Stinky
Dust! Stinky responds to the challenge and promptly yells "GAS, GAS, GAS !!" as he drops his helmet dragging his gasmask on.
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Stinky
Dust! Stinky responds to the challenge and promptly yells "GAS, GAS, GAS !!" as he drops his helmet dragging his gasmask on.
Poetry
The momentary relief of knowing he had found the rest of the squad was immediately banished by the call of GAS! "Masks on lads, gas!" Poetry ordered, as he donned his own gasmask.
Frenis quickly scrambles to get his mask on.
Awareness: [roll0]
Snake throws his gasmask on, keeping an alert look on his surroundings.
Awareness: 1d20+10 → [20,10] = (30)
Poetry
Awareness: [roll0]
The can pops as you drag masks from your belts, spewing mustard gas into the midst of 2nd section. That's horrid stuff, itching and coughing and boils to look forward to... as you pull the masks on and tie them in place the masks filter out the gas even as you cough traces of it from your lungs. Within moments you're just itchy.
Twitch moves forward and takes a look. "Nest's dead... can't see the guy from that window... ah heck they've all split now. We're clear." says Twitch. Gunfire and rumbling engines can be heard from the road, east of all sections.
Frenis awaits further orders.
Spoiler
Awareness: [roll0]
I might be able to get online once or twice this weekend, but don't expect much from me guys. Sorry! :smalleek:
Docs stay here ta tend tha fallen. Everyone else up tha creek-3rd on tha west bank, 1st on tha east, and 2nd lags behind fer fire support. Let's go help tha treadheads.
Poetry
"All together now lads, lets move!" Poetry forms his squad up, moving towards the east as ordered.
Stinky
Standard Wedge, close up the holes. We're in this to back up Worst and Turd sections. Lets go. Stinky double checks his reloads and ammo and moves out with his troops.
Platoon chart
Spoiler
(First name is section leader)
Command:
Slip
Curly (2ic)
Speak-Easy (Radio) - Critically wounded
Doc (Stretcher) -3mel, -2aware
First:
Poetry
Frenis (Sharp) -5 melee, -1shotdie
Snake (Rifle) -4mel, -1shotdie
Crash (gren)
Herbwest (1st Aider)
Rifleman #1 (Fingers) - Critically wounded
Rifleman #2 (3 Pegs)
Second:
Stinky -2mel
Tyrson (Sharp) -3mel, -1shotdie, -2aware
Twitch (Rifle)
Ramble (LMG)
Fragranstein (1st Aider)
Rifleman #3 (Tiny)
Rifleman #4 (Jinks)
Third:
Hooky
Lifter (LMG)
Bang (Gren)
Ripper (1st Aider)
x3 Riflemen
1st Section formation
Spoiler
Section marching order:
Poetry on Point
Snake
Frenis
Crash
Rifleman #1
Herbwest
Rifleman #2
2nd section formation
Spoiler
Standard Wedge formation (basic diagram below for open area movement)
___________(point - Twitch)___________
----------Tiny-------------Ramble-------
------Tyrson------Stinky-------Jinks------
----------------1st Aid (Reddy)----------
Files for long tight areas
--------Twitch
Tiny----------
--------Ramble
Tyrson--------
--------Stinky
Reddy--------
--------Jinks
Battle Buddy pairs for Clearing the shanty town
Tyrson & Jinks
Twitch & Tiny
Ramble & Jinks
Stinky & Reddy
((Ha ha, where'd you get those names from??))
Following the creek east the sound of HMG fire and cannon booms becomes steadily louder. Counter battery fire echoes through the sky, the enemy howitzers gone silent in the face of it. Engines rumble in idle, men and dvergr shout and fight. 2nd section comes upon the road first, Twitch on point gets the first good look.
The armoured column is strung out along the road. APCs and tanks - indistinguishable save for the presence or absence of turrets - fire intermittantly into the shacks at targets you can't see. The closest two are a pair of tanks, further back south you can see the ambulance; an APC come triage centre. Further forward you think you can see your own APC hidden behind a '75 tank.
