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  1. - Top - End - #781
    Ettin in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators II

    Slip gets his second mark on the back of the other hand-no sense in someboyd missing it just because they passed on the wrong side-and then tracks down Stinky to chew the Bjartr out for the stupidity of firing on the Wild Hunt ((Sorry-he is still pissed about it.))

    Spoiler
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    Name: 'Slip' Negvar
    Rank: Leftenant
    Role: Gunner
    Trait: Killer's Eyes
    Upgrades: Sickle Mags, RoF Kit, Heavy Bayonet, Short Barrel+Custom Grips
    Perks: Feather, Sustained Fire, Nonchalance, Not That Heavy
    Skills:
    • Awareness +10
      Knowledge (Military: Houten) +7
      Profession (Gunner) +6
      Ruse +7 (+12 Intimidate)
      Stealth +10

    Kit:
    • LMG
      Bayonet
      Trench Knife
      Grenadier's Boot knife
      Brass Knuckles
      Satyr's Horn
      SF Frag x3
      White Phospher
    Last edited by RandomLunatic; 2009-01-27 at 06:03 PM.
    I am not crazy! I prefer "reality impaired".

  2. - Top - End - #782
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    Greyen's Avatar

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    Default Re: Warglory, Liberators II

    Stinky

    Stinky sits waiting at the workbench he's been remaking grenades on. he's got one set finished and anotehr mid process. When Slip approaches he stands and salutes, moving stiffly, skin is red and burnt. He stands waiting for the oncoming ass chewing-he knew it was coming.
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

  3. - Top - End - #783
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    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    ((It's 2, but you're running out of campaign so i'll let your good self and the rest get 3. Slip won't need a bonus one, he's loaded as it is, but still gets his 1 new.))

    *Edit: Greyen went ahead and took 3 already... ah, well. It's fine now. You all joined at the Somek assault, didn't you?

    *Edit: Slip has "Knowledge", which don't exist now. The skill military narrows down to whose, in this case your own is a freebee so it's Houten, Troll (no formal military but knowledge of their fighting behaviour), Nacarfi Free States (almost useless).... well there's others but they aren't in this campaign. So Troll or Houten are the real options.
    Last edited by Shirocco; 2009-01-26 at 05:23 PM.

  4. - Top - End - #784
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    SolithKnightGuy

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    Default Re: Warglory, Liberators II

    I'd like to rebuild if I still got a spot in the game. Otherwise I can wait out this mission since I'm a slow ass poster and just join in on the next campaign if you guys are already on the move.

  5. - Top - End - #785
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    Greyen's Avatar

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    Default Re: Warglory, Liberators II

    Its too easy to dump down to 2..No more Demo Charge and Practiced Eye
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

  6. - Top - End - #786
    Barbarian in the Playground
     
    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    ((Na you're fine, take 3. And Savant, sure. Reroll away. Best be quick about it, i'm looking to move us forward tonight (in 12hrs) since most people have got their rerolls done.))

  7. - Top - End - #787
    Barbarian in the Playground
     
    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    Sporadic fighting breaks out through the day. The trolls become more numerous, men making probing attacks at the dvergr encirclement but take no ground back, still tied up in a few blocks of the wealthier business area of Somek. Parties are sent out with armour support to hunt down trolls, but the great creatures are avoiding them and this is unusual. As the afternoon grows later everyone's on edge; plans to wait a few days to get a surrender are scrapped. Details on the assault are withheld till late, but everybody knows there's going to be one.

    Dvergr scouts probe the enemy boundaries and are met with traps; mines, IED, hidden machine guns, snipers, flamethrowers... they cannot pierce the Houten ring. A few thousand troops remain and they still hold firm; something's up. Bets laid that the Houten surrender without a last stand are losing bets, instead tank destroyers are dug in, trenches dug and sandbagged. Late in the day singing is heard, and none know why.

    "It's unsettlin'." says Lifter. Sitting amoung the ruin of a large shop watching the street, a dvergr and stolen Houten field gun sandbagged therein, the platoon are tending their gear and keeping watch. Lifter scrapes dust out of his LMG with a rag.

