Omaha Group WW2 (Inactive)

Game Master Batista Grave


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Male Human Sentry, Wounds: 8/13 Fate: 3/3 Special 1/1 WS:26; BS:42; S:42; T:40; Agi:30; Int:54; Per:41; WP:38; Fel:34

Massaging his ankle a little, Liam gets up, gently testing to make sure he did not suffer a sprain.
"Aww feck...That didn't go too well..."

Now where am I?

Knowledge geography: 1d20 + 2 ⇒ (1) + 2 = 3
Perception: 1d20 ⇒ 6

Right, no time to worry about that now, first things first.

Liam begins to remove the chute from his body and then quickly sets to reassembling his weapon, just in case...


Weiblich Austrian Alchemist 1/ Rogue (Spy) 1

Margit takes in the scenery a bit too much and doesn't bend her knees properly enough to execute a flawless PLF and bangs her elbow in the while trying to slip out of her harness.

So ein Mist,

She then rolls up her parachutes and gear and digs a hole with the shovel, and covers it up with it. She then slides the shovel somewhere she can hide it easily. She then assembles her weapon, and slings it over her shoulder.

Knowledge Geography 1d20 + 3 ⇒ (19) + 3 = 22

Perception 1d20 + 6 ⇒ (11) + 6 = 17

She whips out her compass and takes a quick bearing in comparison to the local landmarks and the scenery while she descended and has a very good idea where she is in relation to where she should be and pauses for the sound of anything out of the ordinary.

Once anything passes her by, she then moves carefully and quietly not trying to invoke either the enemy or friendly fire. She keeps her pistol at the ready with one round in the chamber and seven in the magazine.


Male Texan Luring Musketeer Cavalier of the Order of the Dragon

"AAAAAAAAAAAAAAAAH CRAAAAAAAAAAAAAAAAAAAAAAAAAAAP AAAAAAAAAAAA TREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!!!!!!!!!!!!!!!!!!!!" Keith screams as he hits a tree. His parachute is caught in the branches, making Keith have to figure out a way off the tree.

I could swing over to the tree and cut myself off the parachute. I coulda swarn someone told us what to do, but I'm just not remembering it right now... Keith thinks to himself.

With that, Keith starts to swing to the tree, hoping he doesn't get caught.

Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Knowledge: Geography: 1d20 ⇒ 13 Max of 10 due to no points being put in the skill.


perception 1-5:
You don't see anything...its dark outside...

perception 6-10:
You can hear the subtle echo of gunfire in the distance as the Germans are fighting your comrades both in the air and on the ground.

perception 11-15:
Along with the above you also hear something of creeks and cracks in the woods. Make a will save if you are within this frame.

perception 16-20:
You hear a foreign language! If you are within this frame MAKE INITIATIVE!

How this will work.:
If you make a 15 or lower, don't worry about the initiative. The people who will be having the first fights, made high enough perceptions that I can do this, this way. Now for the Geography

Geography 1-5:
I think I am in France...

Geography 6-10:
Well...I am in France. And I really don't think I am in the right place. (Unless I specifically said you landed where you needed to be.)

Geography 11-15:
I know that the target is 4 miles inland. I have a map and compass that will help me go that way. I know that is where everyone else is going. I might as well head that way.

Geography 16-20:
You know. This is not where I need to be. The map says I am way off course. Keith is 3.2 miles away from the target area, Margit is only 2 miles off.

Roy:
After doing a little calculating you are still in a medium load. Don't worry you will lose weight as you get into firefights haha. I suggest keeping that shovel. It makes a NICE bludgeoning weapon. Again, up to you. You are 2.5 miles away from the Target area. You landed with 3 other troopers, 2 with M1 Garand rifles and the other with a Thompson.

Trooper: What do we do? We don't have enough men to take and hold the target zone. You have the transmitter, what do you want to do?


Weiblich Austrian Alchemist 1/ Rogue (Spy) 1

Are they speaking German? If so, Margit would understand it, she is a native speaker after all, if French, most likely

Initiative 1d20 + 1 ⇒ (4) + 1 = 5

Knowledge Nature for finding cover behind a tree, rock or hedgerow 1d20 + 7 ⇒ (10) + 7 = 17

She gets behind the cover and prepares one of her pineapple grenades and cocks the hammer of her pistol.


