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  1. - Top - End - #181
    Ogre in the Playground
     
    Szilard's Avatar

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    Default Re: Warglory, Liberators

    'Oly shi-
    Fort - (1d20)[10] I'm guessing I have a bonus somewhere around there.
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    Bravo Szilard. Bravo!
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  2. - Top - End - #182
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    Benejeseret's Avatar

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    Default Re: Warglory, Liberators

    The lad sputter and pulls his face out of the muck. Seeing the blooded mess of Dudhugger's leg he pales ever so slightly but tries to pull himself together.

    {Fort (1d20)[20]}

  3. - Top - End - #183
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    Shirocco's Avatar

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    Default Re: Warglory, Liberators

    ((I'll give Paladin5 until tommorow to post, seeing as he's supposed to be assuming command now. Looks like someone should give Pie-Eater a hand, by the way - not Ragdar, he's busy shaking this off.))

  4. - Top - End - #184
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    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators

    Negvar rises from the mud, shaking his ringing head to clear it. Going over to where Pie is lying, he helps him up. "On yer feet lad, else yer gonna be left behind!"
    I am not crazy! I prefer "reality impaired".

  5. - Top - End - #185
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    Shirocco's Avatar

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    Default Re: Warglory, Liberators

    Ok, they're both up and their heads are clearing. Last order still stands for now and that tank is leaving you behind if you don't move it.

  6. - Top - End - #186
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    BlackDragon

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    Default Re: Warglory, Liberators

    Hearing Dudhugger's words, Ghost swore under his breath. Pointing at Dudhugger and Kord, he yelled "Get 'em into that mortar hole!" "And," glancing at their increasingly distant cover, "make it **** quick!"
    Last edited by Paladin5; 2008-06-03 at 09:55 PM.

  7. - Top - End - #187
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    Default Re: Warglory, Liberators

    ..Aye, Sir! he yells at his new superior. With that he runs over to where Kord and Dudhugger are lying, keeping low, he tries to help them into the mortarhole.

    With this task behind him (Hopefully) He follows after the tank, trying to keep behind it.


    -Suzuro
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    I need the abilities to live
    Silly me, I tried to measure it by what I could give




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    -George Carlin

  8. - Top - End - #188
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    Shirocco's Avatar

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    Default Re: Warglory, Liberators

    ((That's more like it!))

    Hooky, Splinter and Deadpan all lend a hand. Despite Dudhugger's spluttered curses they get him and Kord into the hole.

    "We're fine, go!" says Dudhugger and with that done you leave him behind.

    You try to catch up with the tank as it passes the burning wreck of a Houten tank on the right. It passes quite close. As you reach 30 meters from your tank see five men emerge from behind the wreck, they are approaching your tank from it's blind side and two are carrying a menacing looking satchel. One guy sees you lot running up and shouts something, he raises his rifle and fires... Stiff is struck in the torso, the bullet glances off leaving a dent.

    A Houten tank 175 meters to your front left is taking aim at you. It looks like a female - meaning it has heavy machine guns rather than cannon.

    If you stop to fire on the men trying to kill your tank, the enemy tank will fire on you. It's moving so it may be inaccurate, but it uses great big bullets that can punch through your armour with ease. Keeping moving though might mean your tank is disabled.

    This is Ghost's call, but others can try showing initiative if they want... just remember a bad choice could be fatal.
    Last edited by Shirocco; 2008-06-03 at 10:28 PM.

  9. - Top - End - #189
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    BlackDragon

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    Default Re: Warglory, Liberators

    Ghost's blood ran cold at he saw. It wasn't going to be pretty, but he instantly knew what he had to do. Motioning towards the Houten soldiers, he shouted, "Suppress 'em on the move!", to Nevgar and Pie-eater. Then, to the rest of the squad, Ghost yelled, "MOVE IT!!!", and broke into a full sprint towards the tank.
    Last edited by Paladin5; 2008-06-03 at 11:58 PM.

