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    Barbarian in the Playground
     
    Shirocco's Avatar

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    Default Warglory, Liberators

    This is a Warglory, Liberators - a plot thread. Admission is by invite only.

    Battle Rules

    These will be expanded if needed. Each player is assumed to have some knowledge of their own weapon.

    Combat turns represent 3 seconds of combat. Most hand thrown weapons like grenades will detonate the turn after they are thrown, and shooting requires you to stand still unless otherwise stated.

    There are two types of fire. The common one is direct fire, this is aimed at a specific target. The second is suppressive fire into an area, which forces your enemies to take a pinning test but gets no Hit rolls. Any lucky hits at GM discretion. A pinned enemy cannot move, fire, or do anything other than keep as low as he can to avoid being hit.

    Blind fire is achieved with an awareness check and an automatic or trench gun at close range. If useing another weapon (or you fail the check) you can still fire, but it is only suppressive and has no hit roll.

    Small arms

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    Most guns when fired at short range on a clear target work on a D3. A one misses, a two hits and wounds, a three kills outright. This is because while most soldiers can hit targets consistantly down a rifle range, accuracy drops by about a third in battle.

    Most reloads take one turn. How often that happens differs between weapons. Exact bullet counts are not taken, it's approximated by turns spent firing how long you can go before reloading.

    Most targets are not standing still in the open, and more difficult targets have higher dice rolls. For example, a D6 roll where a 5 wounds and a 6 kills is not uncommon. We work with real dice sizes with the addition of D3 & D2. I call out the base die, such as D20 or D8, and you apply the following to it.

    For example, some guys at a mid range firing back from good cover are a D20.

    Fast shooting: Useing a rifle automaticaly knocks that down to D12. Sharpshooters knock it down an extra dice, so they take a D10. You roll your full number of attacks when Fast shooting.

    Steady shooting: Doing this means whatever your gun you knock the dice back by one. Automatics turn D20 into D12, riflemen turn their D12 to a D10, sharpshooters go all the way to D8. Everybody (rifles, MGs, the lot) fire 2 shots when firing Steady.


    Small arm classes
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    Automatics can shoot three bursts or in full auto. Fast shooting for several turns in a row causes heat buildup and you'll soon be rolling for weapon failure, see Cookoff. Full auto is considered suppressive fire and thus has no roll on the hit table, it consumes an entire magazine in one turn.

    Automatics gain a reroll on any shot equal to D10 or less.

    Semi-Automatics can fire 4 shots per turn. When at close range it is possible to quickly squeeze off the entire magazine for 6 shot rolls on one target but you must roll at the shot's base die regardless of the weapon's accuracy. This will empty the magazine.

    Bolt action weapons fire twice per turn. They can attempt to fire three times on a D6 roll, where a 5+ means the shooter is very smooth that turn with the bolt and gets a third shot. It takes skill and experience to fire faster.

    Pump & lever action can fire three times a round. On a D6 roll of 4+ the operator is very smooth and achives a fourth shot per turn.

    Buckshot gains a reroll on any shot equal to D10 or less.



    Specific small sub-types
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    Trench guns are civilian shotguns pressed into military service. Most have very limited tubular magazines (2 turns of shooting, 2 turns to relaod) and take buckshot rounds by default. Effective to 25 meters. Dvergr riflemen are assumed to carry one of these in addition to their rifle.

    Sub machine guns (SMGs) are overgrown pistols. They're lightweight automatics that use pistol cartridges, making them handy in close range fighting. These differ from real MGs in that they are entitled to snap shots and have only 100 meters range. A standard magazine has ammo enough for 2 turns of shooting, somtimes three if fired conservatively. Because SMGs are closed-bolt light barrel weapons they overheat very fast. Dvergr riflemen may choose to carry an SMG instead of a trench gun.

    Heavy rifles, such as the bolt-action rifles used by Nagaard dvergr, treat all hits as kills. Humans buckle under the recoil of these weapons, and can only fire them once per round with great care. Dvergr ignor this effect. Most anti-tank rifles are in this catagory, though some are so large not even dvergr can fire them full speed.

    Dvergr heavy bolt-action rifles have deep magazines, lasting 6 turns on average.

    Heavy shotguns are only useable by dvergr and very strong members of other races. All hit results are kills, misses may be rerolled as usual. They otherwise work the same as normal trench guns.

    Light machine guns (LMGs) are automatics. They are all magazine fed and fairly heat tolerant. They're big - whenever caught by surprise a machine gunner will fire last, he's cannot take snap shots and he cannot carry a secondary weapon. Dvergr use the same shells in their LMG as their rifle, so for a dvergr LMG all hit results are kills, misses may be rerolled due to spread. All light machine guns come with bipods, which take half a turn to deploy but reduce shot difficulty by one die.

    A standard magazine has ammo enough for 2 turns of shooting, sometimes three if fired conservatively.

    Sidearms are mostly revolvers, they count as semi-auto. Magazine lasts about 6 shots. They may be drawn between turns as a free action and give +5 on reflex checks when you attempt to use them before an opponent melees you. Any form of body armour (sometimes even thick clothing) defeats sidearms.


    Cookoff
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    Automatics build up heat as they fire and some weapons are more tolerant than others. When a weapon has become hot you must roll a weapon failure check (D20) every turn, the DC is only 5 but you take a -2 penaulty every turn you keep firing until it fails. This is called cookoff - the gun is so hot it sets off bullets as fast as they feed without any help from the trigger. When this occurs I will roll on this table and tell you what happens.

    1 Weapon damaged. Parts required.
    2-3 Dangerous jam. Takes 2 turns to clear, blows a finger off.
    4-6 Bad jam, takes 1d3 turns to clear
    7-12 Misfire. Cycle manually to clear, takes half a turn.
    13-19 Keeps cooking off unless ammo expended. Roll again next turn.
    20 Stops cooking off on it’s own. Can work normally next turn.