Roy:

Unless the shovel actually counts as a weapon, I wouldn't use it, because improvised weapon penalties are a b*tch at low levels. Roy wants to be able to move very quickly; how much more would he need to drop?

"We need to find our allies," Roy says, checking his carbine and making sure a round is chambered. "Rendezvous with other squad members, then take the objective. Let's move out." Roy waves the troopers forward, slowly, moving softly through whatever cover he can get while cautiously looking around and trying to see or hear firefights, hoping to meet up with any other Pathfinders.

Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Stealth: 1d20 + 7 ⇒ (16) + 7 = 23

Also, judging from my Perception check, I don't know whether you want initiative or not... Is Roy in a firefight?


Margit:
... I have never heard of someone using a know nature to FIND a tree, rock or hedgerow. Your perception gives you that. Also I will need a stealth roll if you are going to be doing that before I can let you continue with the fight.

German: I zhaught z invasion vould be bigger... Stupid Americans.

Roy:
You are not in a firefight so no need to roll for initiative. You begin moving to the direction of the objective. You can guess seeing there were others that jumped after you, they will be ahead of you and some will be behind. With the stealth you will be moving 15 ft per round freely, you won't have to tell me every time you are moving. Carry on good sir!.


Weiblich Austrian Alchemist 1/ Rogue (Spy) 1

Stealth 1d20 + 1 ⇒ (8) + 1 = 9
She makes her way to behind a tree and prepares her weapons. If the enemy doesn't see her she lets them walk by. If not she tosses a hand grenade into the midst of the group.

Dice1d20 + 2 ⇒ (7) + 2 = 9 for 1d6 + 3 ⇒ (5) + 3 = 8
if its a miss 1d8 ⇒ 2


Margit:
The two German's spot you. Your grenade throw isn't pretty cuz your being forced to throw it while being shot at. It lands to the right of the soldier with the MP-40 aaaaaand 1d20 ⇒ 9 he dives out of the way taking half max damage. He looks dazed, confused a bit but both men are still fighting. The rifleman goes first.

1d20 ⇒ 14 Hit to your ac for 1d8 ⇒ 2 damage if it hits. 1d100 ⇒ 95 Hey look at that, guess what? Your cover actually provides cover! The bullet hits your cover instead of you! you take NO damage from the Kar-98 k rifleman.

3d20 ⇒ (20, 8, 16) = 44 Hit to your ac for 3d4 ⇒ (1, 3, 4) = 8 damage if it hits. 3d100 ⇒ (33, 70, 27) = 130 hmm. The first bullet hits you in the arm, just a grazing for 1 damage, the second shot you wince back into the cover a bit more adding one more to your ac but the bullet rips through the damaged cover and nicks your leg, nothing that will impair, but it hurts pretty badly. The third bullet misses. you take a total of 4 damage from this. The cover for the third shot does no good but hey, he misses.

This is a very important roll for me to see how devastating the weapons are and...if I need to Nerf them a little. I know it doesn't show it but with the MP-40 every shot after the first takes a negative 1 to hit. I have already taken that into account.

It is your turn.

Roy:
Roy the shovel counts as a melee weapon. I would keep it seeing that modern spec ops uses a knife and uses the E-Tool shovel to crack skulls with. Its just an option you don't HAVE to keep it.

Your perception is keen even in the dark, your eyes are adjusting well. In the distance you can see up ahead a pair of Germans looking around in the woods. They are standing over bodies, unfortunatly...you recognize them. Give me a will save. The Germans (3 of them) do not see you or your squad yet. You can either engage right now as a surprize round OR sneak around them. Your call.

Keith:
Right under you a pair of Germans walk up under you. They do not look up because there are 3 bodies on the ground of dead paratroopers they are shooting to MAKE SURE they are dead. They shoot one, he was dead. They shoot another, he is dead. Give me a will save. When they walk up to the third to shoot the body comes to life as he was playing dead and stabs one German with his beyanete. The other one is startled by the turn of events and moves to shoot the trooper on the ground. He still does not notice you. What are you going to do?

Liam:
You have no idea where you are, you have no idea where you need to go 1d20 ⇒ 18 Luck is on your side! a pair of troopers, one of them being the Major, runs up to you.

Major Flash! He waits for the proper response of a trooper. Ill give you a hint. What always fallows the flash? the sound of? (if you don't know I will tell you...don't worry about rolling to see if you remember it)

sorry bout grammer xD long posts man.


