Soldier

Another Soldier in the Trenches's page

17 posts. Organized Play character for EmissaryOfTheNorth.


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Grand Lodge

Male
Abilities:
Strength d8 ; Agility d8 ; Spirit d6 ; Smarts d4 ; Vigor d8
Stats:
Toughness: 6 ; Parry: 7 ; Pace: 6 ; Charisma: 0 ; Bennies: 3/3
Skills::
Fighting d10, Shooting d10, Stealth d6, Driving d6, Riding d4

Between still being on a camping trip and being a little dumb these days, it skipped my mind

Alexander looks around before coughing a bit "Yes sir... I ran out of big vzyrvnoy gifts for the bastards down there. Can we look through the jerried to refill?"

The cossack waits for his more religious commrads to speak before explaining himself "Once they are mertvyy... dead they don't need it anymore." he says with a shrug "If I die in battle, feel free to pick evetything you need... But send my blade to my wife, my oldest son must have it or else he will never become a warrior worthy of my family name."

Grand Lodge

Male
Abilities:
Strength d8 ; Agility d8 ; Spirit d6 ; Smarts d4 ; Vigor d8
Stats:
Toughness: 6 ; Parry: 7 ; Pace: 6 ; Charisma: 0 ; Bennies: 3/3
Skills::
Fighting d10, Shooting d10, Stealth d6, Driving d6, Riding d4

On one hand, less people means more baddies to gut with claw and saber respectively... on the other hand I'd rather not die.

Bring on more cannon fodder!

Also seconding the SW checking, could prove faster and useful than usual recruitment.

Grand Lodge

Male
Abilities:
Strength d8 ; Agility d8 ; Spirit d6 ; Smarts d4 ; Vigor d8
Stats:
Toughness: 6 ; Parry: 7 ; Pace: 6 ; Charisma: 0 ; Bennies: 3/3
Skills::
Fighting d10, Shooting d10, Stealth d6, Driving d6, Riding d4

"Blyatz!" loudly blasphemed Old Sasha as he kicked a german helmet lying on the floor "I was about to show those bastards what my blade is capable of!"

After exhaling and cooling down, Alexander sheathed his blade and started laughing "Not that I complain, priyatels! Reinforcements are always a glorious sight, but I wanted to give them a true reason to show their tails and run Captain!"

Grand Lodge

Male
Abilities:
Strength d8 ; Agility d8 ; Spirit d6 ; Smarts d4 ; Vigor d8
Stats:
Toughness: 6 ; Parry: 7 ; Pace: 6 ; Charisma: 0 ; Bennies: 3/3
Skills::
Fighting d10, Shooting d10, Stealth d6, Driving d6, Riding d4

With the germans trapped and demoralised, Alexander grins "The time has almost come,
bastards! You will taste my steel! For the motherland!"
as he fires his trench gun at the first jerry he sees.
Without delay, the Russian dropped his gun to the ground and drew his cavalry saber. The glorious melee was about to start.

Rolls:

Taking into account MAP and One Eye
Shooting: 1d10 + 2 - 2 - 2 ⇒ (1) + 2 - 2 - 2 = -11d6 + 2 - 2 - 2 ⇒ (1) + 2 - 2 - 2 = -1
Nope, not on my watch. Benny.

Shooting: 1d10 + 2 - 2 - 2 ⇒ (2) + 2 - 2 - 2 = 01d6 + 2 - 2 - 2 ⇒ (6) + 2 - 2 - 2 = 4
Ace: 1d6 ⇒ 6
Acer: 1d6 ⇒ 5

Damage: 3d6 ⇒ (1, 3, 6) = 10
Ace: 1d6 ⇒ 5
Raise: 1d6 ⇒ 4
15 Shooting, 19 damage

Grand Lodge

Male
Abilities:
Strength d8 ; Agility d8 ; Spirit d6 ; Smarts d4 ; Vigor d8
Stats:
Toughness: 6 ; Parry: 7 ; Pace: 6 ; Charisma: 0 ; Bennies: 3/3
Skills::
Fighting d10, Shooting d10, Stealth d6, Driving d6, Riding d4

Sasha cheers as he hears more english voices in the distance. His trench gun full of juice, dashes to the next piece of cover shooting.

