/q/ - Quest


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350382[Last 50 Posts]

Your tank rumbles out of Coltville-Sur-Mer and into the surrounding Prance countryside. It is a beautiful day, only marred by a few stacks of smoke in the distance, proof that the battle is not over yet.
You can smell summer in the air and see the sun over you.
You are hunting for a truck full of escaped Germane prisoners. The tracks of the car have disappeared, and in front of you opens an almost untouched dirt road.


"Well, that can't be right. Keep an eye to see if they went off-road."


"Ayay sir!"
Astral Projection. Look for the truck.


"I will show them what they get for trying to escape the righteous judgement of Equestria!"
Check if the tank's shooty system is fully operational.


That mare I was talking to left, right?
"They might be planning a trap…"
How's the tank driving?


You can see that a nearby fence has been broken and the field behind has been driven in. There are multiple patches of forest about a hundred meters from your position, perfect for hiding.
Yes. She stayed in town to help the survivors.
The tank is operating in optimal condition.


"Where are they? I want to blow them up already!"
Is it loaded?


"That way! They must be hiding in the forest!"
Inspect the verious patches.


"You keep your damn hooves to yourself until we see the whites of their eyes. I don't want any sloppy trigger discipline from you, got it?"
"Alright, you heard the zebra, we go off road. Be on the watch for any nasty surprises, or any of them in the trees. Last thing we need is a boarding party."


"But they are germanes! And they escaped from us! I thought our orders were Search and Destroy? Especially the latter?"


"Aye aye cap'n… if we get trapped out there we're fucked."
I gulp and start slowly moving the tank forward along the path the Germanes took.

Roll #1 4 = 4


"Exactly. And if you start wasting all our shells on rocks and oddly shaped trees instead of the enemy, we'll run out before we see them. So keep that itchy trigger hoof under control. That's an order."


Of course it's not.
Bernard controls loading, and chooses from AP and HE. No need to roll for it, just say which you want loaded.
You can't really see that well from your tiny hatch.
You slowly inch the tank towards the fence, and then all of a sudden the left corner of the tank dips with a clank of metal and a crunching soud. You fell into the ditch but manage to wiggle up to the field. That was everything but pleasant. You carefully approach the forest…


"What? I thought we were supposed to take them alive. They're mostly unarmed and we're in a tank, they don't have a choice but to surrender."


I'm using Astral Projection, but okay.

Roll #1 9 = 9


"Roger that… We should still load the gun, sir. Just in case they try to surprise us."

"So they can just escape again and let the blood of our fellow Equestrian soldiers?"


"Fucking hell…"
I co-

I stop and let the Radio guy do his thing before moving forward.
"See anything Whacko?"

"This is a forest. Full of ditches. We fall into a nasty one, we can't get out. Even with all our guns they can still easily swarm us and rip us to shreds."
I shiver at the thought.


"I'm not shooting a surrendering pony, and I'm sure as hell going to give them a chance to surrender first. If they try and run after the fact, then we can blow 'em to hell."


"The orders are not 'Search and Hold Tea Party'."


I'm gonna catch them with their saddles down, I bet."


I missed the part where AP lasted for more than a turn.
You can see the truck between some trees; the Germanes did not bother to camouflage it.


"They had their chance, Private. Then they escaped, shot up a bunch of our soldiers, and fled. There are no second chances for them. So button it, and load up an HE shell. And make sure the sideguns are loaded and clear."


I grumble and load an HE shell.

Roll #1 7 = 7


It's automatic, not like anything would change.
"Hey stop arguing for a second and look there!"

Point everypony towards their vehicle.


I peak through a firing slit.
"What is it?"


Check it out.
"Is that it? Can I shoot yet?"


"Their truck. They can't be far."


I look towards the vehicle.
"They just… abandoned it? This is a fucking trap, I know it…"


Loaded and ready to fire.


it also has a two turn recharge.


"'Course it's a trap. The question is how do we spring it?"


"Good thinking. Scanning the ground."
AP, check any possible ambush position.


"Of course it's a trap. Or a distraction."
Popping down my little periscope, I'll toss out a check for anything suspicious. '1d10'

Roll #1 1 = 1


You cannot see any germanes in the forest. They seem to have even abandoned their captured guns inside the truck.


"…come out, come out, Daddy Walter wants to play…"


Pons, there be something wrong here.
Their guns are all in the truck!"


"Cap'n. Should I start moving forward?"
The tank's clear of the ditch, right?


Yes. You are in the middle of the field right now.


"Carefully. They might have left a surprise for us."


Does my knowledge of Trap making tell me anything about what may be in store for us?

Roll #1 2 = 2


"I'm tellin you, all da weapons are still there! Dat thing might blow up at any time!"


I start progressing forward.
Veeeery slowly and cautiously, remaining on the lookout for anything potentially trapped.

Roll #1 3 = 3


"Then we won't get close and find wherever they went!"


You rush a tree and it falls over, but you manage to stop by the truck.
You're sure it's trapped, but you're not sure what exactly the Germanes managed to steal with them.

The forest seems quiet. It's barely large enough not to see through and mostly is made up of leafy trees. The truck seems to be in a decent shape, apart from a ruptured gas tank.


I shoot Rosie a look.
"Why are we letting the mare drive again?"


"Because, believe it or not, she's trained for it."


I look at the ruptured gas tank through a firing slit.
"Rosie. Get us out of here now. No questions, just drive."


"…then who let a mare getting trained in driving?"


"The same ponies that let you behind a gun. Now shut up and keep your eyes open."


AP. Are there hoofprints on the ground? If so, follow them.


"Shut it, jackass."
I start backing out of there.

Roll #1 5 = 5


"I'm just asking, geez! It's not like I'd be talking if I had targets!"

"I was just curious, no need to get your panties in a brunch."


You slowly back out into the field.
The whole ground looks like a herd of cows stampeded through the forest. You can't pick one trail to follow.


"Alright. Any foal can see that those Germanes have laid a trap for us, and I noticed that the gas tank of the truck is ruptured. Combine that with the guns in the back and I'd say the Germanes made themselves a bomb."


"Reason enough to blow them to the skies, 'innit?"


"You'd think that. Best we just go around."


"Can't find them nowhere."
Inspect the closest elevate position.
Rolling for good luck.

Roll #1 4 = 4


"Yes'ir. Problem is finding 'em. we hope out of the tank and hoof it through the forest and they might double around and try stealing it. We drive it through the forest and they hear us a mile away."


You climb a tree. There's a wide road on the other side of the forest.


"We are faster with a tank than they are on hoof."


I didn't mean to leave the tank, just wanted to use AP.
AP again, inspect the road.

Roll #1 6 = 6


I grumble under my breath.
"Not on this ground we ain't."


Your Astral Projection climbed the tree.
You're in a tank and I'm making the cooldown of AP 4.


I pop my head out of the hatch and look at the tracks. Which one looks like it will most likely take us to the Germanes?
Remember that I have Survival.

Roll #1 7 = 7


Costum rules? Oh my.
I'm just that gamebreaking.
So what can I see?

