You have a look in the armory and find a Sturmgewehr assault rifle that is in good shape. A good amount of ammunition too. You look around, and find some nice shades.

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

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 10 clips (200 rounds) Webley WG army model revolver (50 rounds). 1 Grenade. Knife. Luger 1 magazine (8 rounds). Shades. Sturmgewehr 20 magazines (600 rounds).



Flamelasher: 2
Search more.

You persist in looking around, but turn up nothing. And as well as that, the Captain is keeping the bulk of the German equipment.

Skills: 2 minds and body reactions. 4 Effectiveness against German armour and Aircraft. 3 explosive effectiveness.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 10 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzershrek 5 rockets.



Talkal: 3
Major - Learn again about M1 Garand.
Minor - Look for a black bandana.


You read the WE and find a paragraph that might come in useful. You also find a black bandanna.

Skills: 2 Medical. +3 for removing bullets. +5 for healing broken bones. 4 stealth. +1 when using M1 Garand.

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (56 rounds) 7 Grenades. Knife. MP40 2 clips (64 rounds). Bandana.



Events:
Your packed and ready, and the captain dismisses you. You thank the reinforcements, and its time for you to head off 28 strong.
mnewton1
mnewton1
Archivist
Archivist

Posts : 128
Join date : 2011-02-22
Location : Not on my pretty teal horsey.

http://forums.wesnoth.org/viewtopic.php?f=19&t=25274

Back to top Go down

[Archive]World War Roll2Dodge Empty Re: [Archive]World War Roll2Dodge

Post  Bigkahuna Sun Mar 27, 2011 6:30 pm

Roll #13

Its_crunchtime: 3

Major: Read in WE about marksmanship with ma guns
Minor: Put on my shades, smirk at the world, and follow the group, making sure I'm in the middle.
You read the WE and find a few tips which could help you to fire your BAR more accurately. You then leave with the others in the middle of the group.



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

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 10 clips (200 rounds) Webley WG army model revolver (50 rounds). 1 Grenade. Knife. Luger 1 magazine (8 rounds). Shades. Sturmgewehr 20 magazines (600 rounds).





Flamelasher: 2

Search until my dick explodes.

Your search turns up nothing. And you have no more time to do any more, seeing as the rest of your group is leaving.

Skills: 2 minds and body reactions. 4 Effectiveness against German armour and Aircraft. 3 explosive effectiveness.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 10 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzershrek 5 rockets.





Bigkahuna: 6
You put away the radio, put on the aviators, and breech your Thompson. "Looks like we're going in blind everyone." You then march off with the others. Along they way, you find no Germans to pick off.

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

Equipment: 1 emergency first aid kit. Food for three days. Thompson SMG 17 clips (500 rounds) Colt Browning model 3 mahazines (21 rounds) 2 cans of pop smoke. Knife. Radio. Aviators.





Talkal: 1

Minor - Put the bandana on the forehead.
Major - While going with others to the village learn about herbs, plants that could be useful as a medicine or even poison.


You try to put on the bandana, but your forgot how to tie it properly. You ask around, but no one else knows. So you give it your best attempt and slip onto your head. You start reading in the WE but unfortunately, the book seems to assume you know the names and looks of various herbs. Which you don't.

Skills: 2 Medical. +3 for removing bullets. +5 for healing broken bones. 4 stealth. +1 when using M1 Garand.

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (56 rounds) 7 Grenades. Knife. MP40 2 clips (64 rounds). Bandana.





Foolishballoon: 1

Major - When we get there, fastly spot a good sniperspot far away from the village (Not too far, but so far that their weapons can't reach me(Atleast normal weapons)) and crawl to that place without being noticed by Germans.
Minor - Equip my scope and silencer, hoping that they will make my sniperskills even better


The problem is, your sniper is rendered utterly useless in all this bush. The silence is beginning to unnerve you, so you equip your silencer.


Skills: 3 stealth +1 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield.

Equipment: 1 emergency first aid kit. Food for three days. Springfield silenced (73 rounds). Colt Browning model (silenced) 8 magazines (53 rounds) 5 hand grenades. Knife. MP40 1 clip (32 rounds). Spare german scope. Pack of German equipment.





Rulyon: 5

Major action: WES, German Language once more.

Minor action: Keep an ear out for the sounds of potential German ambush along the way. (Voices speaking German, unaccountable noises in the foliage, etc.)


You look up the German language and find some very useful articles. You also look up all the insults you know in German. You smile. If Its_crunchtime had known these, he'd have been executed for sure.

Skills: 3 Technology, 2 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 2 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons. Injured (cured) -2 for leg use, -3 for gun use.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 15 clips but (118 rounds) Colt Browning model, 4 magazines (20 rounds).

5 grenades. Engineering kit. 4 Knives. Karbiner (poor condition) 6 rounds) Crutches.





Events:
Reynolds and Bridge do a map check to see that they're on the right track. There seems to be some confusion. You continue walking, and sound of gunfire; artillery; and aircraft becomes louder and louder until you can only be metres away. Reynolds walk forward first, and his life nearly ends there and then.
"Guys? You might want to see this."
You all rush over to have a look, and one by one, your mouths fall open.
Your all standing on the edge of a cliff, and below you, is the village. It looks bad. Germans tank everywhere, nestled among the houses while Messerchmits and Stukas fly wave after wave apon your helpless American comrades.
"Get back!" The nose of a tank's barrel is pointed directly at you. You all turn to run for it. Too late. The Earth beneath you rumbles, then collapses. Suddenly your a part of an avalanche, as you fall down the face of the cliff on top of a waterfall of earth and mud. Eventually the flow of earth stops. You open your eyes, and see that your directly inside the village. Reynolds raises his finger to his bleeding lips.
"They think we're dead. But one peep, and we'll have the, on top of us in a second."
You are facing down a short street. You can see buildings on either side of the road. All around you are the sounds of flak guns and tanks. You can hear a tank approaching now, to inspect the damage.