Twitch sees smoke cans thrown 30 yards left of his position, there's a dispersing cloud back at the turn 100 yards right. A flattened sandbag barrier and smouldering houten tank lie 10 yards right, the tank gutted by your own and the sandbags driven straight over. There's a 3 floor tavern 30 yards to your right, opposite side of the road which is being pounded with HE shells, dvergr armour appears to be leveling it. You catch a glimpse of dvergr regulars left nearly 50 yards north but Houten smoke quickly obscures them. Then not just Twitch but all of 2nd section see a couple men throw smoke straight ahead on the opposite side of the road, you see them throught he gap between the two closest tanks.
Frags on tha far side of tha tanks! Move up to tha lee sides-after they go off, we're rootin' out what's left! Slip dashes forward, waving his right hand to let any tankers that took a moment to look before firign that he was no a threat.
As you advance the closest tank on the right booms a canister shot into the forming smoke ahead of you with a sponson, bringing it's turret around it does the same again when you reach it... the canister blasts make the shacks there crumble and fall apart in 30 yard deep swathes. The tank to your left angles a sponson rear MG about and liberally hoses that area.
"Enemy north by northwest, MG suppressive fire... get down!" shouts Curly as the tank right behind 2nd section angles it's left sponson around to fire over your heads. Looking where he's indicated there's shapes running out through the smoke... awareness 10+ to pick 'em, D8 shots... D12 for rifles. Tracer fire is flying through the smoke from the other side, dvergr regulars must have the same idea.
Slip hits the ground, clicks over to full auto and riddles the smoke with tracer fire.
((Awareness (1d20+9=25) (I figure the suppression will be more effective if I can see them).))
Stinky
Stinky hits the dirt and begins to volley into the smoked area.
Awareness [roll0]
To hit [roll1]
Not firing for speed or anything just yet,just the usual.
2nd section all hit the deck and fire at the smoke. It makes a heck of a racket! Then the sponson gun booms over your heads, sending a cloud of canister shot into the smoke... you actually see the smoke ripple as the shot enters. Now deaf you can't hear the racket or whether Slip called a cease fire... his LMG stops firing as the entire mag spat out in about a second.
You can't see anyone in the smoke, shot rolls denied. You can fire anyway as it's still suppressive fire. 1st section emerging from the creek wence you came sees 2nd down and firing along with the destruction being wrought by tanks on the shacks directly opposite this side of the road, even as smoke gathers there.
*What the hell, i'll drag you all a bit to get it moving
Maintaining fire with no clear targets in the smoke, you're rewarded in knowing the tank closest to that point hasn't fallen to demolition charges. Your hearing is just starting to return when the cannon behind you booms again, a big low velocity HE round whips through the air to blast in the midst of the smoke. Not long after that, hearing once again on the return and the LMGs all starting to steam with the whole platoon now on the road, dvergr regulars move up and take position here. "We got it here lads, you're wanted further up." says their LT. He's putting two squads watching the road and another in guarding the creek approach, you see more units moving up behind them.
Frenis follows Poetry, as usual.
Awareness: [roll0]
Swapping magazines and barrels, Slip asks the other LT Kin I borrow yer radio fer a sec? Mine froze an' got hisself all shot. If yes, he, by proxy, identifies himself and requests an update.
Stinky
WHAT!? Stinky wring his finger in his ear for a moment, and clears his mask from his face (only if the others have no masks on) CAN'T HEAR, USE HAND SIGNALS SIR! The deafened Bjartr says to the LT.
The regulars oblige Slip. Their radioman checks, giving the update as Slip provides it. "Yessah. Leftenant, we've been getting attacked by infantry with demo charges & heavy mortars. Heavy mortars are being ranged by our own, captain wants your platoon up 50 yards to get ready to board your APC. We're all advancing shortly - keep an eye out for troublemakers on your way."
All of which has to be repeated, twice, before Slip is sure he heard it. Hearing is slowly returned and he gets the idea.
*three awareness rolls for the walk up to your APC, everyone.
Stinky
Time of day?
Awareness
[roll0]
[roll1]
[roll2]
((Awareness checks (1d20+9=21, 1d20+9=12, 1d20+9=29)
*Sings*Two outta three, ain't bad...))
