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Trench Quest #2
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They year is 1916.

After the failed first assault by Commonwealth forces, the Battle of the Somme has begun.

You are Corporal Thomas Hunt of the First Newfoundland Regiment. With the sheer amount of dead amongst your regiment from the first assault, you ought to have been promoted. Current circumstances however, have halted such an outcome. Never the less, Canadian Corporals already had duties comparable to higher ranked officers in other militaries. What was 10 men more under your command?

"Is there a Corporal Thomas Hunt present!?!" a young man shouts to the soldiers surrounding you.

You take a drink from your canteen and raise you hand.

"Right here, my good man!"

The messenger runs over to you. He is visibly out of breath.

"Here, sir, read this!" he hands you a piece of paper and runs off.

TO CORPORAL THOMAS HUNT:

THE HOUR OF ASSAULT HAS BEEN MOVED BACK TO 0700 HOURS PREPARE AS NECESSARY.

You crumple the paper and toss it into a nearby puddle. You take out your pocketwatch and check the time.

"Alright, men! The hour of the assault has changed! With accordance to the current time, you have 30 minutes to prepare!"

You are met with grumbling but the men begin to move about all the same.

How do you wish to proceed?
>Prepare your gear (choose loadout)
>Talk amongst the men (standard loadout)
>write in
>>
>write in

What?

>prepare your gear
>>
>>44976014
>prepare gear

We can't be wasting time like this. They could be wafting gas over the field as we speak.

(how do we choose loadout)
>>
>>44976264
Weight Classes are divided in increments of 4:
Light (up to 4)
Medium (up to 8)
Heavy (up to 12)
Burdened (up to 16)
This will be factored into certain rolls.

Ammunition is included with guns (at least for now).

Rifles:
>Lee Enfield
8 Shots
+Reliability
-Range
=Accuracy
Weight:3
>Ross Rifle
5 Shots
-Reliability
+Range
+Accuracy
Weight: 3

Pistols:
>Colt New Service
6 Shots
+accuracy
-range
=reliability
Weight: 1.5
>Colt m1911
7 Shots
=accuracy
=range
+reliability
Weight: 2

Grenades:
>Mills
=power
+reliability
Weight: 2
>tin-can
=power
-reliability
Weight: 0.4

Melee:
>Spade
=power
=speed
-range
weight:1
>Club
+power
=speed
-range
+armor pen
Weight: 2
>Bayonet
=power
+speed
=range
+Can be affixed for range bonus at cost of increased chance to get stuck
weight:1

Currently, you cannot get rid of your bayonet.
>>
>>44977209
>Enflied
>Colt New Service
>Mills (1)
>Spade
>Bayonet
3+1.5+2+1+1

Guess we're heavy but I'm unwilling to give up the grenade. Throwing it away will at least unburden us. Spade is a redundancy and a way to build a defense if we get stuck in no-mans land.

Lets get ready.
>>
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>>44977458
With your gear prepared, you take up position by a slope with your other men. Someone cracked a joke and some of the men were snickering.

The conversations stop. You check your pocketwatch. 13 minutes.

The time counts down. The firing of artillery is off in the distance. The shelling has begun, albeit much later than they would normally start.

The shelling gradually ceases. You face the German line. The pocket watch reaches zero. All along the line the whistles blow. You yourself shout out.

"Forward!"

The men barrel over the top. With you in the lead. Some of the men try to follow you, others make their way on their own.

Between you and the German line a series of craters dot the landscape. Serving as a halfway point, there is a dead tree which is a straight run from your position. The Germans have begun a counter barrage. Shells hit close but the Germans have not yet recovered enough to begin firing at the advancing troops. How do you proceed?

>Attempt to move from crater to crater (Time units: 4)
>Make for the tree, you'll have some fair cover there (+15 penalty Time units: 2)
>Go straight for the German line (+40 penalty but will reward if successful Time unit: 1)

Time units is the amount of rolls you have to make. Each additional time unit will add a +5 penalty.

Roll 1d100 whichever choice you make.
>>
>>44977824
>crater to crater

That tree is a little too... vertical for me. And charging straight into the jaws of death, well we're too young and handsome to die without being maimed a bit first.