By the way, when Reynolds says not one peep, he means it.
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

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

Back to top Go down

[Archive]World War Roll2Dodge Empty Re: [Archive]World War Roll2Dodge

Post  Bigkahuna Sun Mar 27, 2011 6:33 pm

Roll #14

Rulyon: 6

Major Action: Look for the nearest access to cover, be it an open door, a hole blasted I to a building, a wrecked vehicle, or even a simple pile of rubble. Make a break for it after...

Minor Action: Jiggle the shoulder of the soldier next to me (whomever it may be) and I indicate the cover I found. It's up to them whether they follow or not..


Your struggle from the wreck, and single to some of the others. two americans, and three British follow you. You all head for a hole blasted into the wall of a house. You come into a living room, with a fireplace, dining table, and some paintings on the wall. To your right you can see a kitchen, and to your left, a staircase. You can hear German voices above.

Skills: 3 Technology, 2 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 2 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons. Injured (cured) -2 for leg use, -3 for gun use.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 15 clips but (118 rounds) Colt Browning model, 4 magazines (20 rounds).

5 grenades. Engineering kit. 4 Knives. Karbiner (poor condition) 6 rounds) Crutches.





Bigkahuna: 1

Major: Find the best cover I can and hide in it!
Minor: Use my first aid kit to patch up any wounds I may have.


Your stuck. You cant manoeuvre your legs, and your slowly being suffocated from the pressure around you. You franticly push some of the debris away so you can breath. The situations you find yourself in.

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

Equipment: 1 emergency first aid kit. Food for three days. Thompson SMG 17 clips (500 rounds) Colt Browning model 3 mahazines (21 rounds) 2 cans of pop smoke. Knife. Radio. Aviators.





Foolishballoon: 4

Major - Pich up my handgun, put on the silencer and try to fin an open house, kill everyone inside and look around after a basement, and hopefully a tunnel awway. Lock the door from the inside
Minor - Calm down.


You climb from the debris, and enter an open house with your pistol levelled. You can see two Germans who haven't noticed you yet. You take then out quickly and quietly. You are looking down a long corridor lined with doors. The building seems silent.

Skills: 3 stealth +1 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield.

Equipment: 1 emergency first aid kit. Food for three days. Springfield silenced (73 rounds). Colt Browning model (silenced) 8 magazines (51 rounds) 5 hand grenades. Knife. MP40 1 clip (32 rounds). Spare german scope. Pack of German equipment.





Its_crunchtime: 3

Major: Follow Foolish, covering him with my Webley(+1 stealth ftw!)
Minor:Make sure my shades are secure.


You follow foolishballoon with your webley cocked and ready. You see two GErmans a get a little over excited and fire a shot. Luckily, no one seems to notice.

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

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 10 clips (200 rounds) Webley WG army model revolver (50 rounds). 1 Grenade. Knife. Luger 1 magazine (8 rounds). Shades. Sturmgewehr 20 magazines (599 rounds).





Flamelasher: 3

Follow others.

You follow the Rulyon along with the other five. Unfortunately, you no stealthy person.

Skills: 2 minds and body reactions. 4 Effectiveness against German armour and Aircraft. 3 explosive effectiveness.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 10 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzershrek 5 rockets.





Talkal: 6

Major - Hide in a nearest house, if there are germans kill them with knife.

You hide in the nearest house with Rulyon and the others, no Germans.

Skills: 2 Medical. +3 for removing bullets. +5 for healing broken bones. 4 stealth. +1 when using M1 Garand.

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (56 rounds) 7 Grenades. Knife. MP40 2 clips (64 rounds). Bandana
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

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

Back to top Go down

[Archive]World War Roll2Dodge Empty Re: [Archive]World War Roll2Dodge

Post  Bigkahuna Sun Mar 27, 2011 6:36 pm

Roll #15

Flamelasher: 5
You rush over to Bigkahuna, and franticly start digging. After a few moments, you and Rulyon succeed in pulling him free.

Skills: 2 minds and body reactions. 4 Effectiveness against German armour and Aircraft. 3 explosive effectiveness.

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 10 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzershrek 5 rockets.





Talkal: 5

Learn how to kill silent with knife.

You read the WE and find some very helpful info that could make you a successful knife in the dark.

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

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (56 rounds) 7 Grenades. Knife. MP40 2 clips (64 rounds). Bandana





Rulyon: 4

Major Action: Attempt to assist Bigkahuna from the pile of rubble, and lead him into the house.

You quickly free Bigkahuna with Flamelasher's help, and creep back inside to eavesdrop. Conversation in in events.

Skills: 3 Technology, 2 German Technology +1 for repairing weapons. 5 German language. 2 Ability to silent kill when using knives, or silenced Colt. Marksmanship 2 (When using M1 Garand. -1 when using karbiner.) 5 war psychology. +1 for fixing and improving weapons. Injured (cured) -1 for leg use, -2 for gun use.

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 15 clips but (118 rounds) Colt Browning model, 4 magazines (20 rounds).

5 grenades. Engineering kit. 4 Knives. Karbiner (poor condition) 6 rounds) Crutches.





Foolishballoon: 1

Major - Try to find an emergency tunnel that leads a bit away from the city so I can find a good sniping position.
Minor - Calm myself down, I must not get these regret attacks I've gotten before!