Roll #1 1 = 1


"Tanks go everywhere!"


The most likely candidate are the tracks that only appear some meters away from the truck. They look like they were covered up with leaves and branches; they headed straight through for the main road.
Foam starts forming on the corner of your mouth. It's OD time. Roll for damage.


OD from looking at the sky. Beautiful.

Roll #1 8 = 8


I climb back down into the loader's position.
"I think they went to the main road."


"See anything?"


I thought you were trying to see through your projection. So instead of that: you slip and knock your head on your hatch. You fall unconscious for '1d4' turns.

Roll #1 2 = 2


"Not when there's ditches everywhere. We take a spill we're done."
"The main road? Great…"
I sigh.
"Easier than a forest, I guess."


"Main road is great! We move faster and they are better targets!"


"Stupid zigger."


"What's around the main road? Just fields?"


I shrug.
"Just get us there and we'll see. In one piece. Without any tree casualties this time."


"We won't know 'til we get there."


…And Mr. Clean wakes up with a horrible, horrible headache.


"Ouch… The sun got me in the eyes!"


Shake my head and mutter to myself.
"Ziggers are supposed to be used to the sun, don't they?"


"Aye aye then…"
I start making my way towards the main road.
"Or maybe you're just strung out on drugs like you usually are."

Roll #1 5 = 5


"Fuck off."
Rub my head and get back inside.


"That's a lie!"
Stay silent for a second.
"And drugs don't hurt so bad in my head…"


You slowly crawl the tank next to the main road. You can see some forested hills off in the distance, a small town to the left, and endless amounts of Prance fields and farms to the right.


I peek out from my driver's window and look around.
Can I see any signs of the Germanes?

Roll #1 3 = 3


You can see a bird flying through the air and chirping. You can see the fields wave in the wind.
Dust makes swirls on the asphalted main road.
But no, not any Germanes.


I do the same.

Roll #1 6 = 6


You can see a dust cloud in the distance, coming in from the fields along the road.
Bernard turns out from his cupola and checks this with his binoculars.

Roll #1 6 = 6


It appears to be a lone Mark III tank. It is making best speed along the road with hatches buttoned. You think it is safe to assume they have not spotted you yet.

"Clean, contact HQ."


Is that dialogue from Bernard, or is it from the tank?


From Bernard of course.
Mark III as in Panzer III.


"Is it shooting time yet? Is it them?"



"Contact HQ? But what about the other tank?"


"What is it?"


"Shifty, load Armour piercing rounds. Enemy tank at two o'clock."
"Don't they teach you ponies anything at basic anymore? The correct procedure is to report enemy contact before engaging."


"Finally! Can I fire as soon as we are loaded?"


"Oh… right."
I scratch the back of my head, and give Clean a push.
"Hey, quit abusing and contact HQ you druggie."


I unload the HE shell and load an HP shell.

Roll #1 3 = 3


You drop the high explosive shell on the turret basket and waste time collecting it. The Panzer is already within medium distance of your tank, and your side is exposed to it.
"We haven't got an option now, since the zebra is unconscious again. We will be fucked if we're spotted out here alone."

Bernard scans the horizon from his cupola.


"Loaded and ready."


"Should I start moving back? Or kill the engine?"


"Turn our facing towards them of course! Fast!"

Roll #1 9 = 9


"I'll take that as a yes!"
Aim and fire!

Roll #1 6 = 6


I do that!

Roll #1 5 = 5


I'm totally not inconscious!
Get on the machinegun! Fire!

Roll #1 6 = 6


"SHIT! There's a whole Germane convoy on the horizon! We have to report this to headquarters and get the hell out of here!"
You fire and hit the tank in it's front drive sprocket. It rips off and pieces of the tank's tracks fly about, causing it to almost topple over as it slides sideways along the road.
The turret slowly turns around.
You turn the tank as fast as you can.
-1 to firing the main gun next turn from the sudden movement.


"Quit messing around!"
Aim at the turret!

Roll #1 1 - 1 = 0


Save us from disaster?

Roll #1 4 = 4


I load another AP shell.

Roll #1 2 = 2


Can I stop him from ruining everything?

Roll #1 10 = 10


As you're about to elevate the gun, the Panzer III fires a shot, jamming your turret and gun in position, causing Shifty to drop the shell on the floor.
Funny. You seem to have lost the note where you'd written the HQ's frequency.
No, but you back out to the cover of the trees just as the convoy's escort form a line and start hammering your old position with ranged fire.

"Get HQ on line! I spotted three unidentified heavy tanks and at least half a dozen halftracks full of soldiers on that convoy! We need support! And someone get outside to asses the damage!"


"Shit, they hit our gun!"
Can I still aim and use it?
Don't fire yet, I don't want to blow ourselves up.

Roll #1 8 = 8


I try to load the gun again.

Roll #1 8 = 8


"On da radio sir!"
Ring HQ and report the convoy's position!

Roll #1 10 = 10


Get us outta here!

Roll #1 3 = 3


The gun and turret can't move an inch.
You manage to load the gun despite the odd angle of the breech. Not that it will help very much unless someone fixes the gun.
"Three tanks, a company of soldiers. Roger. We are sending Charlie squadron in your aid. They should be there in ten minutes. Hold on!"
You drive the tank into a ditch, and this time you're very much stuck.
The enemy have ceased firing.

Bernard hops out of the cupola and crawls to the edge of the road to see enemy movements.

Roll #1 8 = 8


"They are unloading the half-tracks and the tanks have moved out of sight. Get the damn tank out of the trench and see if you can unjam the turret!"


Shit shit shit.
I try to get us unstuck and unfucked!

Roll #1 2 = 2


"The turret is jammed! I can't move it!"


Jump out and help with the turret.

Roll #1 2 = 2


You grind yourself further into the mud. This will require a different approach.
You slip off the deck and fall into the knee-deep mud.


I jump out and take aim through my rifle's scope.
Can I spot any officers with group of infantry that are coming our way?

Roll #1 6 = 6


"For crying out loud…"
Climb out and fix that shit!

Roll #1 1 = 1


"For fucks sake…"
I jump out and start digging the tank out then!

Roll #1 4 = 4


Get the mud off me and help Walter.

Roll #1 9 = 9


The halftracks are doing their best to get out of the open road and the infantry have gone to ground on both sides of it. They are slowly approaching your position. No outstanding officers.
As you climb out the turret a short burst of machine gun fire from your side ripples off the deck of the tank. One ricochet hits you in the shoulder. You fall from the tank on top of Rosie >>350884
You climb on top of the tank. It doesn't seem that bad; the 5cm shell of the Panzer III would not be enough to penetrate your turret's armour even from close range. The shell is wedged hard in between your turret mantle and ring though. You'd need a hammer to strike it out.

Bernard spots the source of MG fire; A tank has driven behind a nearby farmhouse.


"Aww, fuck, aww fuck, that hurts!"
Clutch my side.
How much does it hurt?

