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Parsat
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Parsat
2,180 posts
Blacksmith

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.

Application
Name:
Division:
Class:
Equipment:
Perks:

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

  • 158 Replies
SirNoobalot
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SirNoobalot
22,207 posts
Nomad

clear!! * revives*

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!

Parsat
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Parsat
2,180 posts
Blacksmith

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.

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

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

jcrulez
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jcrulez
421 posts
Nomad

any spots left?

Parsat
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Parsat
2,180 posts
Blacksmith

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.

Parsat
offline
Parsat
2,180 posts
Blacksmith

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

SirNoobalot
offline
SirNoobalot
22,207 posts
Nomad

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

Parsat
offline
Parsat
2,180 posts
Blacksmith

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.

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