Captcha: torments eisubo
>>
Rolled 98 (1d100)

>>44977953
Alright, let's give it a go.
>>
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Rolled 79 (1d100)

>>44977953
>>44977824

Botched my roll.
>>
>>44978002
HOLY FUCK

>>44978038
Alright this is a little better.

You run towards the first shellhole in your mentally calculated course to the German line.
The Germans however, recovered much quicker than expected. A machinegun rakes your position hitting you and killing several of the men following you.

Roll 1d20 for damage.
>>
Rolled 18 (1d20)

>>44978179

Goddamn it.
>>
>>44978378

I was really hoping that higher was better o_o
>>
quick, everybody delete your posts from after we got hit so we don't ruin muh immersions
>>
>>44978860
Immershun preserved.

--

You make it into the first shellhole. Five men jump in. There were about 10 men following you when you went over. You take a small moments respite.

What do you do?
>continue to the next shell hole
>run straight toward the german line
>hide like a little bitch

Roll 1d100.
>>
Rolled 82 (1d100)

>>44979044
>continue to the next shell hole
>>
>>44979044
>"Make me proud gents!"
>>
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>>44979088
You make it into the next shellhole with your men.
What feels like a lifetime has only been a few minutes. You ready yourself for what comes next.

>continue to the next shell hole
>run straight toward the german line
>hide like a little bitch
Roll 1d100
>>
Rolled 26 (1d100)

>>44979212

We're still alive? I guess we're not close enough to hurl that damn grenade yet.

Push it to the next shellhole, then I want to know how close we are. Hopefully we don't die on this roll.
>>
>>44979212
Before we move, can we quickly scan the nearby field and see how we are doing?
>>
>>44979272

Perhaps I spoke too soon.
>>
>>44979340
and by we I mean our army's assault as a whole
>>
>>44979272
Oh boy.

Rifle fire from the German line starts to pick at your squad in particular. 3 of your men fall and you get hit. How severe is it?

Roll 1d15.

>>44979340
The Commonwealth forces are taking moderate casualties. You can see some of the men have made it into the German line. Your section of the line however has held out just fine.
>>
>>44979392

>inb4 bleeding out
>>
Rolled 1 (1d15)

>>44979439
>>44979392
>>
>>44979461
FINALLY

The bullet barely grazes your arm.

You and your last two men make it into the last shellhole. Some British men join you. You are within grenade throwing distance. However, the enemy is too should you fail.

One of your men, Pvt. Tremblay open a satchel and retrieves several tin-can grenades and a box of matches. He looks at you and cackles to himself.

What do you do?
>stop Tremblay and continue to the last trench
>throw your own grenade (1d100)
>stop Tremblay and throw your own grenade
>write in?
>>
Rolled 84 (1d100)

>>44979638

We are the infantry and the artillery!

Bless you Tremblay.

>throw your own grenade

If it all works out, lets hop out of here and move on the trench ASAP.
>>
>>44976014
Newfoundland was a separate Dominion at the time, and at the Somme the Newfounland Regiment was under the control of the British 29th Division rather than the Canadian Corps.
>>
Rolled 64 (1d100)

>>44979676
You throw your grenade with great strength fairly certain that your grenade made it into the enemy trench.

Pvt. Tremblay flings his grenades out of the hole towards the enemy line with open abandon.

You hear explosions and screams. So you know at least your grenade did the trick.

What do you do now?
>charge the line (we should capitalize on their disarray!)
>wait to charge the line (we created an opening, let's follow through after other blokes have gone)
>>
>>44979754
>wait to charge

We''ve got the spade, perhaps we could dig down a little and provide cover fire?
>>
>>44979743
Which is why there will be predominately British troops supporting the quest mc (as we can see in the brits that jumped into his shellhole). To my knowledge (which may in fact be incorrect) the Newfoundland Regiment still operated in a similar capacity to the Canadian regulars. (In this case, a Corporal having authority comparable to a sergeant unlike the British military).

If that's wrong, I apologize.
>>
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Rolled 49 (1d100)

>>44979793
You decide to dig in and provide covering fire. The British in your hole, however, will have none of that. They charge forward towards the line.

