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Topics - Bobitron

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1
Green Hell / Chapter 6: M.I.A.
« on: April 02, 2017, 02:45:13 PM »
The squad shuffles back to barracks, beat from a long day in the field. After a cycle through the showers, warmed to just below body temp enough to ward off a chill but not enough to make the experience comfortable, you all settle in to tear down your gear under Hood’s watchful eye. Brushing out the soot, sand, and mud from your weapons is time consuming and a bit mind numbing, but the quiet ritual feels welcome after a hard day’s work. 



Sawyer and Cort need a good deal more time for Pearl. A full day outside the fence means hours of maintenance even if they don’t find any problems. They get a good head start on tomorrow’s work. Cort points out a few parts needing replacement. As Sawyer reviews the final list, he’s relieved to note they are all items on hand.



Lt. Gormund shows up just after the lights go out across Canary, a necessary precaution that was brought in as part of the updated security protocols. No sense in lighting up the target for the Vetnan’s mortars and antiquated but still dangerous rocket launchers after sunset. So far the  firebase has avoided such attacks, but the risk is ever present. Full light suppression hasn’t been enacted, so flashlights and personal lamps are allowed.

Gormund knocks gently before entering, his face glowing red in the pale glow of his filtered light.



“2nd Squad. I should inform you this is an official debriefing despite the circumstances. But let’s keep it short and simple. You’re being recorded.”



The debrief doesn’t last long. Gormund asks a few questions, and the squad responds honestly about the events. The LT doesn’t seem to question the decisions made or actions taken. He hands over Hood’s dataslate and bids the team good night. One last job for Sawyer before bed. The slate checks out fine. It’ll require a few more simple steps to use, but there’s no question to piece is more secure; both from physical compromise and wireless. 



The next week passes without much incident. Two full days are spent clearing brush and light trees around Canary. A 48 hour patrol brings you deep into the DMZ via Early’s Valkyrie and a long 120km hike back to Canary, but it goes without incident other than Pearl getting a broken suspension arm that cuts the useful speed of the Venator down to a walking pace. Unfortunately, a replacement part will need to be flown in, so Pearl is out of action for another week or so. Cort won’t let Sawyer go easily, though. A bad driving decision sent a tree stump up between the wide wheels and the body and crushed the alloy strut. A steady stream of vitriol over the error got so annoying Hood even interjected after a couple hours.



There’s mixed news waiting for the squad back at Canary. It seems that B Company is finally getting some reinforcements, and not an insignificant amount. The three undersized companies on Vetna will be brought up to full strength next lunar cycle as Elysian command distributes the rookies straight out of training directly into the field. However, General Giap has captured one of the rare anti-air missile batteries dedicated to stopping off-world orbital landings, and the weapons are stored half a kilometer under the ground, unassailable by even the heavy shells of an Earthshaker. Plans are underway to bring in the landing via dozens of shuttle landings, but heavy equipment and the sheer number of flights needed are causing logistical nightmares. Even once the Elysians are in orbit, it’ll take weeks to get the transfer to ground completed safely. Still, the mood among the Elysians and the PDF alike is buoyant as the news circulates. 



The next day is set aside for refitting and maintenance. The entire squad’s gear is laid out over a dozen square meters of tarp as they meticulously go through each bit of equipment with sharp eyes. The job done, the squad settles in for a tinned lunch, the cold and goopy meal serving to dull even the most chipper atmosphere. 

The familiar scream of a Valkyrie in a spiral descent assails your ears as the daily supply run arrives. Soon after, Hecate bolts up in her seat as a figure steps toward the squad. 



“Great Emperor on the Throne! It’s Bookie and Crouch!”



The hulking guardsman approaches the team carrying a cooler dripping from condensation. Crouch pops out from behind him, grinning ear to ear. 



“We brought cold bia!”

2
Green Hell / Chapter 5: Local Flavor
« on: September 19, 2016, 09:27:05 AM »
Canary’s Vetnese medic concurs with Brosnan that Sawyer, while clearly not ready for duty, is just as well staying in barracks with his squad as in the small medicae room. Bookie is another story, unfortunately. However tough you are, two separate broken ribs piercing some internal organs means an extended stay at hospital, and Early is flying him out to Trang while you settle in. Gormund sent Boney along with him for security, not quite ready to trust whatever local assets the PDF is able (or willing!) to provide in the bustling city.