Margit I almost messed up your post. Nearly forgot that a readied action goes even if the world parameters make it unrealistic so your turn again in your combat.


Roy:

Nah, Roy's gonna leave the shovel. He's good enough with the knife.

Will: 1d20 + 1 ⇒ (12) + 1 = 13

Roy breathes a curse as he recognizes the bodies at the Germans' feet. Damn Nazis...

"[smaller]Move forward, quietly, and low to the ground,[smaller]" Roy whispers to the men with him, making sure his carbine is ready to fire. He creeps up closer to the Germans, until he's within about thirty feet, so he can definitely make out their forms...

Stealth: 1d20 + 7 ⇒ (11) + 7 = 18 Plus modifiers for distance and whatnot

Once in position, Roy takes a deep breath and fires a shot at the closest German, aiming to kill.

Carbine ambush attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d8 + 1d6 ⇒ (5) + (1) = 6


Male Human Sentry, Wounds: 8/13 Fate: 3/3 Special 1/1 WS:26; BS:42; S:42; T:40; Agi:30; Int:54; Per:41; WP:38; Fel:34

Gm:
Pass phrase eh? "Thunder, major sir."


Weiblich Austrian Alchemist 1/ Rogue (Spy) 1

I am a smidge confused. So I get two attacks, I think. As I understand once I see hostile intent(surprise round I guess), grenade gets tossed.I can attack for round 1, They spray and pray and i can attack for round 2.

Round 1

Margit swears at them Ihr seid Dreckschweine, und werdet in Kuerze sterben!!!!

She takes aim with her trusty .45 and sends a round at the closest soldier downrange 1d20 + 1 ⇒ (16) + 1 = 17 doing a 1d6 ⇒ 3

Round 2

She takes a quick peek at her wounds and fires another round in the direction of the enemy with her pistol, if the one is now dead she attacks the other 1d20 + 1 ⇒ (18) + 1 = 19 doing 1d6 ⇒ 6


Male Texan Luring Musketeer Cavalier of the Order of the Dragon

Will Save: 1d20 + 2 ⇒ (8) + 2 = 10

Keith watches in horror as the german shoots Keith's ally. Keith will stop with the swinging in case the german sees him. Keith does, however, pull out his handy-dandy pistol and prepares to fire at the German if he looks up at Keith.


Margit:
I am counting your grenade as a prepaired move, you only get one more move now because you have initiative. So...

The wounded German takes the shot from the pistol and falls to the ground, it may not have been a very accurate shot to a vital but it was enough to bring the German down. The other German then Retaliates.

Round two does not apply.

The rifleman fires again 1d20 ⇒ 3 He wifs it badly. You do not get a cover bonus now because your cover is a tree that is pretty shot up. This round it does not matter. Your turn

Liam:
Major Olveski gibslaps you for calling out THUNDER too loud. Shut your trap and move. We have work to do Take 1 point of non lethal damage. He hits HARD for some odd reason. He starts going off as if he actually knows where he and his other two soldiers are going so I suggest you go with him.

Roy:
Your surprise round brings devastating results as the German falls to the ground not moving. In consequence, the other soldiers step up and fire as well.

Rifleman: 1d20 ⇒ 20 2d4 ⇒ (4, 1) = 5

Rifleman 2: 1d20 ⇒ 14 2d4 ⇒ (3, 4) = 7

Sub Machine Gunner: 3d20 ⇒ (14, 18, 19) = 51 3d6 ⇒ (3, 5, 5) = 13

... Needless to say Roy you see the small clouds of blood just FLY off the enemy Germans as your small company just rips through them. Make a perception check for me.

Keith:
...make another will save. Your lack of action just got the only living allied soldier under you killed. You watch as the German, beats back the American and impails him with his own bayanete. The Germans have another look around, satisfied with the kill and walk away still unaware you are up in the tree. (This DC is GOING to be high just to warn you...and if you fail its going to hurt a little bit)


Weiblich Austrian Alchemist 1/ Rogue (Spy) 1

You already got my Round 2


I am dismissing it. Make another action. You may want to change how you go about it rather then just pistol whipping your way through life. You have a grease gun but ya. Do another roll for me please.