    Weapons with deployed bi- or tripods remain able to engage specific targets like usual during a cookoff but cannot stop firing. When weapon is unmounted a cookoff counts as suppressive fire.



    Melee
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    Melee combat is based on a single D10 roll, which represents all the cheerful brutality of close combat. Parries and feints right up to eye gouging, grapples, and decapitations. Always remember that a clever player can bipass this system by describing a really good fighting move that i think would work - standards are high though, coolness helps. "Close but no cigar" attempts may land you a bonus. I don't let these fly too often but in moderation i'm happy for players to try it.

    Otherwise, you pick a target and roll a D10 plus modifiers. Your target then does the same thing. If rolls are equal nobody is taken out - that round is a draw. If you beat your opponent by 5 points or less, they're wounded. If you beat them by more than 5, they're Out of Action. This cuts both ways. If your result is worse, the opponent does the same things to you.

    Any melee combat actions take a full turn. Attempting to do anything else - even talk or shout warnings - gives a bonus to your opponent's roll.

    When multiple combatants engage one target, they all roll as above. Then the highest result is taken and each of his allies gives half of their roll as a bonus to his result, rounding up. The outnumbered combatant must then beat that highest result.

    Shooting is possible in the last second before an opponent melees you. This is an opposed D20 reflex check. Some weapons are good for this, most are not, while the big or long weapons often can't even try. If you pass it's a D2 shot - you can't miss.

    Bayonets are Decent Melee Weapons. Unlike other melee weapons if fitted the bayonet means you always have a melee weapon ready - no need to draw it or shoot with a knife in one hand. They do not work well in cramped spaces unless detached and used like a knife or sword. They also increase shot difficulty by one die against targets >100 meters away.

    Lastly, a lot of things can give bonus modifiers to a character - but most are character dependant. I will tell you what your character gets. Broadly speaking though:

    Decent melee weapon gives +5

    Improvised melee weapon gives +2

    Armour gives +3 against unarmed, +4 against armed.

    Most dvergr troops have +6, as they have the strength of four men and are tough as ten. This makes them hard opponents, but they are broad and fewer dvergr can fit abrest in a trench or alleyway than men. Their training affords an additional +2 on average. A dvergr like the player characters is worth 3 human regulars in melee on average.




    Armour
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    Most soldiers did not have armour in the 1930s. Thus most don't have it here either, with only dvergr still taking armour seriously. It's simply too expensive and too often unhelpful for most armies. Below are the types that apply to this game.

    Breastplates are still found in some places. It's an idea being trialed at present by some nations on assault troops, and remains common on human heavy machine gun crews. Breastplates deny SMGs & trench guns any rerolls and ignor hits from such weapons on a D6 roll of 4+. They ignor rifle shots on a 6 when beyond 200 meters. Shrapnel has less effect against breastplate troops.

    Dvergr battle armour is archaic. The core design is now centuries old featuring two piece breast & backplates with banded mail strung over the limbs and a heavy open-face helmet. This gives great resistance to shrapnel but also renders immunity to pistols, SMGs and trench guns. Rifles penetrate the armour if within 200 meters on a D6 roll of 4+. Heavy rifles ignor the armour if within 200 meters, roll for it out to 500 meters. Through training and craft-skill, the armour does not rattle. Only wearable by Dvergr - if resized for other races they find it too heavy.


    Character Creation
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    Character creation is simple. You can do as much or as little of this as you like; a standard-issue (prebuilt) dvergr riflemen with your name on it is fine by me, i can build one for any of the open jobs in about a minute flat. Truth is, so can you!

    Pick a name, then a nickname (typically something everyone else lumped him with when he did something stuipid like Slip, Wax or Stinky).
    Comming up with a loose background is recommended. I don't need a novel, it's as much as you feel like writing. I've let players in with none before.

    For skills I borrow from D&D. You have 40 skill points, no more than 10 in any one thing. Hide and move silent are bundled together as the Stealth skill while spot, listen and search are all under the Awareness skill. It costs 5 skill points to learn extra languages, radiomen get a bonus language for free.

    Kit options are discussed in recruitment threads. The most flexible characters are the riflemen. All characters receive upgrades if they survive a mission, the options are determined by the character you chose and sometimes by how it was played.


    Playable Races

    For race i suggest just rolling a dvergr of the Nagaard people, as this is a Nagaard mercenary army. Other options are below, including dvergr of other tribes and even humans for the brave player.

    Of Men
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    There are many human nations, as men are now the most wide spread race across the known worlds. They are too short lived to learn their own magic but are quick learners, so work through ritual and bargains to cast the spells of others. Perhaps because they do not fear them, all other races are prepared to speak with at least some men. The following are involved directly or indirectly in this war.

    Nacarfi: The battle is taking place in one of their colonies. Nacarfi are a people of a border state between the more temperate north and arid south in the core human world; they have a long history of mixing with all human nations and an eclectic culture results. They are deceptively wide spread, with colonies on many worlds - though not originally by their choice, as they were regularly taken as slaves in times past. Most of the colonies became independant years ago, but some of the home land still find themselves far abroad, where their love of dance, music and spices can make them easy friends. They are sometimes viewed as thieves, especially by their Houten neighbours.

    Strevoy: Men of a more northern climb, the Strevoy were for the longest time planesmen. Long called Svaad by the dvergr, they were united less than two centuries ago into a vast empire are in the throws of revolution all across their vast and diverse land. They can be fatalistic people but are hardy survivors, the northern end of their lands forever buried in snow. Strevoy are more wary of the fae than most men for they have great trouble with them in their home land. Most fear fairies, some bargain with them. They have an uneasy truce with the fae because of their ancient fear that without them the world roots - the ways between worlds - would close up, and the Strevoy homeland has several of the manworld's majoy roots in it's borders. With revolution rocking their empire, many have fled as refugees to the far colonies and into other nations. For the time being, mercenaries make good money with the Strevoy.

