Monday, July 2, 2018

0014 - Scene III – Clearing the Mines (1500 21 JUL 2000) – Part III

Looking back at turn 1, it did not go well for the East German marauders. They lost their only heavy weapon (Vz-59) and a support weapon (RPK-74) in the first round, despite these being protected by a bunker. Although two characters have been wounded, none are wounded enough to put them out of the fight, unlike one of the marauders.

The marauders will begin to pull back and try to recover their wounded as they do.

Turn 2 – Initiative 5

Actions:

    • Robinson saw Harris go down and will move to pull him back
    • Potato will shift fire to the left and engage Veteran East German marauder #1-1

Order of Actions:

  • Robinson (Agl 7)
  • Potato (Agl 4 - Bulk 5 = -1)
Play:

Robinson stands up and begins to run toward Harris.

Potato engages Veteran East German marauder #1-1 with two bursts from the L7. The range is 225m (Long) and the burst will be reduced by 6 rounds due to range.
  • [First Burst – Asset Level 15 – Impossible (x1/4) – Target Number 3 - Roll(s): 18, 18, 15, 10] – No Hits
  • [Second Burst – Asset Level 15 – Impossible (x1/4) – Target Number 3 - Roll(s): 17, 13, 19, 2] – One possible hit. The target is prone and all leg and abdomen hits will miss. The hit location is Left Leg (10) – Miss.

Turn 2 – Initiative 4

Actions:

  • Veteran East German marauder #1-1 will order the line to his right to engage and then move to evacuate the wounded from the bunker.
  • Griffin will fire at Experienced East German marauder #1-2
  • Mitchell prepares to drive forward, if necessary. Mitchell is driving Bud.
  • Macron will fire at Novice East German marauder #1-4.
Order of Actions:

  • Veteran East German marauder #1-1 (Agl 7)
  • Mitchell (Agl 5)
  • Griffin (Agl 6 – Bulk 5 = 1)
  • Macron (Agl 4 – Bulk 5 = -1)
Play:


Seeing the element of surprise lost, the Veteran East German marauder #1-1 decides to begin a retreat. He orders the line to his right to give covering fire and then moves to help the wounded in the bunker.

Mitchell stands by to drive.

Griffin prepares to fire two rounds at Experienced East German marauder #1-2. The distance is 215m (Long). Griffin calls the first shot to the head. This increases the difficulty by 1 which is offset by the aiming. The second round has a DM of -2 due to recoil.
  • [Called shot to the head – Asset Level 12 – Formidable (x1/2) – Target Number 6 - Roll(s): 3] - Hit. Griffin manages the head shot. The NPC has a steel helmet but the round does not hit it. The round causes 12 points of damage. Miracles do happen and the NPC is not killed immediately. He is, however, stunned-.
  • [Quick shot – Asset Level 12 – Impossible (x1/4) – Target Number 3 – 2 = 1 - Roll(s): 5] - Miss
Macron will fire three rounds at Novice East German marauder #1-4.  The range is 210m (Long). Like Griffin, he will call the first shot at the head. The last round has a DM of -1 due to recoil.

  • [Called shot to the head – Asset Level 13 – Formidable (x1/2) – Target Number 6 - Roll(s): 14] - Miss.
  • [Quick shot – Asset Level 13 – Impossible (x1/4) – Target Number 3 - Roll(s): 9] – Miss
  • [Quick shot – Asset Level 13 – Impossible (x1/4) – Target Number 3 – 1 = 2 - Roll(s): 9] – Miss

Turn 2 – Initiative 3

Actions:

  • Experienced East German marauder #1-3 will fire at Harris
  • Harris will fire his an HEDP round from his M203 at Novice East German marauder #1-5
  • Klasha will attempt to recover from being stunned.
Order of Actions:

  • Experienced East German marauder #1-3 (Agl 6 – Bulk 5 = 1)
  • Harris (Agl 5 - Bulk 5 = 0)
  • Klasha (Agl 4)
Play:


