Created
Status
Ongoing
Watchers
33
Recent readers
0

(This quest, though slightly different, is also on SpaceBattles, under the name 'The Imperial Memoirs - The Chronicles of an Imperial Soldier on the Eastern Front'. Posted here with permission of the original writer - Oichi!)

Two decades have passed since the end of the Great War, and Europa is ablaze once more.

Desperate for more vital Ragnite ore that fuels its massive industry, the East Europan Imperial Alliance invades the Atlantic Federation and the Principality of Gallia, with massive tank armies and hundreds of thousands of soldier clashing as the drums of war beat ever louder.

Now, four months after the beginning of the Second Europan War, tens of thousands of new recruits are released to the frontline, with no end in sight...
Chapter Zero (0 - 1) - Imperium, ad arma!

Ojou-Sama

[Verified GFL enjoyer]
Location
A variety of states and nations
It has been barely two decades after the War to End all Wars when the Second Europan War began, and death and destruction has once more begun to spread over the Europan continent like a plague.

The East Europan Imperial Alliance, commonly known as the Empire, is stronger than ever. Fast and ruthless tank armies smash through any obstacle in the way of victory leaving even their allies in the dust, while enormous waves of infantry crash through the broken defensive lines of the Atlantic Federation like a tidal wave. The Federation, itself a patchwork alliance of states designed to counter the threat of the Empire, is on the backfoot - surprised by the sudden invasion, and with most of their forward positions almost overrun by the Imperial Army, the brave men and women that serve in the various militaries fight a fighting retreat, intending to burn everything that can be used by the enemy.

The fight for the future of Europa - and maybe even the entire world - has started, and the continent stands on a crossroads.

Most stories of this time focus on the efforts of the Atlantic Federation and the Principality of Gallia in fighting off the Empire, from the initial border invasions to the eventual end of the war, from the most humble draftee to the greatest of officers: Books such as 'On the Gallian Front', 'The Chronicles of Platoon E', and 'The Tales of Class G' have heavily painted public perception of the Second Europan War with no competition.

Until now, that is.

What follows are the chronicles of a humble Imperial soldier during the Second Europan War, from the beginning to the end, from the Imperial heartlands to the fields of Gallia, from the southern deserts to the Atlantic coasts, and from well-won victories to bitter defeats. Join him and his compatriots in the first battles of the war, experience the bitter cold and the rush of victory in the winter months of 1935, and view the Second Europan War from the Imperial perspective - a perspective overlooked, ignored, and shunned, until now.


----=----
Please write in your name before proceeding further in this quest.
----=----
[ ] Alexei Paliovsk

[ ] Erich Küpfner

[ ] Josef Protz

[ ] Andrei Chanadovsk

[ ] Pyotir Vasilayev

[ ] Martz Nikolayev




What is your background, young man?
----=----
[ ] A Privileged Start
It is not uncommon for the nobility to have their young join the armed forces, and your family is no exception. Perhaps it is because of your adventurous nature, maybe a political move to gain more influence in the Imperial court, or maybe you volunteered due to noblesse oblige: No matter the motivation, the Imperial Common Army will do it's very best to accomodate most of your wishes, from better weapons to rear-line positions.

The Imperial Common Army will seek to keep you away from most of the fighting. If you insist on going to the frontlines due to future choices, the quality and quantity of the equipment and manpower issued to your unit will increase to give you the highest chance of success.


[ ] From the Common Folk
The Imperial Common Army is a miniature showcase of the Empire, incorporating men from all provinces, duchies and kingdoms that make up the Alliance that answers to the Emperor, the King of Kings. You are one of the common folk, a single speck in the faceless mass - that is, until you joined the Imperial Common Army, becoming a soldier in service of the Emperor, and a protector of his people.

The Imperial Common Army will deploy you where you are needed, whether that be combat or simply garrisoning a location. The quality and quantity of the equipment and manpower issued to your unit will vary, but the Quartermasters will try to give the best equipment to you when it is available en-mass.