    Houten: A small mountain-locked homeland belies the great trade empire that are (or was) the Houten. They are politically a strange animal, having an elected leadership with three heads. Religiously open minded and militarily a bit dislocated, the Houten lost much in the Great War of ten years ago. They now hold a core of high value worlds and seek an ally with Strevoy to reclaim what they lost, and have ended up embroiled in it's civil war. There is talk of conflict within the Houten's own ranks, and it would hardly be their first revolution if it proves true. A faction arises there that calls for strong leadership behind one man, but it is largely unknown beyond the Houten's own borders. In peace they are a highly individual people, considering identity important and bickering over petty things, but are likeable and rich in personality.


    Of Dvergr
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    Dvergr dwell in the world of Harthglome; a barren globe of air and cyclone with walls and sky of rock. It is a harsh place of bitter cold, all weather turning on a point in the centre that glows brilliantly after the Great Storm's climax when the wind stops and blizzards settle, letting a brief thaw before dimming and starting the slow build to crescendo again.

    Dvergr, like most life in Harthglome, dwell for the most part below ground. They farm and hunt and survive often with no direct contact with their world's attempt at a sun. They are a grim people, aggressive and stubborn. It's no surprise to anyone who has seen Harthglome that dvergr range so far from it through the world roots. As a people, they are known for three things: Craft, war, and will to live. Dvergr are tougher than 10 men, strong as four, and born to the magic of illusion. Most dvergr start developing a skill for it by their first century, and by old age can be exceedingly powerful in this art. Sunlight utterly ruins illusion magic and wracks dvergr with pain, slowly turning their skin to dust and eventually they become stone. They are as near to blind daylight as men are at night, but have flawless (and near colourless) night sight.

    All dvergr troops get +2 melee from intensive training, prior experience or great personal drive. This stacks with the following.

    Nagaard melee +6 at night, no magic. No penalty in day.

    Others melee +6 at night, illusion magic. Melee +1 in day, -1 shot die, -2 skills, shoot up to Mid range.

    Djupr melee +6 at night, full magic. Melee -4 in day, bargained magic only, -5 skills, -3 shot die, shoot up to Short range


    Nagaard: Nagaarn is the dvergr war-god, a merciless deity who accepts no compromise. The Nagaard are his people. In ancient times they were exiled to the surface and suffered terribly with each passing of the year, when the world was bathed in light. This changed them. They gained day sight, lost their fear of the light and became the hardiest survivors of the dvergr. The light exposure has stunted their magic, Nagaard have a weak grip on illusion by old age if they're lucky. Even today their society is nomadic, with few holdfasts populated year round. Their place on the surface and inevitable poverty made them mercenaries, able to deny passage of other tribes across the surface. Their eventual sun tolerance made spreading across other worlds easy, made them ideal as fighters to beat or hold opponents in the day so their fellows of other tribes could end it in the night.

    If there's one thing Nagaard know, it is how to fight! They have been involved in every war brought upon the dvergr and most of the ones they started. This is a Nagaard mercenary army, and though they use archaic weapons and outdated machines they fight with a ferocity that can give pause to trolls... and love it every step of the way.

    Bjartr: Dvergr of the hammer-crafts. Dvergr have a reputation as the finest craftsmen across all the worlds; amoung them, Bjartr are the great. They call the central mountains home, have strong trade and military ties with all the others, have colonies off world that never fell in the Rise of Men and are the leading political force of Harthglome. Their money buys the power of the others, the craft puts the tools in their hands, and their wisdom provides the leaders they need. They are philosopher warriors at heart and have been ruled for more than a two thousand years by the one titled Sindri in his golden hall.

    Bjartr craft is highly prised. The finest weapons and armour come from their factories and their workshops. The best of all are made in Song Hall, an ancient place of smith-monks where things of legend are made to the song of hammer blows. You will find few of them in this mercenary army, but while most of them are clever and generous enough to make friends a few seem to forever be the butt of jokes amoung Nagaard.

    Djupr: Bjartr philosophy is for the most part common sense; the Djupr, or "Deep" people have a different view on things. They dwell furthest from the surface of any Dvergr tribe, far down in the deep rock where a world root forms in their oldest city. They have less sun tolerance than most dvergr but are extremely sensitive to magic; a Djupr can expect to develop the Canny, their illusion skill, by their first half-century. Religiously they are occult; secretive and hidden, they study the magics of other races. Djupr are said to bargain with trolls, forbidden by the Bjartr since ancient times, but they deny such things and discredit accusers. They make their money through trade in the rare gems and ores that turn up in their deep mines, along with other wonders that defy explanation.

    Djupr are hired as specialists in this mercenary army. There are very few of them. They must forever walk about completely covered up for fear of the sun, and on this world they curse the brightness of moons at night. Not even a cellar or inside a building are they free of this effect.

    Rada: Known as the set, Rada were once many tribes but now are a nation. They work with other dvergr in many colonies off world, but the spiritual heart of their people remains in Harthglome. Their homelands are the western end of the great sphere, where ore is still rich despite millenia of mining. The Rada are slow to anger for dvergr, and highly organised. They are accused by others of making procedures for everything but nobody calls them unreligious; they are the people of Starfa, god of trades and cunning. When poverty strikes and all are hungry, Rada eat well and pretend they have not.

    The Rada have a natural distrust of men, especially Nacarfi, and they hate fae more than most because they understand them not at all.

    Fjarri: Dwelling far from the other dvergr of Harthglome and in colonies elsewhere, the Fjarri are as much benefactors as they are victims of geography. A lot of Harthglome's water runs through their tunnel-maze in the Thaw and it affords them an abundance of life rich underground lakes and the Hverth-Blatr sea. They have more food than most and it allows the Fjarri to be many. There are three tribes within their people who still bicker to this day, but are ruled by a fragile council of elders. The Fjarri are not technically a soverign state but they are hard to control, so pay a light tithe and apart from occasional assertion of Bjartr authority they largely keep to themselves. Fjarri place great importance on etiquette and good manners, as it's the only way to keep blood feuds breaking out at a moment's notice.