    Durnholp's half asleep. "What is?" he mumbles. Lifter keeps cleaning. "They shoulda surrendered by now, that's what." he replys. Gardner pipes up, he's a new face. "Not to mention the singing!"

  8. - Top - End - #788
    Bugbear in the Playground
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    Default Re: Warglory, Liberators II

    Doc Turtlemurdered
    Grenades: Frag, Frag, Smoke, Phosphor

    The Doc shivered slightly at the news. "They've got something up their sleeves, I know it." he commented.

    He seemed... different from last night. Maybe it was the fact that he now had a black handgun-ish weapon holstered at his side, or the fact that he was now wearing a pair of glasses that he didn't have before, but he was different.

    "And we'll be finding out first hand, I warrant."

    The Doc produced his flask and took a drink from it.

    "Wonder when we'll be thrown back into the fire?"

  9. - Top - End - #789
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    SolithKnightGuy

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    Default Re: Warglory, Liberators II

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    Yoric "Bear" Bergensson
    Speciality: Close Support (Machine Gunner)
    Trait: Killer's Eyes
    Kit: Heavy Bayonet; Short Barrel + Grips; Heavy Armor
    Perks: It's Not that Heavy; Buzzsaw; Savagery
    Skills:
    Armorsmith: 10
    Gunsmith: 10

    Veteran transferred in to replace company losses; effective at close range heavy support (a little too close sometimes)
    Last edited by Savant; 2009-01-27 at 01:13 PM.

  10. - Top - End - #790
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    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    ((Savant, we have a machine gunner and what's more we have one much like that already.

    For anybody rerolling (looks like just Savant so far) you can roll same class, a rifleman or an assault troop. A rifleman who's a bayonet or shotgun specialist would be very useful this mission.))

  11. - Top - End - #791
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    BlackDragon

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    Default Re: Warglory, Liberators II

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    Name: Braggi "Poetry" Sigmundson
    Race: Nagaard
    Class: Assualt
    Perk: Nonchalance
    Skills:
    Jump: 3
    Climb: 3
    Stealth: 5
    Awareness: 5
    Survival: 4
    Heal: 4
    Profession: Armorer: 8
    Craft: Firearms: 8
    Trait: Kiler's Eyes (+2 Melee, +5 Intimidate)
    Perks: Quick Aim, Nonchalance, Shot Placement (-2 Shotdie under 25m with Heavy Trench gun)
    Kit: War Ready, War Marks (+5 Intimidate/+7 in melee, +1 melee/+3 if within 5 rds of a kill), Mighty Weapon
    Gear: Melee-modified, Semi-auto magazine fed Heavy trench gun;
    4 grenades, 1 manfear canister, 2 Smoke Grenades; Ancestral Silver Axe: +9 melee, (Un)lucky Charm, Sword of the Fae King

    Double Check my perks and kit upgrades to be sure I did them correctly. I added the appropriate pre-requisites. If I over did it just let me know



    ((No campaign preference. I am enjoying this game and am fine with whatever, so long as it si not to "standard issue fantasy"))

    Poetry was a changed dwarf. His expirence in battle, and the bloodbath that was the last mission into the lands of the fae, had toughened him up considerably. He emerged from the tatooists, both arms covered in runic battle-marks. Between the tatoos, his grim visage and the battleworn state of his armor, it was obvious that he was a dangerous dverger, no longer freshfaced and bright. He set out to inspect his section, preparing for the inevitable action that was soon to come.
    Last edited by Britter; 2009-01-27 at 11:31 PM.

  12. - Top - End - #792
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    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators II

    Slip pauses in mid-reload; he had been practicing with new, akwardly-shaped sickle magazines. They think they've got somethin' that'll save 'em. They're singin' ta let us know we ain't beat them yet, that they ain't scared. He grins predatorily and slams the magazine home with finality. We'll just hafta prove 'em wrong. They ain't got nothin' on Tir Na Nog.
    I am not crazy! I prefer "reality impaired".

