Sunday, February 7, 2021

0135 - Off We Go Again - Part VIII

 We will keep the initiative order like it is, and that is:

 

Initiative

 

Order        Name

1        Griffin

4        Macron

5        Harris

6        NPCs (Not Particularly Cooperatives)

9        Klasha

 

 

Initiative Step 1 - Griffin

Griff burned through the last of his ammunition last round, so he will attempt to reload as a Fast Action.

 

Task:

Reload Current Magazine

Yes, I know it is internal but not splitting hairs here

Ability Die:

Agility A (D12)

 

Skill Die:

Ranged Combat B (D10)

 

Modifiers:

--

 

Mod. Ability Die:

Agility A (D12)

[Unmodified]

Mod. Skill Die:

Ranged Combat B (D10)

[Unmodified]

Ammo Die:

--

 

Roll:

12,6,--

Why cannot he not shoot like this in combat?

Result:

3 successes

 

 

Just a note: the table on page 54 of the Player's Manual lists the skill as Mobility. The text on page 61 mentioned the skill as being Ranged Combat. I will use the Range Combat interpretation and I am sure the FL team will fix this in the next version.

 

Griff could risk another shot but he would have a -2 modifier in addition to the -2 modifier as all the targets are prone. Even with his specialty, it is probably a waste of ammunition.

 

Initiative Step 4 - Macron

The goal here is to drive off the soldiers, not necessarily kill them all. Macron is running low on ammo but he still has a few rounds and will attempt to put down the officer #3-1. The range is 5 (Short) and he will add two ammo die to the pool.

 

Task:

Engage Officer #3-1

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

+ 1 Rifleman Specialty, -1 Target Hex Terrain, -2 Target Prone

= -2

Mod. Ability Die:

Agility A (D12)

[Unmodified]

Mod. Skill Die:

Ranged Combat D (D6)

[-2 Steps]

Ammo Die:

2

 

Roll:

8,2,1,2

3 rounds expended

Result:

1 success

 

 

Again, the damage is not high enough to cause a critical hit but the officer must make a CUF check to avoid suppression

 

Task:

Make a CUF Check

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

Unit Morale C (D8)

Unsuppressed unit members within LOS

Modifiers:

--

 

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

Unit Morale C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

2,3,--

 

Result:

Failure

 

 

Macron's accurate fire suppresses the officer and forces the trooper next to him to check too (Panic Spreads rule).

 

Task:

Make a CUF Check

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

Unit Morale C (D8)

Unsuppressed unit members within LOS

Modifiers:

--

 

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

Unit Morale C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

5,8,--

 

Result:

1 Success

 

 

Ignoring the failed leadership of the officer next to him #3-2 decides to fight on.

 

Initiative Step 5 - Harris

The team needs to push harder and maybe drive off the Soviets. Instead of reloading, Harris will #3-2, being one of the guys pouring firing into their position. The range is 6 (Short) and he will add three ammo die.

 

Task:

Engage #2-4 with M16A2

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 Target is prone, -1 Target hex terrain

= -3

Mod. Ability Die:

Agility D (D6)

[-1 Step]

Mod. Skill Die:

--

[-2 steps and removed]

Ammo Die:

3

 

Roll:

6,-,1,4,1

(6 rounds expended)

Result:

1 Success

 

 

The first rounds is a hit but it is not enough to force a critical hit. Still, this calls for a suppression check.

 

Task:

Make a CUF Check

 

Ability Die:

Coolness Under Fire C (D8)

 

Skill Die:

Unit Morale C (D8)

Unsuppressed unit members within LOS

Modifiers:

--

 

Mod. Ability Die:

Coolness Under Fire C (D8)

[Unmodified]

Mod. Skill Die:

Unit Morale C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

6,3,--

 

Result:

1 Success

 

 

This is Macron-style kind of tough. Take some fire and keep on kickin'.

 

Initiative Step 6 - NPCs (Not Particularly Cooperatives)

Officer #1-1 got suppressed last round, so we need to make a CUF check to see if he recovers. Unfortunately, no one from his unit in LOS is unsuppressed, so this will be a straight CUF check with a level of C (D8) and he blows it with a 3. He is going to keep his head down for a while.

 

Soldier #1-2, his buddy, needs to make the same check, also at the same skill level. He rolls a 7 and recovers from his suppression. The Fast Action is gone, so he cannot aim. Guess it is "spray and pray" time.

 

In order to roll up the flank, they need to overrun Klasha's position. #1-1 will fire a long burst at Klasha with his UZI. The range is 4 (Medium) and he will add 4 ammo die to the mix.

 

Task:

Spray Klasha's Position

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 target is prone, -1 Medium Range, -1 Target hex terrain

= -4

Mod. Ability Die:

Agility D (D6)

[-2 Steps]

Mod. Skill Die:

--

[-2 steps and removed]

Ammo Die:

4

 

Roll:

3,--,2,3,4,2

(11 rounds expended)

Result:

Failure

 

 

It was worth a shot but the results were less than spectacular.