Roll #1 5 = 5


"Hey, somepony got a hammer?"


I take aim and fire at any of them that look like they might be a sniper.
Marksman Shot.

Roll #1 1 + 2 = 3


"Gyah! What the fu- Walter!"
I lift him off of me and…
"I gotta get this tank unfucked, then I'll heal you!"
I continue trying to dig the tank out.

Roll #1 1 = 1


"I can wait… it's not like I really need this blood…"


"Yo, what's going on down he- Holy mother of mercy man!"
Touch of Life, from me to him.

Roll #1 7 + 2 = 9


You should be glad the bullet seems to have shot through your shoulder, instead of getting stuck inside. Naturally it hurts like all hell, but then you've had worse hangovers after weekend leave.
Bernard shouts over his shoulder.
"Tools are in a crate on the engine deck!"
There's a glint of light in the distance. A short ripping sound. Like someone opened a zipper. And then you're toppling down the slope to the warm mud below.
Roll to stay conscious.
You dig the mud out from under the tracks, but this only causes it to slide down further. Well, at least the soldiers can no longer see your tank. Roll to get yourself and Walter out of the way though.

Bernard comes down.
"I need grenades and a proper gun if I'm going to keep them at bay!"

You can hear the sound of engines from the sky.


I try to pull us both out!

Roll #1 8 = 8


Roll not to lose too much blood.


You feel a bit woozy but you make sure Walter will live.



Roll #1 9 = 9



Roll #1 5 = 5


You manage to pull the both of you on some dry dirt. You can hear some noises from over the road.
"Achtung! Der Feind sind da! Geben mir ein granate!"
No need. >>350972
You're sure it's nothing serious. How many organs can a pony need to live anyway?

The sound of engines has ascended into a roar.
"Achtung! Deckung! Deckung!"


I crawl over to Rosie and Walter.


I resist the urge to scream and continue trying to dig the tank out.
We gotta GO!

Roll #1 2 = 2


"Fuck, let's get out of here!"
Jump back on the machine gun and get ready.


"Fuck fuck fuck FUCK someone help me dig this tank out!"


"Grenate this, you sons of bitches!"
I have grenades, right? Throw one from where I hear the voices."

Roll #1 1 = 1


Help her!

Roll #1 8 = 8


I try to help her.

Roll #1 2 = 2


You feverishly claw at the mud to no avail.
Wonder what those logs that are stowed on the back of the tank are for…
Oh wait. You put them on the mud, supported by a few rocks. The tank should be able to back up to the field now.
You double over from a sudden surge of pain. No quick movements for you.
Nope. You have an M18 recoilless rifle.

Suddenly a squadron of planes flies above you. They strafe the convoy with machine guns and then turn back to harass the tanks with their rockets.
As one of them blows up, the rest decide they've had enough and turn to retreat.


"I was wonderin' how lond it'd take them…"
Smirk and adjust my helmet.
"We good to go, ladies?"


"I think I need a medic."


Get up.
Is the tank fixed yet?


I let out a few deep breaths as I see them leave.

"Oh! Uh, sorry…"
I try to patch him up.

Roll #1 10 = 10


"Yeah I'd need some too… Got myself quite a headache when helping Walter not bleed out."


Well it ain't pretty, but you can drive it back to base and defend yourself in an emergency.
This is the first time in medical history someone has removed a machine gun bullet from a pony with a field shovel successfully and without any unnecessary pain.
Shifty will make it but should get checked if and when you catch up with the rest of the army.

There's a signal on the radio.
"…Matilda, do you copy?"


"Those filthy germanes will never have all my blood!"

Hop back in the tank.
Try the turret's moving now.


Well limp to the radio and answer.
"Here Matilda. We'd like an order of bacon with all this napalm!"


I get back into the tank.


"Alright, I'll help you too…"

Now that's something to feel proud of. Hell yeah.
I hop back in the tank and test the controls. Is it moving now?

Roll #1 8 = 8


It has to be hand-cranked. It's slow as fuck.
-1 to all shooting actions until it is fixed.
"zzhrt-General order-zhh-moving the front line-zhhrt-move to the town of Cheval to north of your position and hold. Over.
You climb in.
It's feeling a bit sluggish. You hope it's just all the mud in the tracks. You climb back onto the road. The carcass of the Panzer is smoking and all the crew hatches are open. It was abandoned.


"Ponies, get in the tincan! We gotta move north and hold!"


At least it works…

"What are our new orders?"


"Already here."


"North. Town of Cheval. Looks like we gotta fight our way there."


"We'll show them this time!"


I start heading up north.
Here's to hoping we don't hit any resistance?

Roll #1 4 = 4 / Roll #2 7 = 7


"Load HE just in case."
You presume Cheval is the town that you can see straight from here, and you're not wrong. One destroyed lamp post later you're met with a group of joyful Prench civilians.
"Welcome to our humble village!"
"Are you ze Americans?"
"What does 'schnell' mean?"
"Care for some wine?"


"Wine doesn't go well with my pills, sorry cherié."
Grin at them.
"You better find a sturdy place to hide in."


"I care for some wine! And of course we are! Here to free you from the evil's oppression!"


"Wine? Yes please…"
I sigh and wait for a bottle to be passed to me.


I glare at him.
"I catch you stealing any of my supplies and maybe I won't use any on you next time I have to remove a bullet."


I load HE.

Roll #1 8 = 8


Some of the civilians look at you quizzically.
A pony brings the both of you your own bottles much to the dismay of the local Bartender.
"Oh ack! Must you take the most expensive bottles? First the Germanes and now my own people!"
You load the gun and make sure Walter's hoof is not on the trigger.


I poke my head out of the hatch.
"Any wine for me?"


"The price of FREEDOM!"

Take a swing!

Roll #1 7 = 7


"Hey, I needed those. Walter was bleedin' dry!"


"Many thanks."
I take a swig.

"Yeah yeah. I know you were just gonna shoot up with them."

Roll #1 4 = 4


"C'mon, ya dislike me just that much? It's a hard war, ya know!"


Who knew, you're not that good with alcohol. You feel a bit drowsy.
It's a good vintage. Really enjoyable.
Someone hoofs you a bottle.
The bartender goes into his little pub.
"And ze rest, you will have to pay for!"
"Was it zomething we said?"


"Ah! Now, folks, where are those nasties who need a good old blowing up?"


"Nah lil prench pones.
Just, this place gotta see troubles soon."


I pop the cork and take a swig.

Roll #1 8 = 8


I grumble and give him another glare.
…Well, at least that's doing something.
Take another swig.

Roll #1 9 = 9


"Okay okay, look…"
Raise my hooves trying to look pragmatic.
"We can cut a deal.
Ah'm good with pills, ah can show ya.
You let me get mah hooves on some of the bigger stuff, Ah can help ponies in need just that bit longer for ya to have a shot ad helpin'em!"




Automation test


I'm looking over the tank. How's Matilda holding up?


More wine!

Roll #1 8 = 8


Check the radio, any incoming orders?

