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  1. - Top - End - #121
    Barbarian in the Playground
     
    String's Avatar

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    Default Re: Warglory, Liberators II

    reflex - (1d20)[6]Reflex!
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  2. - Top - End - #122
    Bugbear in the Playground
     
    Greyen's Avatar

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    Default Re: Warglory, Liberators II

    Stinky

    As the man said, let move. He pushes his squad forward into the alley way as directed.

    As the arty falls he hits the dirt -Reflex (1d20)[3]-
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

  3. - Top - End - #123
    Bugbear in the Playground
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    Default Re: Warglory, Liberators II

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    Well, okay.

    Reflex - (1d20)[9]

  4. - Top - End - #124
    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
    Frenis (Sharp)
    Snake (Rifle) -1mel
    Crash (gren)
    Herbwest (1st Aider)
    Rifleman #1 (Fingers)
    Rifleman #2 (3 Pegs)

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

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

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

    ___________(point - Twitch)___________
    ----------Tiny-------------Ramble-------
    ------Tyrson------Stinky-------Jinks------
    ----------------1st Aid (Reddy)----------

    Files for long tight areas
    --------Twitch
    Tiny----------
    --------Ramble
    Tyrson--------
    --------Stinky
    Reddy--------
    --------Jinks

    Battle Buddy pairs for Clearing the shanty town
    Tyrson & Jinks
    Twitch & Tiny
    Ramble & Jinks
    Stinky & Reddy



    ((Nice flank action from 2nd section. Now advancing 2nd & command while we wait for Snake, Frenis & Poet to roll reflex - suffice to say they're pinned whether they pass it or not for a short time.))

    The shells rain down and horrid in intention as the arty is some of it is frag shells; like time delayed canister, frag shells are a relatively recent invention. They are fuse delayed to detonate above their target, showering it with shrapnel. The effect is a most brilliant set of fireworks that pains the ears with thunder and gives flame and spark for the eyes. 2nd section are fortunate, the Houten lack the guns to make a proper barrage and though a torn shred of sheetmetal some meters in size crashes before them into the dirt no shells fall upon them after some half-minute or so of unhalting fire. Each shell howls down like a freight train, the ground shudders constantly and people go on screaming until their voices go horse.

    2nd can remain low; units that keep low during bombardments on average suffer 1/3 the casualties of mobile ones. But the Houten are sureing up defences ahead of you and the longer you delay the harder they may be to break. After all, to those who fought the Great War this barage is a shadow of the real thing. There is the option of advancing under fire.
    Last edited by Shirocco; 2008-11-13 at 04:24 AM.

  5. - Top - End - #125
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    SolithKnightGuy

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    Default Re: Warglory, Liberators II

    reflex: [20]

    Snake hits the dirt, after having had doc treat his wound, as soon as it's safe, he crawls back to his company.

  6. - Top - End - #126
    Barbarian in the Playground
     
    BlackDragon

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    Default Re: Warglory, Liberators II

    Poetry


    Reflex: (1d20)[19]

    ((apologies re" no chart yet, been super busy irl, will attempt to get everything locked down today))

  7. - Top - End - #127
    Ettin in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators II

    After watching the fall of shells for few moments, Slip says We're just on tha edge of tha bombardment! FORWARD! Pulling Tiny aside, he tells him, Go tell First an' Third ta do tha same.
    I am not crazy! I prefer "reality impaired".

  8. - Top - End - #128
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    MindFlayer

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    Default Re: Warglory, Liberators II

    Frenis dives for cover.

    Reflex: (1d20+2)[18] to dive for cover
    Anemoia: Nostalgia for a time you've never known.

  9. - Top - End - #129
    Barbarian in the Playground
     
    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    "Oye oye, sur!" burrs the Fjarri. Tiny sets off at a run.

    The shell falls toward 1st section and it's a close thing. Fingers and Snake are both sent flying, but while Snake hits dirt and tumbles Fingers cops a helping of splinters, nails and shredded tin as he flops through the air before crashing into and leveling a shack with his body. Ridiculously, he gets up and walks out of it a few moments later - nails and wood sticking out of him. Tiny turns up and passes word to advance. "Oye op, edvunce luds! Curn't stoy 'ere, LT's orders!" he says in nearly unintelligible Fjarri slurr. Without further explanation he hurries off to find 3rd section, shells falling where they may.