Roy:

Roy grins as the Germans fall, and he rises from his crouch to check the bodies, glancing around as he does so.

Perception: 1d20 + 6 ⇒ (2) + 6 = 8


Male Human Sentry, Wounds: 8/13 Fate: 3/3 Special 1/1 WS:26; BS:42; S:42; T:40; Agi:30; Int:54; Per:41; WP:38; Fel:34

Gm:
Bastard...you were not exactly quiet yourself you git. You may just be a heroic walking "friendly fire" episode waiting to happen...

Grunting but keeping a straight face, Liam puts the shoulderstrap of his BAR in place, hides the parachute as best as he can and follows the Major arse on his merry way.


Male Texan Luring Musketeer Cavalier of the Order of the Dragon

Will Save: 1d20 + 2 ⇒ (12) + 2 = 14


Weiblich Austrian Alchemist 1/ Rogue (Spy) 1

If you have one weapon in you hand, you are going to switch why? I haven't pistol whipped anyone yet. It seems superfluous but what the hell

Margit tosses another hand grenade 1d20 + 2 ⇒ (4) + 2 = 6 which does 1d6 + 3 ⇒ (4) + 3 = 7, location of it landing if missed is 1d8 ⇒ 2


Margit:
The toss was bad and the German just gets nicked. That and you do realize you only had 3 grenades when you jumped. you now have 1 grenade and 2 smoke grenades left.

Secondly, I just wanted to make sure you wanted to do that move before I went on. It would not have been fair to me if I just went on with that second roll and you realize "oh shit I didn't want to do that"

Thirdly Pistol whip in this condition does not mean you smack someone with the pistol. It just my way of joking around.

German: 1d20 ⇒ 1 He wiffs congratulations.

Liam:
Nothing much happens as you and the rest go to the objective. Give a perception.

Keith:
you are still stuck in a tree, you can either climb up your chute to the branch, cut, your chute off, fall or climb down the tree.

Roy:
You hear some kind of clicking...sets of 2 but your not sure exactly what it is. Could be a cricket? (as in the clicker signal from WW2 not the bug)


Scottish Excursion:

Roy pauses as he steps toward the Germans' bodies, looking at his fellow soldiers. "You boys hear that?"


Weiblich Austrian Alchemist 1/ Rogue (Spy) 1

I liked my previous action better with the pistol a nice 19 and 6 damage was nothing to complain about for reals...

Margit then switches to her Grease Gun and lets off a controlled burst 1d20 + 1 ⇒ (13) + 1 = 14,1d20 + 1 ⇒ (6) + 1 = 7, 1d20 + 1 ⇒ (3) + 1 = 4 for 1d4 ⇒ 3,1d4 ⇒ 3, 1d4 ⇒ 4


Male Texan Luring Musketeer Cavalier of the Order of the Dragon

Keith attempts to swing over to the tree.

climb check: 1d20 ⇒ 16


Male Human Sentry, Wounds: 8/13 Fate: 3/3 Special 1/1 WS:26; BS:42; S:42; T:40; Agi:30; Int:54; Per:41; WP:38; Fel:34

Perception 1d20 ⇒ 3

I wonder if you get promoted depending on how big an arse you are? I hope I never run into a general...


Liam:
You do not hear the German screaming FIRE in German but you hear the sudden gunshot as the Major is shot in the head, dead. Hey look at that... Will save! you can see an ambush of two German's in a squad hiding in the treeline. Initiative!

Margit:
tiz the luck of the dice. Of course you like the other roll it was better. Still, dice are fickle like that xD Remember the first bullet fired, is fired normally. The second and third take a minus 1 then a minus 2. Just so you know.

The bullets rip into the last German and he falls dead. Your combat phase is now over. Do what you will.

Keith:
I actually miss interpreted the dice the first time I looked at them. I thought you fell and broke your leg but I forgot to take that climb check into account.

As soon as you swing and grab hold of the tree, your chute actually rips off your pack. You may now climb down and get into the fight. You see the dead bodies under you. One of which is a German, the rest are allies. From out of nowere you hear a voice. The accent kinda sounds like he is from Jersey.

American: Hey buddy. Good to see a frie- He looks down and sees the bodies and the look on Keiths face. The soldier holds out his own pack of cigs to him. You look like you could use a smoke...it helps calm the nerves. Trust me. If you want to know more about this guy give a percep and then a seperate percep to see your surroundings IF you so choose.

