The group encounters a group of marauders while
moving south in the woods near Lodz. The background light level is
III. The encounter distance is 50m. The highest observation asset of
the group is 8. The surprise modifier is -6 (characters in own group)
– 10 (number of own vehicles ) +21 (number of marauders) + 5
(vehicles in the marauder group) = +10. The bonus is reduced to 8, as
the asset may not be more than doubled, giving a total of 16. The
difficulty level is Difficult (x1). The roll is 19 (failure).
The marauders have an observation asset of 16. The
surprise modifier is +6 (characters in group) + 10 (number of own
vehicles ) -21 (number of marauders) -5 (vehicles in the marauder
group) = -10. Their asset is reduced to 8, as it may not be more than
halved. The difficulty level is Average (x2), giving a target number
of 16. The roll is 4, outstanding success. The marauders get the jump
on the characters.
Turn 1 – Imitative Step – 4
Marauder group #0 is standing guard (or something
approximating that). They hear and see the outlines of the HMMWVs are
coming. Believing that nothing good can be coming down the road, the
marauders go on the offensive and open fire.
Veteran marauder #0-1 fires a burst from his UZI
at the lead HMMWV. The range is 50m (Medium) and the burst is reduced
by 2 dice due to the range. The difficulty level is Impossible
(x1/4), which gives a target number of 3. The remaining rolls are: 3,
4, 2, resulting in two possible hits. Both hits ricochet off the hull
and suspension without causing damage, as the 9mm has no penetration
value.
Turn 1 - Initiative Step – 3
Experienced marauder #0-2 fire two 10-round bursts
from his RPK-74 (with bipod) at the HMMWV. The range is 50m (Short
Range). No dice are lost due to the range. The difficulty level is
Impossible (x1/4) and the target number is 2.
There is one possible hit on the turret from the
first burst. Since the vehicle has no turret, it is a hull hit. The
shot does not hit the armor. This gives the weapon a final
penetration vs. Vehicles of 3, resulting in a minor hit result. The
hit is for two passengers. As there are no passengers, the hit
becomes one crew member. The crew member are Driver, Gunner,
Commander. The die roll indicates the driver (Mitchell) is hit by 2
fragments, but both are stopped by her vest. She take two points of
blunt trauma damage from the fragments
From the second burst there is one possible hit.
The round is slowed down by the armor but has a final penetration
value of 1, also resulting in one minor hit. The roll is a 6 and the
minor hit becomes a major hit on the engine. The engine is now
inoperable.
Experienced marauder #0-3 fires a burst from his
AKR at the HMMWV. The range is 50m (Medium), reducing the burst size
by two. The difficulty is impossible, making the target number 2. One
round is a possible hit. The round hits the hull and hits the
„armor“, reducing the final penetration damage to 1. This results
in a minor hit. The roll for the damage result is a 6, upgrading the
hit to a major hull hit. The second roll is a 6, resulting in the
main weapon (Mk-19) being damaged.
Turn 1 - Initiative Step – 1
Novice marauder #0-4 fires two quick shots at the
HMMWV with his FN-FAL. The range is 50m (Short) and the difficulty is
Average (x2), giving a target number of 16. The rolls are 11 and 5,
both of which are possible hits. The first round hits the hull but is
not stopped by the armor. The final penetration versus vehicles is 4,
resulting in one minor damage result. The roll is 2 (1 Crew member),
which rolled randomly is the commander (Griffin). Griffin takes three
hits, each for 1D6 with a penetration of Nil. He takes two in the
left arm for a total of 10 and one to the abdomen, which is stopped
by his vest but he still takes 1 point of blunt trauma damage.
Griffin has two scratch wounds and is „knocked down“ this round.
This will have no effect, as the characters were surprised this turn
anyway.
Novice marauder #0-5 fires a burst from his AKMR
at the HMMWV. The range is 50m (Medium), reducing the burst size by
two. The target number is 2. The rolls are 18,19,6, resulting in no
hits.
Novice marauder #0-6 also fires two quick shots at
the HMMWV with his L1A1. The range is 50m (Short) and the difficulty
is Average (x2), giving a target number of 16. One shot is a possible
hit. The round hits the hull but penetrates the armor. The final
penetration vs. Vehicles is 2, resulting in one minor hit. This hit
is also converted to a major hit, which again hits the engine.
