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File: Map of Europa.jpg (98 KB, 874x602)
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>Twitter: @EuroWarQM
>Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=First%20Europan%20War%20Quest
>Pastebin: http://pastebin.com/40f05rLR

Teschelbero is burning.

When you received word of the attack halfway through the night, Major Lenier ordered everyone to pack up and make it to the city as quickly as possible. Non-essential items like tents and food were left behind to speed up the packing and relieve the weight on the cars. Hopefully, someone will be able to retrieve them later.

You arrive at the city just before dawn, but you have no problem with the darkness. The port is already on fire and it seems like it's just a matter of time before the fighting spreads to the rest of the city. It's actually quite impressive that the city's militia - there's no military here, as the city is only a small trade port - was able to hold off the Imperial forces for this long.

"All right, listen up!" Major Lenier stands on top of his car and begins shouting his orders. "The Imperials arrived ahead of us, but we were prepared for this! Just follow your orders and repel the attack."

Leifstel, Kreuss and Stroheim gather around you as the soldiers assemble and prepare for the battle. A few civilians run out of the city, begging for help, but they're not your problem. You have your own orders to see to and the major seems to be dealing with them himself.

>(1/2)
>>
File: Renard1.jpg (28 KB, 225x350)
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>>36551024
"Our objective is the watchtower." You point to the western side of the port, where a watchtower stands above the docks and the warehouses. "It's not that far away, so it shouldn't take us too long to get there, but it's in the middle of the fighting. We'll have to be careful. The watchtower has an open view of most of the port, so if the Imperials set up there, it'll be a lot harder to push them back. However, if we can take the tower, we can take shots at them without having to worry about getting shot back. Any questions?"

All three women shake their heads.

"Good."

>"We're charging straight in. Corporal Leifstel, you take point."
>"We're not taking any chances. Corporal Kreuss and I will scout ahead."
>>
>>36551035
Evening EuroWar

>"We're charging straight in. Corporal Leifstel, you take point."

We decided speed is of the essence last thread I believe. Our allies should be making a push they same time we start so hopefully there won't be much in the way of reinforcements.
>>
>>36551035
>>"We're charging straight in. Corporal Leifstel, you take point."
Go go go!
>>
>>36551035

>"We're charging straight in. Corporal Leifstel, you take point."
>>
>>36551035
>"We're charging straight in. Corporal Leifstel, you take point."
>>
>Non-essential items like tents and food were left behind to speed up the packing

Lol, as if
>>
>>36551035
>"We're charging straight in. Corporal Leifstel, you take point."
>>
File: Jetje5.jpg (8 KB, 300x168)
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>>36551035
"We're charging straight in," you say. "Corporal Leifstel, put your shield up and take point. Be sure to make yourself a nice, big steel-plated target for us."

"Yes, sir!" Leifstel says. "Just keep an eye out for anyone trying to flank me."

"Deal." You point her in the general direction of the watchtower. "Lead the way. Kreuss and Stroheim, follow me and check our flanks."

You move at a reasonable jog. It's too far to walk, but it's too dangerous to run. Just tripping on rubble would likely ruin your mission.

You hear the sounds of battle off in the distance, but you don't see any friendly or enemy soldiers. Or any civilians, for that matter. You don't know if they made a run for it or if they're holed up in their homes, but you know they're not all dead in the streets and at the moment, that's the best news you can hope for.

Leifstel runs slightly ahead of the group, more used to physical exertion despite the added weight of all her equipment. She keeps her shield close to her chest in case of an enemy attack and checks every narrow alley and street your come across for Imperial troops. So far, you haven't come across anyone.

The watchtower is getting closer and closer.

>(roll 8d100)
>>
Rolled 65, 26, 14, 63, 60, 80, 28, 86 = 422 (8d100)

>>36551380
Here comes the Snow!
>>
Rolled 99, 86, 4, 30, 18, 6, 77, 12 = 332 (8d100)

>>36551380
>>
Rolled 59, 51, 21, 100, 64, 7, 4, 8 = 314 (8d100)

>>36551380
well if all those rolls are for different people or fronts, someone somewhere is gonna screw up.
>>
Rolled 52, 82, 78, 84, 45, 16, 93, 49 = 499 (8d100)

>>36551380
>>
Rolled 61, 29, 14, 19, 39, 43, 15, 69 = 289 (8d100)

>>36551380
>>
File: Imperial Scouts.jpg (26 KB, 480x270)
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>>36551380
As you get closer to a road that should, according to your map, lead you straight to the watchtower, Leifstel suddenly slams the edge of her shield into the ground and crouches down.

"Scouts!" She yells. "They spotted us!"