You search around, and find no tunnel whatsoever. You quickly head to rejoin your comrades before you lose them. Then you hear footsteps. Some Germans are heading right your way.

Skills: 3 stealth +1 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield.

Equipment: 1 emergency first aid kit. Food for three days. Springfield silenced (73 rounds). Colt Browning model (silenced) 8 magazines (51 rounds) 5 hand grenades. Knife. MP40 1 clip (32 rounds). Spare german scope. Pack of German equipment.





Bigkahuna: 4

Major: If I still have time, get myself out of the rubble follow the others into the houses and help them kill Germans if they need help. If I don't have time, stop myself from suffocating and then hide myself as best I can.

Minor: Use painkillers on any injured from our group (including myself).


After you are freed from the rubble, you share your first aid kit, and manage to heal many of the cuts and bruises among your group.

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

Equipment: 1/2 emergency first aid kit. Food for three days. Thompson SMG 17 clips (500 rounds) Colt Browning model 3 mahazines (21 rounds) 2 cans of pop smoke. Knife. Radio. Aviators.





Its_crunchtime: 6

Major: Stealthily open the nearest door. Kill any Germans inside (with martial arts if I can) and search the room for objects that would be useful.
Minor:Reload ma WEBLEY!


You open a door in the corridor and knife the nearest German, you then take on the other two and manage to dispatch them. Your inside a cellar, you can see a flak Panzer around the corner being operated by six Germans.

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

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 10 clips (200 rounds) Webley WG army model revolver (50 rounds). 1 Grenade. Knife. Luger 1 magazine (8 rounds). Shades. Sturmgewehr 20 magazines (599 rounds).





Events:
Your group meets up on a market street on the other side of the buildings. Empty stores and carts litter the street.
The conversation:

'So, have you heard about the situation at our camp?'
A british voice: 'No...'
'The prisoners escaped. All personnel killed. Now completely occupied by Allied forces.'
'Prisoners? British?'
'Yes, your comrades escaped!'
a pause.
'It makes me wonder, perhaps your not with us after all captain?'
'...I knew nothing about it!'
'For your sake I hope so. If you do not talk, I will have to torture you.'
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

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

Back to top Go down

[Archive]World War Roll2Dodge Empty Re: [Archive]World War Roll2Dodge

Post  Bigkahuna Sun Mar 27, 2011 6:39 pm

Roll #16

Bigkahuna: 5

Major: Get into sufficient cover and investigate the number and power of the Germans coming towards us.
Minor: Beckon everyone else into my cover IF it is sufficient.


You dash across the street and yank Foolishballoon behind some crates. Peering through the gaps, you see three Germans walk into view.

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

Equipment: 1/2 emergency first aid kit. Food for three days. Thompson SMG 17 clips (500 rounds) Colt Browning model 3 mahazines (21 rounds) 2 cans of pop smoke. Knife. Radio. Aviators.





Talkal: 3

Sneak into other house and kill silent all the germans in it with knife.

You dart across the street with some of the others following you and quietly open the door. A German is standing right next to you, you knife him. Another German raises his rifle, but Reynold's grabs it and flings if from his grip. The German seizes Reynold's throat, and they both begin struggling. The German yells out, and you hear frantic footsteps above you on the top storey.

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

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (56 rounds) 7 Grenades. Knife. MP40 2 clips (64 rounds). Bandana





Flamelasher: 4

Read WE on blowing shit up.

You start reading, and find a few helpful pages.

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

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 10 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzershrek 5 rockets.





Rulyon: 5

Major Action: WES, Technology.

Minor action: Ask if anyone has, and is willing to give me, a silencer that will fit my Colt.


You quickly read some text, and it seems to help somewhat. You then ask around for a silencer for your Colt. One of White's men gives you one.

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

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 15 clips but (118 rounds) Colt Browning model (silenced), 4 magazines (20 rounds).





Foolishballoon: 2

Major - Hide behind something and shoot the Germans in the head (With my silenced pistol)
Minor - Grab their weapons, ammo and grenades.


You dive out holding your pistol, but bash your knee on a rock and fall over. A German notices you, and yells out. One of them has a radio, and ducks for cover before extending the antenna.

Skills: 3 stealth +1 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield.

Equipment: 1 emergency first aid kit. Food for three days. Springfield silenced (73 rounds). Colt Browning model (silenced) 8 magazines (51 rounds) 5 hand grenades. Knife. MP40 1 clip (32 rounds). Spare german scope. Pack of German equipment.

5 grenades. Engineering kit. 4 Knives. Karbiner (poor condition) 6 rounds) Crutches.





Its_crunchtime: 1

Major: Throw a 'nade at the Germans operating the Flak Panzer. Finish the survivors of with my Sturmgewehr.
Minor: Grab a rock on the ground.


You are just reaching for a grenade, when a German comes out of nowhere right in front of you. There is a breif moment when nothing happens, then you bruise the Germans kidney, and run for your life.

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

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 10 clips (200 rounds) Webley WG army model revolver (50 rounds). 1 Grenade. Knife. Luger 1 magazine (8 rounds). Shades. Sturmgewehr 20 magazines (599 rounds).





Events:
It's becoming clearer and clearer that you have been discovered. You hear Germans approaching from everywhere, and locking the place down.
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

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

Back to top Go down

[Archive]World War Roll2Dodge Empty Re: [Archive]World War Roll2Dodge

Post  Bigkahuna Sun Mar 27, 2011 6:42 pm

Roll #17

Foolishballoon: 3

Major - shoot off the radios antenna and then kill the Germans.
Minor - Loot the dead bodies on weapons, ammo and explosives. Also pick up their uniforms and equip it. "Bigkahuna, you better do it too. Otherwise can I pretend that you killed my buddies, and I pretend to capture you, or you equip the uniform instead of me, as you are better at German then me"


You raise your springfield, and top the radio, Bigkahuna takes care of the others. You don one of the uniforms, and toss another to Bighahuna. You find another MP40 magazine.