Around the camp, the rest of the marauders begin
to wake.
The
marauders managed to get the drop on us. We had been approaching the
bridge next to the farmstead slowly, as you can never be sure how the
reaction is going to be. I saw „Tom“ get lit up. First there was
nothing then a whole lot of tracers lancing out at the Hummer.
Bullets ricocheted off the hull in some places and others punched
through the canvas.
Mitchell
and Griffin took some hits, most of which were stopped by their
vests. Still, doc needed to pulls some fragments out of Griffin‘s
leg later. The engine got shot up really bad and Harris almost lost a
finger when a round disabled the Mk-19. Things had gone south
suddenly.
Turn 2 – Initiative 5
Tom rolls to a stop, despite Caitlyn‘s
„encouraging“ words. Tom is now 25m from the bridge.
Potato pulls the charging handle on his M2HB and
yells for Logan to advance so he can engage with the .50. Potato goes
into overwatch and will fire as targets appear.
Griffin loses his action due to the scratch wound
he suffered.
Turn 2 – Initiative 4
Veteran marauder #0-1 fires a burst from his UZI
at the HMMWV. The range is 25m (Short) and the difficulty is
Impossible (x1/4). The target number is 3. There is one possible hit
but it is stopped by the „armor“ of the hull.
Caitlyn Mitchell also loses her action due to the
scratch wound.
Turn 2 – Initiative 3
As his weapon is useless, Harris pulls a
fragmentation grenade from his webbing and lobs it toward the
marauder that just fired the UZI at the HMMWV. The distance is 25m.
Harris has a throw range of 32m. The target is within effective range
and the difficulty is Difficult (x1). Harris has a thrown weapons
asset of 9. The roll is 2, a hit.
Marauders Veteran marauder #0-1, Novice marauder
#0-4 and Novice marauder #0-6 are within the primary blast radius.
They are also in the same 10m square as the explosion. The damage is:
-
Marauders Veteran marauder #0-1 - Concussion: 13, one fragment to the chest for 7 points of damage. Killed by the quick kill rule.
-
Novice marauder #0-4 - Concussion: 18, no fragments. The marauders initiative is reduced to 0 because of his wounds, taking him out of the fight.
-
Novice marauder #0-6 - Concussion: 5, one fragment to the head that hits the helmet and penetrates for six points of damage and one point of blunt trauma for a total of 7. The marauders initiative is reduced to 0 because of his wounds, taking him out of the fight. In addition, he is also stunned by the blow to the head.
The rest of the marauders are protected by the
bridge from both concussion and fragments. No one else suffers damage
from either source.
Experienced marauder #0-2 fires two burst at
Harris. This will empty his magazine but Harris is partially
protected from the waist down by the HMMWV. The range is 25m and the
difficulty is Impossible (x1/4) giving a target number of 2. There
are no hits from the first burst. Half of the burst, as per the
automatic fire rule, may hit those in the danger zone. This would be
the HMMWV but none of the rounds hits. None of the rounds in the
second burst hit either. Half of the remaining rounds also fail to
connect. Must be Harris‘ lucky day.
Experienced marauder #0-3 takes a page from
Harris‘ play book and throws a fragmentation grenade at the HMMWV.
The range is 25m but he throws the grenade at a point 5m short,
reducing the range to 20m. The difficulty level is Difficult (x1)
giving a target number of 11. The roll is 6, a hit.
Griffin, Mitchell and Harris are within the
primary blast radius. The HMMWV does not provide protection against
the concussion. Harris is partially protected from the waist down by
the HMMWV. The damage is:
-
Griffin takes one point of damage to all body parts except his head, right arm and abdomen, which take 2 each from concussion. Griffin gets hit by one fragment that does not hit the „armor“ in the right arm for 11 points of damage.
-
Mitchell takes one point of damage to all body parts except her left leg, which takes 4, her abdomen, right leg and head, which takes 2 points each from concussion. Mitchell does not take any fragments.
-
Harris takes one point of damage to all body parts except his right leg, which takes 3 points of damage and his head, chest, right arm and left leg, which take 2 each from concussion. Harris takes one fragment to the chest. The damage is 3 plus 1 point of damage for blunt trauma, for a total of 4. Harris has suffered a scratch wound and will miss his next turn.
