(4) GATE! (Inactive)

Game Master mdt

When Los Angeles is invaded, not by another country, but by another world, political upheaval and world politics prevent the US from simply invading the new world, and it is left to the State of California to secure themselves against the invaders. The California Civil Defense Force is now ready to take the fight to the invaders!

Hit Charts | Squad Equipment | Weapon Chart | Auxiliary Squads

Gate Continent | Gate Valley | Drakon's Breath Inn


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Inactive

mdt, What about my phrasebook question? It's been weeks so the army should probably issue some kind of basic "Hello/I mean no harm" phrasebook. Scott will learn the language in his free time anyway, but it can help a bit. Maybe even everyone should have one.

I'm sorry if that's been answered before, or if that's obvious that we have one.


Character sheet Human police sniper HP 11/11. FP 10/10

Last time we leveled I went with:
Search Per-1 to Per+1 for 3 points
Learn Naturalist for this world for 1 point
Soldier IQ-1 to IQ for 1 points

DX bank 1 point

I never got an updated sheet so I just noted it down intending to write it up in my profile.
If you would also update my habit with him smoking cigars and his allergy to be bee stings or something like that.

For now I like to spend 2 points on the language
Upgrade my electronics repair from IQ-1 to IQ for 1 point. Due to him having tried to repair the LAV after they got thunderstruck.
Do I have enough points to update Naturalist for this world again as I was out hunting and learn more of the lands?


Male
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Human GM

Sorry Scott,
Yes, they have a pamphlet with common phrases (where is the bathroom, please don't shoot me with your arrow, please do not stick your sword in me, I come in peace, as well as phrases to avoid, like 'which way to the virgins').


Male
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Human GM

Ok, after fixing Laine's rank under the new rank structure, and converting his soldier to a -2 skill cost (to make it part of the template to take up the other 2 points he gained back from rank), he's got some points left over. Sheet updated, so let me know where you want to spend the left over points.


Character sheet Human police sniper HP 11/11. FP 10/10

Think I can justify boost my stealth while being out hunting so let's do that.

Sovereign Court

Male Human Barbarian 2

Alright I will take up the command if you can change my rank structure pts to 2nd Lt. It would also not be unheard of when splitting a squad to give a field promotion to a senior nco and send him to school later. Finally, my first 8 years are locked in the vault of blank file. Last but not least ooc vs ic understood and its why I am here, to have the great greek catharsis of acting/rp.


Male
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Human GM

Laine updated, 5 unspent.

Jacob updated, moved the extra point to Leadership.


Character sheet Human police sniper HP 11/11. FP 10/10

Oh 5 I thought I only had 2 points


Male
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Human GM

You had some unspent from creation as well.


Character sheet Human police sniper HP 11/11. FP 10/10

Ah i never noticed those, and if you told me I've completely forgotten about them


Male
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Human GM

In case it got lost in the wall of text :

Your group is now a Special Missions Squad, as such, you are allowed to have non-standard equipment loadouts. This means you can request non-standard weapons. IE: If you prefer sub-machineguns, you can request sub-machineguns instead of a pistol & Assault Rifle (Carbine).

Available Pistols :
Beretta M9 (92FS) (9×19mm)
SIG Sauer M11 (P228) (9×19mm)
SIG Sauer M17 Modular Handgun System (P320) (9×19mm) (Current sidearm)

Available Rifles :
M16A4 (5.56×45mm NATO) (USMC, US Army)
M27 IAR (Infantry Automatic Rifle) (5.56×45mm NATO) (USMC Automatic Rifleman/Designated Marksmen)
HK417 (7.62×51mm NATO) (USSOCOM)
Mk 17 Mod 0 (7.62×51mm NATO) (USSOCOM)
Mk 14 EBR (Enhanced Battle Rifle) (7.62×51mm NATO) (USCG, US Army, USAF Designated Marksmen/EOD)