Kreuss quickly ducks around the corner of a building.

"I see them," she says. "It looks like there are four of them. They must be heading for the watchtower."

A few bullets set into the brick wall of the house Kreuss is using for cover and you hear a few more ping off Leifstel's shield. They must have been too surprised to aim properly, or maybe they just weren't in a good position. Either way, you have some time to fight back.

You're stuck in the back of the alley with Stroheim, so you have no way of shooting the Imperials unless you reposition. Kreuss, however, seems to have a good angle on them and Leifstel can just charge at them from the safety of her shield.

>"I'm going to sneak around for a better shot. The rest of you, just distract them."
>"Leifstel and Kreuss, hit them back now!"
>>
>>36551603
>"Leifstel and Kreuss, hit them back now!"
>"I'm going to sneak around for a better shot.
There's no better distraction than a lethal one.
>>
>>36551404
>>36551408
>>36551415

99, 86, 21, 100, 64, 80, 77, 86

Well, that's nice I suppose.
>>
>>36551603
>>"Leifstel and Kreuss, hit them back now!"
>>
>>36551603
>>"Leifstel and Kreuss, hit them back now!"
>>
>>36551603
>"Leifstel and Kreuss, hit them back now!"

Push on through I guess not much place for us as a sniper in these street fights until we get to the watchtower.
>>
>>36551603
>"Leifstel and Kreuss, hit them back now!"
>>
File: Jetje3.jpg (7 KB, 300x168)
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>>36551603
This kind of urban combat isn't suited to your talents. You decide it's best to let the professionals handle it.

"Leifstel and Kreuss, hit them back now!"

"Yes, sir," Kreuss says, as she raises her rifle at the Imperial scouts.

Leifstel, meanwhile, raises up her shield and screams out a mighty warcry and charges at the Imperials. Her attack is met by the sound of more bullets, but also by confused cries. Scouts are highly mobile troops, and it's unlikely that Leifstel will be able to reach them, but it'll be enough even if she can just stall them for a bit and keep them from the watchtower.

>(roll 4d100)
>>
Rolled 50, 9, 1, 92 = 152 (4d100)

>>36551921
>>
Rolled 97, 84, 80, 27 = 288 (4d100)

>>36551921
>>
>>36551947
>1

Good bye.
>>
Rolled 60, 8, 68, 30 = 166 (4d100)

>>36551921
>>
Rolled 15, 13, 50, 52 = 130 (4d100)

>>36551921
>>
Rolled 12, 88, 90, 73 = 263 (4d100)

>>36551921
>>
>>36551921
I need 2d10+3.
>>
Rolled 2, 6 + 3 = 11 (2d10 + 3)

>>36552014
ew, hope this isn't determining squad injury
>>
>>36552014
>>
Rolled 3, 2 + 3 = 8 (2d10 + 3)

>>36552014
>>
Rolled 3, 3 + 3 = 9 (2d10 + 3)

>>36552014
>>
Rolled 4, 2 + 3 = 9 (2d10 + 3)

>>36552014
>>
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>>36551921
You hear more bullets bounce off Leifstel's shield and even more hit the street or the walls. Miraculously, Leifstel is dodging fire from four different scouts. However…

"This isn't going too well, sir," Kreuss says. "Corporal Leifstel's holding together, but she can't get close enough to hit them."

Kreuss fires off another shot and you hear someone scream in pain.

"And I just got one in the leg," Kreuss says.

That's one scout with a wounded leg and three scouts who are perfectly healthy. You nervously pat the side of your rifle. You're not used to seeing soldiers walk around after getting shot. You need to find a way to end this fast, or else it'll just keep dragging on and the Imperials are more likely to get reinforcements than you are.

"What do you want to do?" Stroheim asks. "I might be able to get them with a grenade, if Leifstel and Kreuss can herd them a bit. That'll finish them off."

>"Let's go with the grenade."
>"No, just stay back for now. I'll reposition for a better shot."
>>
2-1 odds on that Kreuss got shot again.
>>
>>36552157
>"Let's go with the grenade."
>>
>>36552157
>>"Let's go with the grenade."
We need to resolve this ASAP if we want to get to the tower before the imps do.
>>
>>36552157
>"Let's go with the grenade."
>>
>>36552157
>"Let's go with the grenade."

might be throwing good money after bad but it would be nice to break through this now. We can take things slower once we reach the watchtower.
>>
>>36552157

>"Let's go with the grenade."
>>
>>36552157
>"Let's go with the grenade."
>>
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>>36552157
"Fuck it, let's go for the grenade," you say. "You've got a few of those, right?"

"Enough that we'll be fine if we can take the watchtower," Stroheim says. "Probably."