Skills: 3 stealth +1 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield.

Equipment: 1 emergency first aid kit. Food for three days. Springfield silenced (72 rounds). Colt Browning model (silenced) 8 magazines (51 rounds) 5 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment.

5 grenades. Engineering kit. 4 Knives. Karbiner (poor condition) 6 rounds) Crutches.





Bigkahuna: 5

Minor: Loot the Bodies, wearing the uniforms that they have on.
Major: Try to snipe the Germans with my Colt from a safe distance, and if any German sees me pretend to be yelling in my radio before moving somewhere else and trying again.


You wait for Foolishballoon to do his work, then whip out your pistol shoot the others. You both finish your dirty work just in time. Another enemy patrol comes running. They lower they're weapons when they see you, and you do your act on the radio. Hang on, your, American radio. You quickly put it away.
"Ist alles in Ordnung?" You both look at each other dumbly, then you point to the radio and shrug. The Germans nods.
"Bei uns kaufen. Die gepanzerten braucht Sie." You both wait as the patrol walks away. "Jetzt! Schnell!" the Germans yells beckoning for you to follow.


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

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





Talkal: 3

Go upstairs, kill the germans (with knife), and take on one of their uniform, which is te cleanest.

You burst into the room. Luckily you surprise them, because there are more than you were betting on. You knife one. Another raises a Luger. You grab his arm and stab him in the neck. You look around, seeing that your in an MG nest. Suddenly, a rifle is looped around your neck, and Germans arms start tugging hard. Luckily, Reynolds finished his brawl, and bursts in with a colt, and drops two German's dead.
"I can't shoot him," he says, "it'l go straight through both of you."

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

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (56 rounds) 7 Grenades. Knife. MP40 2 clips (64 rounds). Bandana





Its_crunchtime: 4

Major: Run awaaaay! And find someone on my team. Then take cover and open fire if I'm still being followed.
Minor: "SHHHHIIIIIIIITTTTTT!"


You run like hell, until you catch up with the rest of the group on the street. Only Reynolds, Foolishballoon, Bigkahuna, Talkal, and Rulyon seem to be missing.
"I'm being followed!" you say, and then whip around into a crouching position and ready your Thompson. The Germans have taken cover.

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

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 10 clips (200 rounds) Webley WG army model revolver (50 rounds). 1 Grenade. Knife. Luger 1 magazine (8 rounds). Shades. Sturmgewehr 20 magazines (599 rounds).





Flamelasher: 1

Juggle grenades and sing 'Space Pirates' by CBeebies.

You pick up three Grenades, and attempt to juggle then. Then you start singing, and realise that the song doesn't exist. When you give up, you suddenly realise that your surrounded by the Germans that were chasing Its_crunchtime.

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

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 10 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzershrek 5 rockets.





Rulyon: 5

Major Action: Attempt to kill the German talking to the british turncoat and capture the traitor. Use my now-silenced Colt to do so silently and avoid attracting attention.

You creep up the stairs, and pull out your colt. The door is open. Three pulls of the trigger later, and the British turncoat is left in the room.

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

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 15 clips but (118 rounds) Colt Browning model (silenced), 4 magazines (17 rounds).




Events:
Bridge Turns to the others.
"We're missing several of Reynold's men. We should go back for them, then we can move on."

Rulyon:
The Traitor looks at you surprised.
"Americans! Thank god!" He rushes over and grabs your hand, you whirl around and pin him against the wall.
"No! Wait, I know what your thinking, and its not true! Please let me explain!"
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

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

Back to top Go down

[Archive]World War Roll2Dodge Empty Re: [Archive]World War Roll2Dodge

Post  Bigkahuna Sun Mar 27, 2011 6:45 pm

Roll #18

Flamelasher: 6

Drop a dead grenade after saying: "If I'm gonna go to hell, I'm gonna take you bastards with me!"

You drop a grenade managing to conceal the pin, and say: "If I'm going to hell, I'm gonna take you bastards with me!"
"Granade! Lauf! Schnell!" They run like hell. You pick up the grenade, and run to catch up to the others.

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

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 10 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzershrek 5 rockets.





Its_crunchtime: 6

Major: Get the hell away from Flame's grenades, then turn around and shoot the Germans
Minor: Ach.


You run with the Germans, then realise it was a hoax. So, you whip out your BAR, and strike them down with the power of a lightning bolt.

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

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 10 clips (195 rounds) Webley WG army model revolver (50 rounds). 1 Grenade. Knife. Luger 1 magazine (8 rounds). Shades. Sturmgewehr 20 magazines (599 rounds).





Talkal: 3

Put on the bandana, equip the MG and shoot every german I can see, if there is a group of them near a red barrel, shoot it.

You put on your bandana, and fire up the MG. You take down one German, but see none others. And the gun takes that opportunity to start belching smoke.

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

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (56 rounds) 7 Grenades. Knife. MP40 2 clips (64 rounds). Bandana





Rulyon: 4

Major Action: Keep him pinned to the wall, and use my skills in War Psychology (5), convince the turncoat to accompany us back to the British Commander, either through logic or intimidation as my expertise tells me is neccesary. Upon meeting up with the rest of the group, report what I overheard. If more time remains in the turn and the commanders choose to go this route, interrogate him to find out what information he has been feeding the Germans.