[ ] The foreigner
You do not live in the Empire. You come from another nation entirely, working for the Imperial Common Army as a foreign attache - or more accurately, as a member of their foreign battalions. Maybe you are running from debtors, maybe you are a wanted criminal, or maybe it is just the call to adventure that has led you to this path: It matters not, except that you fight the enemies of the Empire with all your might.

The Foreign Battalions are a distrusted bunch until they have proven their worth, and few in the Imperial high command are willing to entertain their requests for modern weaponry. As such, until the Battalion has proven itself, most of the issued weapons from the First Europan War, while the quality of the replacements that are assigned to the unit are often...questionable.



You have selected your background...but how did you enter the military?
----=----
[ ] The career militarist
From an early age on, the military had been an topic of interest for you - and thus, when the time came that you could volunteer for service at the age of sixteen, you did so with a smile on your face after passing the various tests with ease. Years of training, learning about strategy and tactics, applying to every remedial course and additional military schooling you could has led to this moment, as you graduate as a fully-fledged NCO from one of the best military academies in the world.

Your LEADERSHIP, STRATEGY, and MORALE stats will increase by 15. Can only be taken with the Oberfeldwebel option.

[ ] The Volunteer
Loyalty and Duty are cherised in the Empire, and you exemplify these traits by volunteering for the Imperial Common Army - or that is what you believe, after yet another exhausting training session. After a year of training in the provincial military base, the end result stares back at you in the mirror: A hardened soul, forged by the instructors and drill sergeants into the sword and shield of the motherland, the best of the best in the whole of Europa.

Your CONDITIONING, MARKMANSHIP and MORALE stats increase by 10.

[ ] The Conscript
The White Letter, with the red and gold double-headed eagle, arrived early in the morning - and less than a week later, you were on an Army base, receiving your basic training in all matters military with the drill sergeants shouting at you. You did not hate the military life, but at the same time you yearned to return to the family bakery...

Your CONDITIONING and MELEE stats increase by 5. Your MORALE decreases by 5.



Your rank...what is it?
----=----
[ ] Your dress uniform shoulder straps have a simple thick white border with two silver pips at the bottom and the top, yet still leaves the insides a nice dark gray.
Your rank is the basis of any Army, for without the humble Oberfeldwebel no platoon would ever want to fight. As the 'Mutter der Kompanie', your 'motherly' threats, barked orders and 'gentle' encouragement of the troops turns the Platoon from a disorderly mess into a group of proud soldiers, willing to fight and die for the motherland. You are the indispensable NCO - and proud of it.

Your RANK is that of an Oberfeldwebel, a Sergeant Major. Ten years of service and eight months of officer training has brought you to this rank - and iron dedication will allow you to rise even higher. +10 to MORALE, MARKSMANSHIP and MELEE. +5 to LEADERSHIP.

[ ] Like every other low-ranking soldier, your dress uniform shoulder straps only incorporate the piping of your branch of service - though the chevron on your right arm marks you as more experienced than your comrades.
A rank that on paper should be about equal to that of the common private belongs to you: As an Gefreiter in the Imperial Common Army, you are exempted from the more menial duties away from the battlefield, and instead trusted with working under the Feldwebel. Some would call it becoming the batman of a noncommissioned officer - you would call it an enjoyable experience with less menial work and increased responsibilities.

Your RANK is that of a Gefreiter, a Lance Corporal. Two years of service has granted you this position, with a stable mix of responsibilities and authority. +5 to MORALE, MARKSMANSHIP, ARTILLERY MARKSMANSHIP, and MELEE.

[ ] Your shoulder straps are empty, only incorporating the piping of your branch of service. You are a simple private, the cannon fodder on the frontlines.
One face amongst many, you are the basis of the Imperial Common Army. The cannonfodder, the first ones into the fray to probe the enemy defenses - it is, in some regards, a thankless job - but you do it nonetheless, proud to serve in the largest and most elite military in the world: And perhaps, if the Valkyur smile upon you, a promotion will not be too far off.

Your RANK is that of a Schütze, the basic soldier. Basic training gives you +5 to MARKSMANSHIP and MELEE.