 

Officer #2-1 is still suppressed and has been since the beginning. Poor leadership skills. He will need to make a CUF roll but can add the Unit Morale (C), as #2-2 is nearby and not suppressed. He rolls 1,7 and finally recovers from his suppression.

 

Staying where he is asking to get shot. Since he cannot effectively fire on the attackers due to the short range of his SMG, he will low crawl toward the cover of the trees in hopes of rallying the defenders.

 

Engineer #2-2, at the moment, is one of the few fighting back. He will aim (Fast Action) and fire (Slow Action) at Harris . The range is 6 (Short) and he will add all three ammo dice to the roll.

 

Task:

Fire up Harris

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 target is prone, -1 Target hex terrain

= -3

Mod. Ability Die:

Agility D (D6)

[-1 Steps]

Mod. Skill Die:

--

[-2 steps and removed]

Ammo Die:

3

 

Roll:

5,--,2,6,1

(9 rounds expended)

Result:

Failure

 

 

He did not hit but Harris will need to check for Suppression due to the 6 on the ammo die. Harris has a CUF of C (D8) and the Unit Morale is B (D10), since the rest of the team is nearby and not suppressed. The results are 6,7 and he passes easily. The team is very motivated today.

 

Soldier #2-3 will aim (Fast Action) at Griff this time and then fire (Slow Action) a long burst. The range is  6 (Short) and he will add 5 ammo die to the pool.

 

Task:

Fire the FN FNC at Griff

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 Target is Prone,-1 target hex terrain

= -3

Mod. Ability Die:

Agility C (D8)

[-1 Step]

Mod. Skill Die:

--

[-2 steps and removed]

Ammo Die:

5

 

Roll:

5,--,2,4,6,4,5

(21 rounds expended)

Result:

Failure

 

 

No hits but a possible Suppression. Griff has a CUF of B (D10) and the Unit Morale is B (D10). He rolls 7,2 and passes the test.

 

Note: if we were tracking NPCs like PCs, as I normally do, the soldier's weapon would be empty now. As we are not, he can keep hosing away.

 

Soldier #2-4 again needs to try to recover from his suppression.  His CUF is C (D8) and he can add the Unit Morale (C), as unsuppressed comrades are nearby. Unfortunately, he rolls 2,1 and pulls himself farther up into his helmet.

 

Officer #3-1 got suppressed this round and loses his turn.

 

Soldier #3-2 will put some fire into Marcon's position and hope for the best. The range is 5 (Short) and he will add 5 ammo die to the pool.

 

Task:

Fire the AK-74 at Macron

 

Ability Die:

Agility B (D10)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-2 Target is Prone,-1 target hex terrain

= -3

Mod. Ability Die:

Agility C (D8)

[-1 Step]

Mod. Skill Die:

--

[-2 steps and removed]

Ammo Die:

5

 

Roll:

6,--,1,2,2,3,3,

(11 rounds expended)

Result:

1 Success.

 

 

One possible hit. The woodlands around Macron provide cover (2) but his head and arms are exposed, as he was firing. The hit location is the legs (1) and the round is stopped by the cover.

 

Soldier #3-3 will stand (Fast Action) and move into the forest on the right, hoping to join the push on the flank.

 

Initiative Step 9         - Klasha

Klasha shot her last round and now needs to reload.

 

Task:

Reload Current Magazine

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

--

 

Mod. Ability Die:

Agility C (D8)

[Unmodified]

Mod. Skill Die:

Ranged Combat C (D8)

[Unmodified]

Ammo Die:

--

 

Roll:

7,3

 

Result:

1 Success

 

 

The success means that the action counts a fast action for Klasha. She can now fire (Slow Action) at the enemy pressing the flanks, even if she cannot aim. Her low kill levels will make it difficult but the roll can never be reduced below 1D6, so there is a chance.

 

She will engage #1-2. The range is 4 (Short) and she will add 4 ammo die to the pool.

 

Task:

Fire at #1-2

 

Ability Die:

Agility C (D8)

 

Skill Die:

Ranged Combat C (D8)

 

Modifiers:

-1 Terrain in target hex, -2 Quick shot, -2 Target is prone

= -5

Mod. Ability Die:

Agility D (D6)

[-1 Step - last die cannot be removed]

Mod. Skill Die:

--

[-2 steps and removed]

Ammo Die:

--

 

Roll:

2,--, 2,5,1,3,1

12 rounds expended

Result:

Failure

 

 

Two 1s result in a mishap. The reliability of her AK-74 is reduced to B and we need to roll 2D8 to avoid a jam. She rolls 2,4 and the weapon jams. That is not good.

 

At the end of the round, the number of NPCs incapacitated has not change. A lot of ammunition has been sent downrange to little effect. The left of the characters is becoming endangered.

 


 


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