  10. - Top - End - #190
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    Shirocco's Avatar

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    Default Re: Warglory, Liberators

    Hooky and Deadpan break into a headlong charge, shouting at the top of their lungs. Splinter blazes away with his MG on the run, hosing generally toward the men. Weasel the halfelf sniper looks thoroughly out of place for this but he charges screaming with the rest of you.

    ...Ghost's orders are pretty clear, charge - spray if you have an MG. You all do that?

  11. - Top - End - #191
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    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators

    (Yeah)

    Negvar is too busy trying to hold some semblence of an aim to join in the shouting.
    I am not crazy! I prefer "reality impaired".

  12. - Top - End - #192
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    Szilard's Avatar

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    Default Re: Warglory, Liberators

    Pi-eater follows along and does the spray thing.
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    Bravo Szilard. Bravo!
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    And Szilard, great job! You make me proud!
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  13. - Top - End - #193
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    Shirocco's Avatar

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    Default Re: Warglory, Liberators

    The Houten tank opens fire, you hear bullets whistle past. Because you moved suddenly the aim is off, and it doesn't quite manage to correct in time.

    Most infantry squads of this time are built around one machine gun. Yours has three. The volume of fire this creates is stunning; your bullets richochet off your tank like rain and fly wildly around and amoung the Houten tank stalkers. The ones carrying the demo charge drop it and try to turn quickly back to cover... they slip over in the mud. The one who fired on Stiff works the rifle bolt and fires again, his aim way off, and in a panic gets stuck trying to work a third shot. Of the other two one dives to the ground and the other raises a trench gun... he has time for three shots. Unfortunately for him trench guns cannot penetrate dvergr battle armour, the pellets bounce off uselessly.

    Then you're upon them. Hooky uses momentum and main strength to ram his bayonette hilt-deep into the man with the trench gun, lift him impaled on it and dump him on the man lying in the mud... the man rolls at the last second. His dead companion falls hard, Hooky pulls free of it. The guys who slipped scramble to their feet, drawing trench knives.


    There are now 4 combatant remaining at less than 5 meters range. You can slide to a halt and shoot them, taking a risk that the Houten may rush you and get a bonus in close combat. Or you can charge in useing your momentum. Targets are rifleman, the two with trench knives, and guy on ground. Guy on ground has a bad position penaulty (-5).

    Dvergr all get +8 modifiers. Strong as four men and tough as ten does equal considerable advantage in close combat. Pie-Eater is also strong and quite tough, but not as much, +5 modifier. You're all marginally better trained in close combat, giving another +1. All combatants here are armed with decent melee weapons, only the dvergr have armour. Check rules on page one if need be.

    Pick targets, either slide to a halt and shoot (d3, may be interupted) or keep charging and melee (D10 opposed rolls)

  14. - Top - End - #194
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    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators

    (So is that +8 a 'racial' bonus that stacks with armor and weapon bonuses?)

    Slipping on his brass knuckles, Negvar charges the rifleman with a throaty cry.

    (Meleeing rifleman (1d10=7)

    And, if I count the bonuses right, it is at +17 (8 racial, 1 training, 4 armor (assuming he is armed), 5 weapon) for 24.)
    I am not crazy! I prefer "reality impaired".

  15. - Top - End - #195
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    Default Re: Warglory, Liberators

    With dirt and blood still smeared over his face and visor, the young Dvergr rushes the Houten with his shotgun bayonet in a rushing strike at the fallen man. Ragdar will attempt to dispatch the man, but then will ensure the satchel is not set to blow.

    {If there is any indication the satchel is going to blow he will throw the pack as far away from his tank and other dvergr as possible. If he is not sure...he will throw it to be safe. Behind the enemy burning tank if able.}

    {melee (1d10)[9] plus mods }

  16. - Top - End - #196
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    Default Re: Warglory, Liberators

    ((Random, that's spot on. Yes you will get a high result.))