    As unruly and unstable as the Fjarri territories are, Fjarri themselves appear polite and well mannered; however they love a good fight and a good meal even more.



    Lastly, traits. These are intended to reflect character personality in game rules by applying bonuses and penaulties in equal measure. I suggest only one, you can take more if you're game or none if you arn't.

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    Killer’s eyes (+2 for melee attempts. Must always attempt to melee if enemy is within 5 meters)

    Purposeful (Always does Steady shooting, but shot die is reduced by 2 rather than 1)

    Victim of Bureaucracy (He’s from the artillery. Sure enough he doesn’t hear too well (-5 awareness, trouble hearing orders) but knows his way around mortars, field guns, and other heavy weapons (+10 on checks related to their use) and has a better than average grasp of angles (+2 on grenade throwing)

    Wealthy background (starts game with an equipment upgrade, but everyone keeps stealing from him and playing pranks. Whenever he reloads or trys to throw a grenade, roll a D6 – on a 1 the grenade or magazine is missing, empty or a dud. Try again next round.)

    Second hander (Your weapon is a hand-me-down and probably older than you are. +5 bonus on repair & maintenance due to loose and worn components, but -5 on weapon failure rolls for the same reason.)

    Alcoholic (Even for dvergr you drink heavily, slipping spirits in your water canteen and bottles in your bergen. All skills and saves suffer a -2 penalty except stealth. Near constant disciplinary action from one officer or another means you find things in the APC in half the time (you packed it), your weapon is excessively maintained (+5 on misfire rolls). You’ve also become very shifty (+2 on stealth checks) and rather good at getting things you weren’t meant to have (+4 on scrounging).

    Superstitious (follows superstitions by carrying charms and other odd behaviour, giving +2 on all saving throws. Is also obsessive/compulsive, making him a time waster – most actions take %50 longer. Will check suspends for one turn or action.)


    Specialist rules
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    First Aider
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    First Aiders have a Heal skill bonus of +5. They are equipped with battle armour, rifle, bayonet, medical supplies and either grenades or a trench gun.

    When you see wounded, you must assess them with a repeatable heal check (10+) before you can do any of the following.

    Characters found Out of Action (not dead) in battle can be revived or dragged clear/sent away. Once assessed anyone can take wounded away but only First Aiders may revive them in combat - heal check DC 20, this is a repeatable one-turn action. Most dvergr troops will survive the Out of Action state, you're speeding recovery and ensuring they arn't finished off where they fall. Once out of combat reviving Out of Action dvergr characters is a no roll action that anybody can do in 5 turns, but First Aiders do in 1.

    Lastly you can reduce wounded penaulties on players and named NPCs. Anyone can stop the Bleeding penaulty with bandages but you can reduce melee and shooting penaulties by one with a Heal check 25+ required to do this, it is repeatable until you succeed. Once you've succeeded you can't help any further until that character is wounded again.


    Sharpshooter
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    Sharpshooters reduce shot difficulty by one die.

    Kit includes: Battle armour, full length rifle, sidearm, melee weapon and grenades.

    Your standard rifle is a last generation full-length rifle. It is bolt action that uses the same heavy calibre rounds as your fellows & the same magazine. The difference is the length and the fact it is hand picked for accuracy, it's ironsights carefully zeroed. There is no bayonet lug.

    To make the grade you probably had a knack, lots of experience with guns, a damn good pair of eyes or all three. You are not to be confused with a Sniper. They operate outside company level, being assigned as specialists for one off jobs on occasion. You're there to take hard shots, not infiltrate and murder officers then get hunted down like a dog. Part of your duties is to kill snipers.

    Grenadiers
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    Anyone can throw grenades, but a hand grenade is only good to 50 meters. Grenadiers use a mount on the end of their rifles to launch baby mortar rounds up to 100 meters with remarkable accuracy.

    Kit: Battle armour, rifle with RG muzzle end, grenades, rifle grenades, special grenade, bayonet.

    +5 on grenade throws and rifle grenade shots.

    Rifle grenades are issued in three kinds. First are Fragmentation, which have a blast radius of some 15 yards of shrapnel and 2.5 yards of sheer blast overpressure. Armour only helps against shrapnel. Second are Shaped Charge, which are effective against light tanks and large creatures but only affect what they hit directly. Last are smoke shells, which have a time delay and then take 2d2 turns to create a worthwhile smoke cloud.



    Magic
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    There are three common powers dvergr develop around their first century of life. Whether it's determined by your ancestors, by parenting or by luck is a timeless debate with no clear answer but you only manifest one of them. Roll a D3 - a 1 gives Unseen, 2 gives Presence, 3 gives Fear. Djupr players should PM me for more options.

    Unseen: When you don't want to be noticed you blend in. Like one of the crowd or a rock by a stream eyes just glance over you without really taking notice. To use this ability you must zone yourself out, totally emptying your mind of thought. In this state you can take only simple actions, to maintain this state in combat is a D20 15+ every turn. You must be out of combat for at least a minute to enter it again.

    So long as it lasts focusing on you takes an act of will (D20) and stealth gains +10 with a reroll. Enemies who fail it just can't focus on you and can't attack you directly, their eyes slide off and other things occupy their minds. The more you do that would normally attract attention, the easier you make the D20 check for the enemy to be aware of you. Once your illusion is beaten the same enemy becomes immune to it for rest of the night.

    Presence: You can affect how others perceive you. Like a scale you can affect how threatening you seem, appearing anywhere from terrifying to helplessly vulnerable with no physical difference in your appearance - it is as intangible as an aura, a power that lies to the brain. To use it you enter the mindset of something your target expects to find and play upon it, be that a foe of terror they cannot hope to defeat or a last survivor praying for your life. Those who see you have a D20 check to ignor this effect or fall victim to it and it only works at short range (<100 meters). A terrifying perception can break enemies in close combat very fast, while a vulnerable one can bait them into traps or holding longer in battle than they should.

