Sunday, June 16, 2019

0070 - Shootout on the Village Square - Turn 2

0600 30 JUL 2000
============

"After the initial shock, we started getting our crap together again. I came out of that 'dear god don't let anyone kill me' dream' and started to react. Griff ran by me like a man on a mission. I heard a blooper from around the corner and I suspected who that may be. Mitchell, woman at work."

This is the last round that the team will be suffering from panic. Maybe they can get busy fighting back.

Initiative Step 5
Actions:
• MSG Caitlyn Mitchell will fire two rounds from her M16A2 at the RPK gunner
• MSG Eduard Lyubomyrovych Potapenko will fire three bursts from his RPK-74 at Elite Polish soldier #1
• Elite Polish soldier #1 will put five single rounds into Logan

Order of Actions:

• MSG Caitlyn Mitchell (AGL 5)
• Elite Polish soldier #1 (AGL 8 - Bulk 4 = 4)
• MSG Eduard Lyubomyrovych Potapenko (AGL 4 - Bulk 5 = -1)

Play:
Mitchell fires two single rounds at the RPK gunner. The range is 55m (Short).

[Fire two rounds at RPK gunner – Asset Level 7 – Difficult (x1) – Target Number 7, 5 on the second round due to recoil – Roll(s): 7,6] - One hit. The RPK gunner is prone and facing Mitchell. The hit location is the chest and the target is not wearing a vest. The total damage is 13 and results in a quick kill (11).
Elite Polish soldier #1 fires five single rounds at Logan.

[Fire five single rounds at Logan – Asset Level 15 – Difficult (x1) – Target Number 15 – Roll(s): 9,10,2,11,1] - Five hits with two out standing successes. Logan is prone and facing away from the shooter. All head, arms and chest hits will miss. The hits are taken to the Left Leg (5), Right Leg (10), Left Leg (7x2 = 14), Left Leg (7) and Left Leg (9x2 = 18). Logan has taken a total of 57 to his left leg and now has a critical wound. The clock is now running for him.

Potato fires two bursts from his RPK-74 at Elite Polish soldier #1. The range is Short.

[Fire first burst at Elite Polish soldier #1 – Asset Level 16 – Impossible (x1/4) – Target Number 4 – Roll(s): 13,11,8,19,10,15,20,15,7,1] - One hit. The soldier is hit in the right arm for 7. He is not knocked down. Potato manages to avoid a jam.

Both Veteran Polish soldier #4 and Experienced Polish soldier #7 are in the danger zone. The danger zone size is 4.

[Resolve danger zone hits for the first burst – Asset Level 16 – Impossible (x1/4) – Target Number 4 – Roll(s): 13,1,12,2] - Two possible hits. The first hit on Experienced Polish soldier #7 is stopped by cover. The second hit on Veteran Polish soldier #4 is also stopped by cover.

Now for the second burst. The burst size is reduced by 4 due to recoil.

[Fire first burst at Elite Polish soldier #1 – Asset Level 16 – Impossible (x1/4) – Target Number 4 – Roll(s): 13,13,13,8,18,11] - One possible hit but it is stopped by cover.
 The danger zone size is 2.

[Resolve danger zone hits for the first burst – Asset Level 16 – Impossible (x1/4) – Target Number 4 – Roll(s): 14,13] - Both miss.


Initiative Step 4

Actions:
• SSG Micheal Macron will fire three rounds at Veteran Polish soldier #5
• SSG Michael Griffin will continue south through the ruins
• Veteran Polish soldier #3 will fire two rounds at Mitchell
• Veteran Polish soldier #4 will fire five single rounds at Potato
• Veteran Polish soldier #5 will fire two rounds at Klasha

Order of Actions:

• SSG Michael Griffin (AGL 6)
• Veteran Polish soldier #4 (AGL 7 - Bulk 4 = 3)
• Veteran Polish soldier #5 (AGL 7 - Bulk 5 = 2)
• Veteran Polish soldier #3 (AGL 7 - Bulk 6 = 1)
• SSG Micheal Macron (AGL 4 - Bulk 5 = -1)

Play:

Griffin runs south, crossing the road, as he tries to move into a position to flank the enemy.

Veteran Polish soldier #4 fires five single rounds at Potato. The range is 30m (Short).