"We'll make do." You cup your hands against your mouth and shout. "Kreuss, Leifstel, I'm sending Stroheim in!"

Kreuss nods between her shots and you can only hope Leifstel got the gist of it. It shouldn't be too hard to figure out, and you can't exactly warn the Imperial soldiers about the grenade to the face they're about to get.

Stroheim quietly creeps around to find a spot and you move slightly closer to Kreuss.

"How's Leifstel?" You ask.

"Still fine." Kreuss fires another shot. "It looks like she's starting to feel tired though. I hope that grenade works."

>(roll 2d100)
>>
Rolled 68, 68 = 136 (2d100)

>>36552482
Please work
>>
Rolled 42, 77 = 119 (2d100)

>>36552482
>>
Rolled 47, 79 = 126 (2d100)

>>36552482
First quest explosive attempt, hope it's a good one.
>>
Rolled 30, 31 = 61 (2d100)

>>36552482
>>
Rolled 59, 60 = 119 (2d100)

>>36552482
>>
Rolled 18, 82 = 100 (2d100)

>>36552482
>>
>>36552482
Kreuss continues to fire at the scouts. You risk a peak around to see how her shots are doing. She's not hitting anyone, but she is subtly pushing them together closer to Stroheim's position. Leifstel seems to be following Kreuss' lead and is also doing her best to herd them all into one convenient target for Stroheim.

Once of the scout raises his rifle from behind a bench right around the same time you hear Stroheim's voice.

"Leifstel! It's hot!"

A ball of blue light arcs over the battlefield and lands right in the middle of the assembled scouts, behind their cover.

Leifstel hides behind her shield, waiting for the inevitable explosion.

>(roll 6d10+1)
>>
Rolled 9, 2, 4, 10, 2, 5 + 1 = 33 (6d10 + 1)

>>36552618
>>
Rolled 8, 4, 5, 5, 8, 10 + 1 = 41 (6d10 + 1)

>>36552618
>>
Rolled 3, 2, 9, 7, 7, 4 + 1 = 33 (6d10 + 1)

>>36552618
>>
Rolled 7, 5, 5, 7, 2, 6 + 1 = 33 (6d10 + 1)

>>36552618
>>
Rolled 1, 4, 8, 1, 8, 3 + 1 = 26 (6d10 + 1)

>>36552618
>>
>>36552636
>>36552656
>>36552663
Ha.

Incidentally, the average of 6d10+1 would be 34.
>>
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>>36552618
The swearing and screaming is quickly silenced by the sound of the exploding grenade. You wait a moment for things to quiet down.

"Leifstel, are they dead?" You ask.

There's a short pause.

"Yeah, they're definitely dead."

"All right," you say. "Everyone, regroup so we can get moving."

The four of you gather near the bodies of the Imperial scouts. Thankfully, Leifstel appears completely unarmed, although she doesn't seem pleased.

"Something wrong, Corporal?" You ask.

"No, sir," Leifstel says. "I just wish I'd been able to get one of them. Damn scouts move around too quickly."

"That's their job, Corporal." You quickly examine the utterly ravaged bodies of the Imperial soldiers. "We don't have time to search the bodies. Let's get moving."

Your three subordinates nod and return to their positions, with Leifstel at the front.

You walk up the path to the watchtower without further opposition. In fact, you find the watchtower empty and unlock. You can't help but wonder about the town's security if they left their one outpost unmanned, but you suppose it's the regular army's fault for not looking after this place properly. At least you won't have to break the door down and improvise a way to fix it up to keep Imperials out.

"The watchtower's empty," Kreuss says. "We can barricade ourselves in and get to providing cover for the Gallian forces fighting in the docks, sir."

>"Excellent. Kreuss and Stroheim, you're with me. Leifstel, keep watch down here."
>"Good. I'll provide cover. Kreuss and Stroheim, see if you can find any allies or wounded and have them join us here. We could use the extra support."
>"No, those scouts make me nervous. The Imperials might have another force coming and I'd rather ambush them while they're on the way here."
>>
>>36552867
>"Good. I'll provide cover. Kreuss and Stroheim, see if you can find any allies or wounded and have them join us here. We could use the extra support."
>>
>>36552867
>"Good. I'll provide cover. Kreuss and Stroheim, see if you can find any allies or wounded and have them join us here. We could use the extra support."
>>
>>36552867
>"Good. I'll provide cover. Kreuss and Stroheim, see if you can find any allies or wounded and have them join us here. We could use the extra support."
>>
>>36552867
>>"Good. I'll provide cover. Kreuss and Stroheim, see if you can find any allies or wounded and have them join us here. We could use the extra support."
It is a good idea to sweep our immediate surrounding in any case.
>>
>>36552867
>"Good. I'll provide cover. Kreuss and Stroheim, see if you can find any allies or wounded and have them join us here. We could use the extra support."
>>
>>36552867
>>"Good. I'll provide cover. Kreuss and Stroheim, see if you can find any allies or wounded and have them join us here. We could use the extra support."
>>
File: Renard.jpg (58 KB, 1024x576)
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>>36552867
"Good," you say. "I'll take position on the roof to provide cover. Kreuss and Stroheim, scout the area around us. If you see any wounded or stranded allies, bring them over. Leifstel, guard the door."