Available Sniper Rifles :
Remington Mk 21 MRS Precision Sniper Rifle (.338 Norma/Lapua, 7.62 NATO, .300 Winchester)(USSOCOM) (Current Assigned, .338 Lapua)
XM2010 Enhanced Sniper Rifle (AKA M24) (.300 Winchester Magnum) (US Army)
M39 Enhanced Marksman Rifle (7.62 NATO) (USMC Designated Marksmen/Scout Snipers)
M110 SASS (7.62 NATO) (US Army)

Available Carbines :
M4A1 (5.56×45mm NATO) (Current Firearm Assigned)
Mk 18 Mod 0 CQBR (Close Quarters Battle Receiver) (5.56×45mm NATO) (USMC Recon, USCG, USN SEALs, USSOCOM, and USASOC)
Heckler & Koch HK416 (5.56×45mm NATO) (USSOCOM)

Available Shotguns :
M500 (pump-action 12 Gauge)
M590 (pump-action 12 Gauge)
M590A1 (pump-action 12 Gauge)
M1014 (semi-automatic 12 gauge) (US Army and USMC)
M26 (Modular Accessory Shotgun System) (bolt-action 12 gauge attachment) (US Army)

Available Submachineguns :
Heckler & Koch MP5-N/MP5K-N/MP5SD-N (9×19mm) (USSOCOM)
Heckler & Koch MP7A1 (4.6×30mm) (JSOC)
Colt RO635 SMG (9×19mm) (USMC)

Available Swords :
Model 1840 Army Noncommissioned Officers' Sword A modern version of this sword with steel scabbard is currently permitted for wear by US Army platoon sergeants and first sergeants; in practice it is rarely seen outside the 3rd Infantry Regiment and honor guards.
Model 1902 Army Officers' Sword
Marine Noncommissioned Officers' Sword, 1859–Present
Marine Officers' Mameluke Sword, 1825–present (discontinued shortly from 1859 to 1875)
West Point Cadets' Sword, c. 1922–present

*Note : Special Authorization to use local weapons also approved.

Stats for each type of gun are going to be similar, so it's more of a what you like. The game system abstracts the weapons enough that there's not going to be a huge difference between guns of the same type (other than semi-auto vs pump shotguns for example). You should however keep ammo in mind, if everyone has a different weapon that uses different ammo, that's more ammo you have to haul around. For the most part, the standard ammo is 9x19mm (pistols/SMGs), 5.56 or 7.62 NATO (carbines, sniper rifles), and


Character sheet

I'm happy to load out with whatever rifle/pistol the most number of people are carrying. I'd rather not run out of ammo :)


Dawn's Character Sheet

Without the tables this gets a little more difficult.

I'll stick with a pistol/rifle.
I'd prefer something with a bit more accuracy. I definitely want to get a good night vision/IR scope as well.

And...

A half dozen M2 SLAMs.
Two M150 PAMs.
10 lbs of C4

And the blasting caps and initiators for them.


Male Navaho 75 points

Due to reasonably high dexterity along with some training and defaults Daniel is reasonably proficient with guns as follows:

Gunner (Machine Guns)/TL DX-4 = 14
Guns (Grenade Launcher)/TL DX-4 = 14
*Guns(Submachine Gun) )/TL DX-4 = 15
Guns(Pistol) )/TL DX-4 = 13
Guns(Rifle) )/TL DX-4 = 13
Guns(light Machine Gun) )/TL DX-4 = 13

I'd be grateful for some recommendations on what to personally carry.

Any thoughts on what to bring in case we encounter a dragon?


Male
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Human GM

I might have time to do the tables now, didn't earlier. Only the important stuff...


Male
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Human GM

Weapon chart added at top of campaign, I'll fill it in as I can.


Dawn's Character Sheet

Woudl you consider adding the Baretta M82A to the list of available weapons? Have they been tried against the NADs?