Losing Bookie is a tough pill to swallow, but your spirits are buoyed somewhat by Sawyer’s grin as he gently sits onto his bunk. Cort fusses over him a little before the pilot swats him away. 



Fan’s voice pops in over the squad comms. 

“I know Canary isn’t back to normal yet, but good news first. We’ve got hot showers up! LT said you've got at least four-five days of light duty. Bad news is he sent all the cooks away, so dig in on rations or prepare to get creative. Plus you've got your own laundry to handle! Your new troopers are walking over now. Zurk and Sola. Good night, Sarge.”

3
The Game Room / Mordheim video game?!
« on: January 11, 2015, 04:44:11 PM »
How was I unaware this was coming? I think I'll wait for a sale- trying to tighten the purse strings a bit until my wife gets back to work.

http://mordheim-cityofthedamned.com/en/

4
Green Hell / Chapter 4: The Wild Life
« on: September 10, 2014, 11:55:18 AM »
Aside from Sawyer picking up a pretty nasty sunburn on his face and arms when he falls asleep in the hot afternoon sun, the day is uneventful and your schedule is clear, a reward to accompany the medals.

Hood’s microbead, always present even during sleep, chirps him awake early the next morning. Fan passes along Gormund’s order to attend a briefing in a couple hours. A relaxed meal and long shower later, you gather at the FDC’s shredded door. Fan and a couple PDF techs from off-base are slowly working to repair Canary’s C3* system, a complex collection of computers that Canary relies upon to utilize those giant Hellbreaker cannons. Fan explains the troubles through the bandages covering his face. A lack of replacement parts and the sheer amount of damage means that Canary’s guns will likely be silent for at least a week.

“Good morning, 2nd Squad. You’re going to love this.”

Gormund is actually grinning when you enter the ready room. He returns your salutes warmly and sits back in his chair, pointing to a small point on the map west of Trang, the capital city.

“Captian Gerek passed this down from General Pak, head of the PDF. Apparently a plantation out here run by a pal of his is having trouble with a local predator. Some sort of oversized feline thing. Razor sharp teeth, can leap over a building, hunts only people after tasting human flesh, that sort of garbage. The talk all sounds exaggerated and blown up with superstition. But it’s killed a half dozen workers now, and the plantation needs help. Some PDF lieutenant offered to send a squad of regulars, but the General caught wind of it and asked if we could help. The plantation provides some important crops to Trang along with over half of the PDF’s foodstuffs, so we’re taking it on.”

“There you go. Not much of a mission, really. More like a vacation. Work with the plantation manager to secure the safety of his workers so they can get back to normal production numbers. Early will be here in about an hour. You’ve got some new gear waiting for you outside, so sort things out and be ready to go when she and Sour arrive. I don’t have much for info, so you’ll have to learn more on site.”

“Unless there are any questions, you are dismissed. I’ll expect you back here in a few days. Enjoy the time. Emperor bless.”

*Command, Control, and Communication

5
The Game Room / So! Who else got D&D 5th PHB today?
« on: August 19, 2014, 07:29:55 PM »
I have mixed feelings about it after a solid reading of the PDF Basic rules and a skim of the actual PHB. As a 4e fan (tabletop only, of course- the thought of running 4e pbp gives me an aneurysm), I can't help but feel it's a step backwards in a lot of ways. Of course, that is a stated design ideal, so hard to argue against the feel.

Likes:
-Simple character options akin to D&D Essentials. No choosing feats unless you want to, streamlined 'basic' characters for starting players.
-Easy math, and I like the idea of advantage/disadvantage rather than lists of situational modifiers.
-Pretty good list of starting classes and races.
-Return of some old school stuff in the book, like elven alphabets and alternative 'real world' mythology.
-Some great character background stuff that should really help fill out the fluff for players not into writing back stories.
-Halflings are hobbitish again!