    When active you are a hard one not to notice, a -4 penaulty applies on stealth. The more far removed you make your Presence to what the target expects the more likely they are to see through it - to terrify a squad of draftees faltering in a melee is easy compared with frightening those same men after they've gunned down several of your squadmates and are standing strong behind cover.

    Fear: You can influence the 6th sense of other people. That prickling of the neck, the eyes watching that are felt but unseen, the last second's reflex when someone approaches from behind. You can use this power at up to long range (<500 meters) and while the target may ignor the feeling (D20) if they heed it you can make them look away, pause, or hesitate.

    While it is usually too dull for confusing opponents in battle, in close combat you can attempt to use this power to distract the opponent at a lethally inopportune time (automatically beat opponent if they fail check), but if the power fails utterly (opponent natural 20) the positions are reversed and you are defeated.


    *Footnote: These are quite experimental. The magic system in Warglory is brand new so i'll likely be play balancing this as we move along.



    All troops have a decent melee weapon. Small and light is recommended. Some troops in WW1 would swear by trench knives and brass knuckles.
    Last edited by Shirocco; 2008-10-16 at 11:37 PM.

  2. - Top - End - #2
    Barbarian in the Playground
     
    Shirocco's Avatar

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    Default Re: Warglory, Liberators

    To enter a world is always hard. You are soldiers of the Nagaard, and your division is being sent in first through a world root to a human world. World roots are the link between worlds, dimensions, and are seldom open. When they do passage is possible, but their opening is of a known cycle and when entering a world held by enemies the traditional greeting is pre-planned artillery barrage. The Houten are a human nation, part of a great alliance now on the warpath and they seldom disappoint.

    The first company through have many names - most refer to them as the Forlorn Hope. Theirs is to die. They're the first in, they receive the first barrage, and when the second company come in behind them the first is usually dead to the last.

    You are in the 1st squad of 1st platoon, 2nd company, 1st battalion of the Hargnut - a dvergr mercenary divison serving a human army. Yours is an armoured battalion, and your APC hits the ground at full speed. The Houten heavy artillery is reloading so you're greeted with light artillery instead.

    The hull of your retrofitted tank-come-APC rings with shrapnel and shell. You can hear the driver cursing even over the two naval engines of the 80 ton vehicle going full pace through churned mud and broken bodies. Your heads are blurry from the after effects of the world root, and the lurching APC trying to weave around the wreckage of 1st company does nothing to help.

    Welcome to the war.
    Last edited by Shirocco; 2008-05-27 at 04:26 AM.

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    Barbarian in the Playground
     
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    Default Re: Warglory, Liberators

    ((Thanks for having us))
    Weasel just . . . waits.
    Not knowing what else to do.
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    Quote Originally Posted by FireFox
    I didn't even know Naku, the bloodthirsty, hardened combat veteran, could get so adorable.


    Shoutout to billtodamax for the The Nurse Detective Meekachu avatar.

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    Default Re: Warglory, Liberators

    Sergeant Bruck Dalhoon bounces up and down in his leather-padded seat as the vehicle barrels along. His head aches, his unit is exposed to enemy artillery, and some run-of-the-mill mechanic forgot to check the damn suspension of his seat properly. Dnafran it! Will nothin' go right in this gods-forsaken war?

    Ah well. The Modren Dudhuggers don't quite fightin' after just an uncomfortable ride. No sir!

    Sgt. Dalhoon glances up, holding his helmet onto his head to keep it from rattling. Everyone's a little on edge, but that's normal. After all, soon the company's gonna be dumped right into the grinder, and then the sh*t will really hit the fan.

    He reaches back, checking that his trenchgun is strapped securely to his back, and then picks up his battle rifle, checking the action throughly before swinging the strap onto his shoulder.


    "Right, gents. All o' you dirty bastards ready fer a little tussle?"

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

  5. - Top - End - #5
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    Default Re: Warglory, Liberators

    ((Hang on is my suggestion. There's seating for your squad of twelve (barely) and the vehicle is unsprung. If you've ever been in an old fashioned truck with no suspension, you'll know how much fun it is.

    This is a chance to introduce characters by description. Since there's likely to be some haggling over what kit you're useing, post what you have in mind back in the recruitment thread or PM me, then post the result here.))

    *edit, good first post Djinn
    Last edited by Shirocco; 2008-04-30 at 10:03 PM.

  6. - Top - End - #6
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    Default Re: Warglory, Liberators

    ((Hmm, Weasel description . . . Well:
    Short (For a half-elf)
    Black hair
    brown eyes
    Wears Camo
    He also (For some reason) really likes to dress up like a bush.
    He's also the/a sniper. Just in case you didn't already know.))
    "Maybe.
    Depends on if I die or not."

    He ends with a grin, an evil looking thing..
    Spoiler: Quotes
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    Quote Originally Posted by FireFox
    I didn't even know Naku, the bloodthirsty, hardened combat veteran, could get so adorable.


    Shoutout to billtodamax for the The Nurse Detective Meekachu avatar.

  7. - Top - End - #7
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    Default Re: Warglory, Liberators

    Not really. Says Pi-eater, with LMG straped to his back and a bolt action pistol in his holster. He also has a few grenades hidden all around his body. If he is ever mortally wounded... Eh, I'll let you find out.
    Want an avatar? Shoot me a PM.
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    Bravo Szilard. Bravo!
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    Szilard is wise.
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  8. - Top - End - #8
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    Default Re: Warglory, Liberators

    "Well buck up then, ya nannies! I didn't make it this far ta watch my men get chewed up and spat back out by a bunch o' humans! Where's yer spirit, eh? Where's yer grakkin' spirit?"

    Sgt. Dalhoon's face is a brilliant shade of red, striking an incredible contrast with his dark beard. The vehicle echoes with the thunder of his words.

    "You two ain't Dvergr, that's fer sure, but I'm here ta make sure ya think like one, act like one, fight like one, and damn well survive like one."

    "Now...let's try that again. I want ta hear some 'HELL YES's. So, you motley lot...ARE YOU READY FER WAR?"