    2nd section soon reach a , 10 yards ahead is a festy creek - shallow, some 5 yards across, strewn with rubbish, muck and worse it stinks like an open sewer. The shacks cling hungrily to it on both sides, only 2 yards of shore - a 9 yard gap all up to follow the path through this to continue. The alley is oddly straight for some 250m, detritus scattered through it the only cover on offer. There's intersections every 10-30 yards and you begin appreciate what a rat warren this place really is. Left and right of you are 4 doors before the festy creek, the shacks 2 and 3 floors high respectively before the water.


    There is a great rumbling of engines, boom and rattle of cannon & gun. The armour is not staying put in the bombardment area and they aren't retreating - they're attacking, whether it's clear or not. The radio warbles on Speak-Ezy's back. "HQ to Leaky bucket, we need your cover on the road - can you see the creek, over?"

  10. - Top - End - #130
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    Default Re: Warglory, Liberators II

    Stinky

    Breaking the men into their clearing teams he advances on the corner. Lets clear the corner and advance from there. Taking the external corner he keeps an outside watch for runners and snipers.

    @2nd Section
    Partner teams as follows:
    Tyrson & Jinks
    Twitch & Tiny
    Ramble & Fragenstein
    Stinky C&C/back-up as necessary
    Every PC has an NPC buddy if possible.
    Spoiler
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    5/6 RG remain, all other ammo at full
    Last edited by Greyen; 2008-11-13 at 05:03 PM.
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

  11. - Top - End - #131
    Ettin in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators II

    Hold position at tha creek! Slip calls after Stinky while waiting to find out what HQ wants.

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    Greyen, your pairings have a problem: Tiny is not here ATM.
    I am not crazy! I prefer "reality impaired".

  12. - Top - End - #132
    Bugbear in the Playground
     
    Greyen's Avatar

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    Default Re: Warglory, Liberators II

    Stinky will pair with Twitch until Tiny returns.
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

  13. - Top - End - #133
    Barbarian in the Playground
     
    PirateCaptain

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    Default Re: Warglory, Liberators II

    Quote Originally Posted by Shirocco View Post
    "The radio warbles on Speak-Ezy's back. "HQ to Leaky bucket, we need your cover on the road - can you see the creek, over?"
    Speak-Easy

    Speak-Easy grabs the mic and replies, making sure that Slip can hear: "Leaky Bucket here, we are holding position at the creek, we've got it covered, over." (d20)[9]
    I drew this line myself

  14. - Top - End - #134
    Barbarian in the Playground
     
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    Default Re: Warglory, Liberators II

    "Leaky bucket, armour has advanced; find a position with sight of armour on the road and cover it against infantry. That creek leads to the road, over." says the radio with minimul crackle.

    No sooner is that said than a whole section of Houten infantry rise from cover in the long, straight alley past the creek and even more stick guns out windows of 2nd and 3rd floor buildings to either side of them. Someone shouts and they open fire.

    These targets are 2nd section and Command only. Nobody else has LOS on this.

    Short range targets (25-100m) are 2 riflemen behind tyres in alley (D4), 1 grenadier (D6) with mounted RG running from a side alley at 50m who'll jump into prone and shoot. There are 4 men (D4) in windows of a 2nd floor large shack on the right at 40m, three of them have elephant guns!

    Mid range targets (100-200m) are 4 men (D8) behind a pile of wood, rock & sheet metal debri at 120m including an LMG. Leaning from a high alley-facing window on the left is a carbineer (D6), no helmet.

    Long range targets (200-400m) are a pair of what's probably riflemen (D12) moving to take prone position on an overpass walkway made of sheet metal and flimsey wood struts at 240m, right before the turn. You can't tell at this range who they are, Stinky can't even see them in this daylight.