Dislikes:
-I suspect characters will be a touch cookie-cutter, especially early on.
-A return of vague and less tactical gameplay. No need to use minis or a map (which many will see as a plus).
-I suspect combat will be a touch more 3.5 in nature, with each player rushing to position and spamming generic attacks over and over in a big ball at the center of the table. They took some steps to minimize this , so maybe I'm wrong.
-Lots of other mild complaints that really are just part of the second dislike!

Of course, I haven't played it yet. Overall it looks fine, but feels like a return to 3.5 with a few 4e elements added in.

6
The Studio / Art from our game!
« on: August 06, 2014, 10:31:26 PM »
We commissioned an artist to draw 2nd Squad, 5th Platoon, B Company of the famed Elysian 181st Drop Troops. We've been playing them for about ten months now and it's been a lot of fun! Check out my forum Green Hell if you want to read about their exploits.

From left to right, we have:

Guardsman Valentia Samara (Foxx), Sergeant Dariel Hood (Colonel Blood), Guardsman Gareth "Bookie" Ellis (Perius), Guardsman Mara Vantor (Thevshi), and Corporal Holt Sawyer (Brother Anselm)



Full-sized image available here:

http://s5.photobucket.com/user/Bobitron/media/40kcom_zps948f05ee.jpg.html

7
Food for worms / Liber Tactica
« on: July 23, 2014, 07:12:05 PM »
A listing of available actions in WHFRP.

Aim (half, +10% BS or WS on attack)

Cast (varies by spell)

Charge Attack (full, move and attack at +10% WS)

Disengage (full, break away from melee without provoking free attacks)

Move (half, move per chart 6-1 Combat Movement in Yards)

Ready (half, sheath and draw a weapon or other item)

Reload (varies, reload a missile weapon)

Stand/Mount (half, get up from the ground or mount riding animal)

Standard Attack (half, make a melee or ranged attack)

Swift Attack (full, make multiple attacks if your Attack characteristic is 2+)

Use a Skill (varies)

All Out Attack (full, attack at +20% WS, but cannot parry or dodge until next turn)

Defensive Stance (half, strike no blows, melee attacks against you are at -20% WS)

Delay (half, reserve a half action for any time before your next turn)

Feint (half, Opposed WS test, if you win, opponent cannot dodge or parry attack)

Guarded Attack (attack carefully at -10% WS, gain +10% to dodge or parry)

Jump/Leap (full, see pg. 133)

Maneuver (half, force opponent to move with Opposed WS test)

Parrying Stance (half, parry one attack)

Run (full, move at full speed, melee attacks against you are +20%, ranged at -20%)

8
Green Hell / Chapter 3: The Hidden War
« on: July 04, 2014, 10:54:45 PM »
First night after a mission is a bit hard to predict when a teammate is badly hurt or killed. Sometimes the celebration of another mission survived is only interrupted by a few solemn toasts; sometimes the entire evening is a somber affair with no joy. But after a successful run like this, with no injuries or damage done, mission accomplished, and hearty praise from the officers, the celebration is pretty lively and the mood light.

Gormund had a couple dozen bottles of bia, a bitter local fermented drink, sent to your barracks to chill in a crate of cold ice, and you each settle deeply into your chairs for a well deserved evening of relaxation, smiles across your faces. The gun crews keep the Hellbreakers running late into the night as they bombard distant targets, but the comms are mercifully quiet. Cort plugs in a vox-cast box and turns up the volume, playing Elysian pop songs a decade old to drown out the crash of the cannons. Frigid air flows from the loud air-con unit stuffed in the barracks window, and life is about as comfortable as it can get for a soldier on Vetna.

9
Game Ad Archives / Open spot in Only War game
« on: June 10, 2014, 02:45:42 PM »
We have a spot opening up in my Vietnam themed Only War campaign, Green Hell. If you want to take over an existing Elysian Guardsman (Valentia Samara, a Heavy Gunner using a grenade launcher) you could start immediately. If you would rather play someone fresh it would be easy enough to add in a replacement squad member between missions, but they would need to be a Heavy Gunner with a grenade launcher.

