Platoon chart
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(First name is section leader)
Command:
Slip
Curly (2ic)
Speak-Easy (Radio)
Doc (Stretcher)

First:
Poetry
Frenis (Sharp)
Snake (Rifle)
Crash (gren)
Herbwest (1st Aider)
Rifleman #1 (Fingers)
Rifleman #2 (3 Pegs)

Second:
Stinky
Tyrson (Sharp)
Twitch (Rifle)
Ramble (LMG)
Fragranstein (1st Aider)
Rifleman #3 (Tiny)
Rifleman #4 (Jinks)

Third:
Hooky
Lifter (LMG)
Bang (Gren)
Ripper (1st Aider)
x3 Riflemen

2nd section formation
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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



((Can't work out why you took D6, Stink. Situation calls for Fast shots - that'd be 2 d3 + extra on a D6 5+ for you. I rolled it as such for you.))

Twitch is quick but the Houten's quicker. A shot bangs off his chestplate as he takes aim, his reply blowing an angry red hole in the man that drives him to the ground. He dies fast, his only noise a grunt. As he does Tiny & Ramble drop to prone instictively while Stinky is able to shoot over their heads from a crouch, missing completely. Delayed by going prone Tiny & Ramble can't fire initially while Tyrson gets a risky shot and takes it, the man leaning on the right is beheaded by the old full-length rifle.

The Houten troops are mightily surprised at their own misfortune in facing full-armoured dvergr. That's bought you a second and they panic fire, shots whiz past as both remaining men miss. Tiny gets his trenchgun up as the left leaner pulls away leaving his friend in the middle working his bolt... Tiny's shot is a bit off, blowing a knee away instead of a torso, but nobody notices in the fussilade of MG and rifle fire that takes the man apart right after it.

You can rush forward with the initiative yours (and possibly get a shot on that MG nest right high before they can react), take Awareness to check shacks but costs time, and/or take Stealth to do it slow and quiet but lose the initiative.


1st Section remains under suppressive (and blind) fire from the LMG position. The damn thing hardly stops for breath, it's a wonder they can keep this rate of fire going. An LMG usually takes a few seconds to reload but he's doing it faster than that, if at all! Fingers is clocked in the helmet but either he's thick or it is because he's not fazed by it. Snake is less fortunate, a lucky LMG round smashes through 6 layers of tin, a wood post, and a civilian's arm to lodge in his side - right above an armoured plate that would have stopped it. He's wounded (-2melee, needs assessing)!


Speak-Ezy hears as things liven up on the company channel. "Foxhound requesting m... *crackle*...3, mortar quick bombardment on 68-63, ov... *crackle, silence*" - Sqeazy should update command that his platoon's made contact, D20 Radio check