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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
Gregbyte
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Gregbyte
1,053 posts
Nomad

Name: Greg Hawkeye
Division: 2nd Ranger Battalion
Class: Rifleman
Equipment: M1 Garand with Bayonet, Colt M1911, Knife, Smoke grenades (2)
Perks: Steady Aim, Penetration

C) Head to the village.

Parsat
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Parsat
2,180 posts
Blacksmith

Name: Greg Hawkeye
Division: 2nd Ranger Battalion
Class: Rifleman
Equipment: M1 Garand with Bayonet, Colt M1911, Knife, Smoke grenades (2), Rifle Grenades
Perks: Steady Aim, Penetration

You and your squad get to the village to find the group scattered in the different houses. Germans and gunfire are everywhere. You pass by the soldier manning the M1916 LMG. There are a few rifle grenades dropped by a dead soldier, which you pick up. There are several main focal points you and your squad can focus your attention on:

A) The village plaza. Wide and open, with little cover in between.
B) The houses, which calls for very close combat.
C) The post office, a larger building than the houses
D) The bar, about a medium sized building.

FireflyIV
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FireflyIV
3,224 posts
Nomad

@ Parsat, any chance of there being any British or Canadian Divisions for that matter? It'd certainly increase the capacity of this RPG.

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

Name: John Parker
Division: 79th Infantry
Class: Rifleman
Equipment: M1 Garand, Pistol, Molotov Cocktails, First aid kit, pineapple grenade (s)
Perks: Penetration, Conditioning

C, mount the flag gun, and have any extra people keep any remaining infantry away

Parsat
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Parsat
2,180 posts
Blacksmith

FireflyIV: It would be nice, but I don't particularly feel like adding British weapons and attachments to the application sheet. Only so much one person can do.

Name: John Parker
Division: 79th Infantry
Class: Rifleman
Equipment: M1 Garand, Pistol, Molotov Cocktails, First aid kit, pineapple grenade (1)
Perks: Penetration, Conditioning

You get on the flak gun, and aim for one halftrack. The blast tears through its armor and hits its engine, turning it into a fireball. The other sees the danger and fires its machine gun at you. The gun does not deter you, and you destroy the other halftrack. There are a few more troops, but they are easily mopped up. After, you command your men to destroy the gun and move on.

You have captured the hill, but there's a ways to go to Cherbourg.

A) Attack the gun emplacement ahead.
B) Flank right through the forest to the city.
C) Flank left through the meadow to the city

SirNoobalot
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SirNoobalot
22,207 posts
Nomad

Name: John Parker
Division: 79th Infantry
Class: Rifleman
Equipment: M1 Garand, Pistol, Molotov Cocktails, First aid kit
Perks: Penetration, Conditioning

B, but send someone in advance to search for danger

Parsat
offline
Parsat
2,180 posts
Blacksmith

Name: John Parker
Division: 79th Infantry
Class: Rifleman
Equipment: M1 Garand, Pistol, Molotov Cocktails, First aid kit
Perks: Penetration, Conditioning

The recon comes back, reporting no signs of hostile activity. You and your squad head into the forest, moving through the brush. Suddenly, you hear the sound of a motor.

"Get down!"

All of you lie prone among the bushes as a Tiger tank rumbles past, with several infantry running past. They're heading for your other comrades at the hill, and without the flak gun they'll be sitting ducks. What will you do?

A) Continue to the city
B) Turn back and attack the reinforcements from the rear
C) Attack the reinforcements by yourself.
D) Other

Gregbyte
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Gregbyte
1,053 posts
Nomad

Name: Greg Hawkeye
Division: 2nd Ranger Battalion
Class: Rifleman
Equipment: M1 Garand with Bayonet, Colt M1911, Knife, Smoke grenades (2), Rifle Grenades
Perks: Steady Aim, Penetration

C) The post office. Short range would be too demanding for the M1 Garand, a bolt action rifle, and the Colt won't be able to dish out that much damage. A more long distance area such as the post office, which is also a major point in the village, will be good for my type of weaponry.

Parsat
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Parsat
2,180 posts
Blacksmith

Name: Greg Hawkeye
Division: 2nd Ranger Battalion
Class: Rifleman
Equipment: M1 Garand with Bayonet, Colt M1911, Knife, Smoke grenades (2), Rifle Grenades (2)
Perks: Steady Aim, Penetration

You and your squad run down the streets of the village, dodging enemy fire. You affix a rifle grenade and blast it into the post office as your squadmate kicks down the door. It tears through several Germans, and the four of you rush in. There are a ton of Germans, and your squad takes cover behind the counters. The fight creeps over to the post office boxes.

A) Split up and clear each room individually. Although it carries more individual risk, it should clear the office faster.
B) Move in as a squad through each room. Although it will clear the building slower, the covering fire is useful.
C) Have a distraction stay near the boxes while the rest clear the rooms.
D) Other

Gregbyte
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Gregbyte
1,053 posts
Nomad

Name: Greg Hawkeye
Division: 2nd Ranger Battalion
Class: Rifleman
Equipment: M1 Garand with Bayonet, Colt M1911, Knife, Smoke grenades (2), Rifle Grenades (2)
Perks: Steady Aim, Penetration

D) Leave some men behind to keep the main fight busy whilst the rest and I sneak to the other rooms and clear them out using strategic, fast-paced battle.

Gregbyte
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Gregbyte
1,053 posts
Nomad

you already have and will most probably continue to do so.

Parsat
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Parsat
2,180 posts
Blacksmith

GAGAMEN: Umm...seeing as you've already done so, sure. However, don't make the pictures too big...I'd say 600x600 at most.

Name: Greg Hawkeye
Division: 2nd Ranger Battalion
Class: Rifleman
Equipment: M1 Garand with Bayonet, Colt M1911, Knife, Smoke grenades (1), Rifle Grenades (2)
Perks: Steady Aim, Penetration

You toss a smoke grenade and make your escape to another room with your submachine gunner, leaving your support gunner and engineer behind to act as a distraction. Some Germans take cover behind a table, but your added penetration hits them through the cover, and they are quickly dispatched.

The next room is easily cleared. Your submachine gunner kicks down the door to the last room, but the Germans behind fire first, hitting him multiple times in the torso. You drag him away from the door. How will you clear the last room?

A) Use his Thompson temporarily and blind fire into the room.
B) Fire a rifle grenade inside.
C) Throw a smoke grenade inside and engage the Germans in close combat.
D) Other

Gregbyte
offline
Gregbyte
1,053 posts
Nomad

Name: Greg Hawkeye
Division: 2nd Ranger Battalion
Class: Rifleman
Equipment: M1 Garand with Bayonet, Colt M1911, Knife, Smoke grenades (1), Rifle Grenades (2)
Perks: Steady Aim, Penetration

D) RIfle grenade FTW then use his Thompson to finish the rest off.

SirNoobalot
offline
SirNoobalot
22,207 posts
Nomad

Name: John Parker
Division: 79th Infantry
Class: Rifleman
Equipment: M1 Garand, Pistol, Molotov Cocktails, First aid kit
Perks: Penetration, Conditioning

D, other i clal the radioman to call in a strafing on the tiger and also to warn the company on the hill.

samdawghomie
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samdawghomie
3,550 posts
Peasant

As I said, I probably won't be able to post here much with as much distractions that I have here at home.

Name: Sam Miller
Division: 1st Infantry
Class: Sub-Machine Gunner
Equipment: Thompson Submachine Gun, M1911 Colt, First-Aid kit, Pineapple Grenade (3)
Perks: Stopping Power, Leadership

A) Toss a grenade

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