Yesterday, June 6, 2009, was the 65th anniversary of D-Day. I thought, then, that it would be interesting to make an RPG off of the events of D-Day and Operation Overlord. This RPG is open for three people.
Division Once a division has been taken, another person cannot take it. You may choose from:
101st Airborne Division (paratroops into Normandy the night before the invasion) 1st Infantry Division (lands on Omaha Beach) 2nd Ranger Battalion (lands on Pointe du Hoc)
Classes Rifleman: Starts with your choice of the M1 Garand or the M1 Carbine, a Colt M1911 pistol, and two other items of your choice. Upgraded class is the Sniper, deadly at long-range and one-on-one combat. Sub-machinegunner: Starts with the M1A1 Thompson, as well as a Colt M1911 pistol and two other items of your choice. Upgraded class is the Squad Leader, who can call down airstrikes. Support Gunner: Starts with the BAR, as well as a Colt M1911 pistol and two other items of your choice. Upgraded class is the Machine Gunner, who can mow down enemies with their M1916 LMG. Engineer: Starts with the M1898 Trench Shotgun, a Colt M1911 pistol, a satchel charge, and one item of your choice. Upgraded classes include the the Rocket Soldier, armed with a bazooka, or the Incendiary Soldier, armed with a flamethrower.
Items First Aid Kit: Heal yourself or another Knife: Better melee damage than the butt of your gun Liberator Pistol: A very small pistol for melee encounters Pineapple Grenade (3): Explosive damage Smoke Grenade (3): Creates a cloud of smoke Flak Jacket: Reduces explosive damage Bouncing Betty (2): Explosive mines Signal Flare (2): Can be used to blind enemies or signal to allies Camouflage: Makes you harder to detect Phosphorus Grenade (3): Creates a cloud of hazardous gas Gas Mask: Protects you from gas Shades: Protects you from flares Bandolier: Allows you to carry more ammo Molotov Cocktails (2): Incendiary, good against vehicles Asbestos Clothes: Reduces damage done by fire
Perks You can choose only two perks.
Stopping Power: Increases your firearm damage Fireworks: Increases your explosive damage Will to Live: Increases your health Quickload: Allows you to reload faster Trigger Finger: Allows you to fire your weapon faster Safe Than Sorry: Allows you to carry another weapon in exchange for your pistol Penetration: Allows your bullets to better penetrate cover Conditioning: Allows you to run and sprint faster Steady Aim: Increases your accuracy Leadership: Starts you as a corporal instead of a private, allows you to command your men and have them fight more efficiently
The perks i chose seem to be the best perks for a Support Gunner since BARs can fire awesomely fast and their not very suited if you want an accurate weapon.
The landing craft churns amid the rough seas. It's June 6, 1944, and the invasion is about to start. You are part of the second wave landing on the Eastern side of Omaha Beach. It's still very dangerous out here; the first way has taken very heavy casualties.
"30 seconds!"
As you approach you start to hear MG42 bullets ricocheting off the craft.
"5 seconds!"
The door is starting to crank open. What will you do?
A) Run out of the door. B) Bail out over the side. C) Go prone inside the landing craft. D) Other
Name: Paul Division: 101st Airborne Division Class: Support Gunner Equipment: BAR, Colt M1911, Knife, Flak Jacket Perks: Trigger Finger,Steady Aim
The plane ride is a rough ride, and the night is cold. This is nothing like the warm, well lit training flights at Camp Toccoa. This is war.
You jump when the order comes to jump. Although you had reviewed the landing map hundreds of times in the time where the officers locked you up to read the briefings and maps over and over again, you find that reading a map and reading the real thing is entirely different. Not only is it dark, but much of the landscape is obscured by fog. Where will you land?
A) Into what seems to be a clearing. B) Onto the roof of a farmhouse. C) Into the middle of the fog. D) Into a forest uncovered by fog.
The boat lurches in the waves as you approach Pointe du Hoc. Many of your comrades are seasick. Eventually, you start to hear the sound of ricocheting bullets as you approach. As the doors open, many of your fellow soldiers are cut down, but you manage to remain miraculously unscathed. The boats shoot their grapple hooks out onto the cliffside ahead. What will you do?
A) Climb the rope to the top of the cliff to confront the Germans. B) Pick off the machine gunners with your Garand first and then climb up. C) Toss a smoke grenade and then climb up. D) Other
There is no cover whatsoever besides the side of the cliff, so you run over there. You throw a smoke grenade to protect your comrades, then climb up. After a hair-raising climb, you reach the top to find an equally barren landscape of trenches, bunkers, and Germans crawling everywhere. The main objective of this mission are to destroy the artillery weapons at this point, but the weapons are nowhere to be seen. The Germans everywhere are the biggest problem at the moment though. What will you do?
A) Jump into a trench and make your way to the artillery weapon site to confirm that they aren't there. B) Jump into a trench and make your way to one of the bunkers. C) Go prone and lay down covering fire while your comrades climb up. D) Other
GAGAMEN: I take great effort to make sure my RPGs are accurate as possible, and I'll tell you for certain that the MG42 was invented, made, and used by Nazi Germany. Please make an effort to look it up before you ask.
You go prone and you use the Garand's iron sights to lay down covering fire. You succeed in killing a few Germans, until your squad leader comes.
"Hawkeye! We need you to get to that bunk--" he manages to shout before his life is cut short by a stray bullet. Your objective is to clear the first bunker ahead. Which path will you take?
A) Go down the trench with the rest of your squad to the door. B) Pop a smoke grenade and rush straight forward with the rest of your squad. C) Stay prone and try to pick off the bunker's residents with your Garand's iron sights while the rest of your squad gets to the bunker. D) Other.
You hop into the trench and fire down upon the bunker residents. Although it is quite far away, your Steady Aim allows you to hit the machine gunner and his assistant, buying time for your squad to get to the door. Now that your squad is ready to bust down the door, will you:
A) Stay at your position and keep sniping the bunker down B) Regroup with the rest of your squad outside the door C) Other