And what of your branch of service, soldier of the Empire?
----=----
[ ] The piping is that of a winter white - the infantry is your calling...
-[ ] ...As a Scout, the vanguard of the Army.

Your equipment consists of the standard-issue ZM Karabiner 88, a five-shot semi-automatic rifle, the traditional Imperial Uniform, two VB WF grenades, and a single Ragnaid capsule.

-[ ] ...As a Shocktrooper, the first to attack the enemy lines.
Your equipment consists of the powerful standard-issue ZM Maschinenpistole 34, capable of firing 32 shots with one magazine. You also have the traditional Imperial Uniform with reinforced chest armor, and three VB WF grenades.

-[ ] ...As a Sniper, your enemies will never know who killed them.
Your equipment consists of an accurate bolt-action ZM Scharfschützengewehr (ZM SG) 85 firing armor piercing ammunition, a lightened Imperial Uniform, and a single Ragnaid capsule.

-[ ] ...as a Lancer, becoming the terror of all enemy armour.
Your equipment consists of the VB 'PanzerLance', capable of destroying most tanks in one or two hits, a heavy Imperial Blast-suit, and one VB WF bundled anti-tank grenade.


[ ] Green piping greets your eyes - the mountains will be your home once more...
-[ ] ...As a Scout, your task to flank and hunt the enemy.

Your equipment consists of an older ZM Karabiner 85, a eight-shot bolt-action rifle built to the same specifications as the ZM SG 85, a scout uniform modified for high-altitude battle, two VB WF grenades, and two Ragnaid capsules.

-[ ] ...As a Shocktrooper, using infiltration tactics to annihilate your opponents.
Your equipment consists of the powerful-but-older ZM Maschinenpistole 28, capable of firing 20 rounds from one magazine, a Shocktrooper uniform modified for high-altitude battle, two VB WF grenades, and one Ragnaid capsule.

-[ ] ...As a Sniper, a menace in the high mountains.
Your equipment consists of an accurate bolt-action ZM Scharfschützengewehr (ZM SG) 85 firing special high velocity ammunition, a lightened Imperial Uniform, and two Ragnaid capsules.


[ ] The orange of the reconnaissance corps is your destination, your task to seek out enemy.
The Reconnaissance Corps grew out of the cavalry, and much of it can be seen in the traditions of said Corps. With the obsolescence of the horse sadly proved in the Great War, armoured cars have become their weapons of choice. It will be your job to engage the enemy if discovered and report on their movements otherwise, for the small crews of these vehicles mean that duties and responsibilities are concentrated to a high degree.

- [ ] The LPS m.222 is assigned to you, intended for armed reconnaissance.
Armed with a 20mm autocannon and an 13mm machinegun, the m.222 serves as the standard armoured reconnaissance car in the Corps. Armour is heavy enough to prevent easy destruction by enemy infantry and even light enemy machinegun fire, while light enough to give a good on-and-off road speed of 80 and 45 kilometers per hour respectively. The Ragnite engine is mounted in the rear, and protected by thin mesh sheets against grenades.

- [ ] The LPS m.223, with a multitude of radio channels and antenna is the better option.
Though not armed to such an extent like it's cousin, the m.223 has multiple high-power radio's not fitted to the m.222 and remains armed with a single 13mm machinegun in a rotating turret. Being lighter than the m.222, it has the same on-road speed, but the increased power-to-weight ratio means better overal maneuverability. The Ragnite engine is mounted at the sides and protected with a thin mesh sheet against grenades, while leaving space open in the rear for additional radio's.



And, finally... What is the first chapter in your story?
----=----
[ ] The First Winter (1935 E.C., September 12th)
The Atlantic Federation, battered and beaten from the summer campaigns, remains standing against the Imperial onslaught. Dozens of reserve divisions have been sent to the front with sheer numbers partially halting the Imperial advance, while from the skies the first snowflakes are already beginning to fall: The Empire has one more chance to end this war before the Federation recovers...