Roll 1d100 for covering fire. Degrees of success will be added to British roll.
>>
Rolled 73 (1d100)

>>44979898

They're gonna need a high degree and I fear I'm all out of 80s...
>>
>>44979932
A couple of British men get shot down but you and your men manage to pick off some defenders.

They make it into the trench. Others around your shell hole begin to have success as well.

What do you do?
>into the trench!
>"dont know about you blokes but Ive had enough for the day so I'm just going to hang back"
>write in?

roll 1d100 whichever you choose

Futhermore, should you decide to charge, how do you want to do so?
>bayonet affixed
>rifle gripped
>pistol drawn
>spade in hand
>other?
>>
Rolled 19 (1d100)

>>44980030
>into the trench
>affix bayonet
>rifle gripped

Time to move in.

Do wish we could get someone else in here but it's been a rough day for running generally.
>>
>>44980089
2nd
>>
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>>44980111
Roll you fool, don't let the 19 stand.
>>
>>44980150
Finnnne
>>
>>44980089
Normally you'd roll 1d15 but...

>>44980111
These trips don't lie. Reroll.
>>
>>44980150
Wow, derp
>>
>>44980208
Goes in the 'Options' mate.
>>
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>>44980208
>>
Rolled 15 (1d100)

Fml
>>
>>44980284
..... praying this is low rollz...
>>
>>44980284

Well, it's destiny now.
>>
Rolled 1 (1d20)

>>44980284
Whelp that's even worse.

Rolling 1d20 for damage. I guess we're fucked.

If it helps, I'll explain our death in gory detail!
>>
>>44980329

...
>>
>>44980329
So we're either immortal, or there's nothing left...
>>
>>44980329
do we become a trench zombie or is it straight death
>>
>>44980357
>>44980360

Whatever happens, I hope that Tremblay fellow is alright...
>>
>>44980360
Meh, it's what we get for being a pansy ass Newfie
>>
>>44980383
they ain't panzy they's just crazy and stupid
>>
>>44980329
You clamber out of the Trench with your men following behind you.

Tremblay goes down with a gutshot. The other Canadian now with a large hole in his forehead follows suit and lands on top of him. You jump into the trench out for blood. The British men engaging the Germans in your general vicinity are dead. The Germans react to your presence and fire at you.

They gaze at you horrified that they've had such little effect? Five Germans face you.

What do you do?
>engage with bayonet
>(hip or aim) shoot them (penalty if you decide to aim but damage bonus)
>say something to freak them out and engage with method of your choosing (2d100)
>write in?

Normal options are 1d100 unless specified otherwise.
>>
Rolled 6 (1d100)

>>44980484
"King and country!!!"
>hip shot
>>
>>44980527
..we shoot ourself?
>>
Rolled 27 (1d100)

>>44980484
>engage with bayonet
>mute stabbing rage
>>
>>44980527
Your hip shot is so awful it ricochets off a nearby sheet metal wall and hits you.

Roll 1d6 for damage.

In addition, roll 1d100 for luck because you're going to need it.
>>
Rolled 6 (1d6)

>>44980580
>>
Rolled 4 (1d6)

>>44980580

Someone else roll the damn 100.
>>
Rolled 43 (1d100)

>>44980580
Oh and the d100
>>
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>>44980545
>mfw germans have accurate pea shooters but commonwealth can't do anything but chuck grenades
>>
Rolled 35 (1d100)

>>44980601
>>44980621
The Germans are stunned by the extremely painful wound you've inflicted on yourself.

One of them starts laughing uncontrollably and brings up his rifle. He pulls the trigger.

Rolling 1d100 for the shot.
>>
>>44980669
The bullet is a near miss. The German who fired the rifle stopped laughing and began looking at his gun.

The others regain their faculties and begin to make a move, but you have the initiative.

What do you do?
>aimed shot
>hip shot
>stab
>other?

Roll 2d100.
(one is for luck)
>>
Rolled 46, 69 = 115 (2d100)

>>44980746
>aimed shot
>>
Rolled 48, 18 = 66 (2d100)

>>44980746
Bayonet attack
>>
Rolled 97 (1d100)

>>44980771
The shot hits but the degree of success negates the damage bonus.