[Fire five single rounds at Potato – Asset Level 13 – Difficult (x1) – Target Number 13 – Roll(s): 17,8,12,6,7] - Four hits. Potato is prone and facing away from the shooter. The rounds hit Potato in the Head (3 +1 blunt trauma = 4), Left Arm (8), Right Arm (5) and Right Arm (8). Potato is knocked down again in addition to being stunned. He now has scratch wounds on all locations except his chest.


Veteran Polish soldier #5 fires two rounds at Klasha. The range is 35m (Close).

[Fire two rounds at Klasha – Asset Level 13 – Difficult (x1) – Target Number 13 – Roll(s): 17,13] - One hit. Klasha is behind cover with her right arm and head exposed. Her right leg is in cover and the wall stops the rounds.


Veteran Polish soldier #3 fires two rounds at Mitchell. The range is 75m (Close).

[Fire at Mitchell – Asset Level 13 – Difficult (x1) – Target Number 13 – Roll(s): 17,7] - One hit. Mitchell is prone and facing the shooter. Mitchell is hit in the left arm for 17, knocking her down and resulting in a slight wound.


Macron fires three times at at Veteran Polish soldier #5. The range is 35m (Close).

[Fire at Veteran Polish soldier #5 – Asset Level 13 – Difficult (x1) – Target Number 13, 12 on the last round due to recoil – Roll(s): 4,19,18] - One hit. The target is prone and facing the Macron. The trooper is hit in the left arm for 10 points of damage. He is now slightly wounded.


Initiative Step 3

Actions:
• 2LT Jade Marshall will miss her turn, as she is suffering from panic.
• MAJ Edward Harris will miss his turn, as he is suffering from panic.
• AGT Sukhikh Klara (Klasha) Kirillovna will fire two rounds from her UZI at Veteran Polish soldier #5
• Experienced Polish soldier #6 will run forward and take cover at the corner
• Experienced Polish soldier #7 will fire five single rounds at Potato

Order of Actions:
• Experienced Polish soldier #6 (AGL 6)
• 2LT Jade Marshall (AGL 5)
• MAJ Edward Harris (AGL 5)
• AGT Sukhikh Klara (Klasha) Kirillovna (AGL 4 - 2 = 2)
• Experienced Polish soldier #7 (AGL 6 - Bulk 4 = 2)

Play:
Experienced Polish soldier #6 takes cover at the corner.

Marshall remains panicked and misses her turn.

Harris remains panicked and misses his turn.

Klasha fires twice at Veteran Polish soldier #5 . The range is 35m (Medium).

[Fire two rounds at Veteran Polish soldier #5 – Asset Level 6 – Formidable (x1/2) – Target Number 3 – Roll(s): 7,12] - Both miss.
Experienced Polish soldier #7 fires five single rounds at Potato. The range is 30m (Short).

[Fire five rounds at Potato  – Asset Level 11 – Difficult (x1) – Target Number 11 – Roll(s): 2,5,19,11,3] -  Four hits. Potato is prone but the shooter has a side shot. All fire side (right) hits count as near side. Potato is hit in the left leg three times (22 total) and the left arm once (6). He now has two slight wounds.

Initiative Step 2

Actions:
• 2LT Wayne Logan will miss his turn, as he is knocked down and critically wounded
• SFC Jack Robinson is suffering from panic and will miss his turn.

Order of Actions:
•  SFC Jack Robinson (AGL 7)
• 2LT Wayne Logan (AGL 5)

Play:
Robinson is suffering from panic but drops prone and takes cover in the ruins of the bell tower.

Logan has been critically wounded and knocked down, meaning he misses his turn.


Thursday, June 13, 2019

0069 - House Rules: Prone Hit Location& Animal Hit Location Modifications

The hit locations, as presented, are mostly dominated by the lower body. Six of the 10 values are for the lower parts of the body. If the target is prone and facing the shooter, a good portion of the shots will miss. If, however, the target is prone but laying with its side exposed, the far extremity hits are translated to hits on the near extremity. This seems like an oversight and I believe it should be corrected. There is nothing worse than getting a good hit in a bad situation only to find out it missed because the target was prone.

I propose the following situational hit location tables substitutions:

Situation: Rear Shot - Target is prone with the head opposite the shooter (i.e. legs toward the shooter)

1D6 Roll    Hit Location
1                Abdomen
2                Abdomen
3                Left Leg
4                Right Leg
5                Left Leg
6                Right Leg

Situation: Front Shot - Target is prone with the head toward the shooter

1D6 Roll    Hit Location
1                Head
2                Right Arm
3                Left Arm
4                Right Arm
5                Left Arm
6                Chest

Changes should be also be applied to animals moving toward or away from the shooter. Her too the table is also slanted, this time toward the front portions of the body.