Roll #1 4 = 4




There is a large dent between the gun's mantlet and turret's ring. It is where the Panzer hit you. The tank is almost completely covered in mud and blood from when Rose drove her into a ditch.
A cute Prance mare brings you a bottle.
The radio is silent. Maybe the batteries are dry?


"What are we doing here? Regrouping?"


Rummage in the back of the tank. There must be a new pack.
Or I could just plug the radio into the engine!

Roll #1 2 = 2


Take a swing.
"Hey there, honeypot, how does it feel to be free again?"


Might need to either replace that, or try and undent it.
Well, let's get to work and try to fix that up. '1d10+2'

Roll #1 8 + 2 = 10


you find a recharging cable that could maybe work with a normal car battery.
Now to find a car…
"C'est Magnifique!"
Without some military supplies you can't do much. You hammer the mantlet back into shape so the gun can move normally, but another shot like that could easily blow up the whole turret.


"But seriously, guys, what are our orders?"


I shrug and keep eyeing up the mares.
"Something something germanes in this town. I'm not the commander!"


With the jump cables dangling off my mouth and the radio on my back, stare at him.
"Uhhh…. Hold the place?"
Off to look for cars!
In Prance!
In 1944!

Roll #1 7 = 7


I'll grumble a little more.
And of course we didn't scavenge any parts from that damn panzer, so I can't jerry-rig something.
I need a drink.
Head to the bar.


"Well you're higher ranked than I am. Give me an order."


"Get me a pack of Prench smoke!"


"Aye aye."
I go looking for a cigarette vendor.

Roll #1 1 = 1


You ask one of the mares.
"ze Germanes, they took all our fuel! None of us has driven a car in years! If you can find one, it's battery is probably all drained. Ze nasties had a truck depot on the east side of town though. You might check there."
The bartender is a fat earth pony with a small mustache. He seems to be sweating even though he has a fan blowing cold air in the room.
"Well? Come to steal another bottle of wine?"
You find a pack of cigarettes labeled "OSS" and a small red triangle for a logo. It looks unopened despite laying on an alley.


I'll raise an eyebrow.
"I pay for my drinks, barkeep. And what do you mean 'another'?"


Lucky me. I take the pack back to Walter.


Go back to the tank.

"Pons, our radio's dead and we need a car to jump it back to life."


"So where's the problem?"

"Good work, soldier!"
Light it up!

Roll #1 10 = 10


"Ze townponies just barge in when they see an American tank like it's the second coming of Celestia and take my best wine for your crewmen!"
he makes wide gestures with his hoof.
Funny, it doesn't taste any different from normal army issue fags…
Except after a few breaths the smoke explodes. You can hear the sound of a ricocheting bullet from the nearby cobblestone.


"What the fuck? PRIVATE! Did you try to kill me?"


"No! I found those in an alley!"


"And you didn't even check it?!"
Toss him the pack.


I'll grumble a bit.
"Knowing that lot, there's probably not a drop left. My apologies. I'll make a note of it, and see if I can't get the higher ups to at least notice the cost, and take it out of their wages."
Taking a seat at the bar, I'll continue.
"So, what have you got?"


"Look around. No cars. A townsmare told me there's a… Place, a truck depot. We could check it out."
ABLOAWA! What was that?!
Hide in the tank!

Roll #1 5 = 5


"Why would a cigarette explode!?"


"Why would I know? You gave them to me, you should know!"

"Just some bad smoke. And can we drive there?"


Shrug and point at the mares.


He taps a few barrels behind him.
"Ze Germanes really liked their 'bier'. Of course I've still got some Scotch and Whiskey. And the remnants of my wine cellar."
You manage to climb behind the turret.
The mares look at each other.
"Isn't zat up to your commander?"


"I asked you, idiot! Can we drive there, is there an open way there, do we have enough fuel, that! Are we operational?"


Roll my eyes and do a motion with my hooves.
"A roooooad! You know, that kind of things! Is there one or has it been blown up during the assault?"


"Whiskey. How much a glass?"


"I dunno 'bout roads, we've been in da same tin can all this time!
An Ah'm no mechanic, ya know!"


"Then let's find the mechanic. Where did that donkey wander off to?"


"Private, 'dat donkey is yer commanding officer!"


"And you're a zebra. Let's go find him."
I ask around to see if anyone knows where Bernard is.

Roll #1 9 = 9


The mares stare at you like you'd stare at a slug on your morning toast.
"Ze depot would be useless unless you could drive there, wouldn't it?"
"Zere is only one bridge between the town center and it."
The bartender shakes his head.
"We have no real use for money anymore. Don't you have any fuel? Rations?"
"He went to ze pub. Looked rather mad."


"A bridge?! That could be a trap!"


I go into the pub.
"Sir, I think we should check out the Germane depot."


I'll rub my chin.
"How much for cigarettes?"
I'll pull out a pack of Mulia Milds.


Them ladies be dumb.
Real dumb.
We just had an air strike on the place. There is only one bridge.
They didn't tell me where the depot is, so I might even think our airstrike damaged it.
But whatever. I'm not here to fuck mares. I'm here to get high.
Roll my eyes and say nothing.


"One minute, Private."


I sit down at the table with him.


"I'll give you a bottle. Just zis once."
He gives you a bottle of decent whiskey.
They look at you for a while and then shrug.
And the air strike was ways off from the town.
"We didn't see any engineers here in the last few weeks. Unless zey rigged it way before, it should be safe for you. We don't know if it can handle a tank though."


"They don't even have to blow it, they could just block our way on that narrow thing!… And what sort of bridge is it that it couldn't handle a tank?"


I'll nod to him, and hoof over the pack of cigarettes.
"Here, I'll toss in the matches for free."
Then I'll take the bottle, bid the keeper adieu, and head out back to the tank.
"Private, fall in and tell me what you needed on the way."


Well gee, how the hell was I supposed to know that?
"A rope bridge?"


I take the cigarettes from him.
"Those things explode. Ya' don't want 'em"

I follow you.
"We are going to the depot and didn't want to leave you behind."


"My cigarettes do not explode, private. Return them to the barkeep immediately."


"That couldn't even handle a fat germane."


I toss them back to him and mouth 'Be careful' at him.


"Sir, can' we jus'… Get the radio operational again an' wait for command?"


"Now what's this about a depot?"
"Our commands were to hunt down the fleeing Germanes. And what do mean, get it operational again? What'd you do to the radio?"


"The Germanes had a vehicle depot in the city. We are going to raid it."


"Ah did nuthin, command didn't pack more batteries, we stuck with jump cables.
An' jump cables dun work on da tank, we need cars.
An' cars have no fuel 'round here."


"It iz an old bridge, only wide enough for one car."
You were there.
You leave the very confused looking barkeep behind.
Actually, the command was to hold the town and see that it is safe.

The crowd of Prance mares is starting to disappear as the townsponies move on to their normal day-to-day life.


"I wanted to know what is it made out of? Stone?"


"Uh, Sarge, those weren't are orders. Are you drunk, sir?"