"Press forward tovarischs! We are almost done with the dogs!" he yells, lobbing his last grenade at the germans"Soon I'll be there, ublyudoks! And my saber will quench his thirst!"

Rolls:

MAP and One Eye Hindrance
Shooting: 1d10 + 2 - 2 - 2 ⇒ (7) + 2 - 2 - 2 = 51d6 + 2 - 2 - 2 ⇒ (4) + 2 - 2 - 2 = 2
Damage: 3d6 ⇒ (5, 3, 1) = 9
Shooting 5, Damage 9

Fighting(Throwing): 1d10 - 2 - 2 ⇒ (9) - 2 - 2 = 51d6 - 2 - 2 ⇒ (6) - 2 - 2 = 2
Ace: 1d6 ⇒ 6
Acer: 1d6 ⇒ 1
Damage: 3d6 ⇒ (3, 1, 4) = 8
Raise: 1d6 ⇒ 2
Throwing 9, Damage 10

Grand Lodge

Male
Abilities:
Strength d8 ; Agility d8 ; Spirit d6 ; Smarts d4 ; Vigor d8
Stats:
Toughness: 6 ; Parry: 7 ; Pace: 6 ; Charisma: 0 ; Bennies: 3/3
Skills::
Fighting d10, Shooting d10, Stealth d6, Driving d6, Riding d4

Not one to stop when his mind is set on something, Alexander dashes again grinning and yelling "C'mon priyatels! Onward!"

The russian doesn't shoot this time, bidding his time to when the gerries advance again and uses the opportunity to reload his trench gun.

Don't want to run out of rounds when I really need them, like when flametroopers or armored gerries appear.

Grand Lodge

Male
Abilities:
Strength d8 ; Agility d8 ; Spirit d6 ; Smarts d4 ; Vigor d8
Stats:
Toughness: 6 ; Parry: 7 ; Pace: 6 ; Charisma: 0 ; Bennies: 3/3
Skills::
Fighting d10, Shooting d10, Stealth d6, Driving d6, Riding d4

Well, I somehow missed the The whole party is up part. Heck, I even checked gameplay to see if my turn was around...

My apologies. I will post later tonight or tomorrow morning, as soon as I have some time!

Grand Lodge

Male
Abilities:
Strength d8 ; Agility d8 ; Spirit d6 ; Smarts d4 ; Vigor d8
Stats:
Toughness: 6 ; Parry: 7 ; Pace: 6 ; Charisma: 0 ; Bennies: 3/3
Skills::
Fighting d10, Shooting d10, Stealth d6, Driving d6, Riding d4

Alexander doesn't sits under his cover when the frankfurt he sprayed with hot death touches the ground. "They are weak, priyatels, push forward! Make them regret the day they dared face us! Blyat!" The russian moves to the next piece of cover around, blasting the hell out of the closest Jerry on his way, and throwing a hand grenade to the closest group of them once behind cover.

Rolls:

Taking into account MAP and One Eye hindrance penalty
Shooting, Shotgun: 1d10 + 2 - 2 - 2 ⇒ (7) + 2 - 2 - 2 = 51d6 + 2 - 2 - 2 ⇒ (3) + 2 - 2 - 2 = 1
Damage: 3d6 ⇒ (6, 5, 3) = 14
Ace: 1d6 ⇒ 1
Total damage: 15;

Fighting(Throwing): 1d10 - 2 - 2 ⇒ (4) - 2 - 2 = 01d6 - 2 - 2 ⇒ (6) - 2 - 2 = 2
Ace: 1d6 ⇒ 2
Damage: 3d6 ⇒ (4, 3, 1) = 8

Grand Lodge

Male
Abilities:
Strength d8 ; Agility d8 ; Spirit d6 ; Smarts d4 ; Vigor d8
Stats:
Toughness: 6 ; Parry: 7 ; Pace: 6 ; Charisma: 0 ; Bennies: 3/3
Skills::
Fighting d10, Shooting d10, Stealth d6, Driving d6, Riding d4

"Blyat! Hahahaha!" exclaims the russian as the bullets chew through his improvised cover "The frankfurts like playing hard!"