Check out the two existing IC threads here if you want a feel for the game so far and please let me know if you have any questions!

http://pbphouse.com/forum/index.php?board=453.0

10
Green Hell / Chapter 2: Hearts and Minds
« on: February 19, 2014, 06:09:35 PM »
2nd Squad is enjoying a relatively gentle day on Vetna- the humidity is tolerable, the morning rains left the air fairly cool, and the sun peeks out here and there from behind fluffy white clouds. Instead of the stuffy barracks, Hood has the squad outside doing clean-up duty, their weapons spread out over two long folding tables near the door. Al is nearby under the Venator, some mild swearing and the intermittent clanking of a wrench the only sign of him, while Sawyer sits in the gunner’s seat, running through the electrical system checks, the only job Brosnan would let him do. The terrible gash on his thigh would likely take another week to close up entirely.

Val runs through the inventory of grenades for the heavy Voss pattern launcher, the different rounds noted by colored bands. Her loader Bayonetta has them in tidy lines, counting the supply and noting what needs replacement.
 
Mara just finished her second tear down of the new updated Mk. IV, getting accustomed to the new larger capacitor’s extra weight. It didn’t change the overall package much, but it did change the balance point of the lasgun, and she didn’t want any surprises the first time it needs to be used in anger.

The three remaining fingers on Bookie’s right hand play over the webbing on his backpack, adjusting the straps and belts to bring them back in place after a complete cleaning. The pack had taken a big splash of blood from the pit when Val’s grenade went off. Thinking back, he wondered at the poor luck. He must have been a dozen paces away.

Hood is done with his review, quickly and efficiently having gone through his own gear and walking through the squad to ensure everyone is up to snuff.

The quiet is interrupted by the low whine of an incoming Valkyrie wearing strange, flat black paint and PDF insignia. It lands gently and a tall, thin Vetnese officer exits, his gaze lingering on the squad as the dust settles. He makes his way over to the squad. You see the PDF ground crew’s eyes follow him as he walks.

“Good morning,” he says in crisp Gothic. “I am Chief Intelligence Officer Trần Thị Mai Loan of the TTQ.* I understand you are the soldiers who performed the recent patrol near Mau Do Dai?,” he asks with a smile.

*TTQ is an abbreviation of Tổng cục Tình báo Quân đội, which translates to General Department of Military Intelligence

11
Food for worms / Tacticorum: Available Combat Actions
« on: January 14, 2014, 05:45:43 PM »
A listing of available actions in WHFRP.

Aim (half, +10% BS or WS on attack)

Cast (varies by spell)

Charge Attack (full, move and attack at +10% WS)

Disengage (full, break away from melee without provoking free attacks)

Move (half, move per chart 6-1 Combat Movement in Yards)

Ready (half, sheath and draw a weapon or other item)

Reload (varies, reload a missile weapon)

Stand/Mount (half, get up from the ground or mount riding animal)

Standard Attack (half, make a melee or ranged attack)

Swift Attack (full, make multiple attacks if your Attack characteristic is 2+)

Use a Skill (varies)

All Out Attack (full, attack at +20% WS, but cannot parry or dodge until next turn)

Defensive Stance (half, strike no blows, melee attacks against you are at -20% WS)

Delay (half, reserve a half action for any time before your next turn)

Feint (half, Opposed WS test, if you win, opponent cannot dodge or parry attack)

Guarded Attack (attack carefully at -10% WS, gain +10% to dodge or parry)

Jump/Leap (full, see pg. 133)

Maneuver (half, force opponent to move with Opposed WS test)

Parrying Stance (half, parry one attack)

Run (full, move at full speed, melee attacks against you are +20%, ranged at -20%)

12
Food for worms / The Marquis
« on: December 23, 2013, 08:25:44 PM »
The Marquis Lucien Portefait

Thirty-Third of His Noble Line, Twice-Savior of the Demense, Lord Protector of Countless Serfs Below Further Mention

5'8" 145 lb, brown hair, brown eyes, and thin, well groomed moustache


Baseline
Exp
Starting
Current
WS
39
10''
44
49
BS
22
5
22
22
S
31
0
31
31
T
24
0
24
24
Ag
33
5
33
33
Int
29
0
29
29
WP
34
5
34
34
Fel
34
10''
34
44


Baseline
Exp
Starting
Current
A
1
-
1
1
W
12
2''
12
14
M
4
0
4
4
Mag
0
0
0
0
IP
0
0
0
0
FP
2
0
2
2