"Bullshit we are, without at least finding out if there's anyone in it."
I'll grumble at that.
"Peachy. We scout the depot, see if there are any Germanes crawling around."
I'll climb up the tank.
"I'll see if I can't get this tub fighting fit again. And one more thing. Which one of you grunts took the alcohol without paying for it?"


"Ah've been by da tank da whole time, sir."


"A mare brought me one bottle, I can't be held responsible!"


I climb into the tank.


"Yes, stone. It's very old, the town would have renovated it but all this happened."
The pony waves his hoofs around the town.


"That's not good… how far is the other nearest bridge?"


"Hrumph. Anyway. We want this town secure, we need to make sure it's clear. So I'll take a few in the tank and you, mister Clean. You should be able to get a decent view of the depot from the near side of the bridge, correct?"


Nod and pet my bynocolous.
"No problems. I can see forever with dis thing."


"Good. Hoof over to the bridge, get a good look, and try to stay out of sight. We'll roll up in a few minutes."


"Ze Germanes were using the bridges build along ze road."
The mare points to the direction you came from.
"But zey probably blew them up while retreating."


"Ayay sir-"
Get rid of all the unnecessary stuff and march over to the bridge.
Once in sight of it, Farsight .


"Thank you, random citizen!"

Get back in the thank.


The bridge indeed looks very old. Some of the stones making the "guard rails" have fallen into the water below and the supports are all green with moss and slime. You think the tank might just manage to get over. The depot itself is straight ahead, a little way down the road. It is flanked on both sides by tall buildings that still have Germane banners on them.
The depot's doors are closed and locked, but the tank could easily drive through them, as they are rusty and made of thin metal, barely enough to stop a bullet.

The streets themselves are empty, looks like no one wanted to live in here during the occupation.


Astral Projection, try to see what's in the buildings.


"Do we risk it?"


Also everyone else is in the tank. The engine is whirring.
2 turn recharge.


Sneak a bit closer, remain in the foliage.

Roll #1 1 = 1


"We go fast or slow enough, we might make it. I don't like it, though. Too much cover for them, if they're in there. Considering leaving the tank here so you can use the high-ex shells for cover fire in case we need it. The rest of us go in on hoof to secure fuel or whatever else we can find."


"Are you sure you want us shelling a place full of fuel?"


There is no foliage, only a straight down plummet into the water. The water is cold and brown. You know this because you just fell in it.
The shotgun on your back is surprisingly heavy to swim with…


"Sorry sir but I can't guarantee your safety if I blow up something full of fuel behind you."


"Chances of there being fuel is pretty low, if the Germanes have already cleared it out. Still, I said if we need it, not to fire at will."


"Did anypony hear a splash?"


And this is not salt water. So it's even HARDER to swim! I should totally shot myself one.
If I survive at all.

Roll #1 7 = 7


The rivers are lined with straight stone walls. Gratefully the townsponies have built ladders next to the bridge and you climb up to the Depot side of the river.


Coughing and wheezing a bit I'm gonna try to find some cover.
Then, AP, inspect the buildings.

Roll #1 8 = 8


"Alright, sir."
I load an HE shell.

Roll #1 9 = 9


You find an open door and duck inside an entrance hall of a four storey apartment block.
All the civilian buildings are empty. You can't tell about the depot.
the shell is loaded.


Good enough, no way somepony's gonna sneak up on us.
Run back to the tank.

"Looks clear!"


"Alright then. Private, you and the Corporal are staying with the tank. Keep her ready to go in case we need her. Mr. Clean, you and the medic are coming with me. Quietly."
Getting my pistol out, I'll start making my way to the depot.


Get out a set of binoulars!
The tank must have one, right?

Roll #1 2 = 2


"Sir, da bringe looks strong 'nuff to hold the tank."


Nope. They're on Bernard. You only have your gun's scope.


Scope out the area before them then


"Looks can be deceiving. Plus, if there are any Germanes on the upper floors, they can just toss things down on top of it. If there is fuel, and they dump it on top of the tank, they could burn us alive."


"Riiiight… Ready ta follow, sir."


I stick my head out of the hatch.
Can I spot any signs of an ambush?

Roll #1 1 = 1


Nothing there.
Your hatch seems to be jammed and you bang your head on it rather hard.
-1 to next action.
You move cautiously along the sides of the road. When you're about halfway there you imagine you can hear some scratching noise coming from a few stories up.


I rub my head.


Let's see if I can see what's making that noise. '1d01'

Roll #1 1 = 1


"The hell are you doing?"


>getting the numbers backwards

Roll #1 4 = 4


Yeah okay.
Take out my shotgun.
Keep walking. Be… Stripey, stealthy!

Roll #1 5 = 5


It seems to have been a pigeon pecking at something on top of one of the houses.
locked n' loaded.


We'll go in through the side door. Quietly. Are they locked? '1d10'

Roll #1 1 = 1


"So… Sir… Plan of approach?"
AP, inspect the inside of the depo.


Yep. This one is. Just when you turn your back to the building the pigeon was in, a ripping sound screams through the air.
Trrrrrrrrrrt - Trrrrrrrrrrrt- Trrrrrrrrrt
The ground on your feet is rippled with bullets. Roll.
Your attention is diverted from the machine gunner on top of the building to your right. It is a four-storey building. The first floor seems to be a garage, and it is built from red bricks.


Do we see this?


You can see Bernard and Clean ducking for cover, and the top-most floor of the building, but not the shooter or shooting.


Shit. '1d10'

Roll #1 7 = 7


HOLY FUCK! Jump to cover!

Roll #1 1 = 1


"What do you say private, do we smoke out the upper floors?"


You duck in the archway of the door for cover, but it won't protect you from another burst.
-Gratefully the machinegunner has another target.
As Clean runs around like a headless chicken his hind leg is grazed by a bullet from the shooter.

You can see something larger than a pony take flight from the top of the tallest building. Your gun cannot elevate that high.


"Private! Get out of the tank and gun that thing down!"

That's it for me, the top floor is getting a shell.

Roll #1 3 = 3


Inside, Gun ready. Vaguely wish I'd kept those matches.
'1d10' to shoot the first Germane I see as I roll out of cover.

Roll #1 4 = 4


"I don't think the gun goes that high."
i climb out of the tank and take a shot at the flying thing, if I see it.

Roll #1 8 + 1 = 9



Awwww pon, this be not the time! Crawl somewhere away!

Roll #1 3 = 3


The firing seems to have stopped for now. You can hear some shouts from the direction of the depot. Something seems to be very schnell over there.
It has already disappeared behind the buildings before you manage to unjam your hatch.
You fire at the closest building to the bridge, causing the second floor to be exposed. Debris falls on the street.


"That was a warning shot!"
'1d10' again!

Roll #1 2 = 2


Take out my Shotgun.
Time to blow these fuckers up.
Tartarian Empowerement on myself.

Roll #1 10 + 2 = 12


I keep an eye out for any enemy movement.