  13. - Top - End - #793
    Barbarian in the Playground
     
    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

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

    First:
    Poetry
    Snake ???
    Slacker (LMG)
    Fizzle (Grenadier)
    Herbwest (1st Aider)
    Rabbit (Rifleman)

    Second:
    Stinky
    Twitch (Rifle)
    Scrapes (Assault, FA)
    Fragranstein (1st Aider)
    Tiny (Rifle, bay)
    Jinks (Rifle, bolt)

    Third:
    Hooky (Rifle, shot)
    Lifter (LMG, sickles)
    Squeek (Sharpy, AT)
    Ripper (1st Aider)
    Blue (Rifleman)
    Durnholp (Rifle)

    1st Section formation
    Spoiler
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    Section order:

    Snake on point --- Three-pegs

    Poetry --- Herbwest

    Frenis --- Crash


    2nd section formation
    Spoiler
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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




    ((Poet's character sheet is a mess. Britter, you've got perks written in two places and kit upgrades blended in, with a kit upgrade unused. Please give it a once over and assign a 3rd perk - you've forgot one.))


    Edit: Put in a new platoon chart.
    Last edited by Shirocco; 2009-01-27 at 07:22 PM.

  14. - Top - End - #794
    Barbarian in the Playground
     
    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    The new faces are about to ask about Tir Na Nog when a pair of new guys come walking over. One has a great big mmg over his shoulder, the other a carbine and lots of ammo belts for the MG. Curly's with them and he leads them over to Slip.

    "Found our missing pair. This's pvt. Damu," says Curly with a nod at the gunner. "...and his mate here's pvt. Squeek." he finishes. The loader nods. Damu speaks up. "Reportin' fa duty, sa. Where ya want us?"


    The MMG is a pistol grip & bipod affair. It's belt fed; the gun's pretty old but practically unkillable from heat, these are assigned at company level so you're lucky to have one. Slip will need to assign them to a section or have them follow around with Command; it's also possible to leave them in Curly's charge.

  15. - Top - End - #795
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    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators II

    Slip smiles broadly. An' it looks like we get ta be right in tha thick o' it! Glad ta have yas aboard, lads-ya'll answer ta Curly thar.

    ((PS: There are two Squeeks now.))
    Last edited by RandomLunatic; 2009-01-27 at 10:35 PM.
    I am not crazy! I prefer "reality impaired".

  16. - Top - End - #796
    Barbarian in the Playground
     
    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

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

    Gun Team:
    Curly (2ic)
    Damu (Gunner)
    Squeek (Loader)

    First:
    Poetry
    Snake ???
    Slacker (LMG)
    Fizzle (Grenadier)
    Herbwest (1st Aider)
    Rabbit (Rifleman)

    Second:
    Stinky
    Twitch (Rifle)
    Scrapes (Assault, FA)
    Fragranstein (1st Aider)
    Tiny (Rifle, bay)
    Jinks (Rifle, bolt)

    Third:
    Hooky (Rifle, shot)
    Lifter (LMG, sickles)
    Mince (Sharpy, AT)
    Ripper (1st Aider)
    Blue (Rifleman)
    Durnholp (Rifle)

    1st Section formation
    Spoiler
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    Section order:

    Snake on point --- Three-pegs

    Poetry --- Herbwest

    Frenis --- Crash


    2nd section formation
    Spoiler
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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



    ((Oops. Well, sharpy just got renamed.))

    "Right you are, sa." says Damu. Curly accepts the job without a word. "O'er tha, two-fifty." he says, pointing the gun team to a position watching the street. They hurry over and deploy, setting up a long belt... it takes them about 6 seconds. Curly grunts. "Captain says we're movin' tanight. Buildin's 'r deathtraps. Too hard just shell it, civvies should be out by now. Can use red smoke to call it if radio's no good, or red flares for tank shelling if ours 'r in sight."

    He pauses for a moment, sniffing the air, and grunts.

    "Trolls 'r still dodgin' our hunters."

  17. - Top - End - #797
    Barbarian in the Playground
     
    BlackDragon

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    Default Re: Warglory, Liberators II

    ((Sheet edited, please advise if anything else is out of place))

    Poetry reports over to Slip. "“Between the wish and the thing lies waiting. Any orders yet Sah? Me and the lads are ready to move soon as you need us"

  18. - Top - End - #798
    Bugbear in the Playground
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    Default Re: Warglory, Liberators II

    Doc Turtlemurdered

    "Whatever happened to Gardner? I could've sworn he was here a second ago." wondered the Doc, aloud.