Novice marauder #0-5 is withing the secondary
burst radius and suffers 4 fragments. One would hit his leg but
misses, as he is prone. Two others hit his right arm for 8. One
fragment hits his chest for 4 points of damage but he does not suffer
a quick kill. His wounds, however, reduce his initiative to 0,
removing him from the fight.
Turn 2 – Imitative 2
Logan drives the HMMWV forward 50m, bringing
Potato to within the minimum range,
Potato fires a burst from the M2HB at the Marauder
that just threw the grenade. The range is 50m and the difficulty is
Impossible (x1/4). Potato‘s autogun asset is 15, resulting in a
target number of 3. The one possible hit misses because the marauder
is prone. The remaining 4 rounds may hit the other marauders, as they
are in the danger zone. There is one possible hit on Novice marauder
#0-5 but it misses, as he is prone.
Mitchell fires a quick shot at Novice marauder
#0-4 lying next to the bridge with her M177. The range is 50m
(Medium) and the difficulty is Difficult (x1). The asset level is 6.
The roll is a 5, but the round misses as the target is prone.
Tom
rolled to a stop about 25m from the bridge. Logan hit the gas as
Potato brought the Ma Deuce to bear as we closed in with Jerry. I saw
a grenade being thrown by Harris. It landed square in the middle of
the bandits on the right. After the smoke cleared, some were rolling
around in the dirt, some were not moving at all, their uniforms
showing a lot of rips and tears and more blood than I wanted to see.
One
of the bandits on the left let off another long burst from the RPK-74
that somehow missed Harris COMPLETELY. Boy must have had his guardian
angels working overtime. Another grenade rolled out from the left
side of bridge and exploded just short of the hummer. Shrapnel was
pinging off our hummer too as we were pulling up. I saw Harris,
somehow still alive, looking dazed but he still seemed to be in the
fight. The radio confirmed that the others were still alive too.
Potato
responded with a burst from the M2 but somehow could not get the
angle he needed. He wasted a lot of ammo, as no one seems to have
been hit. I popped off a round at one of the knuckleheads rolling
around on the left, but, to be honest, shooting has never been my
strong point.
Turn 3 – Initiative 5
Five more marauders have woken and prepared
themselves for battle. They will be moving to reinforce the marauders
at the bridge.
Griffin rolls out of the HMMWV, going prone nearby
with his M40 ready.
Potato lets off another burst from the M2 at
Experienced marauder #0-3. The range is 50m (short) and the
difficulty is impossible (x1/4) with a target number of 3. There is
one hit on his left arm. The damage total is 26. The marauder is
seriously wounded and suffers a -3 initiative modifier, removing him
from the fight.
A second round hits Experienced marauder #0-2 in
the left arm, also for 26 points of damage. He is also removed from
the fight.
Effective resistance has ended at the bridge, as
marauders are dead or wounded enough so that they cannot continue the
fight.
Turn 3 – Initiative 4
Mitchell also dismounts and goes prone near Tom.
Veteran marauder #1-1 exits the building he was
staying in and takes cover near the corner of the house where he
observes the bridge. Veteran marauder #2-1 to Veteran marauder #4-1
join him there. Veteran marauder #5-1 runs across the road and sets
up his L7A2 with the bipod deployed pointing at the river.
Turn 3 – Initiative 3
Harris loses his action, as he has suffered a
scratch wound for the first time.
Turn 3 – Initiative 2
Marshall goes into overwatch, looking for targets.
Logan continues to drive over the bridge.
Logan
took us onto the bridge. Potato gave the marauders at the bridge a
last burst as we drove by. Resistance at the bridge ended then. All
them bad guys were dead or wounded so bad that the fight left them.
Good for them, as we would have done ‚em in anyway.
As
Logan took us over, I looked for targets but didn‘t see nuddin.
Turn 4 – Initiative 5
Jerry charges over the bridge. Potato spots the
marauder with the L7A2 and fires a burst at him. The range is 35m
(Short) and the difficulty is Impossible (x1/4). The target number is
3. None of the rounds hit and no one is in the danger zone.
Griffin moves forward, taking cover behind the
bridge abutment.
Turn 4 – Initiative 4
Mitchell moves forward, taking cover opposite of
Griffin on the bridgehead.