Minor action: Direct the soldiers with me to strip the Germans of any weapons, ammunition, technology, or dog tags they may have.


You keep him pinned to the wall. "You know a man called Major Bridge?" The man shakes his head frantically.
"With me then! Leave those weapons!" You snatch up some of the German's equipment in a small bundle, and you both run from the house, and down the market street. You can see in curves downhill, then enters a square occupied by several tanks and such. Bridge and whites men are standing to the side out of view. Go to events.

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

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 15 clips but (118 rounds) Colt Browning model (silenced), 4 magazines (17 rounds). Bundle of German Equipment.





Foolishballoon: 2

Pretend to follow them, but jump in cover when they don't see me, and snipe them with my silenced sniper. Lend bigkahuna my silenced handgun (only for the turn) so he can shoot them without making noise.

You follow them down a street. As you walk you slip you silenced pistol into his hand. You quietly finger your Springfield and ready yourself to whip it out of it's hiding place. You both look at each other, and nod. You whip out your springfield, and silently kill two of them. Bigkahuna takes the rest.

Skills: 3 stealth +1 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield.

Equipment: 1 emergency first aid kit. Food for three days. Springfield silenced (70 rounds). Colt Browning model (silenced) 8 magazines (49 rounds) 5 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment.

5 grenades. Engineering kit. 4 Knives. Karbiner (poor condition) 6 rounds) Crutches.





Bigkahuna: 4

Pretend to go with them, but when their backs are turned, get behind some cover and again snipe them with my Colt, or Shadowkiller's handgun if he deigns to lend it to me. And dodge Flame's grenades if they come near me.

Foolishballoon takes out two. You take out another two, then clock the last one on the back of the neck killing him.

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

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





Events:
Bridge looks at the man's face.
"Rodney?"
"Yes Bridge its me!"
"My god... I thought you were dead."
"I'm sorry major, I had to tell them something, they were going to kill! I can make it up to you! I have information!"
"I think you'd better explain." Rodney nods.
"I told them about our plans to assault the island! How are we going? Are we killing them?" Bridge shook his head.
"The assault was a failure, these people here now are Americans. They rescued us from the POW camp."
"What information have you got? And where the hell is our field officer? We need him to report your information."
"Gather everyone around, and find us somewhere private. Then I'll tell you."
Rodney wont tell you anything until to fulfil his conditions regardless of actions.

Foolishballoon and Bigkahuna:
You soon realise that the street your on is running parallel to the street the others are on. You reach the square, and hide. Then, looking down a side alley, are startled to find the others, besides Its_crunchtime and Talkal down the end, on the other street.
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

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

Back to top Go down

[Archive]World War Roll2Dodge Empty Re: [Archive]World War Roll2Dodge

Post  Bigkahuna Sun Mar 27, 2011 6:48 pm

Roll #19

Rulyon: 4

WES: Research Marksmanship while waiting for the others to arrive.

You sit down, and begin reading. You manage to find some helpful information. You hear a bustle of activity nearby. You put down the book, and rejoin the others.

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

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 15 clips but (118 rounds) Colt Browning model (silenced), 4 magazines (17 rounds). Bundle of German Equipment.





Flamelasher: 5

Juggle grenades and sing a load of garbage along the lines of:

"GRENADES!
They make good pie!
ROCKETS!
Use 'em on yer wife!
etc.


"GRENADES!
They make good pie!
ROCKETS!
Use 'em on yer wife!
RIFLES!
They ruin your bloody life!
TANKS!"
They blast the s-"
Reynolds looks at you.
"Shut the bloody hell up!"
You jump and drop your grenades.

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

Equipment: 1 Emergency first aid kit. Food for three days. M1A1 Carbine 28 clips (420 rounds) 10 charges, 9 grenades. Knife. Luger 1 magazine (8 rounds). Panzershrek 5 rockets.





Its_crunchtime: 4

Major: Follow the group and cover Bigkahuna
Minor: Secure my shades.


You hear footsteps. You bolt down the street and meet up with Bigkahuna and Foolishballoon. You wheel around, and take out three pursuing Germans, while following the others down the street.

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

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 10 clips (192 rounds) Webley WG army model revolver (50 rounds). 1 Grenade. Knife. Luger 1 magazine (8 rounds). Shades. Sturmgewehr 20 magazines (599 rounds).





Talkal: 4

Run like hell to the others, and shoot every german I can see.

You hear footsteps, and decide not to head back downstairs. Instead, you jump from the window, and land on the street below. You leap up and run to a nearby building just as enemy fire starts digging up the road. You raise your M1 Garand, and manage to take two out. You then run, and don't stop until you catch up to the others.

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

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (54 rounds) 7 Grenades. Knife. MP40 2 clips (64 rounds). Bandana





Foolishballoon: 5

Minor - Get over to the others to fulfill Rodneys demand or whatever.
Major - Find a good sniper position where I can cover the other guys wherever they will go.


You find a door in the middle of the alleyway, and open it. You almost throw up from the smell that greets your nostrils. Your inside a butchers, with sinking rotten meat everywhere. You dash up two flights of stairs and find that the smell doesn't reach there. You can see a window overlooking the square. Perfect. You call the others up.

Skills: 3 stealth +1 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield.

Equipment: 1 emergency first aid kit. Food for three days. Springfield silenced (70 rounds). Colt Browning model (silenced) 8 magazines (49 rounds) 5 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment.

5 grenades. Engineering kit. 4 Knives. Karbiner (poor condition) 6 rounds) Crutches.