Awareness rolls:
[roll0]
[roll1]
[roll2]
Platoon chart
Spoiler
(First name is section leader)
Command:
Slip
Curly (2ic)
Speak-Easy (Radio) -4 melee, -1shotdie
Doc (Stretcher) -3mel, -2aware
First:
Poetry
Frenis (Sharp) -5 melee, -1shotdie
Snake (Rifle) -4mel, -1shotdie
Crash (gren)
Herbwest (1st Aider)
Rifleman #1 (Fingers) -1 melee
Rifleman #2 (3 Pegs)
Second:
Stinky -2mel
Tyrson (Sharp) -3mel, -1shotdie, -2aware
Twitch (Rifle)
Ramble (LMG)
Fragranstein (1st Aider)
Rifleman #3 (Tiny)
Rifleman #4 (Jinks)
Third:
Hooky
Lifter (LMG)
Bang (Gren)
Ripper (1st Aider)
x3 Riflemen
1st Section formation
Spoiler
Section marching order:
Poetry on Point
Snake
Frenis
Crash
Rifleman #1
Herbwest
Rifleman #2
2nd section formation
Spoiler
Standard Wedge formation (basic diagram below for open area movement)
___________(point - Twitch)___________
----------Tiny-------------Ramble-------
------Tyrson------Stinky-------Jinks------
----------------1st Aid (Reddy)----------
Files for long tight areas
--------Twitch
Tiny----------
--------Ramble
Tyrson--------
--------Stinky
Reddy--------
--------Jinks
Battle Buddy pairs for Clearing the shanty town
Tyrson & Jinks
Twitch & Tiny
Ramble & Jinks
Stinky & Reddy
As you advance the battle slows it's pace around you. This Houten line has failed and it seems they're at last admitting they won't get it back. Here and there you hear gunfire but the big guns are silent; for the first time in a long while even the howitzers are quiet. So it is as dusk begins to settle, darkness flooding into the bowl of Somek's mountain that you hear a rumble. Not a loud thing, not an obvious thing... far deeper than the engines, deep like the earth itself, shaking it's way up through the ground and the shacks to such a low and powerful beat that men's ears can't hear it... like the great snake Corpseripper clearing it's throat in Harthglome's deepest roots.
"Steady, lads... keep moving." says Curly, the sun just starting it's final descent. Poet half sees something big up on the ridge about a mile east, then it is gone before he can make out what it was.
You reach the APC intact. There’s bodies piled up beside the road here, the bodies of men with their blood still fresh on the dirt. A small and battered section of dvergr regulars greet you, they’re none too cheery; “’bout time.” is all they say. You take up position here and wait for a few minutes. Speak-Ezy and Fingers come back up the line to you during this wait, bullets pulled and in surprisingly good health – the company medic knows his stuff.
Speazy can’t be improved further, the human body is fragile. He needs rest but can operate the radio just fine and fight if he has to.
Fingers is as good as he can be.
Doc and his first aiders have time to improve the others back to -1 melee, Doc can take 10 instead of rolling.
((You’ve got a few hours to RP before I move your advance onto the next (2/3) line.))
Frenis walks over to Speak-Easy, wincing as his adrenaline fades and his body starts to feel the pain of his injuries. He pats the man on the shoulder, and grins. "Congratulations, human. You've earned my respect. If you can survive injuries like that, you're worth fighting alongside us. In my opinion, at least! Hah hah!"
He really did respect the human. The fact that he'd stayed in one piece, let alone remained alive after a hit like that, proved that he was tough enough to fight alongside Dvergr.
Tyrson takes a breather, coming out of his shock and back to his surroundings.
Speak-Easy
Speak-Easy smiled under the pain. "Thanks, I'm just glad my radio didn't break." He said. He hobbled along to the APC and sat down, drawing a long sigh. He wiped the mud of his radio and decided to check on the progress of the assault, as well make sure the radio was actually working.
SpoilerJust for RP purposes and to see if the radio still works. [roll0] - Radio Check
Poetry
Poetry walks over to Slip and quietly says "Sir, I saw somethin' big out there. Not sure quite what, but it was no Houten and that's a fact. Might be we have us some trolls or maybe ogres somewhere out there."
Frenis' ears perk up at the mention of trolls. He moseys over to Poetry and Slip, not wanting to be left in the dark about something that important. HE clears his throat, and keeping his voice low, says: "Beggin' your pardon, sir, but I couldn't help but overhear your mentioning of... certain things. In the event we do run into something of the sort, what tactics would you recommend? Would normal bullets stand a chance, or would we need something bigger? Wait... would K Rounds fit the bill?"
((Do I still have those K Rounds? I think I should have 3 left, IIRC... :smallconfused:))
((Curly relieved you of those post mission. He'll have 2 mags of them as usual.))