Vril Street Blues

Orders are Orders

Stopping under a lamp to light a cigarette, you read through the packet of orders. Included in the envelope are:
Map to heavy fort on the Wehebach
Topographical map of the woods between Aachen and Duren
Marks (far too few, in your opinion) indicating locations of encampments and MG nests
Registration number of the C-47 from which you will be jumping
Bafflingly, a list of six former concentration camp prisoners — two queers, a Russian, and three jews — who were all transported to the fort from four separate camps at what must have been great expense. The jews were at Auschwitz, the Russian at Chelmno, and the queers were from Treblinka and Belzec. Intel apparently has no idea why this was done.
Reports of known troops and armament at the fort, to wit:
20 SS Einsatzgruppe “Death’s Head” troops
30 infantrymen from the 19th Panzers
4 Panzers of unknown design
4 AA batteries, 88mm and 128mm
6 MG42 nests
And, lastly, your exact orders, cut and taped onto the stationery directly from the JCOS telegram that brought it to Bradley, the words shouting out at you:
STRATEGIC GOAL: INFILTRATE AND DESTROY NAZI FORT ON SHORES OF WEHEBACH. TACTICAL GOAL #1: DETERMINE REASON FOR SUDDEN ACTIVITY AND VALUE OF FORT
TACTICAL GOAL #2: DESTROY FORT COMPLETELY

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Firearm Rules

Firearms Rules:
(see individual weapons for availability and bonuses/penalties of attack types)
Single Shot (SS) = single attack roll vs. one target, Standard Action
Three-Round Burst (3R) = single attack roll vs. one target, Standard Action
Full Auto (FA):
Full Attack Action
against one target = single attack roll
multiple targets = one attack roll per target
Suppressing fire = reflex save vs. to-hit roll
If target succeeds on reflex save vs. suppressing fire, they can act normally for the round. If they fail, they must keep their heads down for the round (pinned) or get hit.

Bonuses/Penalties:
“Quick” Aim (Move Action) +2 to hit
“Full” Aim via Bracing (FRA) +4 to hit
Fire on the run -5 to hit
Soft Cover (human body, hedgerow, undergrowth) +2 AC/REF vs. Incindental Hit
Hard Cover (armored vehicles, concrete, iron) +4 AC/REF vs. Incindental Hit

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