    ((Bene... what visor? Open face helmets. Blood and dirt will be in your face i'm afraid, heh.))

    Negvar nocks the rifleman's gun aside and socks him an uppercut... it's a jawbreaker. The man's out cold, must have bitten the end of his tongue off by all the blood.

    The man on the ground never sees Ragdar comming. The bayonnete is rammed in so hard it punches through the man into mud. A twist cripples him with pain, massive blood loss will do the rest. Ragdar can grab the satchel next turn.

    Two left... both standing, trench knives drawn.

  17. - Top - End - #197
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    BlackDragon

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    Default Re: Warglory, Liberators

    Ghost sprints towards the nearest Houten soldier and, without breaking stride, raises the butt of his heavy rifle above his shoulder before attempting to bash in the Houten's head.
    Last edited by Paladin5; 2008-06-05 at 09:47 AM.

  18. - Top - End - #198
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    BlackDragon

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    Default Re: Warglory, Liberators

    Forgot to roll:

    (1d10)[6]

  19. - Top - End - #199
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    Shirocco's Avatar

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    Default Re: Warglory, Liberators

    ((That'd be your trench gun, as you drew it when you left the trench. In any case the Houten rolled a 3 + 5 (8), when you add modifiers you'll kill him in one round. I'll be 3 hours before i can write anything up, feel free to write it yourself if you log in sooner.))

    The remaining guy can see the writing on the wall. He dashes for cover, trying to put the wreck on your right between himself and you. Those who havn't engaged an enemy yet can chase him and roll a D10, but will lag behind by doing it. Or, they can try to shoot him (reflex check DC12, no modifiers) - he's quick and you only get a split second (single D4 roll), unless you chase him down.

    As a side note, a guy on his own will probably surrender when the next wave of dvergr comes through. But you never know for sure.

  20. - Top - End - #200
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    Default Re: Warglory, Liberators

    Splinter comes to a halt and lines up a perfect shot on the guy fleeing. Pity he's out of ammo. Deadpan gets a shot, he misses. Weasel also gets a look in, his shot is smack on. The guy takes one through the side and sprawls dead in the mud.

    Ghost cracks the last guy over the head with his trenchgun but, then swings it up into his chin and with the guy reeling slams it's end into his neck. The Houten falls on his back gasping, Ghost whips out his knife and finishes him.

    I'll assume Ragdar throws that satchel away and you resume following the tank.



    2nd company halt and give the houten last houten tanks another volley. There's several hits. Only three are still going, you're not sure if the crews are alive as one has flames pouring out of it. As your company moves forward again those tanks make it to the 2nd trench line. Two affect a crossing over facines while a third misses those entirely and buries it's rear into the trench. The treads chew into the ground ineffectively as the crew try to get it out, but it's stuck properly. The tank is abandoned.

    Meanwhile, you advance across no-man's land under fire from mortars. The tank is unaffected and for the most part so are you, only occasionally forcing you to dive when shells land near.

    It's at 100 meters that you see something no armour will help with... a faintly greenish-spew coloured haze rise from the trench line. Bertholite, also known as chlorine. Worse luck, the wind is blowing your way. The gas will reach your position in under a minute. You are definently not immune. The entire advance halts as heavy machine guns open fire on dvergr troops, including yourselves. Mortars fire rapidly as the Houten abandon accuracy to send as many shells your way as they can.

    Bullets whistle and thud around you, a near shell hit gives a nice mud shower and a growing cloud of chlorine gas is approaching. The tank is the only available cover, it has a storage compartment at the rear which may carry some gas masks.
    Last edited by Shirocco; 2008-06-05 at 11:08 PM.

  21. - Top - End - #201
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    Szilard's Avatar

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    Default Re: Warglory, Liberators

    Pi-eater heads for the tank.
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    Bravo Szilard. Bravo!
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  22. - Top - End - #202
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    BlackDragon

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    Default Re: Warglory, Liberators

    Ghost yells,"Check the tank for gas masks!" and starts running towards it.

