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 engineer in your squad mounts a satchel charge on the door, blasting it away. You shoot several of the Germans who flee out the door, then go in along with the rest of your squad. Inside, there is fierce close-quarters fighting, and you kill two Germans with your Colt and your knife. The bunker is clear, at the cost of one of your squadmates. There are still two more bunkers to be cleared, as well as the artillery guns to be found. You have a few choices:
A) Help to clear the rest of the bunkers. B) Go down the trenches, past the bunkers, and over to the manor ruins ahead to search for the artillery guns. C) Help to clear the trenches of Germans. D) Other
Name: Paul Division: 101st Airborne Division Class: Support Gunner Equipment: BAR, Colt M1911, Knife, Flak Jacket Perks: Trigger Finger, Steady Aim
Remember to give yourself a last name.
The middle of the fog happens to be in the forest, and your parachute gets caught in a tree. You use your knife to cut yourself down, and you fall the the ground, safe. Since you are one of the first people to jump, you need to lay a signal beacon for your comrades in a clearing so they know where to jump.
The place where you landed is right next to a path. To the north, you can distantly see that the path leads to the back door of a bunker. Which way will you go?
A) Head towards the bunker. B) Head the other way. C) Head through the forest in hope of a clearing.
Name: Paul Wolfbane Division: 101st Airborne Division Class: Support Gunner Equipment: BAR, Colt M1911, Knife, Flak Jacket Perks: Trigger Finger, Steady Aim
As you approach the bunker you see that the door is open. There are two soldiers playing chess unaware of your presence. With your Steady Aim, you take them out with two headshots. You carefully the bunker to find no one else. You see that the bunker oversees a large field, a perfect place for your comrades to land. You set the beacon there. Ahead of you is a large chateau. To the left is a farmhouse, and to the right is the forest. Where will you go?
A) Go back and stay in the bunker for now. B) Stay where you are. C) Move forward towards the chateau. D) Head for the farmhouse. E) Go into the forest.
Name: Paul Wolfbane Division: 101st Airborne Division Class: Support Gunner Equipment: BAR, Colt M1911, Knife, Flak Jacket Perks: Trigger Finger, Steady Aim
You step into the farmhouse, senses alert. There is one radio operator, but you dispatch him swiftly and silently with your knife. Besides the radio, there aren't many useful objects. You can see your comrades landing near your beacon. Suddenly, the windows and doors to the Chateau open, and MG and other small-arms fire pour out onto the field. What do you do?
A) Go out and advance towards the chateau. B) Cover your soldiers from the farmhouse. C) Sneak from the farmhouse to the side door of the Chateau. D) Other
Yeah, sorry, Sonnynerd, we're already at capacity. If I can think of a division to put you in, I'll let you know.
Name: Paul Wolfbane Division: 101st Airborne Division Class: Support Gunner Equipment: BAR, Colt M1911, Knife, Flak Jacket Perks: Trigger Finger, Steady Aim
You aim for the machine gunners in the windows first, as they present the greatest threat, then pick off the others. When the situation seems finally lessened, suddenly you see an explosion! The whistling sound they make before they impact indicates that they are coming from mortars. To make matters worse, reinforcements have arrived for the Germans. Your men are taking cover and returning fire, but the mortar and suppressive fire the enemy is giving is pinning them down.
A) Sneak behind the chateau and see if you can take out the mortar teams. B) Continue to stay in your position and take out Germans. C) Join your men by the cover. D) Radio in for assistance. E) Other