  19. - Top - End - #799
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    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    ((Ok that'll do. I'll move it on tonight without Savant, counting him as Snake until he says otherwise.))

  20. - Top - End - #800
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    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators II

    How un-trolllike of 'em, Slip observes. He condiered lighting a cigarette, but decided against it, taking a drink form his canteen instead. WHen Poetry comes up, he looks over at Speasy. Nae, not yet. Hold yer position an' be ready. That was Army life for you-hurry up and wait.
    I am not crazy! I prefer "reality impaired".

  21. - Top - End - #801
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    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

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

    Gun Team:
    Curly (2ic)
    Damu (Gunner)
    Squeek (Loader)

    First:
    Poetry
    Snake ???
    Slacker (LMG)
    Fizzle (Grenadier)
    Herbwest (1st Aider)
    Rabbit (Rifleman)

    Second:
    Stinky
    Twitch (Rifle)
    Scrapes (Assault, FA)
    Fragranstein (1st Aider)
    Tiny (Rifle, bay)
    Jinks (Rifle, bolt)

    Third:
    Hooky (Rifle, shot)
    Lifter (LMG, sickles)
    Mince (Sharpy, AT)
    Ripper (1st Aider)
    Blue (Rifleman)
    Durnholp (Rifle)

    1st Section formation
    Spoiler
    Show

    Section order:

    Snake on point --- Slacker

    Poetry --- Fizzle

    Herbwest --- Rabbit


    2nd section formation
    Spoiler
    Show

    Standard Wedge formation (basic diagram below for open area movement)

    ___________(point - Scrapes)___________
    ----------Tiny-------------Twitch-------
    ------Stinky-------------------Jinks------
    ----------------1st Aid (Frag)----------

    Files for long tight areas
    --------Scrapes
    Tiny----------
    --------Twitch
    Stinky--------
    --------Fragranstein
    Jinks--------



    The day wears away to the sound of scattered fire and mobile arty. There's none from the Houten; their heavy guns are gone and those remaining are silent. The dvergr at least are not alone now... as Nacarfi state troops move up into the city the word spreads fast that the assault's on. A runner comes and regulars behind him to take your place, you're pulled back from the line and mustered with the rest of your company.

    Orders are straightforward. Enemy's got their few blocks and are dug in, having worked like beavers all day. The reason for their stubborness has grown clear at last... useing stolen planes from the captured airstrip air scouts are sent out and the reason no supplies came from the north is at last found. The news spreads fast, even reaching the platoon as you march with the company toward the northwest, your stageing point for the assault.

    "Thousands! Blinkin' thousands. Can you believe that rot?" says Rabbit. He's not the only one angry as Jinks pipes up too. "I'm tellin' ya, we shoulda pressed in this mornin'!" he says to some grunted agreement. Twitch gives Jinks a nudge and glances about. "Ours ain't ta reason why, so watch ya tongue!" Blue, another new face, offers his two cents as well. "Sun or no blasted sun, now they've got mates on the way. An' nobody knows what the trolls are up to."
    Last edited by Shirocco; 2009-01-28 at 02:58 PM.

  22. - Top - End - #802
    Barbarian in the Playground
     
    BlackDragon

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    Default Re: Warglory, Liberators II

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    Marching order:

    Snake on Point
    Slacker
    Poetry
    Fizzle
    Herbwest
    Rabbit



    "Aye sir, will do" Poetry responds. He heads over to his section, inspecting gear and making sure that everyone is ready to go at a moments notice. "Luck is what happens when preparation meets opportunity, lads. Be on your toes and double check yer kit, I won't be tolerant of any preventable mistakes.” Poetry takes some time before the action to give his personal gear a final overview, making sure everything is in working order.
    Last edited by Britter; 2009-01-28 at 09:24 AM.