[ ] At the gates of Victory (1935 E.C., December 30th)
Though the winter is harsh and the battles against the Atlantic Federation fierce, the Imperial Army finally stands at the gates of Essone: Fortified and defended by the elite of the elite, the Atlantic Federation is prepared to do everything in the defense of this vital city, the fall of which could cause the entire Federation to collapse...

[ ] Mud and blood (1936 E.C., April 3rd)
Despite the desperate attempts of the Atlantic Federation, Essone has fallen - but not before the total destruction of an entire Army in the South, giving the Atlantic Federation a much-needed morale boost. For the men of the Imperial Army, the coming spring weather is turning the land into a gigantic muddy quagmire, one which the Federation can exploit to the fullest.

As the invasion of Gallia grinds to a halt, Prince Maximilian attacks one final time with the full power of the Marmota.

[ ] OPERATION: NORTHERN CROSS (1936 E.C., June 22)
The front has stabilized, and the Imperial high command has ceased offensive operations while hearing out a proposed ceasefire with the Atlantic Federation. However, the unexpected movement of tens of thousands of of men all along the front speak of a different Federation strategy, one which can turn the tide of the war...



Stats
OFFICER STATS
Leadership represents your capability to rally soldiers to follow your lead, make tactical decisions without being overruled, and issue various [Orders]. Leadership can be increased by being promoted, winning battles, having a good reputation, and performing brave actions on the battlefield. Leadership DCs are checked like this: Roll + Leadership skill + relevant perks = outcome.

Strategy represents your capability to see the ebb and flow of the battlefield, and influences the decisions you can make in leading your unit. Before a battle, a choice between different tactics will pop up, with different tactics requiring different skill levels. The skill is calculated like this: Strategy skill level + relevant perks.

Rank is a simple mechanic, and is an indication of your position in the Imperial Army - and what for upgrades you can get from the Quartermasters for yourself and your unit by paying Requisition Points.


COMMON STATS
Conditioning
represents your physical fitness, such as durability, stamina and reaction times: This category influences your hit points and dodge rolls.
If your HP hits 0, you will be knocked out and miss the rest of the battle/skirmish. Should the battle or skirmish be lost, you will be captured by the Atlantic Federation as a Prisoner of War - or killed on the spot.
Before Conditioning and other stats are added you have 150 HP, and each level of Conditioning will add 25 HP.
Dodge rolls will be calculated like this: Enemy attack roll - Conditioning stat level. If the enemy attack is reduced to zero by the conditioning stat, no damage is inflicted.
If the enemy attack is not dodged, roll this: Enemy attack (amount of shots fired) d100 - Conditioning - equipment = damage inflicted. For example, using the Lenfield no.12, a late-quest weapon: 5d100 = 25, 77, 23, 4, 67 - 10 (Conditioning) - 20 (equipment) = 0, 47, 0, 0, 37 = 84 damage.


Marksmanship is your capability to hit targets with your weapon, ranging from pistols to sniper rifles. While not all shots require a roll, increasing the Marksmanship skill to the maximum will cause more shots that would normally require one to automatically succeed. For example, using the ZM Kar 88, an early-quest weapon:
5d60+10 (marksmanship) - 5 (enemy in a defensive position) = 61, 38, 22, 56, 13. Difficulty: 40. Passed twice, target killed.


Artillery Marksmanship is your capability to use heavy weapons, such as mortars, lances, autocannons, artillery and tank cannons, to hit targets. While not all shots require a roll, it would be in the best interests to increase the skill to increase the chance of autosucceeding. To compensate for their heavy firepower, heavy weapons have reduced accuracy depending on their class. Apart from extensive use of mortars, autocannons and anti-tank cannons, there is not much use in increasing this skill.

Mortars:
1d90 + (artillery marksmanship skill level) + (mortar) = outcome.

Lances:
1d85 + (artillery marksmanship skill level) + (lance) = outcome.

Autocannons
1d80 + (artillery marksmanship skill level) + (autocannon) = outcome.

Anti-Tank cannon
1d60 + (artillery marksmanship skill level) + (Anti-tank cannon) = outcome.