    Your cover amounts to a pile of debri 5 yards from the creek (partial cover for one), useing door frames for concealment (not real cover, 4 of these) and storming into the shacks left and right of you to find ways up to their 2nd or 3rd floors for firing positions. Or just go prone... only room for 3 abrest like that here, helps marginally against incomming fire.


    1st section still shaking off the arty barrage (no rolls yet), they'll have to really move it to catch up and as of last orders they heard they're still advancing.

  15. - Top - End - #135
    Ettin in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators II

    $#!+! Slip exclaims as he dives into the questionable safety of a nearby doorframe. Rolling out far enough to shoot, he multilates the upper floor of the wooden shack, trying to take out the deadly Elephant guns before their armor-cracking rounds are discharged.

    ((Shootng up the shack (1d4=3, 1d4=2, 1d4=2, 1d4=4)
    Re-rolls (1d4=3, 1d4=4)))
    I am not crazy! I prefer "reality impaired".

  16. - Top - End - #136
    Barbarian in the Playground
     
    BlackDragon

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    Default Re: Warglory, Liberators II

    Poetry

    "Ya heard the man lads, keep moving up," Poetry orders his command forward as instructed by Slip.

  17. - Top - End - #137
    Barbarian in the Playground
     
    String's Avatar

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    Default Re: Warglory, Liberators II

    Tyrson swivels his gun to aim at a rifleman, muttering "And lo"

    Slow Shot a Long range target - (1d3)[2]
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  18. - Top - End - #138
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    Greyen's Avatar

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    Default Re: Warglory, Liberators II

    Stinky

    Swearing violently Stinky slams himself into a doorframe. Leaning out he takes aim at the rifle grenadier.

    d8's (up dice for daylight) (2d8)[2][6](8)
    Reload (1d6)[3](3)
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

  19. - Top - End - #139
    Barbarian in the Playground
     
    PirateCaptain

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    Default Re: Warglory, Liberators II

    Speak-Easy

    Speak-Easy hits the deck.

    "Leaky bucket, armour has advanced; find a position with sight of armour on the road and cover it against infantry. That creek leads to the road, over."
    "This is Leaky Bucket, we've been ambushed in the creek! About a dozen contacts coming from the alley leading off from the creek, we are pinned down and engaging. Over." (d20)[11]
    I drew this line myself

  20. - Top - End - #140
    Bugbear in the Playground
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    Default Re: Warglory, Liberators II

    Doc Turtlemurdered

    The Doc, thinking fast, follows Slip's lead and fires at the elephant gunners, hoping to kill them quickly.

    He didn't like it, but given the cover, there was more chance of killing the elephant gunners than there was of finding suitable cover.

    Then he went for the safety of a door frame.

    Steady Shoot - (2d3)[3][3](6)

  21. - Top - End - #141
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    Default Re: Warglory, Liberators II

    ((Greyen, Stinky's rifle bonus and daylight penalty cancel each other out. When Fast shooting, take the base die. I rolled for you and it came up better than your D8 attempts.))

    Standing in the ally rather than taking cover is a dangerously risky endevour. Tyrson, Speazy and Doc are the only ones not to head straight into the shacks and most of the shots that come in are aimed at them. Shots fly in, Speazy's shoulder bands deflect a hit while Doc his struck hard in the chest twice, one shot a rifle that winds him and the other an elephant gun round that blows a hole in him. Doc has Fallen. More shots come flying in from the mid range shooters, Tyrson's struck no less than five times across belly, chest and left arm - three of which penetrate, dropping him in a hail of fire. Tyrson has Fallen. As fire from the LMG pours down Speazy is lucky, very lucky, to be alive. Four shots just glance off his armour, a bunch more thud into the dirt around him. He better get moving while he still can! The radio's warbling but he can't hear it now.

    The return fire from Slip, Stinky and Fragranstein goes some way to making up for it while Jinks and Ramble look for a way up, hidden for the moment inside the shacks. Slip chews through the elephant guns and their rifleman friend, dropping them with four quick bursts. Stinky's opening shot snatches the grenadier regular midstride, spinning him like a top the RG goes off and sails away to the left, detonating somewhere far away. He works bolt and fires on a rifleman behind tyres but the 2nd shot is just off, no good. Fragranstein gives fire from a doorway at the Houten LMG, he fires slow and carefully but battle stress gets to him and he misses both times.