Cackelfax the Cockerel
The sign of money and merchants

Skills
Common Knowledge (Bretonnia), Gossip, Speak Language (Breton), Speak Language (Reikspeil), Blather, Charm, Command, Consume Alcohol, Gamble, Performer (Musician), Read/Write (Reikspiel), Ride

Talents
Resistant to Disease, Sixth Sense, Etiquette, Luck, Public Speaking, Savvy, Schemer, Specialist Weapon (Fencing, Parrying)

Trappings
Noble's Garb, Riding Horse with Saddle and Harness, Jewelry worth 40 gc, Cloak, sling bag, backpack, blanket, wooden tankard and cutlery, 18 gc, eight jewelled rings, waterskin full of strong liquor, snorting powder in enameled box

Foil (SB-2 damage, Fast, Precise)  
Main Gauche (SB-3 damage, Balanced, Defensive)  
Dagger (SB-3 damage)  

When His Exalted Lord Marquis Julian Portefait died twenty years ago, nobody had high hopes for the life and times of the small demense he had worked so hard to scrape out of the hills overlooking Mousillon’s border with Lyonesse under the rulership of his son, Lucien. Thin, with skin like parchment, heavily lidded eyes, and an outrageous habit for brandy, Lucien spent the next 18 years proving them right. Falling under the protection of the dangerous Lord Rachard, he did his best to keep a low profile and waste away the family fortune. Proven infertile after three weddings and a long line of peasant wenches, he knew his younger brother would soon press a claim unless he could find a way to bolster the family’s dwindling fortunes.

A traveling alchemist named Jacques de Noirot provided the perfect opportunity, though anyone with even a modicum of sense might see through the scheme. For only a few thousand gold up front and an ongoing stipend of a hundred a month, the monsignoir scientifique claimed he could develop a formulae to turn water into brandy. In a desperate attempt to secure the demense, Lucien paid the man. A half year later, the Justicar Roberte de Lang arrived at his door to inform him that de Noirot was a necromancer of the highest order, and his experiments had unleashed a plague of undead across the city of Mousillon. Could he please provide a ledger detailing the payments? Lord Rachard will surely be anxious to question him about the patronage when he arrives tomorrow.

Fleeing the nation in a panic with only his most trusted servant ______, the Marquis’ coach brought him near the Grey Mountains, a sort of no-man’s land between Bretonnia and the Empire. Selling his damaged coach and two precious rings to secure further transportation on a Balthazar and Courage trading caravan on its way to Imperial lands, the Marquis is now down to his last few gold coins and a ruby brooch that he is reluctant to part with. What next?

The Marquis’ powdered face and delicate, lace edged clothing show him as a man of power, importance, and wealth, but a close look shows the lace to be frayed and the powder caked after being applied thinly over existing makeup. Nearly fifty years old, he has retained a surprising level of skill with the foil and main gauche- enough to put on a good show against local amateurs, though he is reluctant to put himself in real danger.

13
Green Hell / Chapter 1: Into the Bush
« on: October 23, 2013, 12:30:53 AM »
22:30 hours, Firebase Canary, just south of the DMZ

“Well, hell. I’m out.”

Warrant Officer Talia “Early Bird” Armath tosses her cards onto the table, casting off a careless salute at the assembled soldiers and wandering out. “Can’t afford to lose another hand. I’ll get you next time.”

Corporal Holt Sawyer flashes her a smile that is completely at odds with whatever frustration he must feel at being the only person at the table that has lost more than Early. New to the squad, he was just reassigned this week to pilot the rather impressive looking Tauros Venator parked only a few meters from the unit’s barracks, a large room able to house a unit five times their size. So far he had proven barely capable of serving himself lunch, never mind being the squad's primary source of firepower in the field. Lucky Al, his gunner, was just walking in the door, wiping his hands on a filthy rag, having just completed his third check in as many days of the Venator’s galvanic motors. The two were still trying to find their place in the squad after the rather odd assignment- usually Minotaur Company acted as support in squadron strength, not as semi-permanent additions to small squads, directly under the Sergeant's orders.