  23. - Top - End - #803
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    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

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

    Gun Team:
    Curly (2ic)
    Damu (Gunner)
    Squeek (Loader)

    First:
    Poetry
    Snake ???
    Slacker (LMG)
    Fizzle (Grenadier)
    Herbwest (1st Aider)
    Rabbit (Rifleman)

    Second:
    Stinky
    Twitch (Rifle)
    Scrapes (Assault, FA)
    Fragranstein (1st Aider)
    Tiny (Rifle, bay)
    Jinks (Rifle, bolt)

    Third:
    Hooky (Rifle, shot)
    Lifter (LMG, sickles)
    Mince (Sharpy, AT)
    Ripper (1st Aider)
    Blue (Rifleman)
    Durnholp (Rifle)

    1st Section formation
    Spoiler
    Show

    Section order:

    Snake on point --- Slacker

    Poetry --- Fizzle

    Herbwest --- Rabbit


    2nd section formation
    Spoiler
    Show

    Standard Wedge formation (basic diagram below for open area movement)

    ___________(point - Scrapes)___________
    ----------Tiny-------------Twitch-------
    ------Stinky-------------------Jinks------
    ----------------1st Aid (Frag)----------

    Files for long tight areas
    --------Scrapes
    Tiny----------
    --------Twitch
    Stinky--------
    --------Fragranstein
    Jinks--------



    "Quiet back there! This ain't a mother's meeting! One-two, one-two!" shouts Curly from the front. The troops hush and march on.

    It's a short march, maybe half an hour and you reach the staging area. The whole company's been gathered here, along with Red company and a bunch of regular & heavy infantry. Command's taking this end pretty seriously. Spread out through the streets facing the main one - some 6 lanes worth of dirt - they part to let you head up to the sandbags. A dvergr tank smoulders in the street, along with the wreckage of a Houten field gun.

    Getting in place Slip's briefed by the captain, everbody hears it and the plan's simple enough. Street's got anti-tank mines and no shortage of Houten HMG cover. Shelling it has been tried, the mobile arty lacks the calibre to bring the old limestone (and occasional granite) buildings down. They have to be cleared on foot. You'll move up right (south) flank heading southeast beside the road through the buildings, with pioneers and regulars along to assist. Traps abound, move slowly, use arty freely as a pair of 105 gun-howitzers have been set up in support along with company mortars.

    A shell comes whistling in as he finishes - Houten shell - to crash into the dirt behind you. The infantry keep well clear of it, captain turns to you. "Hout know we're commin'. He'll be waiting with bombs, flames and tripwire guns. Scouts copped demo charges earlier. Be soddin' careful and go quietly, i'll move up more troops behind you. G'luck."

    "Aye aye, sa!"


    You're lead into the buildings. Inside you find regulars holding down the first couple buildings, they've taken losses but taken the buildings anyway. "Good luck, boys!" "Watch for explodin' rats!" *laughs* "Shuttit Noseleak, ignore him boys - always a joker. Just keep eyes peeled, eh?" "Look out for petrol smell!"


    ((Ok guys i'm outta time, will keep going shortly. You're at the front, being lead through buildings - hostile held ones ahead, mine filled gun swept street on your left. Regulars taunting you for being flash buggers.))

  24. - Top - End - #804
    Dwarf in the Playground
     
    SolithKnightGuy

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    Default Re: Warglory, Liberators II

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    I'll just continue with snake with the 3x bayonet kit

    Name: Snake
    Profession: Rifleman
    Traits: Killer's Eyes
    Kit:
    Fix Bayonet - Spring bayonet, chainmail backing, inherited silver bayonet
    Spring Bayonet (A spring-loaded bayonet of the finest metal rests in a sheath under the rifle barrel. Deploys bayonet as a free action, sheathing afterwards takes one turn. The blade itself is exceptional, cutting through bone like it were cardboard. Counts as a +6 Decent Melee Weapon.)
    Chainmail Backing (Dvergr battle armour is good in melee, but a chainmail coat beneith stops many thrusts that would otherwise slip through the gaps. +1 melee, no effect on bullets.)
    Inherited Silver Bayonet (An old family heirloom with plenty of history, you inherit this fine bayonet and have your spring bayonet system custom adapted to mount it. Can be detached in one turn. Either way it counts as a +8 decent melee weapon effective against trolls, fae and spirits.)