    Short range targets (25-100m) are 2 riflemen behind tyres in alley (D4) firing on Speazy. All other short range are dead or dieing.

    Mid range targets (100-200m) are 4 men (D8) behind a pile of wood, rock & sheet metal debri at 120m including an LMG. Leaning from a high alley-facing window on the left is a carbineer (D6), no helmet.

    Long range targets (200-400m) are a pair of what's probably riflemen (D12) firing from prone position on an overpass walkway made of sheet metal and flimsey wood struts at 240m, right before the turn. Stinky can't see them.


    1st section hear the gunfire ahead as Poet gets them moving forward. The large-calibre bang of dvergr rifles is unmistakeable and you're pretty sure you can hear the distinctive cloth-tearing rapid report of Slip's LMG amoungst it.

    Moving forward 1st section soon get in sight of the creek, rounding a corner it's 10 yards ahead of them. They could take a right and follow the creek to 2nd section, or they could cross it and keep heading north taking a right at the 30 yard or 40 yards distant + intersections before being forced to head right by a at 60 yards. No targets in sight yet.
    Last edited by Shirocco; 2008-11-14 at 06:36 AM.

  22. - Top - End - #142
    Bugbear in the Playground
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    Default Re: Warglory, Liberators II

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    Damn it. I take it I'm dead then?

    Pity I forgot that shooting is resolved simultaneously.
    Last edited by pingcode20; 2008-11-14 at 06:41 AM.

  23. - Top - End - #143
    Barbarian in the Playground
     
    Shirocco's Avatar

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    Default Re: Warglory, Liberators II

    ((Not yet.))

  24. - Top - End - #144
    Bugbear in the Playground
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    Default Re: Warglory, Liberators II

    Off with ya! Dead I am!
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    Dude... Duude... Wake up, Dude!

    Doc's eyes opened. Everything around his was darkness. Darkness and smoke. Darkness, smoke, and him bleeding slowly to death.

    "Great Uncle Stonesmoker?"

    You got me. So, little cat, do you know why you're here?

    "Ah..."

    Come on, little cat. You're not losing blood that quickly.

    "I... tried to fight again?"

    Bingo, little cat. Remember what I told you about karma, little cat.

    "I know, I know, bad karma begets bad karma. But this quickly?"

    Yep, little cat. You shoot a couple of bullets, Bam! it comes right back atcha.

    "Isn't karma supposed to be one of those delayed irony things?"

    Nope. Had a gypsy curse put on you when you were little. Instant Karma, little cat.

    "You what?"

    Whoops, gotta go, little cat. Catch you later.

    "Damn Great Uncle Stonesmoker." muttered Doc. That explained a lot.

    ((I love being non-fatally shot.))
    Last edited by pingcode20; 2008-11-14 at 07:06 AM.

  25. - Top - End - #145
    Barbarian in the Playground
     
    PirateCaptain

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    Default Re: Warglory, Liberators II

    Speak-Easy

    Seeing his squad mates fall around him, Speak-Easy stands up and sprints to the nearest decent available cover, be it a shack or clump of debris, ignoring the weight of his radio for the brief burst of speed.
    I drew this line myself

  26. - Top - End - #146
    Barbarian in the Playground
     
    BlackDragon

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    Default Re: Warglory, Liberators II

    Poetry

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    Section marching order:

    Poetry on Point
    Snake
    Frenis
    Crash
    Rifleman #1
    Herbwest
    Rifleman #2



    Decision time. Poetry listens to the fire coming from what can only be the rest of the unit. This rat warren of shacks and alleys could have hidden any number of foes set on destroying the platoon piecemeal, and his section had been delayed by the heavy fire they had recieved. 2nd and Command could be cut off, underfire and destroyed in detail.