Roll #1 9 = 9


Double shit. They've probably got a tank in there.
"Get back to the tank, and get them ready! They're probably going to roll out another panzer!"
And I'll try and make my around to that machine gun nest and shoot the Germane manning it. '1d10'

Roll #1 6 = 6


No Fucking Way. We Blow Them To Hell Now.


Man this shit is dope. Everything slows down around you. You can feel the enemy squads just waiting 'round the corner to rush the street you're on.
All your successes are critical, and double crit range is 8+.
You can't climb three stories high that fast. Especially when >>359107 fires on the third floor, with the only effect of blocking half the street with the fallen debris.

You can see two squads of Griffon soldiers run to the street and take positions. They're heavily armed with long tubes that have some sort of missiles on the ends, and light machine guns.

You can also hear a honk from behind your tank.


"We take out this nest, and then hoof it to the tank. This is an order."


Blow the door open with a blast of shotgun.
Grunt in response.

Roll #1 3 = 3


No time for honking, time for some bonking!
Aim at the griffons with the missles!

Roll #1 10 = 10


I check out whoever honked at us.


"Sons of buzzards!"
And I'll take a potshot at one of the gryphons armed with a panzerfaust.


Would help if I rolled. '1d10'

Roll #1 4 = 4


You manage to kill five griffons, making the rest scatter. You can't see exactly where they went.
There is a jeep with a .50 cal and three ponies in it.
"Are ya the guys called 'Matilda'?"
there is no door. Most of the top floor of the machine-gunner's nest is gone after Walter fired at it.
And that's just it, a potshot.
You don't manage to hit anything.
The Griffons are regrouping within the buildings at the end of the street.


Growl at him with bloodshot eyes.
Take a shot at another gryphon.

Roll #1 4 = 4


That will do for now.
Anymore targets I can clearly see?

Roll #1 3 = 3


I aim at one of the gryphons and fire.

Roll #1 7 + 2 = 9


"We move on the building! Stay under cover and try not to get shot!"
And I'll suit action to word and try not to get shot myself. '1d10'

Roll #1 9 = 9


Nod and follow.

Roll #1 9 = 9


File: 1362270565102.png (74.53 KB, 504x802, Situation map.png, IO Google TinEye)

Firing with a shotgun at over 50 meters? Not very easy.
You can see a machine gunner raise his head from behind a boulder. You shoot, but can't confirm if he dived or died.
"We're 1st recon! The main forces are just an hour away. Needed to check up on ya since yer radio seems to be dead."
You move up the street. You come across a store with a wide window to the street. A Germane feldwebel is having a quick briefing with his troops in the cover of a small alley.


Stop Bernard and point him at the germanes.
"Sir! We Must Attack!"


"We need to cross the bridge to help them!"


"Pull your jeep around to our side and help out with that machine gun!"
I crawl back into the tank and load another HE shell.

Roll #1 8 = 8


"I would but I don't think we can fit!"
You load the gun.
+1 to Walter's next shooting action.


"Damn straight. Aim for the leader first."
And I'll try to peg him. '1d10'

Roll #1 4 = 4


"Just a second!"

Blast a building where I suppose Germanes could be inside!

Roll #1 6 + 1 = 7


Run at them and cleave 3 of them with my shotgun!

Roll #1 2 = 2


"Then dismount and come around the side on hoof!"
I load another HE shell.

Roll #1 5 = 5


You miss, giving them time to quickly get into cover.
A griffon wildly sprays the street with MG fire. Thanks to your drug-addled mind you don't feel any hits though.
You fire, suppressing the birds for the next turn.
"Sigh. C'mon boys, the cavalry can't handle a few Germanes!"
The three ponies grab their SMGs and run to the rubble, ready to provide covering fire.


"You sons of bitches! The whole lot of you!"
Fire from cover. Hopefully I can wing their leader. '1d10'

Roll #1 6 = 6


Keep pinning them down!

Roll #1 6 = 6


I load again.

Roll #1 5 = 5


You fire on the street.
The recon ponies shout at you.
"Oi! Hold your fire, you almost hit friendlies!"
You graze the feldwebel's shoulder. The griffons answer with their weapons.

Two remaining griffons with panzerfausts suddenly take flight and jump to the buildings nearest to the river.

Roll #1 5 = 5


Private we need to drive over this bridge!"


MHUAHAHAH! Keep charging! Close in and shoot him in the face!
Touch of Death

Roll #1 9 = 9


"Careful where you shoot."
I load again.

Roll #1 3 = 3


"There is no clear shot from here!


Keep firing. '1d10'

Roll #1 7 = 7


I do something useful!

Roll #1 2 = 2


"Then stop shooting."
I climb out of the hatch.


They miss their one-shot weapons, only hitting the bridge in front of the tank.
You run up to the sergeant and he disappear into red mist as you pump shot after shot into him.
The remaining machine gun squad retreats inside the depot.
You drop the shell. Can not fire this turn.
You fire on the retreating Griffons, wounding one. His comrades abandon him on the street.
You do your best to drive the tank off the bridge, but the large stones hold you in place for now.


"Damnit mare, drive us over the bridge, not in the river!"


Finish off that gryphon, or at least put him under so we can question him later. '1d10'

Roll #1 10 = 10


Keep driving and DON'T DRIVE OFF.

"I spaced out okay?!"

Roll #1 4 = 4


I try again.
"Keep off the bridge, Rosie. It can't support us!"

Roll #1 9 = 9


"Get it together, I can't get off a shot from here!"

"We have to try!




"Patch yourself up as best you can, then follow me inside. They're likely in cover by now, so we go in a different door."


Grunt and nod.
AP, find a way to flank the gryphons.


She won't put up a fight in her current state.
You drag her off to the side.
A few pieces of rock fall into the river as you sloowly inch your way over.
The first recon ponies walk up to you.
"Well well, Griffon shock troops. You don't see 'em every day."
They are holed up in the depot, and they have an anti-tank gun facing the gates.
The easiest way to deal with them would be by climbing the buildings flanking the depot and throw a grenade down there.

The streets are safe for now.


Turn to Bernard and grunt something.
"Huge… Gun… Door!"
Then, sprint for the stairs of one of the adjacent buildings.

Roll #1 9 = 9


Well, there he goes.
I'll see if that gryphon has a grenade on her anywhere, and if she does, head up after him. '1d10'

Roll #1 8 = 8


"Are we on the bridge!?"
I climb out of the tank and fly over to the depot side.


"Wait… captain! Orders?"


"Make sure everyone's fighting fit over there, and then keep the tank safe!"


Any clear targets already?

Roll #1 3 = 3


"Uh… right!"
I climb out of the tank and run over to the depot.
Any ponies I need to immediately tend to?

Roll #1 3 = 3


You dash to the highest floor of the building, and it gives you a clear view of the depot yard. There's a single truck in one of the halls, and a 7,5 cm PaK anti-tank gun on the yard. It could punch a hole on your tank even from a mile away.
Also, your high is starting to wear off.
She only had her SMG.
You quickly regroup with the recon element, which is looking over their prisoner.
"Wonder if they understand English…"
The depot doors are almost unobstructed…
The prisoner has a wound on her shoulder, but otherwise everyone seems okay. There's a trail of blood to the building Bernard and Clean disappeared to.