Situation: Rear Shot - Target is moving away from the shooter

1D6 Roll    Hit Location
1                Abdomen
2                Abdomen
3                Hindquarter
4                Hindquarter
5                Hindquarter
6                Hindquarter

Situation: Front Shot - Target is moving toward the shooter

1D6 Roll    Hit Location
1                Head
2                Forequarter
3                Forequarter
4                Forequarter
5                Chest
6                Chest

Wednesday, June 12, 2019

0068 - Shootout on the Village Square - Turn 1

0600 30 JUL 2000
============

"It was a bad situation. A grenade went off and there was a lot of people rockin' and rollin' for that early in the morning. We had people down in the open and no idea how to get them back into cover. We needed to take the fight to them instead of playin' pop-up target."

Although the patrol leader likes a good fight, they are not stupid. The standard morale rules apply and their relative breakpoints are:

• Retreat: 46% Casualties
• Rout: 59% Casualties
• Surrender: 73% Casualties

Initiative Step 5

Actions:
• MSG Caitlyn Mitchell will drop prone and fire a 40mm grenade at the RPK gunner
• MSG Eduard Lyubomyrovych Potapenko misses his turn, as he was knocked down
• SSG Michael Griffin will run to the door where Klasha was standing guard
• Elite Polish soldier #1 will put five single rounds into Logan

Order of Actions
• SSG Michael Griffin (AGL 6)
• MSG Caitlyn Mitchell (AGL 5)
• MSG Eduard Lyubomyrovych Potapenko (AGL 4)
• Elite Polish soldier #1 (AGL 8 - Bulk 4 = 4)

Play:
Griffin runs toward the smoke and dust billowing through the doorway from the grenade explosion nearby.
Mitchell drops prone and pops off a grenade at the RPK gunner. The range is 55m (Short).

[Fire grenade at RPK gunner – Asset Level 6 – Difficult (x1) – Target Number 6 – Roll(s): 1] - One hit. Mitchell drops the round into the doorway, right on top of the RPG gunner.

The gunner takes 14 points of damage from concussion or two points per hit location. This is doubled for the head and chest, for a total of 18 points. He is in the primary blast radius but takes no fragments. He is now slightly wounded and knocked down and stunned.

Veteran Polish soldier #3 is protected from concussion and fragments by the building.

Potato is knocked down and still suffering from Panic and will miss his turn.

Elite Polish soldier #1 fires five single rounds at Logan. The range is 15m (Short).

[Fire five single rounds at Logan – Asset Level 15 – Difficult (x1) – Target Number 15 – Roll(s): 7,6,9,13,4] - Five possible hits. Logan is prone and facing away from the shooter. All head, arms and chest hits will miss. The hits are taken to the Left Leg (4), Abdomen (3 + 1 for blunt trauma), Chest (Miss), Abdomen (3 + 1 for blunt trauma), Right Arm (Miss). Logan is knocked down again and now as a slight wound to his abdomen.

Note: one can debate whether a bullet hitting a prone target from behind would hit the Kevlar vest. I won't debate it but I would just say that it is a game and there are enough ways to kill a character without nitpicking and debating reality. Let them have the advantage where possible.


Initiative Step 4

Actions:
• SSG Micheal Macron will run past Marshall and attempt to flank the attackers.
• Veteran Polish soldier #2 will miss his turn, as he was knocked down.
• Veteran Polish soldier #3 will fire two rounds at Mitchell
• Veteran Polish soldier #4 will fire five single rounds at Potato
• Veteran Polish soldier #5 will drop prone and fire two rounds at Klasha

Order of Actions
• Veteran Polish soldier #2 (AGL 7)
• SSG Micheal Macron (AGL 4)
• Veteran Polish soldier #4 (AGL 7 - Bulk 4 = 3)
• Veteran Polish soldier #5 (AGL 7 - Bulk 5 = 2)
• Veteran Polish soldier #3 (AGL 7 - Bulk 6 = 1)

Play:
Macron runs past Marshall and turns south toward cover.

Veteran Polish soldier #2 misses his turn, as he was knocked down and stunned by the grenade explosion.

Veteran Polish soldier #4 fires five single rounds at Potato. The range is 30m (Short).