"Yes, sir."

Kreuss and Stroheim carefully head out back into the battlefield to look for people. After they leave, Leifstel bars the door and pulls up a chair so she can rest.

You head to the roof to get a look a look around. Just as promised, you have an excellent view of the port. There are some small warehouses, but most of it is wide open. The villages must use the space as a fish market.

The battle is still ongoing and there are more than a few fires still burning. However, it looks like the Imperial forces are slowly retreating back towards their boats. Gallia might win the day yet.

You check your rifle and your ammunition and lie down on your stomach. You peer at the area through your scope, looking for the best target.

>(roll 1d100)
>>
Rolled 93 (1d100)

>>36553241
>>
Rolled 42 (1d100)

>>36553241
Pow pow, the ace goes down!
>>
Rolled 22 (1d100)

>>36553241
Here comes the snow!
>>
Rolled 19 (1d100)

>>36553241
>>
>>36553326
Leave that to the arm chair general. He seems to be able to summon snow.
>>
Rolled 71 (1d100)

>>36553241
>>
Rolled 1 (1d100)

>>36553241
>>
>>36553417
Anon I think its time to put the dice down for a bit.
>>
>>36553435
sad thing is, thats the first roll I made on this thread.
>>
File: Imperial Shocktrooper.jpg (22 KB, 391x350)
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>>36553241
You sweep your rifle across the Imperial ships.

Grunt. Grunt. Grunt. Grunt.

Wherever the Empire keeps its officers, it's not on the front lines.

You angle your rifle downwards and finally spot an interesting target. Fancy uniform, lots of medals, perfect grooming. It looks like you've found an officer, and he's being escorted by three soldiers. One of them is obviously an engineer and the other two…

The other two soldiers are holding machine guns of all things. You'd heard that the Empire was developing weapons faster and better than Gallia, but you - and everyone else, for that matter - were hoping that, like Gallia, they wouldn't be able to dedicate their best equipment to a small engagement like this.

The officer and his subordinates are also heading straight towards you.

Your index finger twitches. You've never had to fight soldiers armed with machine guns before, so you don't know how good their armour is, but it looks better than what scouts get. They might last long enough for the engineer to apply first aid before you can finish them off with the second shot. Then there's the officer. He's a prime target and disrupting their chain of command would definitely help you, but in terms of firepower, he's not the major threat.

>Shoot the officer.
>Shoot the engineer.
>Shoot one of the shocktroopers.
>>
>>36553487
>>Shoot the officer.
>>
>>36553487
>>Shoot the officer.
kill them like the dogs they are.
>>
>>36553487
>Shoot the officer.
Take out that HVT
>>
>>36553487
>Shoot the officer.
>>
>>36553487

>Shoot one of the shocktroopers
>>
>>36553487
>Shoot the officer.

I'd honestly like to shoot the engineer but I'd rather the officer not get out of harms way.
>>
>>36553487
>Shoot the officer.
>>
>>36553487
>Shoot the officer.
Officer first, Engineer next, shocktrooper for last.
>>
>>36553533
Officer is the guy we need dead Most.

Shock trooper is apparently wearing heavier armor the engineer is apparently a medic.

So Target list should probably go Officer->Engi->Trooper

Trooper is worst target atm.
>>
>>36553487
>>Shoot the officer.
Disrupting their chain of command takes priority.
>>
>>36553346
Different anon here. But who's the armchair general? I don't really see how they can possibly help .
>>
>>36553589
Just some namefag.
>>
>>36553557
The troopers can down any of our troops in a burst if they get a good shot in. The reason I partly want to go for the engineer is to take out their ability to heal or throw explosives. Officer still takes priority though yeah.
>>
>>36553589

Someone who always uses the term, "Here comes the snow," usually rolls high/crits.

>>36553669
Sure. But if you down the trooper with higher armor... They've got a chance of being healed by the engineer.

They're also more likely to exploit their advantage and act appropriately if the officer is alive and kicking. Commander goes down we'll see more mistakes.