  23. - Top - End - #203
    Barbarian in the Playground
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    Default Re: Warglory, Liberators

    A....aye Sir! Stiff screams, already running for the tank. If there were gas masks, they would need quite a few of them. If not....well, there was always Plan B: Running. Running might not be the best bet, but it might give them a better chance of survival, but all of that depended on the masks...

    All of these thoughts ran through his mind as he made a mad dash to the tank.


    -Suzuro
    Teach me, Please
    I need the abilities to live
    Silly me, I tried to measure it by what I could give




    "There are nights when the wolves are silent, And only the moon howls...."
    -George Carlin

  24. - Top - End - #204
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    Default Re: Warglory, Liberators

    The squad hunker up against the rear of the tank, as is quite normal at times like this. It gets you out of most of the HMG fire. Doesn't do much about mortar rounds, but some things can't be helped. Stiff throws open the door and finds a cramped version of the APC interior - after all, this is almost the same vehicle. Jumping inside he knows where to look.

    Fortune favours you... or maybe there's a limit on bad luck. Either way he finds gas masks and passes them out - there are enough. The masks themselves are best described as simple, but they'll do for filtering chlorine. Lucky the Houten are useing such an outdated gas, otherwise simple masks wouldn't be enough.

    Throwing those on, your vision is impaired by the goggles (-2 awareness) and breathing is more difficult. It soon becomes hot wearing masks too. You may recall from training or experience that you must keep the mask on tight and correctly, or it will leak and you'll choke on gas anyway. (chance in close combat of mask being dislodged, damaged or torn off)

    The tank crews must have their own masks on because they now open fire. The Houten HMG fire had sounded fierce but the dvergr vehicle reply is far angrier, with cannon and machine gun they lay waste to Houten HMG positions. Mortar shells fall and the vehicles don't care, field guns in the distant 3rd trench line fire on them without much affect - these Houten guns are just not heavy enough.

    You hear and see the boom of cannon one last time as your tank and all the others throttle up and rumble forward again belching clouds of exhaust. Machine gun bullets are thick in the air, the Houten rifles in the trench are suppressed by the massed dvergr armour's HMG reply, you're pretty sure there's Houten HMGs still firing as new men replace the dead.

    And in that moment of insanity you look to your sides and see dvergr are not only following the tanks, they're affixing bayonets. Fear is dulled by the ancient fire welling up in your hearts, the cold anger of dvergr. Reason does not factor into it, your minds are clouding with a blood thirst just as the air around you becomes a poisonous green haze... and then you are upon the 2nd trench line. The tank goes headfirst into it and begins clambering over the trench, dvergr escorting the other vehicles dive into the the trenches upon the waiting Houten and it's time you did the same.




    In you go! If you stay put you'll only be gunned down, so i suggest you jump into the trench and try to kill whoever you land on. You're drilled on this and know what to do. The tank is clambering it's way over the trench on your left, and there's a milling group of Houten in it on your right and in front, 25 all up. Standard practice is toss a grenade or into the trench off to your right and jump in.

    First thing's first. To kill the guys you jump on, everyone roll a D10. If you throw grenades to the right (where you arn't going to be) i'll accept that as a free action, you do it midstride before jumping.
    Last edited by Shirocco; 2008-06-07 at 06:11 AM.

  25. - Top - End - #205
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    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators

    Negvar pauses ever so slightly durning the charge, partly to let the riflemen and their bayonets lead, and partly to throw a grenade off to the right to keep the unengaged Houten honest, before jumping in himself.

    Jumping onto the 2nd Trench (1d10=9)
    I am not crazy! I prefer "reality impaired".

  26. - Top - End - #206
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    Default Re: Warglory, Liberators

    Ragdar follows Negvar into the chaos below, drawing in a deep breath as he leaps. He comes upon the first human he lands on and begins trying to clear the area.