    Spoiler
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    Shirocco: can you please make all rolls for me? I'd appreciate not having to do dice-related stuff, as I prefer a free-form RP any day, and dice-rolling often throws me out of character. Since the rolls seem pretty easy, I don't feel to bad about asking for this, but if you decline that's fine by me.
    Last edited by Djinn_in_Tonic; 2008-05-01 at 02:22 PM.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

  9. - Top - End - #9
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    Default Re: Warglory, Liberators

    ((Szil, remember the unwritten rule of leadership. If you give your sergeant $%#@, you will be given $%#@ by your privates. Mee, Weasel is experienced and should know better.))

    The hull thumps and shudders under a heavy impact. You must be nearing the 1st trench line, that was a field gun.

    "Aye aye, sa!" shout the dvergr in the standard responce to an order.

    2nd company should be through the world root by now. 3rd company is begining to arrive.

    Information on APC below

    Spoiler
    Show


    On the left is a tankette. That style of tank was extinct by the end of WW2. In the middle is a light tank, still exist but very different nowadays. On the far right is the Liberty, a Mark VIII tank built in the US and based on the british first generation tank series. It is an example of the Rhomboid style of tank, with the high tracks and sponsons.

    You're in something similar to a Mark VIII. The Nagaard are still useing old Rhomboid tanks, upgunned, upengined and uparmoured. Most have a turret on top and sponsons. Yours has had the turret stripped out and interior rebuilt, allowing the cargo area you're stitting in. This makes it a heavy APC. It still has sponsons, mounted with heavy machine guns (HMG). There is another HMG in the forward hull, and a rear-facing one in the top section in the otherwise unused turret mount. Behind each side sponson is an exit door, and the rear of the vehicle has a piston driven exit ramp.

    There are blind points rearward of the vehicle's flanks (sides). It cannot engage targets there. Hence these vehicles rely on support from each other and infantry (you lot when dismounted).

    Top speed is 20mph (40kph) delivered by two great disel engines. It has other tricks up it's sleeves but i won't be mentioning those yet. You just need to know it depends on you as much as you do on it, and it's full of supplies. There is a telephone to the rear of the vehicle to allow those outside to talk to the crew. They can also be reached on radio (sometimes).


    Last edited by Shirocco; 2008-05-01 at 07:49 PM.

  10. - Top - End - #10
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    Default Re: Warglory, Liberators

    "Well, then yes.
    I am ready.
    Sir."

    He responds to the question.
    He also looks around to see if there's anything free for the taking that would help.
    ((And yes, he knows better, he's just a little off kilter from coming through like that.))
    Last edited by Mee; 2008-05-01 at 07:58 PM.
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    Quote Originally Posted by FireFox
    I didn't even know Naku, the bloodthirsty, hardened combat veteran, could get so adorable.


    Shoutout to billtodamax for the The Nurse Detective Meekachu avatar.

  11. - Top - End - #11
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    Default Re: Warglory, Liberators

    "Yes SIR," the young recruit yells back, but then realizes he is not with the firm and proper boot camp sergeants any more, "uh...HELLS YES, SIR!"

    The fresh Dvergr nearly tries to stand and salute before the bucking of the shells clunks his armoured head against the tank wall. He recovers a little sheepishly and holds on all the tighter.

    Ancient family armour carefully maintained over the generations rests on this young Dvergr's broad shoulders. The lad is keen and focused, though visibly eager at the chance of real action. An over-sized pack rests against his legs with numerous coloured wires snaking loosely up behind one shoulder and into the the back of his helmet. From the rear soddering and retrofit repair scratches can be seen around the wires - a fusion of the old with new function.

  12. - Top - End - #12
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    Default Re: Warglory, Liberators

    "Good."

    Sgt. Dalhoon settles back down and pulls out a thick cigar, a slight grin on his face after the last response. He chews aimlessly on the end of the smoke for a few seconds, and then begins to speak, his voice calm once more.

    "Righto men...here's the deal. We're goin' in ta enemy territory, an' they got three trenches planted before us, an' artillery ta back it up. Our goal is ta break those trenches...an' we only got about half an hour ta do it in. Rip through the first two, then get those guns in the third trench. Got that?"

    "Now, we're all bailin' out o' this thing together, an' I want us ta stay that way lessin' I give the order to break up. Grenades over the edge, then we go over the top, an' I want ta see those guns blazin'. Mow 'em down and' keep movin', case iffin' we stop we're gettin' left behind."

    "Ya all understand that? Any questions?"
    Last edited by Djinn_in_Tonic; 2008-05-01 at 11:06 PM.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

  13. - Top - End - #13
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    Default Re: Warglory, Liberators

    "Nope.
    Sir."

    Weasel tries to, and finds, a breast plate.
    "Well, maybe not the best thing for a sniper, but it'll do."
    He then puts it on.
    He also grabs a bag of grenades.
    "Now I'm ready.

    Sir."
    Spoiler: Quotes
    Show

    Quote Originally Posted by FireFox
    I didn't even know Naku, the bloodthirsty, hardened combat veteran, could get so adorable.


    Shoutout to billtodamax for the The Nurse Detective Meekachu avatar.

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    Default Re: Warglory, Liberators

    ((I'll let that roll, Mee. You have a breastplate. There are more bags of grenades in here, make sure you all take some 'nades - they're the quickest way to get men out of foxholes. Will advance this story tonight, whether Koga has shown up or not.))

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    Default Re: Warglory, Liberators

    The APC lurches over the muddy ground. The absence of suspension lets you fully appreciate every bump, berm and hole the field has to offer. The hull begins to rattle from bullet strikes, and APC's sponson and hull machine guns fire off their reply. The throaty rumble of the HMGs rattles the seats.

    The speaker above you crackles as the APC com system sparks to life. "Trench line comming up, ready arms!" says a voice.