Might be able to bait the engineer to help a wounded man who's not in cover that sort of thing.
>>
https://www.youtube.com/watch?v=EV0rehvOcM8
>>
>>36553487
Your instructors were very clear on the subject of shooting officers before anyone else. The engineer might pose a problem if your shot isn't immediately lethal, but you'll deal with that if it becomes a problem.

You take a deep, calming breath to slow down your heartbeat and minimize your body's movements. The officer's well within range of your rifle, but you can't afford to make the slightest mistake at this point. The sun has just begun to rise, so you move slightly and change your angle to prevent it from getting in your scope. There are three weather vanes across the docks, so correcting for wind is trivial.

You calmly bring your index finger to your rifle's trigger and track the officer's movements to get a feel for his speed and gait.

You press the trigger.

>(roll 1d100+31)
>>
Rolled 16 + 31 (1d100 + 31)

>>36553915
>>
Rolled 55 + 31 (1d100 + 31)

>>36553915
Die Imp.
>>
Rolled 12 + 31 (1d100 + 31)

>>36553915
Come on dammit!
>>
Rolled 13 + 31 (1d100 + 31)

>>36553915
Solid hit here would be nice
>>
Rolled 34 + 31 (1d100 + 31)

>>36553915
>>
>>36553915
You press the trigger and the bullet shoots out of your rifle. Although it's bad form not to confirm your kill, you're pressed for time and you have other Imperials to shoot. You immediately reload your sniper rifle and prepare another shot. Only then do you verify the situation through your scope.

The good news is that the shocktroopers are obviously on alert and the engineer is leaning over the officer. You look over the officer's body, looking for a wound.

>(roll 5d10+5)
>>
Rolled 4, 9, 9, 7, 2 + 5 = 36 (5d10 + 5)

>>36554007
>>
Rolled 9, 2, 4, 10, 4 + 5 = 34 (5d10 + 5)

>>36554007
>>
Rolled 8, 3, 8, 7, 5 + 5 = 36 (5d10 + 5)

>>36554007
>>
Rolled 10, 4, 4, 1, 9 + 5 = 33 (5d10 + 5)

>>36554007
>>
Rolled 6, 5, 7, 9, 2 + 5 = 34 (5d10 + 5)

>>36554007
>>
>>36554039
>>36554032
>>36554026

Well that probably punctured something vital with damage rolls like that. Will hopefully pin the shocks down and we can snipe at our leisure.
>>
>>36554077
We shoot the medic next man. That way he surely can't save the officer. Then the shock troopers either try to evac the fucker or they get picked off without hopes of saves.
>>
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>>36554007
You see the wound plain as day when the engineer gets back up and shakes his head. The officer is bleeding profusely from a chest wound near his heart. He won't be getting back up again.

With the officer dead, you can shift your focus to other targets. The engineer's medical kit is still a problem, but the shocktroopers are raising their guns and firing wildly in your general direction. There's no way they can possibly hit you - not with the cover the watchtower gives you - but their bullets might hit someone friendly.

You'd much rather take shots at all of them, but Kreuss and Stroheim are still gone looking for people and it's unlikely they'll be back any time soon. You have to deal with these troops on your own.

Besides, maybe it'll get you a 20 from Ernestine once the battle's over.

>Take out the engineer.
>Take out one of the shocktroopers.
>>
>>36554210
>>Take out the engineer.
>>
>>36554210
>>Take out the engineer.
>>
>>36554210
>Take out the engineer.
>>
>>36554210
>Take out the engineer.
>>
>>36554210
Question! Is it against any conventions or treaties to shoot medics?
>>
>>36554210
>>Take out the engineer.
>>
>>36554210
>Take out the engineer.
>>
>>36554210
>>Take out the engineer.
Well we already worked out the priorities earlier.
>>
>>36554247
I don't think they have the geneva convention here, considering that the Imp forces regularly target civilians so yeah. Its free range/
>>
>>36554210
>Take out one of the shocktroopers.

I admit it may not be the most sensible option but we take down one of the shocktroopers and the ZM MP gets dropped, we got a chance of salvaging that. Adding an automatic weapon to our squad would give imps a real surprise.
>>
>>36554247
No, engineers are fair game, same as everyone. They're just normal soldiers with first aid kits, really.
>>
>>36554247
This is WW1. We can fucking gas them.
>>
>>36554359
If we wanted to gas them we should have voted to join the empire.

But everyone apparently has a fetish for tiny nations that should be wiped out in an instant.
>>
>>36554210
The soldiers with machine guns look fairly tough. The engineer doesn't. He's also crouched over the officer's body again, looking through his pockets. You don't know if he's looking for something important or if he wants a memento to bring back to the officer's family - the way the battle is going, there's no way they'll be able to drag the body back to a boat - but in a few seconds, it won't matter.