Melee is exactly what is says on the tin: Your capability to hurt and kill people by stabbing/punching/choking them. Almost exclusively used during stealth missions and/or trench assaults, the melee skill is useful for that...personal touch to your kills. The Melee skill is also responsible for the odds of successfully using a bayonet. For example:
1d100 + (melee skill) + (equipment) = outcome.

Technological knowledge represents your capability with motorcycles, tanks, cars and weapons, and the maintenance thereof. This skill is mainly for the repair of aforementioned vehicles and regular maintenance - keep in mind that a weapon not maintained or not sufficiently repaired may break just when it is needed most! This is also needed for access to experimental and rare weapons.

Morale represents the will to fight, to win, and the confidence in yourself: This 'skill' will generally not decrease, except for in extraordinary circumstances, such as during lows in combat and traumatizing events. Low morale can be used to move away from the front lines!



Mechanics:
Equipment can be used to artificially increasing the outcome of a roll, and you are encouraged to equip better equipment as soon as possible! A better rifle as an infantryman can mean the difference between life or death.

Your unit are your companions during these chronicles, your friends and comrades during the fighting of the Second Europan War. As an officer, it is important to keep their morale up and equipment up-to-date, while as an soldier it is essential to keep them friendly with you! Their size can differ, depending on your Rank.

Reputation is an important part of the Imperial Armed Forces, and can influence things beyond just a fancy title and a mention in the paper - having a reputation as a honourable soldier and a humanitarian can lead to enemy soldiers surrendering without a fight, while the opposite can cause the enemy to fight to the last!

Requisition Points are a meta mechanic that function like ducats in the various Valkyria Chronicles: It is used to buy better weapons and equipment, increasing the amount of heavy weaponry issued, and for requesting the support of other units during a battle. Requisition points are awarded at the end of a skirmish, after battles, after the completion of special events and at the end of a Chapter in the Imperial Chronicles!

Experience can be gained by completing skirmishes, battles, special events, and at the end of a Chapter in the Imperial Chronicles! Once enough experience has been accumulated, you will level up and gain an increase in several random skill stats - and get two skill levels to assign to specific skills at the end of the chapter!

---~---~---~---~---==~=~-~=~==---~---~---~---~---

I wish to extend my thanks again to Oichi over on SB for allowing me to crosspost it to SV.
 
Last edited:
Informational tab no.1
Name:
Pyotir Vasilayev, second son of the Prince of Vyaskigrad.

Age:
37

Length:
1.76m

Weight:
~67kg

Reputation:
None at present!

Nicknames:
None at present!

Title:
Prince Vasilayev

Rank:
Oberfeldwebel der Infanterie

---=---
Character statistics!
OFFICER STATS
Leadership represents your capability to rally soldiers to follow your lead, make tactical decisions without being overruled, and serves to indicate the amount of soldiers that can be under your command. Leadership can be increased by being promoted, winning battles, having a good reputation, and performing brave actions on the battlefield. Leadership DCs are checked like this: Roll + Leadership skill + relevant perks = outcome.

Strategy represents your capability to see the ebb and flow of the battlefield, and influences the decisions you can make in leading your unit. Before a battle, a choice between different tactics will pop up, with different tactics requiring different skill levels. The skill is calculated like this: Strategy skill level + relevant perks.

Rank is a simple mechanic, and is an indication of your position in the Imperial Army - and what for upgrades you can get from the Quartermasters for yourself and your unit by paying Requisition Points.


---=---

Conditioning (CON) represents your physical fitness, such as durability, stamina and reaction times: This category influences your hit points and dodge rolls. Dodge rolls will be calculated like this: Enemy attack roll - Conditioning stat level. If the enemy attack is reduced to zero by the conditioning stat, no damage is inflicted.

If the enemy attack is not dodged, roll this: Enemy attack (amount of shots fired) d100 - Conditioning - equipment = damage inflicted. For example, using the Lenfield no.12, a late-quest weapon: 5d100 + 10 = 25, 77, 23, 11, 67 - 10 (Conditioning) - 20 (equipment) = 0, 47, 0, 0, 37 = 84 damage.