Bigkahuna: (no roll required. Partially ruled by events)

Minor: Dash to the others and take them to a safe and private place, relying on the others for cover.Major: Relay Rodney's information to intel and try to get some intel ourselves.

You see where Foolishballoon went, and hear his call. You try to find the others, but they seem to have disappeared. Then Reynolds pokes his head out of the butcher's door.
"Are you coming in here or not?"

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

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





Events:
You all sit around a table except Foolishballoon who is watching the streets for trouble. The Germans seem to avoid the smelly butcher, and Bridge commemorates Foolishballoon for his good thinking.
Rodney begins:
"If the Germans find out that we know this, then we will lose a perfect opportunity, hence my need for secrecy.
One thing that has allied intelligence baffled, is the mobility of German troops and armour on the island." Reynolds nods.
"We assumed they simply had the island well stocked."
Rodney shakes his head.
"How then can it be that the tanks are always fuelled, and that there is always fresh new equipment at the ready on a forest island? How can tanks and trucks get around an island almost entirely covered in trees?"
Bigkahuna leans forward, "well, how?" Rodney smiles.
"Tunnels." Bridge raises an eyebrow, Rodney continues.
"A whole network of underground tunnels, that are constantly alive underneath our feet with rolling tanks and lorries. Its crazy, but true. I've been in them myself."
"But surely, we would have seen an entrance when we took the camp?"
"They have charges set on each entrance. If a place gets taken, boom, gone." One of white's men nods.
"I did see a pile of rubble at the camp, I just though it was a result of Flamelasher's grenades or something."
"The tunnels are only wide enough to fit one tank, so it's only a one way road. They have to organise things so that they have no clogs."
"Where do they organise that?" White asks. Rodney shrugs.
"Maybe in this village, maybe at the airfield, maybe at the docks, I can't tell." Bigkauna gets out the radio and begins reporting all the information. He is barely finished before Foolishballoon speaks:
"Sergeant, you might want to see this." You all go over and look. You all look down at the square and your hearts stop. The place is packed with tanks.
"Look," says Foolishballoon pointing to a hill in the near distance. You can just see swarms of American infantry, heading straight for the village, straight for the square. Rodney pales.
"See? Can't you see? Where the hell did they come from? Its the tunnels!" Reynolds swears.
"They're heading to slaughter! Bigkahuna! Get on that radio! We have to do something, fast!"
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

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

Back to top Go down

[Archive]World War Roll2Dodge Empty Re: [Archive]World War Roll2Dodge

Post  Bigkahuna Sun Mar 27, 2011 6:51 pm

Roll #20

Flamelasher: 4

Blow up the tank(s).

Well, your no expert at using anti-tank weapons, but the tanks are too inaccessible to plant charges. So, you shoulder your Panzerschreck, and start firing. The first two rockets miss, hitting only some enemy infantry, but the next three take out three tanks. Not nearly enough for your comrades to survive, but a good start.

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

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





Talkal: 3

Search houses for some german documents, and kill every german I'll see.

You turn the place upside down looking for enemy docs, but turn up a blank. You go to leave the building, but Reynolds stops you.
"It's not safe."

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

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (54 rounds) 7 Grenades. Knife. MP40 2 clips (64 rounds). Bandana





Its_crunchtime: 2

Research how to take down armor in the WE.

Goddamnit, with all this noise the information just isn't sinking in. You give up with a sigh.

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

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 10 clips (192 rounds) Webley WG army model revolver (50 rounds). 1 Grenade. Knife. Luger 1 magazine (8 rounds). Shades. Sturmgewehr 20 magazines (599 rounds).





Foolishballoon: 4 (roll is partially impossible)

Major - Try to shoot the fueltank on the tanks, making it explode and disabling the tank OBS: It should be an aoutomatic success, becouse if you go back quite a lot of rolls did you write that all sniping actions will be an automatic success if my Sniper skills reaches lvl 6
Minor - Give FLAMELASHER my grenades and ask if he can throw them into the shooting pipe of the tanks.


Springfield shots are definitely not capable of piercing tank armour.
You hand Flamelasher your grenades and ask if he can throw them down the barrels of the tanks, he says it wont work.

Skills: 3 stealth +1 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield.

Equipment: 1 emergency first aid kit. Food for three days. Springfield silenced (70 rounds). Colt Browning model (silenced) 8 magazines (49 rounds) 5 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment.





Bigkahuna: 6

Major: Get on the radio and warn the American soldiers.
Minor: If they don't hear me, run out there to stop them.


You get on the radio, and blast the frightened intel men to stop the assault. They give new orders. See events.

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

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





Rulyon: 6

I suggest he get the He'll on that radio and warn the Aman soldiers what they're walking into!

Use my knowledge of Technology and German Technology to determine a good place for our bomb guy to toss a few welcoming gifts.The idea is to destroy a tread or an axle or something with an explosion, rendering the lead tank ( or the tank as close to the lead as we could reach with a thrown weapon) unable to move, thus blocking the road with inoperable equipment. If I find something sufficiently worth the risk without terribly giving away our position, say "Hey, think you could manage to get a few "noisemakers"* over there?" <point and describe target> "It should disable that lead tank, forcing the others to circle around on the side streets."

*"Noisemaker" should be euphemism familiar to the soldiers to mean explosives, be they bombs or grenades.


You tell Flamelasher of your clever plan, but he hands you a charge and tells you to do it yourself. You lob a charge at the leading tank and it blows. One of White's men gives a whoop of joy.
"You nailed him! Sarg! They blocked the tunnel!"

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

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 15 clips but (118 rounds) Colt Browning model (silenced), 4 magazines (17 rounds). Bundle of German Equipment.