You double-check the adjustments you made when you shot the officer and confirm that environmental conditions haven't changed significantly. The engineer has his back to you, presenting a nice big target. He'll never see it coming.

The shocktroopers are still spraying bullets ineffectually.

>(roll 1d100+31)
>>
Rolled 78 + 31 (1d100 + 31)

>>36554575
>>
>>36554525
Gallia was the one to use gas. They even reopen their reserves and use it in EW2 in the DLC
.
>>
Rolled 15 + 31 (1d100 + 31)

>>36554575
>>
Rolled 99 + 31 (1d100 + 31)

>>36554575
>>
>>36554581
Both sides used gas in EW1. That's why they signed the treaty.
>>
>>36554588
Nice.
>>
>>36554581
Not to mention it's other known appearance in VC3.
>>
>>36554575
I need 5d10+5 again.
>>
Rolled 95 + 31 (1d100 + 31)

>>36554575
>>
Rolled 8, 8, 2, 8, 9 + 5 = 40 (5d10 + 5)

>>36554638
>>
Rolled 3, 1, 1, 8, 7 + 5 = 25 (5d10 + 5)

>>36554638
>>
Rolled 4, 5, 9, 10, 1 + 5 = 34 (5d10 + 5)

>>36554638
>>
Rolled 5, 8, 8, 6, 5 + 5 = 37 (5d10 + 5)

>>36554638
>>
Rolled 8, 2, 4, 7, 1 + 5 = 27 (5d10 + 5)

>>36554638
>>
Rolled 3, 8, 7, 6, 8 + 5 = 37 (5d10 + 5)

>>36554638
>>
Rolled 1, 7, 3, 1, 7 + 5 = 24 (5d10 + 5)

>>36554638
>>
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>>36554575
You pull the trigger again. A small jet of blood spurts out of the engineer's back and then he stops moving. The bad news is that the shocktroopers immediately stop shooting randomly and take cover. The good news is that the Gallian Army has pushed the Imperials all the way back to the docks and is continuing to advance. Even if the shocktroopers retreat now, they have no where to go.

"Lieutenant!" Leifstel calls to you from below. "Kreuss and Stroheim are back with some wounded, sir."

You look at the shocktroopers. You can do this all day, but you'd rather not let this drag out. If the soldiers do try to run away, they might encounter and assault allied troops. Worse, they might get lucky and escape into the city. You'd never find them then and there's no telling what they would do.

You might as well use your support now that it's here.

>"All right, have them join me up here. I need them to help me shoot some Imps."
>"All right, tell them to head back out. I want them to ambush some Imps with machine guns between here and the port."
>>
>>36554830
>>"All right, have them join me up here. I need them to help me shoot some Imps."
lets not hog all the kills.
>>
>>36554830
>>"All right, tell them to head back out. I want them to ambush some Imps with machine guns between here and the port."
>>
>>36554830
>"All right, tell them to head back out. I want them to ambush some Imps with machine guns between here and the port."

Let's just pick off the rank and file from up here. Having the squad take the shocks as they try to retreat makes sense.
>>
>>36554830
>>"All right, tell them to head back out. I want them to ambush some Imps with machine guns between here and the port."
It would be a big hit to their firepower if we can take out those guns.
>>
>>36554830

>"All right, tell them to head back out. I want them to ambush some Imps with machine guns between here and the port."
>>
>>36554830
Oh and get them to bring back the weapons they're carrying if possible. One for Gallian HQ (although I'm sure they already have example of imp MP's) and one for us to potentially add a shock to the squad later.
>>
>>36554830
>>"All right, tell them to head back out. I want them to ambush some Imps with machine guns between here and the port."
>>
>>36554830
>"All right, have them join me up here. I need them to help me shoot some Imps."

No need to get these guys killed. Aren't we meeting up with the captain eventually anyway?
>>
>>36554830
>"All right, tell them to head back out. I want them to ambush some Imps with machine guns between here and the port."
>>
>>36554830
>"All right, have them join me up here. I need them to help me shoot some Imps."
>>
>>36554830
>>"All right, tell them to head back out. I want them to ambush some Imps with machine guns between here and the port."
>>
>>36554830
"Good, because I need them to head back out." You take a shot at the Imperials to make sure they stay pinned down. "There should be some sort of path between the watchtower and the actual port. I need them to sneak around the trail until they spot two Imperials with machine guns. I have them pinned down under cover and I want to make sure they don't make it out of here alive."

"Understood, sir." Kreuss yells back at you. "We're heading out right away."

