Quoted By:
A loud <span class="mu-i">clunk</span> came with the report of the tankettes’ weaponry; though most of what you could hear was the loud rattle of two centimeter fire splattering off the hull and sending fragments of shell all over the outside, like loud and explosive hailstones had started hammering the front of the tank.
“The big planes are landing,” Arson Squad B reported, though you had no time to give that particular mind. It wouldn’t matter- you weren’t staying around to fight whatever they’d be disgorging, even if the rush to do so had meant you couldn’t direct multiple machine guns to perform proper anti-air defense. An aircraft that had to land to be a threat to you was no threat at all right now.
This was the most important part of the breakout, now- infantrymen would be rushing out from behind to get in position, begin laying down their own fire- and moving out south to get away from all this. You’d be fighting until everybody else had fled into the woods- and you’d start with that tankette right there…
…The clunk again, as the turret refused to move. A spot of confusion, and you tried again…
>Use Blessing of the Wanderer’s Whim to reroll enemy hit?
>Continue on- without effective use of your main weapon. (Extreme penalty to cannon’s to-hit)
Also-
>Roll three sets of 1d100 for your allies. First two, higher better, for your infantry, latter one would get a bonus with their HMG of +10, but only after a turn so it can be set up. Last one, for Framboise, roll under 65.