Male
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Human GM

Sure, added away. A 35 lb rifle that requires 5 to 10 minutes to set up. :) Don't drop it. :) But yeah, it's on the list now.

Yeah, they shot the drakons with it... seems like hellfire missiles work better.


Male
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Human GM
Daniel Rainwater wrote:

Due to reasonably high dexterity along with some training and defaults Daniel is reasonably proficient with guns as follows:

Gunner (Machine Guns)/TL DX-4 = 14
Guns (Grenade Launcher)/TL DX-4 = 14
*Guns(Submachine Gun) )/TL DX-4 = 15
Guns(Pistol) )/TL DX-4 = 13
Guns(Rifle) )/TL DX-4 = 13
Guns(light Machine Gun) )/TL DX-4 = 13

You should grab an SMG for close quarters stuff, given your skill. I'd go with an MP5 or Colt RO635, if you want to match ammo. If you just want to put big holes in things, go for the MP7A1 and try not to run out of ammo.

I'd also add in a rifle with an under barrel grenade launcher, either the Colt M4A1 or the H&K HK416.

Daniel Rainwater wrote:


Any thoughts on what to bring in case we encounter a dragon?

8 Apache Longbows with hellfires and vulcans.


Male
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Human GM

Note I typo'd Brona's height the first time. It's 6'5" not 6'2".


Inactive

I'll stick with the standard guns for now, but I have a question about medical stuff I'll be carrying. I'm not sure how detailed do you want it, but I found a typical combat medic set, so I guess that's what will be inside my bag.

Wall of text:
A combat medic will typically carry a backpack styled bag known as a "Unit One Pack". Aid bags are available from many different manufacturers, in many different styles. Depending on the unit and their standard operating procedures, the medic may have to follow a strict packing list, or may have the liberty of choosing their kit depending on the mission at hand. A typical aid bag will include:

Fluid Resuscitation

IV fluids and tubing. The amount will depend on the length of mission. Normal Saline/Sodium Chloride, Hetastarch/Hextend, and Lactated Ringers(LR) are usually carried.
18, 16, and 14 gauge IV catheters.
FAST 1 intraosseous infusion kit. The FAST 1 is a quick way to administer fluids when peripheral and external jugular venous access is unavailable due to massive blood loss, burns, or loss of limbs.

Hemorrhage (blood loss) Control

CAT, SOFT-T or improvised tourniquets. Tourniquets are used for the care under fire phase of tactical combat casualty care, to stop massive life-threatening hemorrhage.
Emergency Trauma Bandages, a newer version of the first aid pressure dressing.
Kerlix gauze, for stopping hemorrhage, or creating a bulky dressing.
Hemostatic agents, such as Celox, Hemcon bandages, and others. Some hemostatic agents are controversial due to their thermodynamic nature, which causes collateral damage if the user is not properly trained. These have been mostly phased out with newer versions which do not cause burns.

Airway Management

14 gauge catheter, at least 3.25 inches long, for needle chest decompression.
Asherman chest seal, Bolin chest seal or Hyfin chest seal, as an occlusive dressing for sucking chest wounds.
Nasopharyngeal Airway (NPA)w/surgilube or "nasal trumpet." This flexible tube secures a nasal airway when the casualty does not have, or may lose their ability to keep their own airway open. Contraindicated by signs of skull fracture.
Oropharyngeal Airway, a hard "J" shaped plastic device that secures an oral airway, and can also be used to keep the teeth open for a more permanent airway device.
King LTD, a simple tube airway with an inflatable cuff to create a sealed airway.
Combitube, like a King LTD, but designed to be able to function almost no matter how the tube is placed due to the dual lumen tube design.
Surgical Cricothyrotomy kit. Many different styles and kits exist, the choice is up to the individual medic's supply or preference. The most simple is a scalpel to open an airway, and to use an NPA to keep the airway patent.