[Fire five single rounds at Potato – Asset Level 13 – Difficult (x1) – Target Number 13 – Roll(s): 15,19,12,17,19] - One possible hit. Potato is prone and facing away from the shooter. All head, arms and chest hits will miss. The round hits Potato in the abdomen for (2 +1 Blunt Trauma) 3 points of damage. This results in a scratch wound for Potato.

Veteran Polish soldier #5 goes prone and fire two rounds at Klasha. The range is 35m (Close).

[Fire two rounds at Klasha – Asset Level 13 – Difficult (x1) – Target Number 13 – Roll(s): 18,2] - One possible hit (Outstanding Success). Klasha is prone and facing away from the shooter. All head, arms and chest hits will miss. The hit location is the right arm, resulting in a miss. Klasha got lucky that time.

Veteran Polish soldier #3 fires two rounds at Mitchell. The first will count as aimed, as he was on overwatch. The range is 75m (Close).

[Fire first round at Mitchell – Asset Level 13 – Average (x2) – Target Number 16 – Roll(s): 18] - Miss. Despite aiming and being on overwatch, the shot misses.

[Fire first round at Mitchell – Asset Level 13 – Difficult (x1) – Target Number 13 – Roll(s): 12] - Possible hit. Mitchell is prone and facing the shooter. All leg and abdomen hits will miss. The hit location is the left leg, resulting in a miss.

Initiative Step 3

Actions:
• 2LT Jade Marshall will miss her turn, as she is suffering from panic. She will, however, drop prone
• MAJ Edward Harris will miss his turn, as he is suffering from panic. He will, however, drop prone
• AGT Sukhikh Klara (Klasha) Kirillovna will move into the cover of the doorway
• Experienced Polish soldier #6 will clear his jam.
• Experienced Polish soldier #7 will fire five single rounds at Potato

Order of Actions
• Experienced Polish soldier #6 (AGL 6)
• 2LT Jade Marshall (AGL 5)
• MAJ Edward Harris (AGL 5)
• AGT Sukhikh Klara (Klasha) Kirillovna (AGL 4)
• Experienced Polish soldier #7 (AGL 6 - Bulk 4 = 2)

Play:
Experienced Polish soldier #6 clears the jam in his weapon.

Marshall drops prone in her panic.

Harris drops prone, desperately seeking cover.

Klasha moves into the cover of the doorway.

Experienced Polish soldier #7 fires five single shots at Potato. The range is 30m (Short).

[Fire five rounds at Potato – Asset Level 11 – Difficult (x1) – Target Number 11 – Roll(s): 8,11,13,18,12] - Two possible hits. Potato is prone but the shooter has a side shot. All fire side (right) hits count as near side. Potato is hit in the left leg (7) and left arm (3). He is "knocked down" again. He now has four scratch wounds.

Initiative Step 2

Actions:
• 2LT Wayne Logan will miss his turn, as he was knocked down
• SFC Jack Robinson is suffering from panic and will miss his turn.

Order of Actions
• SFC Jack Robinson (AGL 7)
• 2LT Wayne Logan (AGL 5)

Play:
Robinson is suffering from panic but drops prone and takes cover in the ruins of the bell tower.

Logan has been knocked down and misses his turn.

At the end of the round, a lot of the characters are scrambling for cover or trying to pull themselves up into their helmets.


Monday, June 10, 2019

0067 - House Rules


 What would a roleplaying game without house rules. Here are a few I use reguarly in my campaigns.

Personal Weapons

Each character receives on personal weapon. This must be taken from the relevant personal weapon list from the character's country. No substitutions may be made. Officers and vehicle crewmen do not automatically receive a pistol. They must take a pistol as a personal weapon if they wish to have a pistol. Alternatively, they may purchase one during the equipment purchase part of character generation.
The characters automatically receive the two magazines for pistols and magazine-fed weapons and one belt for belt-fed weapons. If a weapon is capable of using both magazines and belts, the character may choose which he would like to receive. In addition, the character receives two fragmentation grenades.
Additional ammunition and grenades may be rolled for on the table below:


D10 Roll
Pistols
Magazine-Fed Weapons
Belt-Fed Weapons
1
Three magazines, two fragmentation grenades, two smoke grenades
Four magazines, two fragmentation grenades, two smoke grenades
Two belts, two fragmentation grenades, two smoke grenades
2
Three magazines, one fragmentation grenade, one smoke grenade
Three magazines, one fragmentation grenade, one smoke grenade
Two belts, one fragmentation grenade, one smoke grenade
3
Two magazines, one fragmentation grenade, one smoke grenade
Three magazines, one fragmentation grenade, one smoke grenade
One belt, one fragmentation grenade, one smoke grenade
4
Two magazines, one fragmentation grenade
Two magazines, one fragmentation grenade
One belt, one fragmentation grenade
5
One magazine
One magazine
No additional ammunition
6
One magazine, one fragmentation grenade
One magazine, one fragmentation grenade
One fragmentation grenade
7
Two magazines, one fragmentation grenade
Two magazines, one fragmentation grenade
One belt, one fragmentation grenade
8
Two magazines, one fragmentation grenade, one smoke grenade
Three magazines, one fragmentation grenade, one smoke grenade
One belt, one fragmentation grenade, one smoke grenade
9
Three magazines, one fragmentation grenade, one smoke grenade
Three magazines, one fragmentation grenade, one smoke grenade
Two belts, one fragmentation grenade, one smoke grenade
0
Three magazines, two fragmentation grenades, two smoke grenades
Four magazines, two fragmentation grenades, two smoke grenades
Two belts, two fragmentation grenades, two smoke grenades
Characters also receive loose rounds equivalent to the capacity of all the magazines they possess. The rounds should be totaled for the group and rounded down to the nearest case or belt..
Although this may seem harsh, remember that the characters are escaping from a unit that has been overrun. It is very improbable, that they escaped with a full load of ammunition.

Starting Equipment

The equipment a character receives automatically during character generation is determined on the table below:


Equipment
Weight / kg
Availability
Notes
Fatigues
4
Automatically

Steel Helmet
1
70%
American characters may take a Kevlar helmet, if available. The character must choose if both are available.
Kevlar / Ballistic Nylon Helmet
0.5
40%
American characters only
Kevlar / Ballistic Nylon Vest
4
40%
American characters only
Pack
2
Automatically

Shelter Half
1
70%

Gas Mask
1
Automatically

Combat Webbing
2
Automatically

Bayonet
0.25
70%

Sleeping Bag
4
70%

Flashlight
0.2
70%

Personal Medkit
0.2
70%

Thermal Fatiques
6
40%



This may also seem harsh but the premise remains, that the characters are trying to escape with their lives and may be forced to abandon equipment during their flight.

Buying Food & Fuel

During the character generation process, food and fuel may be purchased. The following table provides the price of food and fuel for this process only. During the game, the price for both food and fuel will vary with supply and demand. The table below may be used as a reference.


Food Type
Price / kg
Availability
Daily Requirements/person
MRE
$8
(S/S)
1.5kg
Soviet Field Rations
$6
(S/S)
1kg
Domestic
$5
(C/C)
2kg
Wild food / grain
$3
(V/V)
3kg



Fuel Type
Price / l (or kg)
Availability
Consumption Multi.
Gas
$50
(R/R)
x1
Avgas
$80
(R/R)
x1
Diesel
$45
(R/R)
x1
Ethanol
$15
(C/C)
x3
Methanol
$10
(C/C)
x4
Wood
$5
(V/V)
-
Coal
$15
(S/S)
-

Starting Equipment Allowance

Each enlisted soldier and non-commissioned office (NCO) receives $500 per active military term. Officers receive $1000 per active military term. The money must be used to purchase equipment and no funds may be taken in the form of gold or other valuable commodities.

Gold Coins

Characters may take up to 10% of their equipment allowance as gold coins. Each coin weighs 10grams (0.01kg) and has a standard value of $50.

Starting Fuel & Ammunition for Vehicles

Like the characters, the vehicles the will never posses full loads of fuel and ammunition at the beginning of the game. The rational here is similar to that of the character equipment, namely that the characters are on the run after their division was overrun. During that last fight they will have been forced to expend fuel and ammunition. They may have also been unable to draw fuel and ammunition before the attack started.
Fuel: at the beginning of the game, the vehicles haven 30-80% (1d6 * 10% + 20%, round down) of their internal fuel capacity. Fuel purchased during the equipment purchased and stored in jerrycans or trailers are unaffected by this rule. Roll separately for each vehicle in the group.
Ammunition: vehicles have 30-80% (1d6 * 10% + 20%, round down) of their listed ammunition on board at the beginning of the game. Only weapons listed on the vehicle card are affected by this rules. Weapons (and ammunition) purchased during the equipment purchases are not affected. Roll separately for each weapon system on the vehicle.