Roll 1d15 for damage.

In addition, a squad of British show up from the left and engages the enemy.

Rolling 1d100 for effectiveness.
>>
Rolled 14 (1d15)

>>44980847

Tommy to the goddamn rescue.
>>
>>44980847
>>44980889
... Based Dice Gods have shown momentary favor
>>
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>>44980847
The squad massacres the Germans. It is no contest.

>>44980889
The man you shot grabs his throat as he crumbles to the ground. He writhes on the ground for a few seconds before he chokes on his own blood and dies.

The British Officer leading the men addresses you, "Right, this section looks clear. We're moving futher right. Do you want to come with us, or help secure the trench with the next wave against a counter attack?"

You reply:
>secure trench for counter attack
>help clear next section with the british
>>
>>44980970
Secure for counter attack
>>
>>44980970
>help clear the next section

Revenge for Tremblay!
>>
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>>44980993
"No, I better secure the Trench. I'm wounded anyways."

The British Officer nods to you. He walks to the dead British soldiers and removes his cap. He tosses it into the mud and takes one of the British helmets.

Securing it, he leads squad heads further down the line.

What do you do?
>scavenge for useful supplies and weapons
>start moving sandbags to the other side of the trench
>tend to your wound
>write in?
>>
>>44981331
>tend to our wound

Get it closed up now.
>>
>>44981354
You're bleeding fairly hard from when you shot yourself. It's a good thing those hard boiled british chaps weren't around to see that.

You attempt to treat your wound. Who knows when the medics will move up from the rear line.

Roll 1d100.
>>
Rolled 63, 8 = 71 (2d100)

>>44981389
also look for weapon
>>
Rolled 1 (1d100)

>>44981389

Medics. They'll only help us hemorrhage to death in the damn ambulance anyway.

>>44981426

Second, looking for literally anything helpful should be our next job.
>>
>>44981436
DOH
>>
>>44981426
You extricate the bullet and bandage your wound.

With that taken care of, you set about searching about for weapons to help defend with.

Unfortunately, whatever weapons that aren't caked in mud and shredded by shrapnel to the point of being useless must've been picked up by that British squad when you weren't looking.

Any other actions?
>rest
>move sandbags
>write in?

Also,
>>44981436
THIS WOULD'VE BEEN AN INSTANT DEATH. I HOPE YOU'RE HAPPY.
>>
>>44981485
see if any of those krauts where officers and take their pistols
>>
>>44981485
>about searching about
Oh lordy that's awful, I apologize.
>>
Rolled 15 (1d100)

>>44981508
>>
Rolled 76 (1d100)

>>44981512
lets move those sandbags
>>
Rolled 81 (1d100)

>>44981485
>move sandbags
>>
>>44981508
Damn Krauts all look the same to you with their weird hats and pointed helmets.

Roll 1d100 to search the corpses for pistols. Maybe you missed them at a cursory glance.
>>
Rolled 37 (1d100)

>>44981538
>>
Rolled 42 (1d100)

>>44981538
>>
Rolled 34 (1d100)

>>44981538
>>
Rolled 75 (1d100)

>>44981518
Looking amongst the German corpses once more, you find nothing. In fact, it seems like there's less stuff the second time you looked. What's up with that?

>>44981532
>>44981537
By this time, other soldiers have entered your section of the Trench. They set to helping you move the sandbags.

You get the job done at a surprising pace. There will be time to rest before the enemy counter attack. So you do just that.

Your fellow soldiers go about their business scavenging, collecting the dead, and tending to the wounded. Machinegun emplacements are shifted and you revel in the calm before the storm.

Rolling 1d100 for awareness.
>>
Rolled 80 (1d100)

>>44981611
>>44981538
also lets just do a look around the trench see how long it's been here/ if they have any boxes where'd they keep loot and personal belongings
>>
>>44981611
You hear the shell's faint whistling in the air and scramble to cover.

It's a little late, but you shout anyways.

"Incoming!"

Explosions rock the ground. The enemy has begun an artillery barrage, a counter attack will soon follow.