Veteran marauder #1-1 sees the HMMWV drive over
the bridge. It is too close for a grenade, so he fires a burst with
his Skorpion at Potato. The range is 35m (Long) reducing the burst
size to 1. The difficulty level is Impossible (x1/4) and the target
number is 3. The roll is 18, miss.
Veteran marauder #2-1 cannot see the HMMWV so he
goes into overwatch, along with Veteran marauder #3-1 and Veteran
marauder #4-1
Veteran marauder #5-1 fires a burst from the L7A2
at the HMMWV. The range is 35m (Short) and the The difficulty level
is Impossible (x1/4) and the target number is 3. The burst is reduce
by 2 due to the vehicle movement. None of the rounds hit.
Turn 4 – Initiative 3
Harris rolls out of the turret, dropping prone
near the Hummer.
Turn 4 – Initiative 2
Logan speeds past the house with the HMMWV. As the
vehicle passes the house, the marauders hidden behind he house open
fire on the HMMWV.
Veteran marauder #2-1 fires a burst from his AKR
at the HMMWV. The range is 30m (Short) but the burst is reduced by
two die due to the vehicle movement. The difficulty is Impossible
(x1/4) and the target number is 3. No hits are scored.
Veteran marauder #3-1 fire a burst at the Hummer
with his M231. The burst is reduced by two for the range (Medium) and
again by two for the vehicle movement. The difficulty is Impossible
(x1/4) and the target number is 3. The roll is 11, miss.
Veteran marauder #4-1 fires a burst from his Uzi
at the HMMWV. The range is 35m (Medium). The burst is reduced by two
for the range (Medium) and again by two for the vehicle movement. The
difficulty is Impossible (x1/4) and the target number is 3. The round
misses.
Marshall fires a quick shot at Veteran marauder
#4-1 with her M177. The range is 35m (Short) but the difficulty is
increased on level due to vehicle movement. The difficulty is
Difficult (x1) and the asset level is 6. The roll is 3, a hit. The
round hits the Marauder in the chest but he has a flak jacket. The
final damage after penetration is 6 plus 1 for blunt trauma, total of
7. The marauder is not killed by the quick kill rule and does not
get knocked down.
As
we crossed the bridge, Potato spotted a guy with an L7 hiding on the
left. He tried to engage but we were going to fast for him to get a
good bead. It was good that we were bookin‘ because the minute we
passed the building, we found out there was a bunch of them hiding
there. They let go with a hail of bullets but none of ‚em got us.
We were movin‘, like I said.
I
decided I had had enough of gettin‘ shot at today and fired my
carbine at them. I popped one but he did not go down. Must be a tough
guy, I guess.
Turn 5 – Initiative 5
Potato yells for Logan to finally stop. He
traverses and engages the fourth marauder behind the building with a
burst. The burst is reduced by two dice due to the vehicle movement.
The range is 25m (Short) and the difficulty is Impossible (x1/4) and
the target number is 3. One round hits. The hit location is the left
arm for 27 points of damage. Veteran marauder #4-1 is out of
seriously wounded and knocked down. The remaining two rounds miss
everyone else.
Griffin fire a quick shot from his M40 at the
Veteran marauder #5-1. The range is 40m (Short) and the difficulty is
Average (x2). The asset level is 12. The target number is 16 or less.
The roll is 19, a miss.
Turn 5 – Initiative 4
Veteran marauder #1-1 fires another burst at the
HMMWV. The range is 30m (Long) and the burst is reduced by 4 rounds
due to range. The difficulty is Impossible (x1/4) and the target
number is 3. The roll is 9, miss.
Veteran marauder #2-1 fires another burst from his
AKR at the HMMWV. The range is 30m (Short) but the burst is reduced
by two rounds due to the vehicle movement. The difficulty is
Impossible (x1/4) and the target number is 3. There is one hit and it
does not hit the armor. The final penetration value is 3, resulting
in one minor hit. Marshall takes two fragments to the left leg for 5
points of damage and one to the chest that is stopped by her armor.
She takes one point of blunt trauma damage. She is not knocked down
but will lose her next turn because she sustained her first scratch
wound.
Veteran marauder #3-1 fires a burst from his M231
at the HMMWV. The burst is reduced by two for the range (30 =
Medium) and two for the vehicle movement. The difficulty is
Impossible (x1/4) and the target number is 3. The roll is a 16, miss.