    You get 30 seconds to shake off foggy heads, check weapons and pray to whatever gods you believe in. Then the APC slows down, there's a sudden drop followed by a jarring bump that puts down anyone who got up too early as the APC drops it's nose into a trench and trys to clamber out the other side - must be a wide one. You swear you can feel the sides of the trench getting dug away and for a horrible moment it feels like the heavy vehicle is going to bog itself with it's nose stuck up in the air. It teeters for a moment longer, the driver shifts gears to a lower range and the engine nearly stalls... but the tracks bite, the tank lurches again and the front end smashes down onto the ground.

    "Bloody 9 footer. 'Hoats didn't slack off this time." grumbles rifleman Hooky.

    With the APC sliding to a halt in the mud the rear door opens out forming a ramp. For the first time you see the world - it is dawn, the air is cold, the mud a few inches thick and the trench in front of you has a great slew cut into it where the APC clawed it's way out. You can hear men shouting, and anyone who isn't awake by now never will be.

    Your training is as loud in your heads as the APC's engines are in your ears. Get out and attack, while the enemy are still tank shocked.

    ((Suggest you wait for your sergeant's orders, there's at least three ways he can have you go about this. Four Houten riflemen are waiting for you not 5 meters away, in the trench, out of view. If you're still in the APC in 3 seconds time, they will come into view and open fire.))
    Last edited by Shirocco; 2008-05-02 at 08:18 AM.

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    Default Re: Warglory, Liberators

    Pi-eater stands by for orders.
    Want an avatar? Shoot me a PM.
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    Bravo Szilard. Bravo!
    Quote Originally Posted by Oblivion View Post
    And Szilard, great job! You make me proud!
    Quote Originally Posted by Sneak View Post
    Szilard is wise.
    Quote Originally Posted by Lix Lorn View Post
    In Soviet Russia, internet give you.
    (is given to Szilard. With bow. Clothes optional.)
    ABR: SDSB Archive



  17. - Top - End - #17
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    Default Re: Warglory, Liberators

    Sgt. Dalhoon steps forward, pulling the pin on a grenade as he goes.

    "Hit 'em fast, lads."

    The small explosive tumbles into the trench, and a massive blast sends clods of dirt flying everywhere. Privates Hooky and Gimps follow suit, and a few screams are heard from within the fortification. Sgt. Dalhoon smiles grimly.

    "Pi, Weasel, Ragdar, Hooky, and Gimps, you're with me. Weapons out, lads, cause soon as we hit that trench we're going ta the right, an' I want ta see that trench clear in under three minutes."

    "Corporal Kord--take Splinter, Felhelm, Knife, Foxhole and Deadpan. Fan out left..remember, guns all the way, grenades iffin it looks dangerous. If you see a guy you ain't killed yerself, but a bullet in him jest in case. Otherwise, stay low, clear out that side, an' then double back. We'll meet ya here, regroup, an' move on."

    "Now move it!"

    The sergeant leaps from the vehicle, heavy trenchgun in hand. A pair of steel-soled boots hit the muddy ground, and a fraction of a second later Bruck Dalhoon slides down into the trench, his gun already coming up to meet the enemy. The humans haven't seen anything yet.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

  18. - Top - End - #18
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    Default Re: Warglory, Liberators

    ((Ah, you set up one team as all NPCs. Fantastic, thanks. Just note you have a normal trenchgun, not a heavy.))

    The left group (team two) all grunt in agreement and barrel into the trench. You hear gunshots behind you as they engage the enemy.

    The right group (Team one, you lot) see 5 targets. The trench is wide enough for four of you abrest but only three of you are in position to fire (Pie, weasel and Dud). The enemy are still shocked, they havn't fired. Some are looking your way, others peering off at the advancing dvergr companies.

    There is a deafening boom that makes your ears hurt and turns the twilight dawn bright as day for an instant. Several more follow as your turn proceeds, making the world flash bright with each boom. The ground shudders with the impacts, making mud slop down the sides of the trenches and someone slips over behind you. Some of you recognise the explosions - heavy artillery. 3rd company is being blown to pieces with shells the size of small cars.



    This turn you're all deafened, your vision broken by the constant flashes of brilliant light, and the ground's shaking - so your shooting suffers a bit. Roll hit dice but let me write out what happens. Weasel rolls to hit on a D4, 3 wounds 4 kills. Dud and Pie both roll on a D6, 5 to wound 6 to kill. Refer to your weapon class at the begining of thread for weapon rules.

    As a reminder, dud is useing a standard trench gun. Reroll any Wound results, and you can roll for a fourth shot. Pie is useing an LMG, it's heavy and he isn't ready yet - Pie only gets two burst this time, he can't bring the weapon to bare quick enough for three. Weasel can roll for a third shot.
    Last edited by Shirocco; 2008-05-02 at 05:22 PM.

  19. - Top - End - #19
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    Default Re: Warglory, Liberators

    ((Okay, so, three shots? If not, ignore the last one.
    (((Sorry about double checking again, but, it's what I do. )))
    Wait, by PM, or post them here?))
    Last edited by Mee; 2008-05-02 at 06:25 PM.
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    Quote Originally Posted by FireFox
    I didn't even know Naku, the bloodthirsty, hardened combat veteran, could get so adorable.


    Shoutout to billtodamax for the The Nurse Detective Meekachu avatar.

  20. - Top - End - #20
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    Default Re: Warglory, Liberators

    ((You roll and post rolls here. Example for Weasel: 1st shot (1d4)[3], then 2nd shot (1d4)[3], then roll for an extra shot (1d6)[3] ))

  21. - Top - End - #21
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    Default Re: Warglory, Liberators

    ((okay, thanks.
    Could I keep the example?
    Or roll it for real? ))
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    Quote Originally Posted by FireFox
    I didn't even know Naku, the bloodthirsty, hardened combat veteran, could get so adorable.


    Shoutout to billtodamax for the The Nurse Detective Meekachu avatar.

  22. - Top - End - #22
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    Default Re: Warglory, Liberators

    ((And finishing up, the roll for an extra shot wasn't high enough so the example only got two shots, and as it was standard calibre rounds they both caused wounds.