Roll 1d100+10 for luck.
>>
Rolled 97 (1d100)

>>44981663
>>
>>44981708
>>44981642
>>44981569
nothing but great rolls
>>
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>>44981708
The German artillery barrage is so inaccurate, it's almost pathetic. Scratch that. It IS pathetic.

Hell it might have actually made it harder for the Germans to attack the Trench. Just who were these Germans employing?

You scramble out of your hiding spot as the barrage begins to die down. Behind you, you hear the groans of a man coming from the field. Taking a look you see a deathly pale Tremblay still with the other Canadian on him crawling towards the trench.

What do you do?
>help Tremblay
>point him out to the other men
>take up position to fight the counter attack
>other?

Roll 1d100 with 10 point penalty if you go out yourself to help Tremblay.
>>
Rolled 98 (1d100)

>>44981816
>help Tremblay
>>
Rolled 64 (1d100)

>>44981828
look for those damn boxes! my great grandfather served i ww1 and he said that the best german shit was always in the boxes in the dugouts
>>
Rolled 81 (1d100)

>>44981828
You climb out of the trench and calmly walk to assist Tremblay ignoring the stupidly inaccurate shelling around you.

You bring him and the corpse of the other man into the trench. The other british men help you bring them in and a pair of medics take Tremblay off on a stretcher.

>>44981849
Feeling confident so far you leave the section of the trench you've sat down in and go hunting for some loot.

You find a box hidden underneath some cloth by the German Command Dugout.

Rolling 1d100 for some loot.
>>
Rolled 51 (1d100)

>>44981883
>>
Rolled 75 (1d100)

>>44981883
also lets take the spikes off their helmets
>>
Rolled 7 (1d100)

>>44981883
>>
>>44981907
This is 1916 aka around the time the germans got their Stahlhelms over the Pickelhaubes.
>>
>>44981889
Well, this decides from a list what I was going to put in there.

You crack open the box and break out a strange looking rifle with a box magazine.

Reading the writing on the receiver reveals:

"Mondragon 1908"

You know jack shit about this gun and the way it works. The box's labels and the papers in the box are all in that gibberish the Germans speak.

Roll1d100 to figure out how it works.

>>44981907
Along the way you took the liberty of relieving some of the more veteran Germans of their spiky bits. For what purpose? I could not say. Perhaps a trophy or future throwing darts.
>>
Rolled 89 (1d100)

>>44981981
some have them therefore take them and make them into trench weapons
>>44981987
>>
>>44981997
You spend some time looking over the rifle.

Confident that you know this weapon like the back of your hand, you slap a magazine from the box into it and chamber the round.

Now the real question is, do you take it?
From what you understand, it will probably be unreliable in the worst conditions. Fortunately right now, conditions are more than acceptable.

>take it
>stash it come back for it later

and if so,

>keep Enfield
>ditch Enfield

As you deal with this dilemma, faint whistling is heard. The Germans are beginning their assault.
>>
>>44982056
>take it
>stash Enfield
>>
Rolled 84 (1d100)

>>44982069
search those dead krauts for bullets and clips
>>
>>44982056
>take it
and if so,
>stash Enfield
>>
>>44982069
You stash your Enfield in the box and return it to its hiding spot. With 3 10 round Magazines and a box of 100 bullets, this thing may not last all that long with its weird cartridge, but you'll kill a lot of people.

What do you do now?
>go join the defenders in shooting approaching Germans
>take up a defensive position in the trench to shoot any Germans that make it in
>stay here and fondle your new fancy rifle and hope command won't make you give it away
>write in
>>
>>44982130
Join the defenders.
>>
>>44982130
>go join the defenders in shooting approaching Germans

Gotta test our raifu out.
>>
Rolled 91 (1d100)

>>44982130
>>stay here and fondle your new fancy rifle and hope command won't make you give it away
>take up a defensive position in the trench to shoot any Germans that make it in
we should make sexual comments while doing both of these
>>
>>44982145
>>44982146
You set up outside the High Command dugout and start taking shots at the approaching Germans. Some soldiers eye your new rifle with confusion over its semiautomatic fire rate but focus on fighting the enemy.