Marksmanship (MARK) is your capability to hit targets with your weapon, ranging from pistols to sniper rifles. While not all shots require a roll, increasing the Marksmanship skill to the maximum will cause more shots that would normally require one to automatically succeed. For example, using the ZM Kar 88, an early-quest weapon:
1d60+10 (marksmanship)+5 (defensive position) = 61. Difficulty: 40. Passed, target killed.

Artillery Marksmanship (H.MARK) is your capability to use heavy weapons, such as mortars, lances, autocannons, artillery and tank cannons, to hit targets. While not all shots require a roll, it would be in the best interests to increase the skill to increase the chance of autosucceeding. To compensate for their heavy firepower, heavy weapons have reduced accuracy depending on their class. Apart from extensive use of mortars, autocannons and tank cannons, there is not much use in increasing this skill.

Mortars:
1d90 + (artillery marksmanship skill level) + (mortar) = outcome.
Lances:
1d85 + (artillery marksmanship skill level) + (lance) = outcome.
Autocannons
1d80 + (artillery marksmanship skill level) + (autocannon) = outcome.
Anti-Tank cannon
1d60 + (artillery marksmanship skill level) + (Anti-tank cannon) = outcome.

Melee (CQC) is exactly what is says on the tin: Your capability to hurt and kill people by stabbing/punching/choking them. Almost exclusively used during stealth missions and/or trench assaults, the melee skill is useful for that...personal touch to your kills. The Melee skill is also responsible for the odds of successfully using a bayonet. For example:
1d100 + (melee skill) + (equipment) = outcome.

Technological knowledge (TECH) represents your capability with motorcycles, tanks, cars and weapons, and the maintenance thereof. This skill is mainly for the repair of aforementioned vehicles and regular maintenance - keep in mind that a weapon not maintained or not sufficiently repaired may break just when it is needed most! Increasing this skill will allow for more, and better, repairs, maintenance, and upgrades.

Morale (MOR) represents the will to fight, to win, and the confidence in yourself: This 'skill' will generally not decrease, except for in extraordinary circumstances, such as during lows in combat and traumatizing events. Low morale can be used to move away from the front lines!

Stats:
Leadership skills!:Level:Effect:
Leadership:30/100
Strategy:17/100
Rank:9/21Upgrades up to Rank 9 are available. You are the second in command of your platoon.
Ranks 11 and up require three months additional training in a Royal Military Academy.

Skill:Level:Effect:
CON1/50195 (150 + 20 + 1 x 25)
MARK11/801d100 + 15 + 11 + 2 = result
H.MARK1/80Refer to Artillery Marksmanship, and add 1 to the roll.
MELEE11/1001d100 + 11 + 5 = Result
TECH10/100Higher levels allow for more and better Requisition options, and make repairing things easier.
MOR80/100A combination of your will to fight and convictions!


Equipment currently on your person
Equipment nameTypeEffect
Imperial Sniper's Uniform, model 1928Uniform Set (EQUIPPED)+20 HP, +2 to MARK roll.
ZechMeister SG 85 rifleWeapon, Sniper Rifle (EQUIPPED)Changes MARK rolls to 1d100, with a base +15 modifier.
Bayonet model 1910Weapon, Knife/Tool (EQUIPPED)Add +5 modifier to CQC.
Ragnaid capsule (light)Medical equipmentCan heal up to 125 HP, or patch one critical wound.

Equipment currently not equipped/worn
Imperial Dress Uniform, OberfeldwebelUniform Set (Not equipped)+10 HP, +2 to MARK roll, +1 to leadership rolls.
ZechMeister SG 80 ceremonial rifleWeapon, Sniper RifleChanges MARK rolls to 1d80, with a base +15 modifier.

Upgrades!
N/AN/A
N/AN/A
N/AN/A
N/AN/A
N/AN/A
N/AN/A
---=---
Your unit and other miscellaneous things!
Unit:
100th Rifle Division (Voslagia)

Requisition points:
0 Requisition Points are available. Try to earn some~!