I turn to the prisoner.
"Do you speak English?"


Well, get out of the tank and look out for anything suspicious.


"Well, great."
I'll take her SMG with me.
Let's see if I can't take out that gunner with my pistol, though. '1d10'

Roll #1 8 = 8


N… no!
I have to keep going! Shoot a hole in the window of the depot, cook a nade and throw it to them!

Roll #1 9 = 9


You see the first recon, Rosie and Shifty interrogating a prisoner.
You snipe the Griffon leading the gun, causing the others to take flight.
Duck hunt! You shoot down another griffon. Two of them, one armed with a machine gun, fire on your position.

Roll #1 9 = 9


Well, I'm going to guard the tank then.
Some of those nasties are pretty crafty.
Do I have any smokes?


"Does that mean yes?"


Duck behind any form of cover that isn't MR. Clean, and then return fire. '1d10'

Roll #1 1 = 1




And they hit well. None of the windows in your floor are intact.
-1 to your next action since you're pinned.
You take a full burst head-on. By all rights, you shouldn't be alive anymore.
5 wounds remain.
"Mein name ist Hilda, Gefreiter, Nummer 98771."
The OSS-labeled ones are still aboard.


"Feck that noise."
Up I get. '1d10' behind cover, preferably.

Roll #1 5 = 5


I think I'm just gonna jack myself up again.
I need that stuff!

Roll #1 10 + 1 = 11


"Looks like she does. Ask her what you need to, I'm going to go pop some Germanes."
I fly up to a rooftop and try to snipe any Germane that looks like an officer.

Roll #1 2 + 2 = 4


Fuck those, but what's with the shooting again?
Can I blast any of them with the tank?
This is just a question if I have vision, not actually firing

Roll #1 5 = 5


Fuck it.
I heal whoever's closest.

Roll #1 3 + 2 = 5


You slowly crawl behind a desk.
Yup. All your successes are crits for a while.
The two machinegunners are the only ones left, and they are currently peppering the building Bernard and Clean are in.
You don't hit either of them.
You can only see the front door of the depot, and the two griffons circling in the sky. Someone could drive the tank through those doors.
You quickly bandage the prisoner up.


Fuck, just fuck.
I move forward to wherever the hell everyone else is.
And heal one of my allies who's wounded.

Roll #1 5 + 2 = 7


I try again.

Roll #1 5 = 5


Fuck this we're going in dry!
Time to take the driver's seat and do just that!

Roll #1 8 = 8


Get up. '1d10'

Roll #1 6 = 6


Shoot a barrage at the two remaining gryphons! Cleave!

Roll #1 7 = 7


You climb the building Bernard and Clean disappeared into and find a badly wounded Bernard struggling to get on his feet.
With the help of Rosie you manage to stand again.
You fire and hit one of the griffons. Instead of plummeting down from the sky he turns to you though.
You drive the Sherman at full speed along the road, riding through the thin doors of the walled depot and crush the anti-tank gun under your treads.
You manage to drop one griffon. The final one attempts to retreat.

Roll #1 9 = 9


Continue healing!

Roll #1 2 + 2 = 4


I try to pick him off before he can escape.

Roll #1 8 + 2 = 10


Jump in after him and try to blast his coward germaneic feathers into bloody bits! American way!

Roll #1 1 = 1


I'll see if I can't bring down that last gryphon. '1d10'

Roll #1 1 = 1


Your high wears off approximately half a second before you realize you're falling off from the third floor of a building.
This is gonna hurt. But how much? Roll.
You however snipe the bird out of the sky.
Massaging a bullet wound doesn't really help..






Roll #1 5 = 5


Paging dr. White
Come in dr. White


Climb out of the driver's seat of the tank with a victorious cheer.
"We showed them allright!"




Now let's see if we can't get any more out of those gryphon stormtroopers.


I still have no idea what's going on.


We should get the radio working already.


You regroup at the motor pool. The recon ponies have driven their jeep to the yard and set up the tank's radio to recharge from a nearby truck while they bring in their prisoner, a rather beat-up looking Griffon.

Even Clean manages to climb out of the dumpster he fell in on his own.

One of the recon ponies, a sergeant, talks up.
"The main force should be around here rights about now. I recommend ya'll head back to the main square."


"Thanks for coming in when you did. It was getting a bit messy."
And then I'll head up to the square.


Obviously, follow.


"You sure you three can hold this place and a prisoner by yourselves, sir? There might be more of 'em hanging around."


"Yessir, as soon as my baby's back on operation, sir."
And once I have the radio, follow.


I look around.
Do I see any wounded that need tending too?

Roll #1 7 = 7


No one's particularly wounded.
Or rather, dying.
Bernard's chest is bandaged so thick it looks like he's wearing three winter coats after taking a few hits from a machine gun earlier.
One of the privates herds the griffon to the jeep.
"We're going first. You sure you don't want to interrogate it?"
You start walking to the square. Clean is carrying the radio set from the tank.


What won't I do for my homeland…
Tap on the radio and start it up.
See if there is anything from command.

Roll #1 3 = 3


Whistle some sort of patriotic song.

Roll #1 8 = 8


Very well then.
I catch up to the rest of my squad and start walking back to the square.


"The gryphon will be questioned by ponies who are better at getting info out of it than we are. Just make sure it stays tied up. And gagged. Don't want it biting through the ropes."


"I'm a pony that should be dropping out of the sky but got stuck in a tank instead; I'd have no idea what to ask her that you guys probably haven't already. Let the Intel ponies take a crack at her if you think she knows anything useful."
I fly back to the square.


You might have better luck if the radio was in the tank.
One of the privates speaks up while climbing in the cramped car.
"I heard some paratroopers got stuck inna town nearbys."
The sergeant shrugs.
"I haven't seen anything bite through wire rope yet."
The jeep starts with a sputter and the recon team is soon just a speck of dust behind a turn of the street.
You regroup.


I double back around and fly along side the jeep.
"You know the name of the town?"


Right. Mount the Radio.

Roll #1 7 = 7


Wait if we got any connection.


I guess I'll just wait until they're done fiddling with the radio.


Guess I'll wait by him until we get any response.
Also give him a casual once over to make sure the junkie isn't on anything.

Roll #1 2 = 2


"They're all the same, man. All the same."
You set up the radio in the tank.
"Main armoured division has moved into town. Tank squadrons are regrouping near the town square."
Not right now.


"Well, you heard the radio. Everyone pile in, we're going back to town."
We're still good on gas, right? '1d10'

Roll #1 8 = 8




"Roger that…"


"Eh, thanks anyways."
I fly back to the group in the town square.

"I heard something about airborn ponies trapped in a nearby town. Any of you want to see if we can get assigned to a rescue mission?"


Slide into my very comfy chair and get listening for new orders.

Roll #1 8 = 8


"We'll see."