Roll 5d100.
>>
Rolled 25, 47, 64, 70, 96 = 302 (5d100)

>>44982178
>>
Rolled 82, 8, 72, 10, 14 = 186 (5d100)

>>44982178
>>
Rolled 10 (1d14)

>>44982190
>>44982200
You fire ten rounds in quick succession at some grouped up Germans.

6 of your shots hit.

I'll roll for the damage.
>>
Rolled 13, 8, 7, 14, 11 = 53 (5d14)

>>44982217
Whoops missed a few.
>>
Rolled 56 + 10 (1d100 + 10)

>>44982222
Three Germans fall dead. The others are wounded badly.

Without much cover, the Germans were forced to cover the distance quickly. Most of the surviving first wave has reached the halfway point.

What do you do?
>reload and keep firing (5d100)
>fall back

A few Germans take a couple potshots at you. I'll roll 1d100+10.
>>
>>44982217
are half of them dead?
>>
Rolled 30, 63, 14, 74, 92 = 273 (5d100)

>>44982261
>>reload and keep firing (5d100)
>>
>>44982262
From that Squad? Heck the entire squad is either dead or incapacitated.

>>44982261

Two more squads from the first wave are approaching your section of the Trench. Some of the wounded take pot shots at your position but don't score any hits.
>>
Rolled 11, 11, 3, 14, 12, 9 = 60 (6d14)

>>44982284
I'll just go ahead and double that.

You fire at the second group of Germans. Once more, six of your shots hit.
>>
Rolled 7, 34, 81, 72, 95 = 289 (5d100)

>>44982261
>>reload and keep firing (5d100)
keep fucking firing and get someone to dig behind you and put the mud into walls on either side of you to give you some side cover
>>
Rolled 53 (1d100)

>>44982322
Four Germans fall dead. You're really starting to like this thing.

The second wave has launched early. The first wave is at the second half of no man's land.

You have one loaded magazine left.
What do you do?
>keep firing
>fall back
>see if you can get someone to reload your magazines for you
>write in?

Also, I'm rolling for the fate of that guy you grazed with the '3' hit.
>>
>>44982365
>>see if you can get someone to reload your magazines for you
and dig to make walls on the sides of us
>>
>>44982365
>pick up the nearest en-field and fire a mad minute untill empty then fire our auto rifle when the huns get closer.
>>
>>44982365
fun fact the english had trench flame trowers that sprayed naplam onto oncoming germans they wheren't handholdable they had t dig special trenches for them
>>
>>44982365
Get one of our lads to scrounge some ammo for this thing, if possible. If not to retrieve the Enfield.
>>
Rolled 88 (1d100)

>>44982427
Whoops. Forgot to roll.
>>
Rolled 82, 75, 38, 22, 50, 37, 85, 22 = 411 (8d100)

>>44982389
>>44982401
I can work with this.

You turn to your right and ask the nearest soldier to help you load the Mondragon magazines. Witnessing how effective you are he obliges. You sling your Mondragon and take the Enfield off his hand, giving him the ammo box and the two spent magazines in return.

At the same time, you ask for some walls to be dug up to cover your sides in the trench. One of the younger looking soldiers runs off to grab some extra sandbags and dump them on your sides.

I'll roll for four things.
1. 1d100 for loading the magazines
2. 5d100 for shooting the Enfield
3. 1d100 for sandbags being placed
4. 1d100 for fate of grazed German

>>44982409
I'll keep this in mind for the future when applicable.
>>
File: RA1_Flame_Tower.gif (919 B, 32x35) Image search: [Google]
RA1_Flame_Tower.gif
919 B, 32x35
>>44982409
ww1 had static flame turrets... cool!
>>
Rolled 10, 10 = 20 (2d15)

>>44982470
In summary,

The man quickly and efficiently reloads the magazines. He shuts the ammo box and is ready to hand the stuff over to you.

Two of your Enfield shots hit. I'll roll for damage.

The young soldiers builds up some sandbag cover almost expertly. Your flanks will surely be covered.

The grazed German while making it far gets cut down by rifle fire.