Guardsman Valentia Samara is having a good night. Not only did the squad take her up on the games to help pass the night, but she was winning more than losing. The stakes weren’t anything impressive, but Valentia learned long ago that what is really up for grabs is the taste of victory, not the prize. Reaching out her arms, firmly muscled from years of lifting the squad’s massive grenade launcher, she circles the coins on the table and pulls them in close. “Come to mama,” she says with a grin. Bayonetta, her ammo mule (but don’t call her that to her face, Valentia has reminded the group multiple times), was snoring gently in a nearby bunk, prayer beads hanging loosely from her hand that dangled from the side into the smoky air.

Guardsman Mara Vantor quietly counts her coins, trying to decide if she is in or out for more. Sharp-eyed and perhaps the squad’s best shot, she has a vague gut feeling that Valentia’s luck is up. Brosnan, the squad’s medic and the closest thing she has a to a friend in the universe, is repacking his med-kit again with the new supplies Lt. Gormund somehow got brought in, but still managing to complain about ‘those damn Type-C1 clamps that don’t work for shit’, whatever that meant.

Guardsman Gareth "Bookie" Ellis leans across the table, laying an arm down on Valentia’s, the three remaining fingers on his right hand splaying out over the coins. A copy of some mildly heretical ancient fiction novella peeks from the pocket of his fatigues. “Hold up, Val.” He lays out his cards, displaying a winning suite. His smile is frightening, a mish-mashed and lopsided mess, the result of a slug back on Kastorel-Novem that nearly took off his cheekbone. Boney Crouch, the squad’s young de facto cook, lets out an amused bark of laughter, discarding his own hand in surrender.

Sergeant Dariel Hood watches over the squad, contently sitting in a rickety chair leaning against the wall, a glass of cheap local booze in hand. His maneuvering had gotten them this time off. 3rd Squad was currently out on a deep run into the DMZ that was originally theirs to do. A sly choice of words to the LT had gotten them four days of R & R instead. Sure, there was some work to do around Firebase Canary- Gormund insisted they helped the PDF with keeping the firezone clear around the base, but he’d take three hours with a shovel and lascutter any day over twenty-four hours in the bush with the damn VLA breathing down his neck. A series of soft chirps comes from nearby where the squad's vox-op, Hecate Bloch, runs through the latest comm protocols before turning in, same as every night. The light from above the card table casts a gleam on the side of her head, the bare skin covered with a dark tattoo.

Hood's microbead chirped softly in his ear. “Fan at Control here, Sergeant. Uh, Lt. Gormund’s Valkyrie was just cleared to land. You know what that means.”

“Yeah. Thanks, Fan,” Hood says with a sigh.

“Right, squad. Wrap it up. The LT’s just landed, so expect a briefing in the morning. We’re heading back into the bush.”

"Deet miee maii," growls Hecate, her teeth clenched tight.

14
Green Hell / Personalities
« on: October 22, 2013, 11:15:49 PM »
Personalities

Zhoang Anh: Wealthy ally of General Diem Pak. He runs the Zhoang Plantation, one of the major suppliers of food to Trang and the PDF. Effete and excitable, he rarely leaves the confines of his well appointed manor. He is notably kinder to the farmers that work the plantation than his overseer.

Warrant Officer Talia “Early Bird” Armath: Pilot of 2nd Squad’s Valkyrie AAC (Airborne Assault Carrier), the main method of transporting the squad into battle. A cheery optimist always willing to put herself at risk for the squad. Unlike most IG units, the 181st Elysian has limited air units attached directly to the platoons. Rather than using Imperial Navy pilots, the Elysians use IG Warrant Officers; technically equal to Lieutenants, but with no direct reports.

Dr. Vera Berger: Impassioned young granddaughter of Governor Decius Frall. She has spent the last three years working alongside Ricard Berzanno building a mission in Danan City, the large urban center within the DMZ. An advocate for social issues such as the rights of the individual over those of the state and other heretical thinking.

Father Ricard Berzanno: Elderly member of the Imperial Cult, former wandering missionary in the early days of the Imperial presence on Vetna. He runs a mission in Danan City alongside Dr. Vera Berger.

Master Sergeant Frane "Deck" Decian: Team leader of 1st Squad, 5th Platoon, B Company. A veteran sergeant with decades of experience, he is the highest ranking squad leader in the entire 181st. A close confidant of Captain Gerek, he leads 1st Squad under Lt. Gormund (though the young Lieutenant has the wisdom to stay out of his way). Served with Hood on Kastorel-Novem.