    Perks:
    Close Shot (At Close range you turn D3 shots into D2 (can’t miss) every time, even if it’s only a D3 because of modifiers. When attempting to shoot an opponent before they can melee you, you get +2 reflex on the attempt and take no penalty if you are melee’d anyway, such as by a 2nd opponent.)
    Wolf Eyes (Through good eyes, open ears and a skill at gauging where people are you gain +5 awareness, along with -1shotdie when blindfiring with any weapon.)
    Dog of War (An uncaring and tough mercenary, you get +2 in melee. You ignore the first -2 melee penalty & +1 shot die in wound penalties. When rendered Out of Action roll a D6 – on a 6 you get up next turn.)

    Skills:
    Awareness - 10
    Stealth - 10
    Gunsmith - 10


    Snake looks lively as he ignores the taunts of the regs.

    "It's ok ladies, I know you're jealous but we'll try and leave something for you to do later, maybe clean up the mess with a mop." He flashes them a smile before waving a farewell.
    Last edited by Savant; 2009-01-28 at 04:02 PM.

  25. - Top - End - #805
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    Greyen's Avatar

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    Default Re: Warglory, Liberators II

    Stinky - Shall be offline for a long bit-possibly 48 hours

    Move up on the left there Tiny, keep pace. Eyes peeled boys, its play time again. Stink cajoles his men forward.

    Chomping away on the unlit end of a nasty smelling cheroot he walks among the troops heavy battle armor a creaking.

    Spoiler
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    3 AT, 3 frag Rifle Grenades
    Demo Charge
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    Name:Bjorn Erikkson "Stinky"
    Class: Grenadier
    Skills:
    Stealth - 8
    Awareness-8
    Athletics-4
    Climb-4
    Ruse-8
    Craft-Explosives 8
    Trait- Victim of Bureaucracy
    Kit- Reinforced Armor, Demo Charges, Heavy Plate Armor,
    perks - Fireworks – Bombardment, Practiced Eye, Bombardment
    Last edited by Greyen; 2009-01-29 at 06:00 AM.
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

  26. - Top - End - #806
    Barbarian in the Playground
     
    Shirocco's Avatar

    Join Date
    Aug 2007
    Location
    Australia
    Gender
    Male

    Default Re: Warglory, Liberators II

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

    Gun Team:
    Curly (2ic)
    Damu (Gunner)
    Squeek (Loader)

    First:
    Poetry
    Snake ???
    Slacker (LMG)
    Fizzle (Grenadier)
    Herbwest (1st Aider)
    Rabbit (Rifleman)

    Second:
    Stinky
    Twitch (Rifle)
    Scrapes (Assault, FA)
    Fragranstein (1st Aider)
    Tiny (Rifle, bay)
    Jinks (Rifle, bolt)

    Third:
    Hooky (Rifle, shot)
    Lifter (LMG, sickles)
    Mince (Sharpy, AT)
    Ripper (1st Aider)
    Blue (Rifleman)
    Durnholp (Rifle)

    1st Section formation
    Spoiler
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    Section order:

    Snake on point --- Slacker

    Poetry --- Fizzle

    Herbwest --- Rabbit


    2nd section formation
    Spoiler
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    Standard Wedge formation (basic diagram below for open area movement)

    ___________(point - Scrapes)___________
    ----------Tiny-------------Twitch-------
    ------Stinky-------------------Jinks------
    ----------------1st Aid (Frag)----------

    Files for long tight areas
    --------Scrapes
    Tiny----------
    --------Twitch
    Stinky--------
    --------Fragranstein
    Jinks--------



    Typos + Greyen
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    ((When you get back, Grey, your character sheet needs a once over. Bombardment twice, and you've gone to Heavy armour while skipping Demo charges; this stuff has to be taken in order, meaning either all the way to Heavy Plate or stop at demo charges to get Bandoleer. I'll PM you this message and assume you took Plate & carry one demo for now.))

    *note: Yeah, i know there were a few typos i missed in that K&P list - it changed a lot in the last few weeks before posting. I've fixed the one Grey keeps posting but if you read the way they're written under the summary you'll see the correct order, even if the summary's wrong.


    Leaving the regulars behind you come upon the gap between this building and the next. There's an outdoors staircase, iron stairs and quite exposed with a window in the next building about a meter away from the handrail. Conveniantly leaning against the wall beside you is a couple planks of wood, thick and long enough, with "Beware the sniper!" written on them in dvergr script. There's stairs back a bit that lead down, could be used to cross at street level, and of course a similar trick could be tried upstairs.