Events:
The assault has been taken off the streets, and instead the Americans are moving building to building, clearing the place out. The tanks are at a standstill.
"If we could get some artillery happening, they could zero those sitting ducks."
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

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

Back to top Go down

[Archive]World War Roll2Dodge Empty Re: [Archive]World War Roll2Dodge

Post  Bigkahuna Sun Mar 27, 2011 6:54 pm

Roll #21

Foolishballoon: 5

Major - Search after enemy snipers or bazookas and kill them with my Springfield.
Minor - Use my stealth techniques to hide behind a flower or something in the house XD


You look around the room, and spot a drab looking curtain that is roughly the same colour as your uniform. Feeling slightly juvenile, you hide behind it, and poke your springfield out the window. Rulyon announces that he's going to mislead the Germans, so you decide to take out all the Germans in the opposite building that you can see so that they wont be seen by the German tankers and solders.
You see four huddled in a room, you remove them one by one. You scan the rest of the windows, looking out for more.

Skills: 3 stealth +1 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield.

Equipment: 1 emergency first aid kit. Food for three days. Springfield silenced (64 rounds). Colt Browning model (silenced) 7 magazines (49 rounds) 5 hand grenades. Knife. MP40 2 clip (32 rounds). Spare german scope. Pack of German equipment





Bigkahuna: 3

Major: Find some artillery and take out the Germans in it.
Minor: Start firing the artillery at the Germans.


Accompanied by Sergeant White, you leave the butcher's and spy flak fire about 100 metres away. You both sneak down the streets and find a truck mounted Flak .88. Your about to go and smoke them when White stops you.
"Are you kidding? There are about fifty of them over there!"

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

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





Its_cruncthime: 5

Shoot at the Germans that (apparently) are everywhere.

There are heaps of Germans down there right in the open, why not? You take White's Squad, along with 10 British, and man the windows. You let rip with a torrent that soon clears the square of Germans. If only your rounds could pierce tank armour. It all happens to swiftly, the the Germans in the tanks don't even realise that your in the building.

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

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 9 clips (170 rounds) Webley WG army model revolver (50 rounds). 1 Grenade. Knife. Luger 1 magazine (8 rounds). Shades. Sturmgewehr 20 magazines (599 rounds).





Flamelasher: 3

BOOM! BANG! BANG! BOOM!.

You go to help the others, but you stub your toe on a doorframe, and start jumping about wildly in pain.

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

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





Talkal: 2

Shoot everyone in sight (of course the baddies).

You follow Flamelasher to help the others, but he stubs his toe on the doorframe, and you walk into him and bonk your nose.

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

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (54 rounds) 7 Grenades. Knife. MP40 2 clips (64 rounds). Bandana





Rulyon: 6

Hop on my radio find the frequency the Germans are using. Speaking German, broadcast that our position as been pinpointed...but tell them it's the building on the other side of the statue from us. If i'm called out on any grammatical errors, try to pass it off as shock and suprise from the tanks suddenly blowing up unexpectedly around me.

You have a sudden brainwave. You tell the others what your about to attempt, and hop on the radio:
"Wir haben die feindliche Einheit innerhalb des Dorfes geortet." We have pinpointed the enemy unit within the village.
"Wo?"
"Sie sind in dem Gebäude auf der Ostseite des Platzes." They are in the building on the East side of the square
"Die Panzer wurden bestellt, um die Gebäudehülle. Alle Einheiten klar bleiben."

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

Equipment:1 emergency first aid kit. Food for three days. M1 Garand, 15 clips but (118 rounds) Colt Browning model (silenced), 4 magazines (17 rounds). Bundle of German Equipment.





Events:
Suddenly, the tanks in the square begin firing, pummelling shell, after shell into the building opposite you. After a few moments, the building is little but a pile of rubble.
"Yeah! Great job Rulyon! We just regained our cover!"
Bridge is looking out the window with his binoculars.
"Your guys are having a hell of a job advancing. We need to help them out somehow. Any suggestions?"
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

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

Back to top Go down

[Archive]World War Roll2Dodge Empty Re: [Archive]World War Roll2Dodge

Post  Bigkahuna Wed Mar 30, 2011 12:08 pm

Roll #22

Its_crunchtime: 5

"Nope." Go and support Rulyon, then Bigkahuna, in their plans.

"Nope."
You follow Bigkahuna and Rulyon.



Talkal: 3

"Oww, you ibiot, you bwoke mah noz"
"Bwulyon, cont me in"

Learn how to shoot in the tank with it's cannon.


"Oww, you ibiot, you bwoke mah noz"
"Bwulyon, cont me in"
You go to follow them, and accidentally trip over a loose section of the carpet. You get up, brush yourself off, and follow.

Rulyon, Bigkahuna, Its_crunchtime, Talkal, and six british all leave the building. All the others stay back.



Rulyon: 4 Bigkahuna: 4

Rulyon wrote:"Well, an enemy tank will certainly be handy right about now, wouldn't it?" I have a plan, but I'll need a tank crew. Are there any volunteers to come with me?"

If I get enough volunteers to man the tank, I try to stay out of sight and search for a dead German near our building, preferably one with visible bloodstains on his uniform. Put on his uniform, then approach a tank and bang on it with my fist to get the crew's attention. Shout in German "Open up! The *Commander* (or whatever their ranks are called in the Nazi regime) has been wounded! My radio is destroyed! I need to call in our position!"

If the ruse is successful and they open the hatch, kill the German tank crew immediately with my silenced Colt and commandeer the tank. >:-)

bigkahuna wrote:Run back to where the others are. Help Rulyon with his task once he gets the tank hatch open. Once the Germans are dead, take the tank over to the truck-mounted Flak and take out the Germans near it.