Administrator Finnius Delacour: The Adeptus Administatum’s primary contact between the rigs and the local government. Serves on Governor Frall’s cabinet and makes sure the war doesn’t affect the offshore concerns.

Specialist Dem-Luc Fan: Primary vox-op and systems controller at Firebase Canary's FDC (Fire Direction Center). Coordinates the gun battery and fire missions.

Guardsman Devid Festal: Young door gunner on Early's Valkyrie.

Governor Decius Frall: Planetary Governor. Elderly and only vaguely interested in the war. Leaves the day to day running of Vetna to a large cabinet of offworlders and his PDF.

Gascard: A former mercenary now appointed overseer at Zhoang Plantation. He was an off-world advisor to the PDF before taking severe injuries. Now he rules the workers with an iron fist, displaying a casual disregard for the safety of the Vetnese and a wicked mean streak.

Captain Nessus Gerek: Commander of B Company, known as Pegasus, in the 181st. A former recon soldier who worked his way through the ranks rather than coming in directly as an officer. Beloved by his men.

General Fan Giap: Head of the rebellious north. Led a successful coup in the mountain city of Hanoy twenty years ago and has led a guerrilla war ever since. A rabid nationalist who hates the Imperials.

Lt. Raymond V. Gormund: Newly assigned head of B Company’s 5th Platoon, fresh from Elysia’s Military Academy. Has a reputation for strict adherence to the rules and a tendency to lead from the back. Gormund is liked by his troops despite his cowardly reputation within the regiment, as he fights hard to keep them in good supply and has displayed excellent tactical acumen (and a willingness to let the sergeants make decisions).

Sub-WO Rick Julippe: Navigator and gunner on Early's Valkyrie.

Dr. Luc LeCour: Gregarious off-world doctor on Zhoang Plantation. Genuinely cares for his patients, but his drinking makes him a mediocre doctor at best.

Chief Intelligence Officer Trần Thị Mai Loan: High-ranking officer of the PDF's ruthless General Department of Military Intelligence (abbreviated as TTQ, short for the Vetnese Tổng cục Tình báo Quân đội). He is dogged in his pursuit of VLA involvement in the Vetnese communities of the DMZ and further south, has an iron-clad reputation for incorruptibility, and a encyclopedic knowledge of Vetnese tradition and custom. Very unpopular among the PDF troops, who see him much as the Imperial Guardsmen would see an Inquisitor.

Captain Tibas Nybur: Commander of A Company, known as Sword, in the 181st. The largest company of the small regiment. A front-line leader known as an excellent tactician.

Ms. Ong: The Bronze Lady, feared by all on Zhoang Plantation. She runs the manor like an orchestra, a five-star experience in the jungle.

General Diem Pak: Head of the PDF’s two regiments of light infantry. The PDF is under-equipped and has been forced to fight defensively for the last twenty years. Pak is considered competent, but unable to do much with such limited support.

Warrant Officer Jimmy ‘Sour’ Smythe: Pilot of 2nd Squad’s Valkyrie Sky Talon, the modified Valkyrie AAC with the standard transport compartment replaced by powerful magnetic lifting clamps capable of carrying the squad’s Tauros Venator or a large supply drop pod that can completely replenish the squad’s equipment. Smythe is a dour man with professional competence, but few friends.

Trịn Cong Sun: TTQ (the PDF's ruthless General Department of Military Intelligence (abbreviated as TTQ, short for the Vetnese Tổng cục Tình báo Quân đội) contact within Danan City, the large urban center completely within the DMZ. She is a former medical student who works as a freelance nurse within the community, careful to maintain an air of neutrality, but working closely with the TTQ to provide a high quality of life for her mother and father back home in Sagon.

Colonel Kavin Taihon: Commander of the Elysian 181st Drop Troop Regiment. A respected and experienced leader.

Corporal Talio “Tee” Tillian: Heavy weapon specialist in 1st Squad, 5th Platoon, B Company. Was a member of 2nd squad under Hood until he was transferred as part of the reorganization after the disastrous Kastorel-Novem campaign.

