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: M1 Garand, Pistol, Molotov Cocktails (2), First aid kit, Rifle Grenades (3) Perks: Penetration, Conditioning
Patience, my dear Padawan! Not as easy as it looks.
You kick down the orphanage door and enter to find it completely deserted. Strange...you search the first floor but find nothing. Your men go to the stairs to investigate the second floor when suddenly, you hear a click and a boom, followed by gunfire. The Germans set grenade tripwires! It's only you and a support gunner left, and you have a second floor full of Germans. What will you do?
A) Overturn a table and take cover in the kitchen, which you are in right now. B) Get up stairs and prepare for close combat. C) See if you can fire a rifle grenade up there. D) Bash through the window and get out of there.
The Germans are coming fast and furious. You snipe them as they approach, and the MGs are mowing them down, but ammo is running low and it might have to come to melee combat. As if things couldn't possibly be worse, a tank rumbles up and blasts away one of the machine guns you have in place. At this point you have to prioritize. There are several Panzerfausts in a box next to you to take out the tank with, but the space is too small for you to fire it; you'd have to be exposed. You can continue sniping, but the tank seems to be the most dangerous thing out there. Decisions, decisions...
A) Grab a Panzerfaust and destroy the tank. B) Continue sniping. C) Move to another bunker. D) Other
Name: John Parker Division: 79th Infantry Class: Rifleman Equipment: M1 Garand, Pistol, Molotov Cocktails (1), First aid kit, Rifle Grenades (3) Perks: Penetration, Conditioning
You toss a Molotov upstairs and are about to charge up when you see how quickly the wooden house is catching fire. You get out of there as quickly as possible, sprinting to the side of the Mayor's House. Several Germans on fire crash out of the windows in their panic, bringing more Germans to the scene. At this point it's getting dangerous.
A) Fire a rifle grenade into their midst. B) Sneak into the Mayor's house in the confusion. C) Sneak down the alleys and find another squad to regroup with. D) Other
D) Shout at three men to grab some Panzerfausts and shoot at the tank from the best possible place (e.g. best cover but they can still shoot accurately) whilst the rest of the men lay covering fire using the machine guns. I'll continue to snipe the most important looking people.
You and your men get on the jeep convoy to the place. The path splits into three and your squad takes the middle. You're passing through a field when your engine fails. It's a problem beyond the ability of your engineer, and you and your men are forced to walk through the thick meadow.
Just then, you hear an ominous rumbling. Half-track! You and your men get prone on the ground as the half-track rumbles past. In the distance you can see the bocage. As you enter the bocage, you can faintly hear the sounds of battle. Rounding the next corner then, you quickly fall back when you see the MG nest there. What to do?
A) Blast it away with your anti-tank man. B) Toss a grenade. C) Take cover and pick them off. D) Other
Name: John Parker Division: 79th Infantry Class: Rifleman Equipment: M1 Garand, Pistol, Molotov Cocktails (1), First aid kit, Rifle Grenades (3) Perks: Penetration, Conditioning
You pick up a Panzerfaust and creep up the trench. A German surprises you as you move up and you quickly bash him in the head with the giant warhead, killing him. You continue to move up until you've reached a side facing the flank of the tank. You look up to see that another tank and a half-track have joined the battle. This is bad...
A) Destroy the Tiger tank closest to the bunker. B) Destroy the other Tiger tank. C) Destroy the half-track.
You pick up a Panzerfaust and creep up the trench. A German surprises you as you move up and you quickly bash him in the head with the giant warhead, killing him. You continue to move up until you've reached a side facing the flank of the tank. You look up to see that another tank and a half-track have joined the battle. This is bad...
A) Destroy the Tiger tank closest to the bunker. B) Destroy the other Tiger tank. C) Destroy the half-track.
You and your squad provide some suppressive fire while your anti-tank readies his Bazooka. He fires, and the MG nest is blown to kingdom come. The bocage is like a maze, but there aren't any Germans. The sound of battle comes closer, and as you exit the bocage you find a village where a battle between American and German is raging. The Americans are pinned down by a light flak gun they brought, but you've arrived just in time to create flanking fire and destroy it. There are still several houses to be taken. Do you:
A) Attack the large manor in the far side. B) Man the light flak gun against the Germans. C) Take cover and fight in the plaza. D) Breach the house closest to you.