The russian quickly looks around for his next piece of cover before dashing towards it, shotgun ready, and unloading deadly scatterfire before he hits the ground.

Shooting: 1d10 - 2 + 2 ⇒ (6) - 2 + 2 = 61d6 - 2 + 2 ⇒ (6) - 2 + 2 = 6
Ace: 1d6 ⇒ 2

Damage plus raise: 3d6 + 1d6 ⇒ (1, 1, 3) + (6) = 11
Bunch of crap but ace'd: 1d6 ⇒ 2

"Come on, commrades, cowering won't kill the basterds! Shooting will!"

Grand Lodge

Male
Abilities:
Strength d8 ; Agility d8 ; Spirit d6 ; Smarts d4 ; Vigor d8
Stats:
Toughness: 6 ; Parry: 7 ; Pace: 6 ; Charisma: 0 ; Bennies: 3/3
Skills::
Fighting d10, Shooting d10, Stealth d6, Driving d6, Riding d4

Well, I do think Sasha would love being down where the fun is

"Yebat! Eat s&+& you damned flaming Frankfurt!" Alexander cried as he took the pin out of his grenade and ran for it, getting as close as he could to the Flametrooper before throwing the bomb. "When you get to hell tell your friends I'll send them their family soon! Blyad!" the profanities and threats were usual stuff when you had the old russian around, he simply liked it that way, helped him go through the killing and bleeding. Or he enjoyed swearing, you never know for sure.

Taking MAP into account, not sure on the range but keep in mind he's moving as close as he can before throwing it.
Throwing: 1d10 - 2 ⇒ (5) - 2 = 31d6 - 2 ⇒ (5) - 2 = 3
Benny. Sasha has to live for at least a week or I'll be sad
Throwing: 1d10 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (3) - 2 = 1
Damage: 3d6 ⇒ (5, 2, 4) = 11

Grand Lodge

Male
Abilities:
Strength d8 ; Agility d8 ; Spirit d6 ; Smarts d4 ; Vigor d8
Stats:
Toughness: 6 ; Parry: 7 ; Pace: 6 ; Charisma: 0 ; Bennies: 3/3
Skills::
Fighting d10, Shooting d10, Stealth d6, Driving d6, Riding d4

Emissary here, renamed Little Harry's profile so it can suit the next poor men that come after him.

In the end I decided against the Mad Jack idea, both because I like him too much to let him bleed to death in the trenches and because Inspiration stroke me.

So dive inside the profile to meet Old Sasha, Russian cossack enlisted with the American Army, now killing germans once again in Europe.

I think I hadn't missed anything, onky thing left would be Trench Gunner's gear.

Grand Lodge

Male
Abilities:
Strength d8 ; Agility d8 ; Spirit d6 ; Smarts d4 ; Vigor d8
Stats:
Toughness: 6 ; Parry: 7 ; Pace: 6 ; Charisma: 0 ; Bennies: 3/3
Skills::
Fighting d10, Shooting d10, Stealth d6, Driving d6, Riding d4

Soonest I can get my next piece of meat to throw in the grinder is... an hour? Got everything figured out, concept, skills and stuff.

Everything but a tiny bit detail I'd like to ask about: would it be possible to request a piece of equipment, namely either a claymore or a basket-hilted scottish sword?

Thing is I thought I could bring a Trench Gunner to the group, one based in one of my favourites Recent History figures: Mad Jack Churchill

Preliminary idea is for the new soldier to be a Scottish chap, upstanding and hearty fellow indeed. Onr that favours close encounters, be it with shotgun or sword, and the glory of defeating your enemy from cutting distance if possible.

Grand Lodge

Male
Abilities:
Strength d8 ; Agility d8 ; Spirit d6 ; Smarts d4 ; Vigor d8
Stats:
Toughness: 6 ; Parry: 7 ; Pace: 6 ; Charisma: 0 ; Bennies: 3/3
Skills::
Fighting d10, Shooting d10, Stealth d6, Driving d6, Riding d4

Somehow I thought you already did roll Incapacitation and got injury, my mistake. Let's see what the Dice Gods think!