You and the others sneak from the building, bigkahuna arrives to give you some help, and White waits at the buildings entrance. You run down the street keeping low. A German pops out of nowhere, and a Brit shoots him with his sten. Maybe a little too bloody to be convincing, but it should do. Rulyon puts on the uniform, and runs out to the square keeping low. You walk up to the nearest tank, and start banging the side. It doesnt work. Bridge walks over.
'Whats the problem?'
'They wont respond!' Bridge starts banging the side in a series of long and short pauses between bangs. Morse code. Finally the hatch opens and a German pops his head out.
'Was ist das?'
'Der Kommandant wurde verwundet! Mein Radio ist zerstört! Ich brauche, um unsere position! an!' The tanker nods and his head disappears.You climb up onto the tank, and hop inside. Then you whip out your pistol, and kill them all in a few seconds. You poke your arm out of the hatch, and give the thumbs up sign. Bridge enters the tank, followed by bigkahuna.
'Does anyone else want to come in? We need three more people!'

You drive the tank down the streets. It's hard, but your getting the hang of it. After much trial and error, you find the flak. The tank machine gun roars cutting down all the Germans around it, but not damaging the gun. White gives the thumbs up, and sits down at the flak, about to put it into use.



Foolishballoon: 2

Major - Kill germans.
Minor Kill Germans


Your rifle is jammed. Great.



Flamelasher: 2

Use my character's firearms to end the lives of the German soldiers under the command of Adolf Hitler and the generals working for him..

You take out your M1A1 carbine, but being unused to using a weapon that doesn't explode, you do a fairly lousy job.



Player stats:
Spoiler:
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

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

Back to top Go down

[Archive]World War Roll2Dodge Empty Re: [Archive]World War Roll2Dodge

Post  Bigkahuna Fri Apr 01, 2011 11:44 am

Roll #22

Foolishballoon: 6

Unjam my rifle and shoot all germans i see. Clear out any anti-tank people and the ones at artillery first.

You open up your rifle, and see that the bolt is jammed due to a buckled cartridge. You fumble around with it for a few minutes, and finally manage to dislodge the cartridge and get your rifle working again. Feeling slightly pleaded with yourself, you pint your rifle out the window, and continue shooting. It's utter mayhem out there. Germans seem to be retreating from the Americans, all though a bit slowly. You can see several authoritative figures calling for reinforcements. You take them all out before any of them have time to hide. You continue your sniping, until the Germans realise that they're being sniped, and head indoors, and out of range. Reynolds pats you on the back
'Now it will be easier for our guys to get through.'

Skills: 3 stealth +1 when using silenced pistol or knife. 6 Marksman. +2 stealth when using Springfield.

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





Bigkahuna: 2

Major: Read up in the WE about using Flak guns.
Minor: Help White use the artillery to take down the Germans
.

You hop out of the tank and join White.
'I know how to use it,' he says, 'but the bloody thing seems to be jammed. I don't know how to fix it.' You pull out your WE and read about enemy flak guns. You don't have enough time to reach the part your looking for, when a group of Germans walk past, and White pulls you into some cover.

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

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





Its_crunchtime: 5

Chill with White, eat a sammich, and research how to be more stealthy in my WE.

You hop out of the tank. The others seem to be having some trouble, so you unwrap a sandwich, and eat. While you eat, you prop the WE on your lap an read about stealth.
'My librarian would kill me if she saw me doing this.' You manage to find some very useful info.

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

Equipment: WE. Food for three days. 1 Emergency first aid kit. Food for three days. BAR 9 clips (170 rounds) Webley WG army model revolver (50 rounds). 1 Grenade. Knife. Luger 1 magazine (8 rounds). Shades. Sturmgewehr 20 magazines (599 rounds).





Talkal: 3

Read more about M1 Garand.

You sit down beside Its_crunchtime, and read. Right on cue, your head hits you with a whopping headache. You sigh.
'What a damn nuisance.'

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

Equipment: Medical supplies. Food for three days. M1 Garand, 7 clips (54 rounds) 7 Grenades. Knife. MP40 2 clips (64 rounds). Bandana





Rulyon: 4

Major Action: remain near the flak gun while the others use it. Should any Germans show up to try to retake the gun, mow down soldiers with the machine gun and shoot tanks with the cannon.

Minor Action: Radio in, report our status, and offer fire support for the Americans in the form of a flak barrage or some "rolling thunder" tank support.


You radio in and report your status. Intel seems very impressed.
'How would you guys like some shell support? Ah, excuse me.' You see several Germans walk over to the flak gun. You put down your radio, and blast them.
'Sorry about that. Anyway, what do you reckon? Over.'
'There is a tall hill close by, not much cover, but the perfect place to provide support fire. Your call. Over and out.'

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

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





Flamelasher: 4

Research firearms in my War Encyclopedia, trying to become proficient, or, indeed, more proficient (As all self-respecting military members must be proficient with firearms).

You start reading the section on rifles, but are unable to find anything on carbines. Still, you manage to find something which could come in useful. And judging by the retreating Germans outside, it probably will.

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

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




Events:
The Americans are about 500 metres away from the square. The square seems to be bare of Germans, only the tanks remain.
Bigkahuna
Bigkahuna
Worldmaster
Worldmaster

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

Back to top Go down

[Archive]World War Roll2Dodge Empty Re: [Archive]World War Roll2Dodge

Post  Sponsored content


Sponsored content


Back to top Go down

Page 1 of 3 1, 2, 3  Next

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum