Your next step was the most important. You returned to the barracks and found your squad had already gathered in the common room. Ivana, Serenity, Chikap, Karl, Wolfgang, and Viktor all all sat around the small rough-cut tables with grim expressions. Chikap broke the silence first.
"Hey, Sis. Took you long enough to get here."
You averted your eyes and tried to find your composure.
"I have to ask you all for forgiveness. My actions caused all this, and I want you to know that you don't have to-"
"Save the theatrics," that was Ivana. "We've had time to discuss it and say our goodbyes. None of us are passing up a chance to fight for our dream. So hurry up and tell us what the plan is."
You moved as a group to the community armory, and the squad began collecting their usual gear. The majority of them were armed with bolt-action rifles stockpiled before the war. Simple, but up to date with the old world armies. The biggest downside was your bikes. You were a mobile unit, meant to maneuver quickly around any obstacle. A rifle could hit targets five hundred meters away, but it was too long to carry strapped to your back while biking.
Your squad had always carried them bundled to the back of the bikes, but taking them out would waste precious time on the battlefield. You could take carbines instead and trade range for easy access to your guns.
Choose one from below:
[ ] Rifles, to have range over ease of use while riding.
[ ] Carbines, to easily access in the field.
Either way, you had gotten first pick of the town's higher grade weapons when you first joined the militia and its care had been your pride and joy. You would bear it proudly into battle.
It went without saying that you all, even your medic, Wolfgang, stocked up on as many explosives as you could reasonably carry.
Choose one from below:
[ ] Trench Gun (pump-action shotgun)
[ ] Automatic Rifle
[ ] Submachine Gun
[ ] Heavy Submachine Gun (fires more but needs to be braced for accuracy)
Finally, there was the matter of armor. The militia did have helmets and vests available, although most of the adults had been veterans of urban skirmishes only and taught you to fight light and unencumbered.
Choose one from below:
[ ] The Squad takes steel helmets (thickness 2) and light vests (thickness 1). You have protection but are slower.
[ ] The Squad fights unarmored.
"Hey Sis, take a look at this," Karl called from the hall.
Attached to the armory was a small garage. There was little need for land vehicles in your commune, and very little ground suitable for them among the rocks and gullys, but it housed your bicycles as well as a handful of emergency motorcycles.
"We're already stealing a plane, why not some bikes while we're at it? Not like we can sneak out of here unnoticed."
Choose one from below:
[ ] The Squad rides bicycles: a stealthier option with no engine trouble or need for fuel.
[ ] The Squad rides motorcycles: faster and less tiring, but loud and with more points of failure.
Finally, choose three moves:
[ ] Evangelical: When you explain your theories to a comrade, they hold one. When you judge their actions uphold a Conviction, gain Trust, and they take Advantage forward
[ ] Theory & Praxis: When you disagree with an NPC, explain what must be true given your Convictions. If they admit you're right, erase a Reflection and take Advantage forward. If they stand by their story, mark Reflection. If Reflection is already at 10, gain 1 XP instead
[ ] Conversion: During a Move Exchange, you may also offer the other player Idealist with a Conviction of your choice. Non-Believers always count as having a full Reflection track
[ ] Undying Faith: When you fight unarmored, take +1 ongoing to your worst stat
[ ] Fanatic: When you miss a move and then try the exact same thing again, take +1 forward
[ ] Songbird: Once per Routine, when you sing a hymn or marching song, describe your song. Take +1 ongoing. When a singer misses a roll, the song ends, and the next singer to roll takes Disadvantage forward. When everyone with this move sings together, increase the bonus by +1 for each singer. The once-per-routine restriction is for the whole group. (The Squad counts as one collective person for this move)
[ ] Force of Will: When a foe wounds you, hold 1. Spend for a 20+ on a roll to take revenge
[ ] Revolutionary: When you drive a crowd to a revolutionary fervour, roll +Keen. On an 11-15, pick 1. On a 16+, pick 2. On a 20+, take all 3.
• Your revolution sweeps the current order from power completely.
• The revolution's goals and methods are guided by your ideals.
• The revolution is restrained: innocent casualties are minimal.