Assorted Equipment

Nitrile gloves
Alcohol or Providine/Iodine swabs
Cravats (muslin bandages)
Assorted gauze bandages
Band-Aids
Assorted sizes of tape
Coban, a stretchy, self clinging wrap/gauze
Ace Bandages
Assorted hypodermic needles and syringes
Combat Casualty Card
SAM Splint—a flexible, reusable splint with a metal core covered in closed cell foam.
Water Jel burn dressing
Small sharps shuttle
Trauma Shears
Safety pins

Battlefield Medicine

Morphine
Antibiotics
Narcan, a narcotics antagonist, to counter morphine's respiratory-depressing effects.
Phenergan, an anti-nausea treatment, which also increases the pain-reducing effects of morphine.
Epi-pen, epinephrine in an auto injecting "pen" to counter anaphylactic (severe allergic) reactions.

A combat medic is generally expected to care for the needs of the soldiers in his group, including their everyday ailments. A medic will usually carry a small amount of what are referred to as "snivel" or "sick call meds." These are common over-the-counter medications that do not require a prescription.

acetaminophen (Tylenol), anti-pyretic and pain reducer.
Naproxen and ibuprofen, different NSAIDs which reduce pain and inflammation.
Diphenhydramine (Benadryl), an antihistamine with a sedative side effect.
Pseudoephedrine, a nasal decongestant.
Guaifenesin, an expectorant.
Loperamide (Imodium AD) an anti-diarrheal agent.
Pepto Bismol tablets, to settle upset stomachs, treat diarrhea, and heartburn.
Colace (docusate sodium), a medium strength stool softener.

A Combat Medic may also carry other supplies as the mission dictates. A stethoscope, blood pressure cuff, pulse oximeter, otoscope, ophthalmoscope, and thermometer may help the medic treat his/her soldiers or civilians on the battlefield (COBs) while on an extended mission, as space dictates.


Male
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Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

My assumption was you'd be carrying the standard field medic kit. I'm happy being as detailed or abstract as you prefer. I'm perfectly happy with it detailed.


Inactive

Hm... Well, let's do it the detailed way. It'll be a different experience from the usual abstract dnd stuff. I'll add my spoiler into the alias.

Sovereign Court

Male Human Barbarian 2

Well then seems we will be strapping on to the webbing a couple of tow missles


Dawn's Character Sheet

We received some data on our mission, but it was just the number of vehicles.

How we plan our equipment is going to be heavily dependent on the mission parameters.

What is our next mission going to be?
Are we going on short patrols, long patrols, setting up a foreward outpost, hit and run against the Empire, search and rescue of other villages likely to be targeted by the Empire, surveying, communication tower installation or protection?

How long is our mission supposed to last?
What kind of resupply, if any, should we plan for?

Is our group riding in one LAV, split between the two, or in any of the five vehicles of our group?

LAV-22
LAV-83
Tanker?
HMMWV-1
HMMWV-2

Any particular loadouts for the hummers? If we have options, the M1046 TOW and either a shelter carrier or up armored version would provide for additional supplies.

Both LAV's need a crew of 3. The HMMWV's need a driver and if armed, a gunner. Two for the tanker. That's a minimum of 12 people, We also need more for camp security, communications, a second medic, and at least one mechanic.

Ideally each hummer will have four people, and the LAV's should also have at least four extra soldiers, either split or all in one.

That would bring us up to 20 people total for the unit.

Knowing the mission parameters would let us better know if we should be considering long term MRE supplies, a case of sandbags, rolls of razor wire, beads and knives for the natives, or what.


Male
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Human GM

I was waiting until I had the map rebuilt because then the mission would make more sense, but I can give you a rough outline so you have more ideas on what you want to take for equipment.

The two LAVs with locals will be going out to do a few things, one is make contact with locals, specifically non-imperial locals, in an effort to make peaceful contact (and hopefully get confirmation of Calia and the girl's debriefs). They are also to infiltrate imperial cities and try to get intel on what the current state of the empire is. This is obviously two different missions, and I was going to let the PCs pick OOC which mission they wanted.