Level:
You are level one, with standard statistics.

EXP:
0/275

Chapters completed:
None!
 
Last edited:
Are we are doing it all over? Cause if so...

[X] Plan: A Noble White Death
-[X] Pyotir Vasilayev
-[X] A Privileged Start

It is not uncommon for the nobility to have their young join the armed forces, and your family is no exception. Perhaps it is because of your adventurous nature, maybe a political move to gain more influence in the Imperial court, or maybe you volunteered due to noblesse oblige: No matter the motivation, the Imperial Common Army will do it's very best to accomodate most of your wishes, from better weapons to rear-line positions.

The Imperial Common Army will seek to keep you away from most of the fighting. If you insist on going to the frontlines due to future choices, the quality and quantity of the equipment and manpower issued to your unit will increase to give you the highest chance of success.
-[X] The career militarist
From an early age on, the military had been an topic of interest for you - and thus, when the time came that you could volunteer for service at the age of sixteen, you did so with a smile on your face after passing the various tests with ease. Years of training, learning about strategy and tactics, applying to every remedial course and additional military schooling you could has led to this moment, as you graduate as a fully-fledged NCO from one of the best military academies in the world.
-[X] Your dress uniform shoulder straps have a simple thick white border with two silver pips at the bottom and the top, yet still leaves the insides a nice dark gray.
Your rank is the basis of any Army, for without the humble Oberfeldwebel no platoon would ever want to fight. As the 'Mutter der Kompanie', your 'motherly' threats, barked orders and 'gentle' encouragement of the troops turns the Platoon from a disorderly mess into a group of proud soldiers, willing to fight and die for the motherland. You are the indispensable NCO - and proud of it.
-[X] The piping is that of a winter white - the infantry is your calling...
--[X] ...As a Sniper, your enemies will never know who killed them.

Your equipment consists of an accurate bolt-action ZM Scharfschützengewehr (ZM SG) 85 firing armor piercing ammunition, a lightened Imperial Uniform, and a single Ragnaid capsule.
-[X] The First Winter (1935 E.C., September 12th)
The Atlantic Federation, battered and beaten from the summer campaigns, remains standing against the Imperial onslaught. Dozens of reserve divisions have been sent to the front with sheer numbers partially halting the Imperial advance, while from the skies the first snowflakes are already beginning to fall: The Empire has one more chance to end this war before the Federation recovers...


Gonna incorporate the dates so that it won't be inefficient for you guys to type it in twice. Also, really? You put up the word winter, and you expect me not to take it? Pah!
 
Last edited:
[X] Plan: A Noble White Death

[X] At the gates of Victory (1935 E.C., December 30th)

So let's do this again then, naturally for me I almost always go the officer route so we can have a greater chance of changing the course of battle. Though being a sniper and not having a tanker option is a nice change up.
 
I personally never really liked the tank options in the previous iteration of the quest (Not to say it was bad, just...personally did not like it). It made things too easy, and removed Peter from the field of battle. So, with permission from Oichi, changed it around a bit.

As one can see, the almost-lieutenant-but-not-really option has been removed, and the descriptions changed around from the original. Also, armoured cars. What is not to love about them!
 
[X] Plan: A Noble White Death

I'm feeling like playing a sneaky sniper :cool:

[X] The First Winter (1935 E.C., September 12th)

And as always, going for the earliest start so that we can have the most effect.
 
Well well well, what do we have here? Another quest of something I enjoy?

Let's see what we can do to shake things up once again. As for character, if we're gonna be a sniper then we might as well be an even more special sniper. As for where in the timeline, well might as do it at the beginning and try to grind as much XP as possible.

[X] Plan: A Noble White Death (Alpine)
-[X] A Privileged Start

It is not uncommon for the nobility to have their young join the armed forces, and your family is no exception. Perhaps it is because of your adventurous nature, maybe a political move to gain more influence in the Imperial court, or maybe you volunteered due to noblesse oblige: No matter the motivation, the Imperial Common Army will do it's very best to accomodate most of your wishes, from better weapons to rear-line positions.