Captain Devid Thastadt: Commander of C Company, known as Minotaur, in the 181st. Mobile warfare and support specialist with most of the regiment’s vehicles under his control. Has a reputation for being very willing to take on high-risk maneuvers, often at the cost of his men’s lives.

Mr. Trinh: Engineer at Zhoang Plantation in charge of running the complex irrigation system, the motor pool, and overseeing the outbound shipments.

15
Green Hell / 2nd Squad, 5th Platoon, B Company
« on: October 15, 2013, 01:40:08 PM »




Squad summary for allocating tasks:

Spoiler: show
Squad summary sheet for allocating tasks

Holt Sawyer (& Al Cort)

Agility 53, Stealth and Dodge makes Sawyer the best at sneaking around in the squad.

Intelligence 40, Security, Tech Use +10 - good at breaking into things as well.

WP is average but WS is dismal.

Joint cleverest in squad with Bookie.

Val Samara (& Bayonetta Noelle)

T 45 and Intimidate makes Val the best bully in the squad. She's also hard to kill.

And high BS makes her good with the grenade launcher as well. Not too bad in combat, either - WS 30 is average for the squad, and S 45 is pretty nasty.

Low WP makes her the biggest coward in the squad (and incidentally means her Iron Jaw talent doesn't have much effect).

Mara Vantor (& Darek Brosnan)

Sneaky, but not as good as Bookie or Sawyer.

Best for Awareness (only she and Bookie have it at all). And best in combat, both up close and at range, although not as hard to kill as Bookie or Val.

Lowest Intelligence in squad.

She and Bookie are both capable of doing Suppressing Fire with single shots if their comrades are in cohesion.

Bookie Ellis (& Boney Crouch)

Best navigator and second best sneaker.

BS is basically the same as Val but with talents and red dot becomes best static shot in group, especially at long range or from concealed positions. Mara's still best at short/medium range if there's no time to aim, in which case Val and Bookie's chances of hitting are equivalent (albeit one's shooting grenades and the other only lasrounds).

Least sociable, by far.

Joint cleverest with Sawyer. Has Awareness but isn't as good at it as Mara.

Damien Hood

Bravest man in what's a pretty cowardly squad.

High fellowship, solid toughness and in the more accurate half with shooting. Bad at close quarters.



[/spoiler]

Injuries and current Armor worn

Corporal Holt Sawyer (played by Brother Anselm)
Default Armor: Arms (0) Legs (0) Body (0) Head (4)
Current: Arms (5) Legs (5) Body (6) Head (4)

Wounds: 8/8
IP: 7
Special:
Kills: 1 sniper by multi-laser

Sergeant Dariel Hood (played by Colonel Blood)
Default Armor: Arms (2) Legs (5) Body (6) Head (0)
Current: Arms (5) Legs (5) Body (6) Head (4)

Wounds: 13/13
IP: 1
Special:
Kills:

Guardsman Valentia Samara (played by Foxx)
Default Armor: Arms (2) Legs (2) Body (6) Head (4)
Current: Arms (5) Legs (5) Body (6) Head (4)

Wounds: 15/15
IP: 3
Special:
Kills: 1 VLA trooper by grenade

Guardsman Mara Vantor (played by Thevshi)
Default Armor: Arms (2) Legs (2) Body (6) Head (4)
Current: Arms (5) Legs (5) Body (6) Head (4)

Wounds: 13/13
IP: 1
Special:
Kills: 1 mutated insect-child by lasgun

Guardsman Gareth "Bookie" Ellis (played by Perius)
Default Armor: Arms (2) Legs (2) Body (6) Head (4)
Current: Arms (5) Legs (5) Body (6) Head (4)

Wounds: 0/10, Blood Loss due to Crit on Left Leg
IP: 4
Special:
Kills: 6 mutated insect-children by a well-placed grenade

Comrades

Guardsman Neville "Boney" Crouch (rifleman and cook, played by Perius)
Guardsman Darek Brosnan, (medic, played by Thevshi)
Guardsman Bayonetta Noelle (rifleman, played by Foxx)
Guardsman Hecate Bloch (vox-op and translator, played by Colonel Blood)
Guardsman Aloysius Cort (gunner, played by Brother Anselm)

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