    "Can't leave the rest of the guys out here on their own. After all, an army divided amongst itself can not stand, as they say. Lets head towards 2nd squad. Keep your eyes peeled and your head on a swivel. Check targets, we don't want any civvie deaths or friendly fire if we can avoid it. Move out!"

    1st section heads down the creek, with Poetry in the lead, doing his level best to grow eyes in the back of hsi head.

    Awareness: (1d20+5)[17]
    Last edited by Britter; 2008-11-14 at 04:00 PM.

  27. - Top - End - #147
    Ettin in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Warglory, Liberators II

    Slip covers Speasy, emptying his magazine at the two closest Riflemen. Even as he does so, he yells Everyone in! Smoke tha alley! His MG clicks empty and he rolls deeper into the house, out of line of sight, if not fire. Lying on his back, he reloads and yells at nobody in particular Damnit! Why!?

    ((Shooting riflemen (1d4=1, 1d4=2)
    Re-rolls (1d4=2, 1d4=1)))
    Last edited by RandomLunatic; 2008-11-14 at 03:22 PM.
    I am not crazy! I prefer "reality impaired".

  28. - Top - End - #148
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    Default Re: Warglory, Liberators II

    Stinky

    You heard him boys! Smoke out! Trusting his heavier armor to protect him he dashes out and scoops up Doc tossing into the building Fragenstein do you work here first!
    Excellent Avatar of Uri by Retun of Lanky (Aka Lanky Bugger)

  29. - Top - End - #149
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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
    Curly (2ic)
    Speak-Easy (Radio) - Fallen
    Doc (Stretcher) - Fallen

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

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

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

    1st Section formation
    Spoiler
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    Section marching order:

    Poetry on Point
    Snake
    Frenis
    Crash
    Rifleman #1
    Herbwest
    Rifleman #2


    2nd section formation
    Spoiler
    Show

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

    ___________(point - Twitch)___________
    ----------Tiny-------------Ramble-------
    ------Tyrson------Stinky-------Jinks------
    ----------------1st Aid (Reddy)----------

    Files for long tight areas
    --------Twitch
    Tiny----------
    --------Ramble
    Tyrson--------
    --------Stinky
    Reddy--------
    --------Jinks

    Battle Buddy pairs for Clearing the shanty town
    Tyrson & Jinks
    Twitch & Tiny
    Ramble & Jinks
    Stinky & Reddy



    The recoil from a high ROF weapon is crazy, and though Slip's got plenty of practice with the heavy gun the recoil gets the better of him. Fragranstein keeps up the fire, Steadily blasting the pair of men behind car tyres limp from limb right until Doc thuds onto the ground beside him. They both grunt. He looks at Stinky, standing in the line of fire with armour ringing like a tank hull and stares in amazement... then grabs Doc to pull him inside and get to work.

    Stinky just made himself a target along with the radioman and the riflemen gun for them. Speak-Ezy's humanity and relatively thin breastplate give him no leeway; these are rifle rounds, they fly are unbelievable speed and can turn organs to jelly while displacing a man's weight in earth where they fall. So when he's struck in the leg and under the sternum his armour utterly fails to save him and he collapses near the door. Jinks sees him then, grabs Speazy by the arms and pulls him inside. "Gotcha!" Speak-Ezy has Fallen while Stinky takes his helping of rifle fire and shrugs it off, if feels like standing in a hailstorm thanks to the extra metal of his armour.


    Back with 1st section, a leader taking point is not something the enemy expects; theirs are usually 2nd or 3rd from the front or toward the rear. So when a rifle cracks from a totally new direction it's Frenis who takes the hit and goes down face first in the muck. Frenis has Fallen. Awareness checks to guage where that came from; sounded like a long way off.
    Last edited by Shirocco; 2008-11-14 at 04:05 PM.

  30. - Top - End - #150
    Barbarian in the Playground
     
    BlackDragon

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    Default Re: Warglory, Liberators II

    Poetry

    With a curse, Poetry hits the dirt and scrambles for cover, trying to find the sniper and direct fire onto him. "Get Frenis under cover and see to him!" he barks out. "And find me that damn sniper and kill 'im."

    Awareness: (1d20+5)[18]

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