    Sample framework stairs...
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  27. - Top - End - #807
    Ettin in the Playground
     
    DwarfBarbarianGuy

    Join Date
    Jan 2008

    Default Re: Warglory, Liberators II

    ((Sorry-Bak 2 Skool cuts into my free time.))

    How cute, Slip remarks. Third, Curly, get up ta tha top floor an' cover us. When they'rei n place, we'll cross on this level, then cover them as they cross. An' make sure those are boards ain't trapped 'fore ya try an' make a bridge from 'em.
    I am not crazy! I prefer "reality impaired".

  28. - Top - End - #808
    Barbarian in the Playground
     
    Shirocco's Avatar

    Join Date
    Aug 2007
    Location
    Australia
    Gender
    Male

    Default Re: Warglory, Liberators II

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

    Gun Team:
    Curly (2ic)
    Damu (Gunner)
    Squeek (Loader)

    First:
    Poetry
    Snake ???
    Slacker (LMG)
    Fizzle (Grenadier)
    Herbwest (1st Aider)
    Rabbit (Rifleman)

    Second:
    Stinky
    Twitch (Rifle)
    Scrapes (Assault, FA)
    Fragranstein (1st Aider)
    Tiny (Rifle, bay)
    Jinks (Rifle, bolt)

    Third:
    Hooky (Rifle, shot)
    Lifter (LMG, sickles)
    Mince (Sharpy, AT)
    Ripper (1st Aider)
    Blue (Rifleman)
    Durnholp (Rifle)

    1st Section formation
    Spoiler
    Show

    Section order:

    Snake on point --- Slacker

    Poetry --- Fizzle

    Herbwest --- Rabbit


    2nd section formation
    Spoiler
    Show

    Standard Wedge formation (basic diagram below for open area movement)

    ___________(point - Scrapes)___________
    ----------Tiny-------------Twitch-------
    ------Stinky-------------------Jinks------
    ----------------1st Aid (Frag)----------

    Files for long tight areas
    --------Scrapes
    Tiny----------
    --------Twitch
    Stinky--------
    --------Fragranstein
    Jinks--------



    Giant issues
    Spoiler
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    Giant's been sodding hopeless again lately, are you guys having trouble getting in?

    If so, i'm considering moving sites next campaign.


    "Aye, sa." says Curly and takes the gun team up top with 3rd in tow. Maybe half a minute later, there's a real loud bang over the road and the scream of a bullet flying by overhead... boom. A report so loud dust falls in your heads and the very building shook just slightly. Limestone breaks over the road. Silence.

    "G'work, Mince." you hear hooky say quietly. Then Curly calls from up top. "In place up 'ere, sa. Sniper's gone."

    Slacker grabs a board. Snake heads out first onto the steel stair level, slow and careful. He doesn't die. Moves a bit further out. Props gun on the handrail. "S'clear here. Slacker, the board." says Snake, and Slacker follows carefully with a board... there's a busted gap in the handrail facing the window and he lays the board on the steel grill floor there, it crosses to the window.

    Only question now - who first.
    Last edited by Shirocco; 2009-01-29 at 06:43 PM.

  29. - Top - End - #809
    Barbarian in the Playground
     
    Shirocco's Avatar

    Join Date
    Aug 2007
    Location
    Australia
    Gender
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    Default Re: Warglory, Liberators II

    ((WTH? No posts? Game appears to have stalled. OK, moving up.))

    "1st section, you're up." orders Slip.

    Creeping into the next building the way appears clear at a glance. It's a hall, wooden walls for a change - like a once great room more recently converted into a range of smaller ones. The floor has bloodstains and there's lines of bulletholes in the walls... 1st section's pointman needs an awareness check.

    "2nd section, on the outside stairs. Get ready to cross." orders Slip

  30. - Top - End - #810
    Barbarian in the Playground
     
    BlackDragon

    Join Date
    Aug 2008

    Default Re: Warglory, Liberators II

    With Snake on point, 1st section moves up. Poetry keeps his attention on his surroundings, ready for action.

    Awareness: (1d20+5)[22]

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