The Imperial Common Army will seek to keep you away from most of the fighting. If you insist on going to the frontlines due to future choices, the quality and quantity of the equipment and manpower issued to your unit will increase to give you the highest chance of success.
-[X] The career militarist
From an early age on, the military had been an topic of interest for you - and thus, when the time came that you could volunteer for service at the age of sixteen, you did so with a smile on your face after passing the various tests with ease. Years of training, learning about strategy and tactics, applying to every remedial course and additional military schooling you could has led to this moment, as you graduate as a fully-fledged NCO from one of the best military academies in the world.
-[X] Your dress uniform shoulder straps have a simple thick white border with two silver pips at the bottom and the top, yet still leaves the insides a nice dark gray.
Your rank is the basis of any Army, for without the humble Oberfeldwebel no platoon would ever want to fight. As the 'Mutter der Kompanie', your 'motherly' threats, barked orders and 'gentle' encouragement of the troops turns the Platoon from a disorderly mess into a group of proud soldiers, willing to fight and die for the motherland. You are the indispensable NCO - and proud of it.
-[X] Green piping greets your eyes - the mountains will be your home once more...
--[X] ...As a Sniper, a menace in the high mountains.

Your equipment consists of an accurate bolt-action ZM Scharfschützengewehr (ZM SG) 85 firing special high velocity ammunition, a lightened Imperial Uniform, and two Ragnaid capsules.

[X] Zoya Nikolayeva
[X] The First Winter (1935 E.C., September 12th)
 
Last edited:
As long as we're playing sneaky snipe man or infantry, I think we're going to be fine.

Ooohh... Spy man could also be an interesting quest in this world. You could do stuff like counter-intel, infiltration, long-term infiltration, or even be part of the code-breaking/making team. Cool stuff. Lots of professions in this thing. Enough to make it fun.
 
[X]Plan: BLOOD AND GUTS!
-[X] Erich Küpfner
-[X] The First Winter (1935 E.C., September 12th)
-[X] A Privileged Start
-[X] Your dress uniform shoulder straps have a simple thick white border with two silver pips at the bottom and the top, yet still leaves the insides a nice dark gray.

-[X] The piping is that of a winter white - the infantry is your calling...
--[X] ...As a Shocktrooper, the first to attack the enemy lines.
 
We're already a tanker in SB. Let's join the muck-crunchers.

[X] Zoya Nikolayeva
[X] Plan: A Noble White Death
[X] The First Winter (1935 E.C., September 12th)

I'm fine with either this or pure infantry.

EDIT: Changing vote (and name). Want some variety in battlefields, not just mountains.
 
Last edited:
[X] Plan: A Noble White Death (Alpine)

Kinda wish we had the option of female for our sniper build, but this is fine too.
 
Hey everyone!

Just a quick reminder, the mountain option will mean that the surroundings we will find ourselves in will be...well, largely the same. And possibly Gallian. And constantly cold and snowy. Brrr!

As with the Quest on SB, things can be upgraded! A better rifle, an improved scope, custom-fitted uniforms, the requisition of a prototype LPS m.234 armoured car with a 50mm anti-tank cannon/20mm rapid-fire autocannon, the possibilities are largely endless! There is even the option to switch from a semi-automatic rifle to a bolt-action one should it be fancied enough, outdated as the bolt-action is.

Given that our character is not high enough in rank or attached to a specific special armoured battalion, and as such incapable of chosing his own assignments, there will be a perspective switch at times to the Imperial General Staff Office where the next location will be selected.
 
Last edited:
Ooh... A recon/sniping company, plus radios could be something we could get over time or as the war develops. Better bullets, guns, scopes, or better uniforms. Additionally, camo uniforms, gas masks? and maybe benefits or something?
 
Yes. Backstories-slash-names can be changed and a female write-in allowed, but be aware that I take no responsibility if the shipping chart(tm) appears :V

Also, some upgrades require a specific corps branch specialisation, or they wont appear at all - be careful in your choice!
 
Back
Top