Roy:
One of the three allies you are with, a rifleman, pulls out his cricket and clicks it twice. Suddenly he is shot as a Single German with a Kar 98 k open the bolt of his bolt action gun and you can see that it made the same sound as the cricket. INTIATIVE! and a will save for watching one of your buds get gunned down.


Weiblich Austrian Alchemist 1/ Rogue (Spy) 1

Like the historical stuff... Good riddance to the major... The dice can be fickle sometimes...

Margit looks through the dead bodies looking for a German ID card, 9mm ammunition for her modified Grease Gun and anything for alchemical things like a flask or Stielhandgranaten(stick grenades) and some Reichsmarks, too.
Perception on body 1 1d20 + 6 ⇒ (1) + 6 = 7, Perception on body 2 1d20 + 6 ⇒ (3) + 6 = 9

She then goes in the direction she ascertained from before where the DZ should be or the strike zone should be and sticks to the forest running first until she is into the forest and then doubles back a slight bit making sure she isn't followed.

Perception on being followed 1d20 + 6 ⇒ (10) + 6 = 16


Margit:
You find on the first body, nothing you are looking for other then an alcohol flask filled with liquid. The second body you find, from his MP40 about 12 rounds that were left in the magazine and a spare magazine full. Other then that youc annot seem to find an ID card, they have no grenades or Reichsmarks.


Weiblich Austrian Alchemist 1/ Rogue (Spy) 1

So 44 9mm rounds, and a flask of something probably schnapps... hmmm pear, raspberry or peach 1d3 ⇒ 2 yay raspberry...


Defense!:

Roy lets out a small cry as he sees a rifleman shot down, gripping his carbine and ready to fight.

Initiative: 1d20 + 5 ⇒ (16) + 5 = 21
Will: 1d20 + 1 ⇒ (8) + 1 = 9


Male Texan Luring Musketeer Cavalier of the Order of the Dragon

Perception: 1d20 + 2 ⇒ (2) + 2 = 4
On the guy now: 1d20 + 2 ⇒ (10) + 2 = 12


Roy:
You Get the initiative, go on and fight.

Keith:
The Jersey boy still holds out the carton of ciggs to the man. From his perception he sees that he is from the 82nd and transferred into the pathfinders. You don't remember his name though you have seen him before the jump. He does the same thing to do and gets a name.

Jersey Boy: Hey Keith, you ain't looking too good man. Look alive man we have a war to fight... The man pulls out his M1 and walks off in the direction of gunfire. He looks like he knows where he is going.

Margit:
This is a filler chunk of the post. What are you doing next? I have no idea. For all I know you are just standing there now. Whatcha gonna do?

Liam:
same as Margit cuz you havn't posted yet. Take your time. I figure you guys were waiting on me.


Weiblich Austrian Alchemist 1/ Rogue (Spy) 1

I assume Margit is not being followed.

After five minutes of waiting she then continues back towards the direction of the strike zone, trying to be extra careful not to be detected and doubling back to catch would be pursuers, until she sees an ally soldier, French citizen or an enemy column.

Perception 1d20 + 6 ⇒ (15) + 6 = 21


Male Human Sentry, Wounds: 8/13 Fate: 3/3 Special 1/1 WS:26; BS:42; S:42; T:40; Agi:30; Int:54; Per:41; WP:38; Fel:34

Gm:
Sorry, had a late night at work so I didn't have a chance to post til now, still a bit tired really.

Will save: 1d2 ⇒ 1

Initiative: 1d20 + 2 ⇒ (4) + 2 = 6

"Find cover! Then return fire!"


Male Texan Luring Musketeer Cavalier of the Order of the Dragon

Keith grabs a pistol from one of the dead Germans and hurries on after the Jersey man.
"Hey! You ain't gonna leave a soldier alone, are ya? Where ya heading?" Keith asks the Jersey man. "And I don't think I got yer name, but you at least know mine."


Weiblich Austrian Alchemist 1/ Rogue (Spy) 1

Margit takes a quick swig from her canteen and continues to the strike zone.


We will wait on Roy to post. I like posting my bulk posts while you all are separated so we will wait on him.


Roy's Return:

"Open fire!" the Scotsman calls, sighting quickly and shooting.