    And no, that's just an example. Go roll your own. lol))

  23. - Top - End - #23
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    Default Re: Warglory, Liberators

    ((Awww. . . . oh well.))
    (1d4)[4]
    (1d6)[3]
    (1d6)[3]
    Spoiler: Quotes
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    Quote Originally Posted by FireFox
    I didn't even know Naku, the bloodthirsty, hardened combat veteran, could get so adorable.


    Shoutout to billtodamax for the The Nurse Detective Meekachu avatar.

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    Default Re: Warglory, Liberators

    Bruck staggers forward, his head ringing and his eyes exploding with light. 3rd company is in for a bad time. Lucky break 2nd got in before the Heavy Artillery kicked in...

    His thoughts are distracted by movement in the trench before him and he instinctively brings his trenchgun up, his finger already tightening on the trigger.


    Spoiler
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    The forum roller wasn't working for me (I did check the format). Can I ask you to make the rolls for me?
    Last edited by Djinn_in_Tonic; 2008-05-03 at 08:50 AM.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

  25. - Top - End - #25
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    Default Re: Warglory, Liberators

    ((Auright, the forum roll system is too awkward for rerolls. Change of plans.

    Forum roll system is now optional. You may use external sites or real dice and simply post the results here for now, until a better system is found. I suggest useing this one for the moment.))

    ((Szilard, i'm dragging your character. Dud & Szil's rolls have been calculated.))

    This isn't like a target range. Mud, earth-shaking blasts, flashing light, cramped - it's hard to shoot and it's a wonder any of you hit a target. Weasel still collects a man in the temple with his first shot, splattering his brains on the others. Dud fires off two blasts in the time it takes weasel to work the rifle bolt but is blinded and hits nothing. Pie slips in the mud trying to get his gun in place. The Houten are caught by surprise though, and are only turning in your direction as you fire again. Even Weasel misses the second shot, Dud misses again, and Pie gets his gun up in time to fire off a burst that goes high over their heads.

    The Houten finally shake off their stupor, two of them jump into foxholes while the remaining two turn and fire. Weasel feels the wind of one but it takes Ragdar in the chest instead. The armour holds, he barely notices. The other clips Hooky across the mail bands of his shoulder without effect.

    Weasel's bolt throw isn't quick enough but Dud's pump certainly is. Out of pure luck he plants one in a shooter's legs, buckling the man over. Pie finally has his eye in too, his second burst going straight in the other man's chest - clean kill.

    Turn 2

    A couple shots whizz over your heads from behind. Team two has that handled - sergeant's order for you lot is keep moving forward. There are five foxholes cut into the side of the trench before the turn, you saw two men jump in them and know which holes they're in. However, there might be men more men in any of the others (unlikely, but possible). The man Dud wounded is curled up on his side in agony.

    Note. Artillery is still firing, it's as deafening as ever. Dud can shout orders all he likes but right now, nobody will hear them. Hand gestures will work, or Dud could simply step forward and do what he wants the rest of you to do.
    Last edited by Shirocco; 2008-05-03 at 11:03 PM.

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    Default Re: Warglory, Liberators

    Sgt. Dalhoon steps forward, careful to stay out of sight of the foxholes, and draws his trench knife. Kneeling down, he calmly slits the throat of the injured man before standing up and gesturing his team closer.

    "Alright gents...here's the..."

    His voice is instantly carried away by the noise of the fight, so instead he reaches to his belt and grabs a grenade. Pointing to the nearest occupied foxhole, he stalks towards it, gesturing for his men to follow and pointing to their guns as he does so.

    (If there are any unoccupied foxholes along the way, Bruck will pause to briefly look inside with his head at ground level, where the guns are least likely aimed. If they are occupied, the grenade will be thrown in them, and then Bruck will flatten himself against the wall, his trenchgun leveled at the entrance.)

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

  27. - Top - End - #27
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    Default Re: Warglory, Liberators

    ((I say again, there are 5 foxholes before the turn. You know 2 are occupied, including the one you're sneaking up on. The other three you don't really know.))

    ((There isn't room for everyone up the front. Two of you need to be up covering dud, i suggest bayonetting anyone who hops out. You get huge modifiers on your close combat attempt when doing this. A third should be right behind them, idealy Pie with his machine gun in case someone comes around the corner - or a lot of someones. The rest of this team will have to hang back and be ready to replace the others if they get killed.

    So Dud's grenading, you need two up front with him for bayonetting, one guy covering while the rest wait to replace them if they die. Who's got what job?))

    Dud pops in a grenade, a man shouts and jumps out. Thing is he's out too quick for Dud to bring his gun to bear, as will usually be the case. He's an easy target (d3), but bayonettes save ammo (close combat, roll D10).

  28. - Top - End - #28
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    Default Re: Warglory, Liberators

    ((I'll play cover fire.))
    Spoiler: Quotes
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    Quote Originally Posted by FireFox
    I didn't even know Naku, the bloodthirsty, hardened combat veteran, could get so adorable.


    Shoutout to billtodamax for the The Nurse Detective Meekachu avatar.

  29. - Top - End - #29
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    Default Re: Warglory, Liberators

    ((Djinn seems to have gone AFK all day, the bugger. How about Ragdar steps up beside you with Pie ready behind you both, it would make sense.

    Bene, Mee. Either shoot the man (D3) who jumped out of the hole or save ammo and melee him (Roll D10, he has to beat your roll). Szil hasn't got clear line of fire, he can't do anything.))

  30. - Top - End - #30
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    Default Re: Warglory, Liberators

    ((Oh, okay.
    Well, I bash him with my sharp metal stick!!!))
    (1d10)[4] ((And, assuming that it's a decent melee weapon,)) +5.
    Spoiler: Quotes
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    Quote Originally Posted by FireFox
    I didn't even know Naku, the bloodthirsty, hardened combat veteran, could get so adorable.


    Shoutout to billtodamax for the The Nurse Detective Meekachu avatar.

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