The map will show that the gate is in the hinterlands, way far south, with mostly unclaimed land and small villages with roads between them. Basically, imagine that the gate is in Mexico city, and the main cities of the Empire are around the Mason Dixon line, with the capital around St. Paul and the farther north cities up near the ice cap, if you look at North America. (Or if you prefer Europe instead, the gate being down around Greece, the main empire starting around northern Poland, and the upper reaches of the continent being up around Norway's Beiring Sea beaches).

One team will head east, along the mountain ridges using the fuel depots set up previously, reach the coast (setting up more depots) and then head north along the coast to the little passel of warring kingdoms. The other team will head west and also go up the coast, but will at some point abandon their LAV and jeeps and infiltrate towns using local clothes and equipment.

The east trip will be easier and safer, in that you can use your advanced equipment, but also longer and potentially dangerous in that people will want to kill you for your equipment and you're going into an area that has brush wars every few years, so you never know when someone is fighting someone else.

The west trip will be shorter, but significantly more dangerous, due to trying to infiltrate the locals with broken language skills.

Hope that helps.


Character sheet

Looking at my skill sets, I can act as both a gunner (albeit not a very good one) and a mechanic for both diesel and gas engines. I could also do communications.


Character sheet

This is feeling a lot like a Twilight 2000 game, if anyone remembers that. I still have a few books hanging around somewhere. Might be good to dig them out and get a better feel for the lingo, equipment, etc (although that game is based on mid-eighties tech).

Sovereign Court

Male Human Barbarian 2

I would rather not do the infiltrate mission


Male
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Human GM

Which vehicles you get depend on which mission you're on.

East Mission :
LAV
R11 Refueler Truck (the one Dawn linked to)
5 M1075 PLS systems with M1076 containers.
2 HMMWV's, one a Boeing M998 Avenger Variant (with 4 stinger missiles for anti-air attacks), the other a MSG GMV with an M2 mount.

The M1075's will peal off as they drop off containers as fuel depots (four containers are basically fuel tanks inside a container with a small cargo section for supplies). The fifth will be half-empty and carry equipment out, and back, as needed with the main LAV group. The squad will be getting 2 squads of lower ranking NPCs as drivers/guards for the other vehicles. (2 each per M1075 for 10, and 6 more for the HMMWV's).

West Mission :
LAV
R11 Refueler Truck
4 M1075 PLS systems with M1076 containers.
2 HMMWV's, one a Boeing M998 Avenger Variant (with 4 stinger missiles for anti-air attacks), the other a MSG GMV with an M2 mount.
2 M1030M1 motorcycles

Again, two of the M1075's will peal off to drop off containers as fuel depots. The third will be fitted with a M1075 that's modified to be a horse carrier. The forth will be filled half-way with equipment. That squad will get two squads worth of lower ranking NPCs as well (2 per PLS, 6 for the HMMWV's, and 2 for the scout bikes).

NOTE : The GM is open to adjustments if need be, and is NOT a military expert. :)


Male
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Human GM
"Genie" Debbs wrote:
This is feeling a lot like a Twilight 2000 game, if anyone remembers that. I still have a few books hanging around somewhere. Might be good to dig them out and get a better feel for the lingo, equipment, etc (although that game is based on mid-eighties tech).

If I had thought I could find enough people who even heard of it, I'd have used that system, it's a lot easier than GURPS. :) But yes, that's exactly the tone I was going for, so great!


Dawn's Character Sheet

Okay, now this is getting weird!
Twilight 2000 was the first non-Dnd game my friends and I played in HS.

How far apart are they wanting the fuel depot's to be placed?

I'm also thinking the East mission would let us have time to build up our language skills before we did any infiltration.

And wow, those are some long distances!

If the Empire is roughly 800-1000 miles north of the gate, that's a really long reach!