Contacts

The game assumes that the majority of the characters are far from home, fighting on foreign soil. Long-range travel has become extreme rare and it is very unlikely that the characters will encounter someone they met in college. For this reason, contacts are not rolled during the character development process. Rather, the referee will assign contacts as he/she deems fit.

Rule Clarification (Autogun)

The skill Autogun is used when firing large automatic weapons. This includes vehicle- and trailer-mounted auto cannons. Large caliber, non-automatic direct fire weapons, such as tank guns, are fired using the skill Large Caliber Guns.

Head and Chest Shots

All head and chest shots do double damage. This in addition to any other effects that they may have. A “quick kill” roll on PCs is now mandatory and if successful, doubles the damage yet again.

Outstanding Success and Catastrophic Failure in Combat

All outstanding successes in combat cause double damage.
Catastrophic failures in fire combat may lead to a jam. In order to avoid a jam, the character must roll a Difficult roll against the appropriate weapons skill. A roll of 20 automatically results in a jam. This applies to all weapon systems with a feed system and due to the lack of proper maintenance, this also applies to large caliber guns and autocannons as well as automatic grenade launchers.

0066 - Shootout on the Village Square - The Ambush


0600 30 JUL 2000
=============

"It was one of those days when you wake up to gunfire. Not an ideal way to wake up, regardless of the day. It was Friday and this is not how I imagined my TGIF weekend party starting but that party was starting, with or without me. No one invited me to the dance but I woke up in the middle of it."

So, the patrol wants to kill (and maybe capture) the party. Since they have no night vision, it is going to have to be an early morning attack. To be fair, we should give the characters a chance to detect their observers.

We will go the standard detection roll. The highest observation for the characters is 15 (Klasha). The characters are not moving and have two vehicles (we will not count the OT-64, as it does not belong to the characters) and nine troopers. This is a total of -19 (-10 for the vehicles and -9 for the characters).

The patrol is assumed to be not moving when observing the group. There are seven troopers and one vehicle for a total modification of -12. The patrol has an observation asset of 16.

The players have a total modification of -19 (own modification) +12 (Enemy modification) = -7. The patrol has a modification of -12 (own modification) + 19  (party modification) = +7.

After the  modification, the players have an effective asset of 9 and the patrol has an effective asset of 23. Neither asset has been reduced by more than half nor increased by more than half, so we are OK. The difficulty level is set at Difficult.

[Detect the patrol watching the group – Asset Level 9 – Difficult  (x1) – Target Number 9 – Roll(s): 18] - The group fails to detect the patrol observing them.

[Detect the character group sheltering in the village – Asset Level 23 – Difficult  (x1) – Target Number 19 (a 20 will always fail)  – Roll(s): 18] - The patrol as found the characters.


Since the patrol won the surprise roll, they will allowed to move into position. At 0600, the characters are involved involved in different activities.
  • 2LT Jade Marshall - On guard duty
  • 2LT Wayne Logan - preparing to gather plant material
  • SSG Michael Griffin -  preparing to Hunt/Forage
  • MAJ Edward Harris - resting after his guard shift
  • MSG Caitlyn Mitchell - preparing to gather plant material
  • MSG Eduard Lyubomyrovych Potapenko - On guard duty
  • SFC Jack Robinson - preparing to gather plant material
  • SSG Micheal Macron -  preparing to Hunt/Forage
  • AGT Sukhikh Klara (Klasha) Karillovna - On guard duty

Harris is asleep inside the ruins of the bell tower. Marshall, Klasha and Potato have taken up positions around the perimeter of the church. Logan and Mitchell will gather plant material for making alcohol. Griff and Macron are in the church, preparing for a hunting trip. Robinson is resting in the church.

Griffin, Harris and Klasha now have slight wounds. Robinson still has a serious wound because of the infection.

So, as I mentioned before, the patrol has gotten the drop on the characters. Their intention is to fire up the group and maybe capture a couple of prisoners to interrogate. As they have surprise, they choose to ambush the characters. As a result, the will get on free rounds of attack.

Initiative Step 5

Actions:
  • Elite Polish soldier #1 will trot forward and take cover behind the burnt-out trucks before firing a burst at Logan.

Order of Actions:

  • Elite Polish soldier #1 (Agl 8 - Bulk 4 = 4)

Play:
Elite Polish soldier #1 trots forward and takes cover behind the truck. He lines up with Logan and fires a burst. The range is 15m (Short).

