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
Name: John Parker Division: 79th Infantry Class: Rifleman Equipment: Scoped Springfield with Bayonet, Pistol, Molotov Cocktails (1), First aid kit, Rifle Grenades (3) Perks: Penetration, Conditioning snipe em XD!
Name: John Parker Division: 79th Infantry Class: Rifleman Equipment: Scoped Springfield with Bayonet, Pistol, Molotov Cocktails (2), First aid kit, Rifle Grenades (3) Perks: Penetration, Conditioning
You take cover and snipe the crew down one by one. They're a sitting duck for your fire, and your extra penetration helps hit multiple people at once. With the flak gun taken down, the rest of the Germans are quickly subdued. HQ is quickly set up.
At night, you are chosen to go with a team of 9 men to destroy a rocket-launching installation aimed at Britain. Your group infiltrates the lines via a stolen truck.
"Okay. Here's the deal. There's a bunker system that leads to the fuel control valve. We didn't bring enough explosives with us, so we need a group of people to get in the bunker and pump the rockets full of fuel first. We'll split up into groups of three."
Which squad will you join?
A) The first squad, tasked to clear the machine gun emplacements to open up the way to the bunker. B) The second squad, tasked to get in the bunker and open the fuel lines. C) The third squad, tasked with the demolition of the rockets and finding a suitable position to offer possible fire support.
Name: John Parker Division: 79th Infantry Class: Rifleman Equipment: Scoped Springfield with Bayonet, Pistol, Molotov Cocktails (2), First aid kit, Rifle Grenades (3) Perks: Penetration, Conditioning B
Sorry, but it's full. Once SirNoobalot finishes, it'll be officially closed. However, you're in my other WWII era RPG, Blood of Our Comrades, so that'll be okay.
Name: John Parker Division: 79th Infantry Class: Rifleman Equipment: Scoped Springfield with Bayonet, Pistol, Molotov Cocktails (2), First aid kit, Rifle Grenades (3) Perks: Penetration, Conditioning
The first squad comes up, and pretty soon you hear the sound of MGs. At this point, second squad is offering cover fire, so you snipe down the bunker residents there to help them. This bunker doesn't lead to the tunnel complex, so the groups move on. In the distance you can see an 88 Flak gun that could be potentially devastating to your soldiers.
A) Take cover behind the boulders and snipe down any people there. B) Rush in for close quarters combat and manually destroy the gun with explosives. C) Fire a rifle grenade/Throw a Molotov. D) Other
Name: John Parker Division: 79th Infantry Class: Rifleman Equipment: Scoped Springfield with Bayonet, Pistol, Molotov Cocktails (2), First aid kit, Rifle Grenades (3) Perks: Penetration, Conditioning fire a rifle grenade
Name: John Parker Division: 79th Infantry Class: Rifleman Equipment: Scoped Springfield with Bayonet, Pistol, Molotov Cocktails (2), First aid kit, Rifle Grenades (2) Perks: Penetration, Conditioning
You fire the rifle grenade at the people near the flak gun, disabling most of them. The squads are able to rush up and dispatch the rest. Because you need the explosives to destroy the rockets, the squads decide to not destroy the flak gun.
As you go on, a bunker to the side suddenly opens fire and kills three men, leaving six left. Everyone scrambles for cover, but you manage to pick off the machine gunners. Now that there are only six people left, the roles are reassigned for two squads. The bunker this time does have a staircase leading down to the tunnel complex. You and two others go in, looking for the fuel switch. At this point there's a three-way fork.
A) Head down the left fork. You can faintly hear a radio this way. B) Head down the middle. You can faintly hear a humming generator this way. C) Head down the right. It seems to stretch all the way to the far flank.