The final German squad is within assault distance. What do you do?
>trade the Enfield back to the soldier for the ammunition
>try to shoot them with the mondragon before they can get into the trench
>write in?
>>
>>44982525
How many soldiers are with us exactly? If there's enough we can take them in CC.
>>
>>44982525
Shoot they asses
>>
>>44982558
Given the circumstances, I'd say 6 men in your sector with 9 men heading into your trench.
>>
>>44982525
>try to shoot them with the mondragon before they can get into the trench
Time to hit the giggle switch.
>>
>>44982580
...Nah. Not taking those chances.

Pop frags and fire at will, by Jove!
>>
Rolled 62, 58, 49, 45, 38, 67, 45, 56, 56, 17, 10 = 503 (11d100)

You drop the Enfield and fire the last ten rounds of the Mondragon into the approaching Germans.

One of the Germans tries to throw an M24 Handgrenade into the trench.

I'll roll for chances to hit.
>>
Rolled 10, 3, 9, 4, 14 + 1 = 41 (5d14 + 1)

>>44982634
Five hits rolling for damage, in addition, the German grenadier drops his grenade prematurely, rolling for effectiveness.
>>
Rolled 79 (1d100)

>>44982659
Two kills, one incapacitate, two wounds.

Fudged the roll so rerolling for grenade.
>>
Rolled 4 (1d5)

>>44982665
They were huddled up, rolling for kills.
>>
Rolled 20, 47 = 67 (2d100)

>>44982683
I'll subtract one because I fudged that up as well.

Two men make it into the Trench. One attempts a shot at you and the other tries to bayonet the man with your ammo.

Rolling.
>>
>>44982694
The shot misses. The man with the ammunition deflects the bayonet and gets a shallow puncture wound in his arm.

You have the initiative and you're out of ammunition, what do you do?
>attack with the spade
>draw your colt
>see how well your new rifle functions as a clubbing tool
>write in?
>>
>>44982743
>draw your colt
>>
>>44982743
>draw your colt
I dont want no dirty Kraut blood on my new weapon. Also, shoot the guy who shot at us if you can, I dont want him getting a second shot at this range.
>>
>>44982743
Attack with the spade.
>>
Rolled 21, 43, 23 = 87 (3d100)

>>44982763
>>44982768
You draw your colt and get a bead on the guy that shot at you.

You fire a three round burst.

Rollin!
>>
Rolled 2 (1d10)

>>44982800
I'll give that a pass because you're using a side arm in close quarters.

One shot connects, rolling for damage.
>>
Rolled 98, 19, 11, 90 = 218 (4d100)

>>44982815
Here comes the end, watch, kek.

You shoot the German but don't hit anything vital.

The soldiers surrounding you take shots at the guy with the gun. At the same time the guy with your ammo draws his bayonet and attempts to stab the German soldier fighting him.
>>
You don't need to break combat down into these man steps with so many rolls for every action.
>>
Rolled 4 + 5 (1d15 + 5)

>>44982845
The young British soldier that built up your sandbag defense fires his Enfield at the German rifleman. It hits in a critical area. Rolling for damage.

The man with your ammo thrusts out with his bayonet and slips it under the German's ribs, hiting a vital organ. Somebody do me a favor and roll 1d10+3 for the damage.
>>
Rolled 8 + 3 (1d10 + 3)

>>44982893
Have at 'em!
>>
>>44982887
Agreed.
Alternative, you could do those rolls off-screen.

Other than that, I like the quest. Good job.
>>
>>44982887
Yeah, it's just taking up time. I know better for next thread. Maybe I'll just abandon the damage system all together because there was some utter rubbish early on.

The last surviving German clutches his chest as blood flows from his wound. Without missing a beat, the man with the ammo sheathes his bayonet and retrieves his rifle. He hands you your ammunition which you gladly accept.

With a new magazine loaded, you peer over the trench to the field. What surprises you is the lack of second wave forces in your sector. It is likely though, that the second wave hit other sectors more effectively.

It seems you've beaten them back, at least here.

The gunfire starts to quiet down but there is still some action going on.

What do you do first?
>go searching for some action
>take up defensive positions in case the enemy pours in from other sectors
>scavenge the bodies
>try to find your fellow canadians and maybe Tremblay while you're at it
>write in?
>>
>>44983007
Scavenge the bodies for ammo, and take up defensive positions. We can rest when we're dead.
>>
Rolled 69 (1d100)

>>44983057
You scavenge the dead Germans for ammunition. Unfortunately, you find none that the Mondragon uses.