"I'll keep the Imperials busy until you get there."

What follows is a staring contest with guns. From your current position, you can't get a lethal shot on the soldiers, so you settle for taking pot shots at them whenever they make a suspicious movement. It's enough to force them to stay under cover.

You just need to wait for Kreuss and Stroheim to get into position.

>Roll 7d100
>>
Rolled 7, 7, 1, 9, 7, 4, 1 = 36 (7d10)

>>36555205
>>
Rolled 54, 67, 94, 82, 51, 2, 85 = 435 (7d100)

>>36555205
>>
Rolled 85, 88, 42, 55, 47, 29, 73 = 419 (7d100)

>>36555205
>>
Rolled 25, 10, 50, 49, 22, 63, 16 = 235 (7d100)

>>36555205
>>
Rolled 50, 67, 74, 78, 94, 72, 33 = 468 (7d100)

>>36555205
>>
Rolled 3, 68, 9, 45, 45, 46, 36 = 252 (7d100)

>>36555219
I fucked up
>>
>>36555219
Oh God
>>
>>36555205

You spot one of the soldiers turn around and fire down the trail, away from your current position. His assault is rewarded by return fire from a scout's rifle and a glowing blue ball of ragnite. Your ambush team is find, and they still have their spare grenade.

The other soldier tries to vault over his cover, only to be sent flying back when you shoot him in the chest.

The ragnite grenade explodes. Blue flames flash across the area, temporarily blinding you. Once the light dies down, you peer through your scope to evaluate the carnage.

>Roll 13d10+9
>>
Rolled 3, 2, 3, 3, 3, 7, 10, 9, 3, 1, 9, 6, 5 + 9 = 73 (13d10 + 9)

>>36555367
>>
Rolled 6, 5, 4, 3, 10, 9, 2, 8, 2, 1, 4, 10, 5 + 9 = 78 (13d10 + 9)

>>36555367
>>
Rolled 5, 3, 9, 5, 2, 2, 3, 9, 8, 6, 2, 7, 5 + 9 = 75 (13d10 + 9)

>>36555367
>>
Rolled 3, 7, 4, 3, 9, 8, 2, 4, 5, 5, 5, 6, 7 + 9 = 77 (13d10 + 9)

>>36555367
>>
Rolled 3, 10, 5, 1, 9, 1, 5, 9, 3, 8, 10, 3, 6 + 9 = 82 (13d10 + 9)

>>36555367
>>
>>36555367
Despite being shot and blown up, you can still see the soldiers moving. They're torn, beaten and bloody, but they're still alive. And they're both raising their machine guns towards Kreuss and Stroheim's general direction. You line up a shot at one of them.

They can't have that many bullets left.

They'll pass out from shock if they don't bleed out soon.

Kreuss and Stroheim should be smart enough to get to safety.

The Imperial boats are now leaving the port under heavy fire.

Gallia has won the battle.

But…

The soldiers are still raising their rifles.

>Take the shot.
>don't take the shot.
>>
>>36555528
>Take the shot
>>
>>36555528
>>Take the shot.
>>
>>36555528
>>Take the shot.
Persistent little bastards, I'll give them that.
>>
>>36555528
>Take the shot.
>>
>>36555528
>>Take the shot.
Like we'd let them shoot.
>>
>>36555528
>>Take the shot.
If it's hostile kill it.
>>
>>36555528
>>Take the shot
If we actually knew that Kreuss and Stroheim were fine I'd let them be.
>>
>>36555528
>>Take the shot.
>>
>>36555589
They're trying to shoot, which pretty much means they have a shot at them.
>>
>>36555635
No it dosen't, that's just stupid.
>>
>>36555528
>don't take the shot.

Remind me why we're killing the soon to be taken prisoner bodyguards of a high ranking officer and users of the most modern technology the empire has to offer. Seems a bit of a waste to me.
>>
>>36555678
Because they're still dangerous.
>>
>>36555678
Because they haven't lost the will to fight.
>>
>>36555678
The situation is unclear, so we need to make a split-second decision between trying to take POWs and endangering our squaddies.
>>
>>36555708
>>36555729

They're heavily wounded men firing at people in cover, they odds of them achieving anything are astronomical at this point. There's nothing to be gained by shooting them and possibly something to be gained by letting them be.
>>
>>36555760
like what, their grunts, they won't know shit and besides why the hell would we want to take em prisoner anyway?
>>
>>36555678
Because we could recruit an angry sexy imperial storm trooper girl later.... or gank her now


Honestly we cant kill both so if we shoot the other opens up fire killing our guys.
>>
>>36555787
Hah Dirty. Trick choice.

we kill one the other gets rage face and murders our wounded. Dirty dirty dirty. Too late to change though Anons have voted for what they think is the cold hard "logical" choice.
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>>36555528
You pull the trigger and your shot cracks open what's left of one of the soldiers' skull. Kreuss and Stroheim take their cue from you and shoot the last soldier. He drops dead almost immediately.