The army that went through the gate the first time came from the Empire?

And the one that attacked the beachhead?


Male
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Human GM

The empire starts about 750 miles north, yes. And ends about 1400 miles north. And yes, the original army marched for weeks to reach the gate. The army that attacked you was ordered up shortly after they got their lunch handed to them on the Earth side. Despite the delay on the Earth side to counter attack, the response army arrived a couple of months after you had already decimated the defense force.

The science wonks have determined that the planet is a lot less dense that earth, but has a slightly higher (1.03 G) gravity, and therefore is probably two to three times larger than earth, so lots of area...


Dawn's Character Sheet

Does this mean we have some fresh "roads" where those two armies marched? That's a lot of foot traffic, supply train, etc to traverse wild land, cross rivers, etc.


Character sheet

Found it!


Dawn's Character Sheet

Lol, i remember we had a large APC and we placed a couple of mortars on top in sandbag pits.

Sovereign Court

Male Human Barbarian 2

I could switch to twilight 2000 played a bunch in junior college lol


Male
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Human GM

I got about 50 of the old GDW TW2K and TW2300 books on my shelf.


Character sheet Human police sniper HP 11/11. FP 10/10

I'm realatively new to the tabletop rpg, I started with pathfinder in 2012 so I don't know anything about many of these older games.


Inactive

Don't know anything about the game, but I see it even has a PC-game based on it. Cool.

I'd prefer the east route. I don't think we can successfully conduct an infiltration now, when half the group doesn't know how to say anything other than "please don't shoot me with your arrow". It would be an awkward conversation.


Male
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Human GM

Ok, continent map created and uploaded. It's not complete (I haven't put in the forests or rivers yet).


Character sheet

I agree with Scott Baker, we're not suited for infiltration at the moment.


Dawn's Character Sheet

Reminds me of the SG movie. But they were special forces, not national guard.


Character sheet Human police sniper HP 11/11. FP 10/10

Might need some more training, I'm skilled at stealth but inflitration is a whole other matter


Hi, guys. To all my games: sorry I've been such a butt lately.

Basically, I was away from the internet for a while, but before and after that, I've been writing so much for work that PbP just felt like a chore. And I've come to realize that while I love my job, right now it's just not leaving me the time and creative energy I need forPbP, so, while I've sort of been sliding down that slope for a while, I figured I should actually tell all my games that I've gotta drop out.

Sorry to disappoint and potentially leave a bunch of people hanging at the end there, and I hope I was generally fun.

-Thunderbeard


Male
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Human GM

It's ok Hudson, I'd figured you were unable to play going forward. Hope life treats you right.


Male
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Human GM

Ok, finally, got the maps redone. Updated links above. Please provide feedback if you notice anything wonky. You can ask Calia questions about the map if you like.

Dotted Red Lines : Political Boundaries
Solid Blue Lines : Rivers
Green Tree Masses : Ancient Forests
Light Green Masses : Plains, Younger Forests, Hills
White Masses : Extreme Winter Forest areas (Think Alaska, frozen solid in winter, forests/rivers in summer)
Brown Masses : Mountains/volcanoes
Greenish-Black Masses : Southern Jungle/Swamp ares (Calia has no knowledge of them other than old maps she's seen)
Rounded Cities : Bisharan Cities
Bulky Cities : Human Cities


Male
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Human GM

Barrels : Fuel Dumps set up (includes both the ones the squad set up, and additional ones set up by further scout runs)
Crossbones : Sight of destroyed village


Male
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Human GM

With the refueler, you'll be making about 25 mph, so it's four hours (roughly) to go one hex (each hex is 200 miles across).


Dawn's Character Sheet

Do we get to requisition some group gear?

We are going a long way from any support in a very small group. (I imagine the last time a US military force did something like this was before WWI.

Even in the sandbox and jungle a radio would bring fast movers.

Maybe our resident military expert might have a few suggestions?

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