You and the other soldiers take up defensive positions guarding both entrances to this sector.

Doing a luck roll. I might as well see this system through to the end.
>>
>>44983007
>scavenge the bodies & post sentries
>>
>>44983083
Is the Mondragon empty? If so we should switch back to the Enfield
>>
>>44983083
You wait and wait, but no Germans ever enter the sector. A survivor from the first wave manages to crawl up to the trench with a hand grenade but is shot down by a sentry.

The gunfire dies out and whistles are blown, the all clear signal is sounded.

You can finally relax. The battle is over, you've made it through another one.

What do you do?
>Try to find your fellow canadians
>Check in on Tremblay at the aid dugout
>Locate your commanders and ask what the heck you're going to do without a regiment
>rest for the night, you've done enough
>write in?
>>
>>44983132
Check sentry posts have suitable amounts of ammunition and are going to be regularly rotated. Then check on write an action report (leaving out you shot yourself accidentally)

The boss can wait until the section is fully dugin and you have something more substitutional than word of mouth to give him.

Im new to thread so please dont hate me if i fuck up any rolls
>>
>>44983206
You check on the sentries in your sector and the ones adjacent to it to ensure that they're properly equipped and that rotations are in place.

You write an action report in your unit's war journal. It will likely be the last entry.

You can perform one more action before you settle in for the night.

What do you do?
>Try to find your fellow canadians
>Check in on Tremblay at the aid dugout
>Locate your commanders and ask what the heck you're going to do without a regiment
>rest for the night, you've done enough
>write in?
>>
>>44983132
>>44983206
Make sure the sentries are all set up and know when to rotate.

Scavenge for ammo, pistols, grenades, and other valuables.

Go back and retrieve our rifle we hid away.
>>
>>44983257
Ah dam, too slow.
>Get our lee-enfield rifle back from its hiding place.
OR
>Locate your commanders and ask what the heck you're going to do without a regiment
we can probably meet some canucks on the way.
>>
>>44983132
Locate the commanders. What's our next objective?
>>
>>44983284
second to the locating commander
>>
>>44983284
>>44983290
>>44983294
You head off to the temporary command dugout.

After a brief inspection by a sentry, you're allowed into the area.

The British sure moved in quickly. All the German materials have been destroyed or otherwise displaced. In the corner you see Officers and translators pouring over German documents and maps in order to gather intelligence.

You approach regimental commander Bennett who seems rather preoccupied with some letters. He looks up from his desk.

"Can I help you?"

"Corporal Thomas Hunt of the New Foundland First Regiment, requesting new orders, sir!"

"Right, from the lists there's only 20 of you left. We're transferring your regiment to the rear line to await reinforcement in 3 days. You should get some rest until then, Corporal, and I believe some congratulations are in order. Word has reached us of quite some heroic shooting you performed in your sector with that rifle of yours. You might even receive a medal. Go ahead and keep that, it certainly couldn't hurt. We're experimenting with our own automatic rifles so we have no need for such a thing."

"Now, will that be all Corporal Hunt?"

"Yes, sir."

"Dismissed."

You find a place to settle in for the night nearby where you can easily retrieve your Enfield. As the exhaustion of the day sets in, you fall asleep.

END THREAD

Thoughts? I'm always looking to improve. I realize this is kind of an abrupt end but I am rather tired. So you all have a good night!
>>
>>44983419
Its a good read anon. I cant see anything wrong
>>
>>44983419
Good night trembly
goodnight raifu
goodnight rats
goodnight huns
goodnight trenchfoot
goooood night.
>>
>>44983419
Its still fun, different setting from the alternate history one, so some of the spooky and interest stuff is gone but its still fun enough. combat and rolling could use some work but you've already addressed that.

Would be nice if you could "give some flesh" to the NPCs and world around us feels a little lonely except for Trembaly. Mostly situational or descriptive detail would be enough.
>>
When'll the next one be?
Thread replies: 167
Thread images: 13

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