With a sigh, you roll away from your rifle and stare at the sky. That's one officer, one engineer and one shocktrooper. It's not a bad headcount, but you get the feeling you'll owe Ernestine a 20 once she shows up. Still, Gallia won and the Empire won't be able to flank the northern army so easily now, so it all evens out.

You pick yourself back up and put your rifle away. The battle is over and it's time for the people above you to decide what the next move in. You have more immediate issues to deal with.

>Gather the team together. You need to secure the watchtower.
>Find the major. He might need your team for something.
>Patrol the city. People might need help cleaning up.
>>
>>36555815
>>Gather the team together. You need to secure the watchtower.
>>
>>36555815
>Gather the team together. You need to secure the watchtower.
>>
>>36555815
>Gather the team together. You need to secure the watchtower.
>>
>>36555815
>>Gather the team together. You need to secure the watchtower.
We have our orders.
>>
>>36555815
>>Find the major. He might need your team for something.
>>
>>36555815

>Gather the team together. You need to secure the watchtower
>>
>>36555815
>Gather the team together. You need to secure the watchtower.

Might as well make this place home until we hear otherwise. Besides after the adrenaline rush of battle sure we could all use some rations.
>>
>>36555815
>Gather the team together. You need to secure the watchtower.

We need to see what that engineer was searching for. Considering the panic that a sniper usually inflicts I doubt he was checking the officer's pockets for a momento.
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>>36555815
>Teschelbero Defense Line - Combat Report
>Four Scouts, One Scout/Officer, One Engineer, Two Shocktroopers
>1968XP, 1100DCT

First things first, you need to put the watchtower in order and turn it into something a real military can use.

You climb down the stairs to get your team together. There are about a dozen wounded Gallian soldiers under the care of a few medics. You give them a polite nod and make your way to Jetje. There's no point in lingering near the wounded. You'd just get in the way of their treatment.

"Is it over?" Jetje asks.

"That's what it looks like," you say. "I'm going to go find Nina and Vanessa and then we'll figure out what to do with this place."

"I'll hold down the fort," Jetje says.

You don't have to go far to find the rest of your team. They were already on their way to the tower.

"That sucked," Nina says. "I've seen a lot of things that shouldn't be medically possible, but I never thought I'd see someone pick up a rifle after taking that much damage."

"Imperial discipline," you say. "If we weren't at war, it would be something to be lauded."

"Is everything all right, sir?" Vanessa asks.

"Renard," you say. "We're off-duty as of right now. And yes, everything's fine. The Imperial boats should be done leaving. Come on, let's figure out what to do with the watchtower."

You gather your team in a quiet corner of the watchtower so as to avoid disturbing the wounded and the medics. It seems your initial assessment of the watchtower was accurate. The place hasn't been used in sometime. There are no weapons or even food stocks stored anywhere.

>(1/2)
>>
>>36556378
"This place is too close to the front to serve as a triage facility," Nina says. "We can get some basic emergency supplies, but I don't recommend more than that."

"Ideally, I'd like to put a proper machine gun on the roof, but I doubt we have one of those," you say. "Maybe the squads on patrol can use this place as a supply post. I'll take to the major about it. In the meantime, let's just request what we need for the team, plus a little extra just in case."

"We'll need to talk to Gaul," Jetje says. "I don't know how long it'll take him to set up his supply line again, but it shouldn't take long."

"I'll see if I can find him." You're interrupted by a knock on the door. "Come in!"

A militiamen - or boy, rather - in a private's uniform peeks in.

"Ah… are you Lieutenant… huh de Velde and corporals… corporals… I'm sorry, I don't-"

"I'm de Velde and this is my team," you say. "What do you need, private?"

"Huh… Major Lenier talked to the mayor," he says. "He said something about a… about a party tonight. For the regulars, I mean. To, huh… to thank you for helping us out. Said something about the press and a… a singer, too. Said it was man… mande… said you had to be there."
>>
>>36556400
This is a good spot to call it a night. The next thread will be next Wednesday at around the same time. I'll announce it on Twitter as always.

The NPCs didn't die quite as fast as I was expecting, so I might tone them down. Or leave them as they are to make tanks more useful when they show up. I'll see how it works out.

Thanks for playing!
>>
>>36556449
[Gallian pride intensifies]
>>
>>36556449
Thanks for running.



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