    {melee (1d10)[10]}

  27. - Top - End - #207
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    Szilard's Avatar

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    Default Re: Warglory, Liberators

    (1d10)[3]
    This mask brings back memories of my mum...
    ((Cookie for the referance.))
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    Quote Originally Posted by Supagoof View Post
    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.)
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  28. - Top - End - #208
    Barbarian in the Playground
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    Default Re: Warglory, Liberators

    Stiff follows behind the tanks. The bullets were flying through the air. He could tell this even though the mask limited his vision. Tunnel Vision.

    Following along, he affixes his bayonet to his gun, this was going to be bloody.

    As he ran towards the trench, he lobs a grenade into the trench to his right, hopefully it would kill them or keep them down...

    (1d10)[9]

    -Suzuro
    Teach me, Please
    I need the abilities to live
    Silly me, I tried to measure it by what I could give




    "There are nights when the wolves are silent, And only the moon howls...."
    -George Carlin

  29. - Top - End - #209
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    Default Re: Warglory, Liberators

    Hooky and Deadpan rush past Negvar & Ragdar, jumping in before them and howling wildly. Not that you can hear them over the racket everything else is making. Pie-eater, Ghost and Splinter also waste no time - a burst of bullets whiz past at the last second and you're pretty sure you saw some glance off Splinter's armour but it doesn't stop him jumping in. Weasel's right behind him and as usual Stiff is a bit slow, then everybody's in there.

    Dvergr are heavy. All that bone and dense muscle give them quite a bit of weight. Heavy armour and the rest of their kit only add to this. Needless to say, the surprised Houten don't receive their falls well - most of you feel bones snap under you as you smash the poor beggars into the mud, useing them as noisey cushions. A quick stab, slash or knockout punch ensures they won't get up.

    Pie-eater doesn't quite land the same and isn't as heavy, his enemy suffers a broken shoulder and is pinned by Pie-eater, he goes for a knife. Roll another D10, Szil.

    Weasel slips at the last moment before jumping in... ouch, he landed badly - spraned ankle and a very sore neck, he's winded. Forunately he falls amoung you, so no Houten is free to kill him while he's down. Weasel will be (1d3)[3] turns before he gets up as wounded.

    The tank is clambering it's way out to the left. On the right the Houten are reeling. Someone shouts in Houten tongue and they have a moment to look surprised before your grenades go off. Seven are killed outright, another 6 are wounded and 3 of those pick themselves up.

    Stiff, Ghost and Hooky are furthest to the right. You're face-to-face with the remaining Houten in this stretch of trench. Fighting these guys one-on-one is easy for you, but men are less broad than you and four of them abrest fit in this trench with room for two others to try and lance their bayonets between. This means Stiff, Ghost and Hooky must each fight two guys at once. Roll a D10, or attempt to shoot. (Can't Miss roll D3 to possibly hit extra opponent, may be interrupted - so roll a D10 -5 as well if you attempt to shoot in case they interrupt.)

    Ragdar and Negvar are in a position to help Pie-eater finish off his opponent. Roll D10 to do so, see close combat rules if you're interested in how your rolls will work once rolled. Alternately you can throw grenades, maybe over your squadmates heads or underarm to lob under the crossing tank and disrupt any Houten on the other side of it. Up to you.
    Last edited by Shirocco; 2008-06-07 at 10:55 PM.

  30. - Top - End - #210
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    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators

    Kneeling over his landing cushion to deliver a crushing blow to the man's larnyx, Negvar then picks up one of the man's grenades. "Looks like tha lads've got that end handeled," he hollers to Ragdar as he pulls the pin, "So let's make sure nothin's coming from that direction!" as he lobs the grenade under the tank. Then, unlimbering the machine gun, he finds the best vantage point to observe the other side of the trench through his sweaty googles.

    (If you need an awareness check, let me know. Also, are we still in the gas cloud?)
    I am not crazy! I prefer "reality impaired".

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