[Fire burst at Logan  – Asset Level 15 – Impossible (x1/4) – Target Number 3 – Roll(s): 4,5,10,12,1] - One hit. The round hits Logan in the Abdomen for 5 + 1 (blunt trauma) = 6 points of damage. Logan has a scratch wound and is knocked down and panics.

Four rounds missed their target, two of which may hit targets in the danger zone. Currently the only target in the only target in the danger zone is Mitchell.

[Danger zone attacks from burst  – Asset Level 15 – Impossible (x1/4) – Target Number 3 – Roll(s): 16,5] - Both miss.


Initiative Step 4

Actions:
  • Veteran Polish soldier #2 will fire two bursts at Mitchell.
  • Veteran Polish soldier #3 will go into overwatch
  • Veteran Polish soldier #4 will also trot forward and take cover behind the trucks before firing a burst at Potato
  • Veteran Polish soldier #5 will throw a fragmentation grenade at Klasha.

Order of Actions:
  • Veteran Polish soldier #3 (Agl 7)
  • Veteran Polish soldier #5 (Agl 7)
  • Veteran Polish soldier #4 (Agl 7 - Bulk 4 = 3)
  • Veteran Polish soldier #2 (Agl 7 - Bulk 5 = 2)

Play:
Veteran Polish soldier #3 goes into overwatch and aims for the area between the HMMWV and Logan and Mitchell.

Veteran Polish soldier #5 throws a fragmentation grenade at Klasha, The range is 35m (Long).

[Throw fragmentation grenade – Asset Level 13 – Formidable (x1/2) – Target Number 6 – Roll(s): 8] - The grenade misses, bouncing off the door near Klasha, and deviates. Klasha, however, is still caught in the blast.

Klasha suffers one point of damage to all body hit locations due to concussion. Klasha is also within the primary burst radius and takes one fragment to the right leg for 8 points of damage. Klasha now has a slight wound on her right leg in addition to the slight wound on her head. She has a scratch wound on all other hit locations. She is knocked down but does not panic.

Potato is protected from the blast by the corner of the church. The 3/4-ton truck is in the blast radius but takes no fragments.

Veteran Polish soldier #4 fires a burst at Potato. The range is 30m (Short). The burst is reduced by 1 because of the effect of trotting on strength for recoil purposes.

[Fire burst at Potato  – Asset Level 13 – Impossible (x1/4) – Target Number 3 – Roll(s): 12,12,13,3] - One hit. The round hits Potato in the right leg for 6. He now has a slight wound and is knocked down. He also panics for one turn.

From his prone position, Veteran Polish soldier #2 fires two bursts at Mitchell. The range is 55m (Short).

[Fire burst at Mitchell  – Asset Level 13 – Impossible (x1/4) – Target Number 3 – Roll(s): 4,19,13,9,18,16,20] - No hits but the weapon jams after the seventh round. Mitchell does not panic.


Logan is in the danger zone for the burst.  The danger zone size three rounds.

[Danger zone attack on Logan  – Asset Level 13 – Impossible (x1/4) – Target Number 3 – Roll(s): 15,13,2] - One hit . Logan is hit in the left leg for 9, resulting in another scratch wound.


Initiative Step 3

Actions:
  • Experienced Polish soldier #6 fires two single rounds at Klasha
  • Experienced Polish soldier #7 runs forward and takes cover behind the burnt out trucks

Order of Actions:

  • Experienced Polish soldier #7 (Agl 6)
  • Experienced Polish soldier #6 (Agl 6 - Bulk 5 = 1)

Play:
Experienced Polish soldier #7 dashes forward and takes cover behind the trucks.

Experienced Polish soldier #6 fires at Klasha. The range is 45m (Short).

[Fire at Klasha  – Asset Level 13 – Difficult (x1) – Target Number 13 – Roll(s): 20] - The weapon jams after the first round.


As a result of the ambush, Marshall, Robinson and Harris panic for two rounds. Griff and Macron do not panic.


Friday, June 7, 2019

0065 - Shootout on the Village Square - Preparation

0800 29 JUL 2000
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"When those ORMO guys showed up, there was a feeling about them that said trouble. You didn't know where or when it was going to start, but you knew it was coming. They rolled on up with their guns out and ready and they looked like they were ready for a fight at the drop of the hat. It might have gone OK but someone dropped the hat".