The gas meter is tagged "plot-reliant".
You've got enough to cook the whole crew alive if someone hit the tank's side.
The radio stays silent.


"Let's get rolling, then. Don't want to be late."


Do we have some music in this thing?

Roll #1 4 = 4


I have a small radio!

Roll #1 4 = 4


We have a big radio!


That's for military channels only.


Onwards we go then!
Climb into the drivers seat and set off.

Roll #1 9 = 9


You roll into the square, where ponies are running around, vehicles are speeding and tanks are slowly crawling in the middle of it all.
A staff sergeant walks up to you.
"What's your outfit?"
They are for communications.
Well, okay, the tank's radio could be tuned to a musical radio but such is forbidden in combat conditions.


Let them do the talking.


Dude a radio is a radio!


I tell him our outfit.


"…mhm. Your squadron just got refitted with two M3 scout tanks. Go meet your new squadron leader, Lieutenant Sweet."


"Yes, sir."
I go to meet my new squadron leader.


And then I guess we'll park the tank and go meet the LT.


"New squadron leader? Guess we should probably go meet him then."
I head over there.


Keep doing what I'm doing…


"Outta the tank. We're all meeting the LT."


Sigh and crawl out.


You drive the tank to your squadron's parking lot. A few ponies from tank 2 walk up to you.
"Ya just can't take her out and not get a dent on it, can you? Want us to call the engineers?"
You can see two smaller tanks parked off the side. They're boxier than your Sherman and armed to the teeth with machine guns. The main gun seems dinky in contrast to a normal tank.
You can hear a female voice from somewhere between the scout vehicles:
"They've had the new M5s in production for two years and they send us to the largest military landing operation in history with these? I've called requisitions a dozen times and still they don't…"
As you walk further you can see the lieutenant talking to some other tank commanders of your unit. She's wearing a thick leather jacket similar to that of the pilots in the air force with her mane tied to a tight bun. She turns around as she hears you approach.
"'Matilda' I presume?"


"Just call me Walter, M'aam."


'Aye, ma'am. Rosie."



"Shifty, mam."


"Well, it's not like we were expecting to run into another panzer in the woods."
I'll shrug.
"That she is. And you're Lieutenant Sweets, I presume? Sergeant Bernard."


She salutes you back.
"Right. Your tank is now number 3. You are in charge of the fighting detachment of our squadron."
She offers you a hoof.


"Just point us towards the enemy m'aam, and we'll smoke them out!"


I fly over to our new tank and look at it.


There will be no enthusiasm at all in my voice. Taking her hoof, I'll give it a short shake.
"And we'll need that dented panel replaced, by the way. I'd have done it myself it I had the materials, and it seems we didn't think to harvest what we could from the panzer we ran into. Also, there should be a gryphon prisoner we evicted from the depot over the bridge. Should be on its way to questioners."


You didn't get a new tank.
"Good, good. The engineers should be on your tank already. You don't sound too excited about your 'promotion'?"
Some of the other commanders are rolling their eyes.


"Ma'am, usually when someone gets a promotion it's because somebody else died and they needed someone to fill his shoes."


Well I look at whatever the fuck we will be driving around in.


"Nothing like that. We are dividing the squadron so tanks 1 and 2 -" She taps the two tanks to her flanks "-will form a scouting detachment led by me."
She then walks from between the smaller tanks and points to the three Shermans in a row.
"And these tanks will form the fighting detachment which will terminate any hostiles we find. You will be in direct radio contact to me all time. If you have any questions or problems, you can find me in my tent later. For now I will need to go and fetch our orders from HQ."
She walks off to the direction of the square.

The two other commanders walk up to Bernard.
"So, I guess ya got us now."
"Yeah. I wonder what happened to our old lieutenant."


I'll nod to them.
"Seems I do. Who are you, and which do you drive?"


"Yeah we got a problem. Da cables ya packed with da tank are good for normal cars only!"


"So we will be 'riding' to battle together, eh?"


"So… you guys are gonna be coming with us?"


"Tanks 4 and 5."
The others looks at you.
"They work with anything really."
"Yes, I suppose."
Your old tank. The engineers are hammering the front. Someone's bringing some welding equipment on the spot.


I hang around and wait for something to happen.


"Nuh-uh! The tank couldn't fit it, so ah could not reload da radio!"


They nod.
"You don't see mares in service every day."


"How descriptive."
I'll absently reach for a cigarette, but remember I traded those.
"Bah. So, yours are outfitted the same as ours, I'm guessing."


"A mare, a zebra, and a donkey. We're a joke given flesh."


"Good thing there's us, right?"




"What about Lieutenant Sweets?"

I groan.


"Ye two having fun?"
Growl at them from behind.


"Of course we are. Aren't you?"




"Well yeah, but I heard there are whole regiments of ziggers workin' somewhere."
They just shake their heads.
"Of course. Normal Shermans."
"Oh yes, she's dreamy ain't she?"
"I know right, I wish we had one at home."
They look at you.
"I mean…"


"Barrels, sir."

"If they want to fight let 'em fight. Best to keep 'em separate, though. Not all ponies are tolerant like us."


"Look here, gents, there's gonna be none of that crap about the other races in the force so long as I'm in charge, got it? We're on the same side, and if you want somebody to care about saving your hide, you'd best not make an ass of yourself."
I'll raise an eyebrow at them, as if to dare them to crack a joke.


Try not to chortle.

Roll #1 10 = 10


Look at him with an admiring smile.


I drop my head to my hoof and groan some more.
"You stallions ever even touched a mare before?"


Can I avoid laughing at that pun he made?

Roll #1 6 = 6


Yup. I hardly even crack a smile.


They shrug.
"It's been five minutes and already yer treating us like bloody recruits."
Both of the commanders are sergeants too
Your face is crafted from the very same stone as the cliffs of dover.
You don't even flinch.
Both of them look at you kind of cross.
"I have a wife and three kids back home."
"Have you ever had to shave? …No wait…"

The commanders turn to Bernard.
"The point is, we don't have any problem with you or any of your crew. We're gonna return to our tanks and re-stock them. Dunno when we'll move out."


I'm too good.

"I hope we move out soon! The sooner we get rid of that filth the better!"


"Same here. I'm getting antsy sitting around like this."


"I'm treating you like recruits because you sounded like 'em."
I'll nod to them.
"But I'll go bother the engineers and probably get an earful for denting her up again. As for moving out, Lieutenant Sweets is getting our orders as we speak."
And then I'll head off to my tank.


I give the one that brought up shaving a queer look.
"Right… well, I'm going to go check on my tank now. You boys have fun with whatever the hell it is you do."


Err, and I walk back to the tank.


"Ready for some action, eh, private? Only good germane is a dead germane!"


I follow her back.

"Or a surrendered one. I don't much care so long as they don't have a gun and aren't about to get one."


The engineers just stop welding.
"Well, I heard ya met Panther tanks out there. I'd say ya got out pretty well. Say, would you like an extra MG on top of the turret?"
There it is. Green and a little warm from being under the sun all day.


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