Vigor: 1d4 - 4 ⇒ (4) - 4 = 01d6 - 4 ⇒ (1) - 4 = -3
Exploding d4: 1d4 ⇒ 1
So a grand total of 1... Godspeed to Heaven, Harry. You were too frail for this line of work.

Grand Lodge

Male
Abilities:
Strength d8 ; Agility d8 ; Spirit d6 ; Smarts d4 ; Vigor d8
Stats:
Toughness: 6 ; Parry: 7 ; Pace: 6 ; Charisma: 0 ; Bennies: 3/3
Skills::
Fighting d10, Shooting d10, Stealth d6, Driving d6, Riding d4

I'm a bit dizzy on the actual details... do I have to save against 3 wounds and 2 wounds separately and in order or 5 wounds together? Assuming the former... Anyway, bennying!

Soak: 1d4 ⇒ 11d6 ⇒ 4
So a wound negated from the first attack... how about no? Bennying to reroll the first Soak from the 3 wounds hit

Soak: 1d4 ⇒ 31d6 ⇒ 4
Same result, 2 wounds left from the first attack... rolling soak against the second

Soak: 1d4 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (2) - 2 = 0
Aaand no bennies left, which leaves me with 4 wounds and... one of two die reductions to my Agility?

Grand Lodge

Male
Abilities:
Strength d8 ; Agility d8 ; Spirit d6 ; Smarts d4 ; Vigor d8
Stats:
Toughness: 6 ; Parry: 7 ; Pace: 6 ; Charisma: 0 ; Bennies: 3/3
Skills::
Fighting d10, Shooting d10, Stealth d6, Driving d6, Riding d4

Ejection the spent cartridge, Harry surveys the battlefield again, looking for primary targets like Kartoffen Officers, machinegunners or anything beyond an infantry soldier.

Notice: 1d8 + 2 ⇒ (2) + 2 = 41d6 + 2 ⇒ (1) + 2 = 3

Failing that, he shoots the first one in line to meet his Maker.

Shooting: 1d10 ⇒ 41d6 ⇒ 1
Damage: 2d8 ⇒ (3, 1) = 4
Looks like someone has a sturdy helmet or a saving bible in a front pocket.

Grand Lodge

Male
Abilities:
Strength d8 ; Agility d8 ; Spirit d6 ; Smarts d4 ; Vigor d8
Stats:
Toughness: 6 ; Parry: 7 ; Pace: 6 ; Charisma: 0 ; Bennies: 3/3
Skills::
Fighting d10, Shooting d10, Stealth d6, Driving d6, Riding d4

"Got it, sir!"
Crawling from one point cover to the nest, Harry used the time to try and see or hear the machinegunner frankfurt.

Figured I'd need a notice toll, just in case I'll roll it

Notice: 1d8 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (1) + 2 = 3

The thin sniper wasn't all to sure if that one was the g*+ d+@ned one, but he was sure as hell killing a different german wouldn't be bad.

Shooting: 1d10 ⇒ 51d6 ⇒ 3
Damage: 2d8 ⇒ (1, 8) = 9
Ace: 1d8 ⇒ 3

Grand Lodge

Male
Abilities:
Strength d8 ; Agility d8 ; Spirit d6 ; Smarts d4 ; Vigor d8
Stats:
Toughness: 6 ; Parry: 7 ; Pace: 6 ; Charisma: 0 ; Bennies: 3/3
Skills::
Fighting d10, Shooting d10, Stealth d6, Driving d6, Riding d4

The frail looking boy sitting behind a rock as big as he was grabbed his rifle close to his chest, a quickly etched "Excalibur" could be seen on the firearm's stock, before inhaling and exhaling a couple times.

As he breathed the last time he moved to the side, aimed and shot at the first frankfurt he saw.

Shooting: 1d10 ⇒ 51d6 ⇒ 1
Damage: 2d8 ⇒ (3, 6) = 9

"Sir, I can buy some time. Let me sneak around and start sniping them from behind, sir!" he shouted to make himself understood before operating the bolt to load a new bullet.