So, we have an ORMO patrol coming to check what is going on. From an observation point, let's consider what the patrol leader would know. The characters are there, alive and well, as is the OT-64. The trucks the mechanics were using are also there but they are burned out. There is no sign of the mechanic nor his crew.

So, now to see how the patrol will react. As always, let's ask the GME.

[GME: Will the patrol approach the town and contact the characters? - Chaos Rank 5 – Very Likely (85% - This is the reason they are here in the first place) - 36% - Yes] - Yep, they are going to roll into town and ask some questions.

[GME: Will they try to surprise the characters? - Chaos Rank 5 – 50/50 (50% - This could go either way and I do not want to influence the decision. Let fate decide) - 3% - Exceptional Yes] - Oh they are sneaky ones, aren't they.

[GME: Will the patrol attempt to capture everyone? - Chaos Rank 5 – 50/50 (50% - Again, let the dice roll as they may) - 93% - Exceptional No] - Oh oh.

Now that is not good. They want to take the characters by surprise but have no intention of capturing everyone. That would mean either a) they will try to surprise someone alone or b) they will shoot first and hope to capture someone when the smoke clears. I wonder which it will be. If we remember the motivation of the patrol leader, it is less likely to be option a.

Pompous: The NPC is arrogant, conceited, and pompous in his dealings with others. He considers himself clearly superior to everyone around him.

Very violent: The NPC loves a good fight and either is or wants to be a warrior.

Still, let's ask the GME. There is always a chance.

[GME: Will the patrol attempt option A? - Chaos Rank 5 – Unlikely (35%) - 93% - No] - Which leaves option b.

So, the plan is sneak into town, shoot the crap out of everything and every one and question the survivors. Seems simple enough.

0064 - The Head Shot

Yesterday I had a short "discussion" (not meant negatively but I do not want to give the impression it was long or face-to-face) regarding headshots in T2K. For me, all head and chest shots cause double damage to everyone. According to the basic rules, double-damage should only apply to NPCs (with the exception of called shots). The logic here has never really been clear to me.

Generally, I believe that PCs have a lot of advantages over NPCs with higher damage point levels and initiative. Often, in my experience, a lot of NPCs get removed from the fight a long time before they die as their initiative is reduced to 0 (or below). PCs on the other hand can (usually) take a lot of hits before being removed from the game.

The following is a discussion of game mechanics. It is not meant to provoke a discussion of ballistics, tissue damage or modern firearms. I do not want to contemplate anyone getting shot in the head (or generally for that matter), I just want to talk about the game and remind everyone it is a game and supposed to be fun. That being said, my thoughts on head shots.

As I mentioned, I implement double damage for all head and chest shots, regardless of the type of target (PC or NPC). The damage can also be doubled as a result of an outstanding success or, in the case of PCs, as the result of a quick kill roll. NPCs are killed by the quick kill roll (hence the name).

If things go really south a hit to the head (x2) with and outstanding success (x2) that results in a quick kill (x2) could possibly be very dangerous. To make this a bit clearer, I compared our resident door-opener (Potato) to Klasha (not the biggest baddest in the room) and an NPC.

The assumption is made that each gets hit in the head by an RPK-74 (Damage 2, Penetration 1-Nil) at close range. The variations are one or more of the following:

• Shot hits the helmet
• Shot is an outstanding success
• Shot causes a "quick kill"
• Head shots always cause double damage

I assume three points of damage per damage dice. Potato has a constitution of 8, while Klasha has a constitution of 3. The NPC has the standard 40 hit points.


In the first set of shots, only the final shot, an outstanding success that does not hit the helmet and results in a quick kill would only result in a serious wound for Potato. Most any wound to the head is going to be dangerous Klasha, but we know that from experience. Even the NPC is going to either have a slight wound or die because of the quick kill.

In the second series, the damage for all head wounds is doubled. Klasha has at least a serious wound from any shot. The chances of a serious wound go up up for Potato and the NPC finally has a chance at a serious wound.

The final shot, with double damage that does not hit the helmet that is an outstanding success resulting in a "quick kill" now results in a critical wound for Potato. Very unlikely but still something to get you thinking before charging that machinegun.

Which system is more realistic is not something I want to debate. I use the second system, as it really adds challenge for the characters and I must admit, someone taking a bullet to the head and walking away with a scratch wound is something I have problems wrapping my head around,

These are just my thoughts on the game play. To each his own.