M1 Carbine attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d8 ⇒ 7


roy:
The one German DROPS..I MEAN DROPS dead as he is turned into nothing more then a pile of swiss chez. Carry on man, carry on

Margit:
You do not hear anyone fallowing you but you suddenly hear a scream of "OPEN FIRE" from a very familiar voice along with the sudden bursts of small arms fire. Guess who you just found! : D

Keith:
Soldier: Names Oshey, James Earl Oshey at your service sir. The Jersey boy continues walking along with or without you. He knew they still had a job to do. Give me another perception check Mr. Medic.

Liam:
You win the initiative funny enough. GIVE THEM HELL!


Male Texan Luring Musketeer Cavalier of the Order of the Dragon

Perception: 1d20 + 6 ⇒ (2) + 6 = 8


Weiblich Austrian Alchemist 1/ Rogue (Spy) 1

Im glad they are planting edible vegetables in my wake :) So how far am I from Roy?

Perception 1d20 + 6 ⇒ (14) + 6 = 20 to see if there are anymore enemy soldiers in the area.

If it is relatively safe, Margit will move towards Roy and say Flash in what my old top would call a shouting whisper.

If not she will attack the closest enemy with her grease gun 1d20 + 1 ⇒ (9) + 1 = 10, 1d20 + 1 ⇒ (14) + 1 = 15, 1d20 + 1 ⇒ (13) + 1 = 14 for 1d4 ⇒ 2, 1d4 ⇒ 4, 1d4 ⇒ 3.


Male Human Sentry, Wounds: 8/13 Fate: 3/3 Special 1/1 WS:26; BS:42; S:42; T:40; Agi:30; Int:54; Per:41; WP:38; Fel:34

Gm:
"Take cover!" Liam calls out to the other soldiers, then he swings his BAR-12 to give them covering fire as they take up better positions.

Both attacks on one German
Attack (1st bullet]: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d12 ⇒ 7
Attack (2nd bullet]: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d12 ⇒ 12


Rockin' with Roy:

Roy pats his fellows as the second engagement ends as quickly as the first. "Keep this up and we'll be to Berlin in no time." With that, the Scot continues to move to search the bodies, checking the Germans' weapons for anything short-ranged.

I'm seeing the idea above that Margit and I might be linking up? That's nice.


Roy/Margit:
You both are about 50 ft apart. Roy make a perception check. If I determine you actually hear "flash" you will not be shot at by your buddy here :D. Margit you see something that looks like soldiers standing around in the open but you can't exactly see the very tiny flag on their sholder to find out if they are merican or not. We now wait to see Roy's Fate >:3 by the way. I am adding text faces randomly in these posts for absolutely NO reason whatsoever.

Liam:
That is one dead Jerry YAY! DEAD THINGS :D. OOOH one of your buddies gets shot down WILL SAVE also there is..one left your buddies miss him. You know how frantic CQC is.

keith:
ya you don't see how wounded this guy is and this guy isn't saying how badly he is scraped up. Oshey: I had a BAD run in with somethin in the woods not 2 minutes ago, minor scratch nothing major...still it was fast. Didn't get a good look at it.


Weiblich Austrian Alchemist 1/ Rogue (Spy) 1

Of course none of us has a set of binoculars... on the other hand it is dark so they wouldnt be of any use at this point...


yerp


Perception: 1d20 + 6 ⇒ (4) + 6 = 10 Well, shucks...


I want you to know. This is the dice's fault not me being evil.

Roy Margit:
Roy, unfortunately you do not hear this and you get shot in the leg. It was just a grazing though. Take 4 damage. A friendly soldier reacts after the shot screaming "FRIENDLY FIRE". By sheer luck though one of your buddy NPC happen to be a medic and runs up to Roy.

Medic: I'm a medic, are you ok or do you think you need me to patch you up?

Nobody fires back at Margit or yells at her. It is hard not to shoot each other under the current current conditions.


Unfortunate Circumstances:

"Damnaíonn dia!" the Scot curses in Gaelic, crouching on one leg and grabbing at the wound. Though it stings like anything, he quickly realizes it's a grazing shot and won't affect him very much. Roy waves away the medic, saying, "I'll be fine, I'll be fine..."

Standing gingerly, Roy looks over to Margit and nods with a smirk. "Nice to see you, too, Lieutenant."

Anything on those bodies? Guns, ammo, grenades?

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