Mitchell fires her M203 at the Veteran marauder
#1-1 that she can see at the corner of the building. The range is 50m
(Short) and the difficulty is Average (x2). Mitchell has a grenade
launcher asset of 4, giving a target number of 8. The roll is 11, a
miss. The grenade deviates 35m to the right. Experienced marauder
#0-2 is just within the secondary blast radius but takes no
fragments. The building protects the rest from the explosion.
Veteran marauder #5-1 fires a burst at Griffin
after the round strikes near him. The distance is 50m and the
difficulty is Impossible (x1/4). The target number is 3. There is one
possible hit. Griff is prone and the right side is protected by the
bridge. The hit location is the right leg, miss.
Turn 5 – Initiative 3
Harris fires a 40mm grenade at a point in the
forest where he saw the MG muzzle flashes. The range is 50m (Short)
and the difficulty is Average (x2). Harris has a grenade launcher
asset of 8, giving a target number of 16. The roll is a 3, hit with
an outstanding success. All damage is doubled.
Veteran marauder #5-1 is within the first 10m
square for concussion. The takes 13x2 or 26 points of damage from
concussion. He also takes a fragment to the right leg for 7x2 or 14
points of damage. Veteran marauder #5-1 is killed. Veteran marauder
#1-1 is within the secondary burst radius. But takes no fragments.
Turn 5 – Initiative 2
Marshall loses her action due to the scratch
wound.
Logan stops the HMMWV, as per Potato‘s request.
Potato
winged the guy I hit before with the .50, although I don‘t think
you can wing someone with a .50 SLAP round. Anyway, he flew back
against the building and laid there, although he was still movin‘.
Tough guy indeed.
The
rest of them, not really noticing what happen to their friend, pelted
us again. One round hit the frame and splintered. I felt a burning in
my leg and something hit my vest. All in all, it hurt like the devil.
That
MG opened up again but was not shooting at us this time. Apparently
the team across the bridge had gotten his attention. I heard a lot of
cussin‘ on the radio but it didn‘t seem like anyone to a round.
They must be huggin‘ the ground over there while we were playing
pop-up target for the bad guys.
About
that time, the time on the others side of the bridge decided to try
out the 203‘s. One round landed behind the house. Found out later
Caitlyn was a bit quick on the trigger. Harris on the other hand
dropped a round into the tree line where MG had been. Didn‘t hear
nuddin‘ from him after that.
Turn 6 – Initiative 5
Potato fires four single rounds, one each at
Veteran marauder #1-1 - Veteran marauder #4-1.The range is 30m
(Short) and the difficulty Average (x2). His asset level is 15, so
the target number 16 or less. All four rounds hit and the second and
fourth rounds are outstanding successes. Veteran marauder #1-1 takes
a hit to the chest for 23 points of damage and is killed by the quick
kill rule.
Veteran marauder #2-1 gets hit in the abdomen. The
hit is an outstanding success (x2 Damage). He is wearing a vest. The
damage is 29x2 or 58 plus 1 for blunt trauma. Veteran marauder #2-1
is killed.
Veteran marauder #3-1 takes one round to the right
leg for 27 points of damage. He is knocked down and his initiative
reduced to 1.
Veteran marauder #4-1 is hit by an outstanding
success. The hit goes to his left leg for 27x2 or 54. Veteran
marauder #4-1 is killed.
Griffin runs across the bridge before taking cover
at the corner of the building.
End of Combat
More than half of the marauders are dead or
seriously wounded. Those that are unwounded slip out of the house and
disappear into the woods behind.
Six marauders are captured and five have been
killed.
Potato
walked the .50 down the line, dropping all the guys in front of the
house with methodical shots. It was like watching a machine. No
emotion, just precision work.
The
fight went out of them then. The smoke cleared and we gathered up the
weapons. We had six seriously wounded guys and counted five dead.
Griffin, Mitchell and Harris searched the house. Apparently there
were more, but they beat feet out the back.
We
found the former residents of the house. The men were dead. The women
apparently lasted a bit longer, but they were dead to. Griffin
„questioned“ them. Turns out they had run into the woods when the
commies started movin‘. We didn‘t take a vote. No need to. Left
‚em hanging from the bridge and that was probably to good for ‚em,
if you ask me.
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