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
You quickly fire off your rifle grenade into the room, then grab the Thompson, finishing off the rest of the Germans in the room. Just as you are about to turn around, you hear the cocking of a gun behind you. This is the end...BAM!
You open your eyes to see the German slump to the ground and the engineer behind him, pumping his shotgun. He yells to you: "The village has been taken, but we lost Wilson."
You step out of the village, now quiet where there was once gunfire. It's starting to rain. Night is approaching, but whether rest will come or not, you do not know.
A) Stay in the defensive position in the village. B) Stay in the defensive position in the Bocage. C) Stay in the defensive position in the manor D) Stay in the defensive position in the vineyard. E) Stay in the defensive position in the bunkers.
Name: John Parker Division: 79th Infantry Class: Rifleman Equipment: M1 Garand, Pistol, Molotov Cocktails, First aid kit Perks: Penetration, Conditioning
The radioman calls into artillery and gives the coordinates. Since you and your squad are very close to the bomb site, you get out of there as quickly as possible. Sure enough, a bombardment of the spot commences.
You manage to exit the forest and are now at the city outskirts. Entering through the back way, you see that there are numerous MG nests, several half-tracks, and a few tanks. There are a couple of decisive spots to take. At your point, there are four closest to you.
A) The church and cemetery. B) The orphanage. C) The mayor's house. D) The radio house.
You toss the grenade, destroying the nest and freeing the way to move forward. The way up is steep, and already fighting has been going on since the first wave. Most of the Germans are holding their ground in the trenches in and in the bunkers. You fire your submachine gun, killing one and wounding another, but there are several others to take their place.
You have in your squad two riflemen, a support gunner, and a flamethrower. What will you do?
A) Charge to the trench and enter close combat. B) Take cover and return fire. C) Clear a bunker. D) Toss a grenade. E) Other
Name: John Parker Division: 79th Infantry Class: Rifleman Equipment: M1 Garand, Pistol, Molotov Cocktails, First aid kit Perks: Penetration, Conditioning the church and cemetery, as the church tower will provide a good idea of the surroundings andit is large
Name: John Parker Division: 79th Infantry Class: Rifleman Equipment: M1 Garand, Pistol, Molotov Cocktails (2), First aid kit, Rifle Grenades (3) Perks: Penetration, Conditioning
Peering over the wall, you see that there is an MG facing the cemetary. You send one squad to try to infiltrate the front of the church, while you try to go through the cemetary and attack. As soon as you hear gunfire, you scramble over the wall and sprint towards a gravestone, taking over. One of your men fires their BAR, killing the gunner from medium range, and a firefight erupts. You storm through, forcing your way through the back door and killing the Germans here. You regroup with the other squad, which has been reduced by two men. You take a dead man's rifle grenades, then climb the church tower. From the top you can see other American troops entering the city and engaging the troops. You have a few choices:
A) Try to regroup with the closest American squad, about a quarter mile away. B) Attack the orphanage. C) Attack the mayor's house. D) Attack the radio house.
You go to the bunker, which in this case is the rear. You help your friends move some MGs around to the other side and collect extra weapons and ammo. You find an M1 Garand with a scope, which you exchange for your own. You are due second for sentry duty. The events of the day still run through your mind though, and you find it quite impossible to concentrate on sleep. You are relieved, therefore, when your turn comes for sentry duty.
Suddenly, in the direction of the village, you hear fighting! They must be the German counterattacks. Still, you cannot disobey orders by going there, and it is too far away to snipe.
The dawn comes, and a single American runs to the bunker.
"They've overrun the defensive positions in the village, and the others are failing fast! We need reinforcements!"
"You hear that boys? We're needed!" the Captain yells, but suddenly a shell drops in the open area between the bunker and the manor. A mortar attack! You get into the bunker as fast as you can, listening to the shells exploding all over. Finally the lull comes, and the German troops are coming. There are a few places to go.
A) Man an MG in the bunker. B) Snipe through a bunker slit. C) Snipe in the trenches. D) Other
You take cover in the trenches and start returning fire. The Germans are steadily getting beat back, but they have still have a card to play. A Tiger tank rumbles up, blasting into the trenches, and you duck for cover. The tank has to be taken out...but how?
A) Search the bunkers for an anti-tank weapons. B) Send out your flamethrower man against the tank. C) Send your engineer out to put explosives on the rear of the tank. D) Other
You and your engineer follow the trench down the the back of the tank, taking out the Germans there. Your engineer mounts a satchel charge on the rear; it succeeds in disabling the tank, but not wholly destroying it. Suddenly the hatch opens. Climbing onto the tank, you blast everyone inside. For the moment, the fight is over, and the beachhead has been established. However, there is still much to be done.
The next day, you receive orders to link up with the 2nd Ranger Battalion at Pointe du Hoc, which is under a German counterattack. In the landing your squad was largely decimated; you choose 5 men to be in your squad. The choices for squadmates are:
A) The rifleman, armed with an M1 Garand, good for mid-range combat B) The submachine gunner, armed with the M3 Grease Gun, good for short range combat/suppressive fire C) The support gunner, armed with the BAR, good for covering fire and crowd control D) The machine gunner, armed with the M1916 LMG, not very mobile but capable of decimating infantry E) The engineer, armed with an M1898 Trench Gun, capable of fixing and driving vehicles, as well as explosive demolitions F) The sniper, armed with an M1903 Springfield, good at long range combat G) The medic, armed with an M1 Carbine, capable of healing you and others H) The anti-tank gunner, armed with a Bazooka and an M1 Carbine, capable of destroying vehicles I) The flamethrower, good for close-range anti-infantry
You can choose more than one of a class, but it would be best to keep it balanced.
C) The support gunner, armed with the BAR, good for covering fire and crowd control H) The anti-tank gunner, armed with a Bazooka and an M1 Carbine, capable of destroying vehicles E) The engineer, armed with an M1898 Trench Gun, capable of fixing and driving vehicles, as well as explosive demolitions F) The sniper, armed with an M1903 Springfield, good at long range combat G) The medic, armed with an M1 Carbine, capable of healing you and others