Experienced East German marauder #1-3 fires two single rounds from his AK-74 at Harris. Harris is prone and all abdomen and leg hits will miss. The range is 200m (Long).
  • [Firing at Harris – Asset Level 11 – Formidable (x1/2) – Target Number 5 - Roll(s): 19, 4] – 1 possible hit. The hit location is Abdomen (5), resulting in a miss.
Harris fires a round from his M203 at  Novice East German marauder #1-5. The range is 210m (Long).
  •  [Firing M203 – Asset Level 8 – Impossible (x1/4) – Target Number 2 - Roll(s): 3] –  Miss. The hit location is Abdomen (5), resulting in a miss. The round falls 4 meters short. Novice East German marauder #1-5 takes 5 points of damage from concussion. The marauder is in the primary blast zone and takes 4 fragments:
            ◦ Fragment 1 - Location / Damage: Chest / 4 points - No quick kill
            ◦ Fragment 2 - Location / Damage: Chest / 6 points – Quick Kill
            ◦ Fragment 3 - Location / Damage: Right Leg – Miss (Prone Target)
            ◦ Fragment 4 - Location / Damage: Right Leg – Miss (Prone Target)
  • Novice East German marauder #1-4 takes 5 points of damage from concussion. The marauder is on the edge of the primary blast zone and a roll to determine if he is in or out determines that he is in the secondary blast zone and the marauder takes no fragments. The NPC is wounded and his initiative is reduced to 0, removing him from the fight.
  • Novice East German marauder #1-6 takes 1 point of damage from concussion. The marauder is in the secondary blast zone and takes no fragments. The NPC is wounded and his initiative is reduced to 0, removing him from the fight.
Klasha will attempt to rec over from being stunned.
  • [Recover from Stun – Attribute Level 3 – Difficult (x1) – Target Number 3 - Roll(s): 7] – Klasha remains stunned.

Turn 2 – Initiative 2

Actions:
  • Marshall will fire a TOW at the bunker
  • Logan stands by to drive is necessary
  • Experienced East German marauder #2-1 will abandon the bunker and run for the rear
Order of Actions:


    • Experienced East German marauder #2-1 (Agl 6)
    • Logan (Agl 5)
    • Marshall (Agl 5 – Bulk 8 = -3)

Play:


Experienced East German marauder #2-1 runs from the bunker, leaving his MG behind.

Logan sits patiently behind the wheel, awaiting orders to drive.

Marshall fires at the bunker that she aimed at before with the TOW. The bunker is within the range (3500) of the weapon.
  • [Fire TOW at the bunker – Asset Level 5 – Average (x2) – Target Number 10 - Roll(s): 8]
    The bunker has an AV of 10 and the TOW II has a penetration of 180C. As the bunker is destroyed, it will not protect the occupants from concussion or fragments. We will rule the bunker as destroyed. A wave of concussion rolls over the marauders.
  • Veteran East German marauder #1-1 takes 12D6 damage from concussion, resulting in 43 points of damage, killing him.
  • Novice East German marauder #2-2 takes 12D6 damage from concussion, resulting in 45 points of damage, killing him.
  • Experienced East German marauder #2-1 takes 6D6 damage from concussion, resulting in 19 points of damage. The chance of a quick kill is 2 in 20 but the roll is a 13, resulting in him not being killed. He is knocked down and stunned. In addition, he is seriously wounded. To make matters worse, he is in the secondary blast radius but luckily takes no fragments.
  • Novice East German marauder #3-1 takes 6D6 damage from concussion, resulting in 11 points of damage. He is slightly wounded and his initiative is reduced to 0, taking him out of the fight.
Unfortunately for him, he is also in the primary blast radius. The round explodes to his right, so any being prone does not help him. He takes one fragment to the abdomen. The vest stops some of the damage but he still takes 4 +1 (blunt trauma) = 5 points of damage.
  • Experienced East German marauder #1-2 is on the border between C:3 and C:1 and a random roll determines he will use the C:3 value. He takes 10 points of damage from concussion. The chance of a quick kill is 2 in 20 but the roll is 10, resulting in no quick kill but he is now seriously wounded. He is in the secondary blast radius but takes no damage.
At the end of the round, fortune has turned against the marauders. They now have 89% causalities (5 WIA, 3 KIA), with only one trooper not wounded or dead. The marauders lay down their arms, hoping for mercy. Combat has ended.


No comments:

Post a Comment